2 sst.py =-- Super Star Trek in Python
4 This code is a Python translation of a C translation of a FORTRAN original.
5 The FORTRANness still shows in many ways, notably the use of 1-origin index
6 an a lot of parallel arrays where a more modern language would use structures
9 import os, sys, math, curses, time, atexit, readline, cPickle, random
11 SSTDOC = "/usr/share/doc/sst/sst.doc"
14 def _(str): return str
18 NINHAB = (GALSIZE * GALSIZE / 2)
20 PLNETMAX = (NINHAB + MAXUNINHAB)
22 BASEMAX = (GALSIZE * GALSIZE / 12)
25 FULLCREW = 428 # BSD Trek was 387, that's wrong
28 # These functions hide the difference between 0-origin and 1-origin addressing.
29 def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
30 def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
32 def square(i): return ((i)*(i))
33 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
34 def invalidate(w): w.x = w.y = 0
35 def is_valid(w): return (w.x != 0 and w.y != 0)
37 # How to represent features
58 def __init(self, x=None, y=None):
62 self.x = self.y = None
64 return self.x != None and self.y != None
65 def __eq__(self, other):
66 return self.x == other.y and self.x == other.y
67 def __add__(self, other):
68 return coord(self.x+self.x, self.y+self.y)
69 def __sub__(self, other):
70 return coord(self.x-self.x, self.y-self.y)
71 def distance(self, other):
72 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
74 return coord(self.x / abs(x), self.y / abs(y));
78 return "%d - %d" % (self.x, self.y)
82 self.name = None # string-valued if inhabited
83 self.w = coord() # quadrant located
84 self.pclass = None # could be ""M", "N", "O", or "destroyed"
85 self.crystals = None # could be "mined", "present", "absent"
86 self.known = None # could be "unknown", "known", "shuttle_down"
87 self.inhabited # is it inhabites?
101 self.status = None # Could be "secure", "distressed", "enslaved"
111 self.snap = False # snapshot taken
112 self.crew = None # crew complement
113 self.remkl = None # remaining klingons
114 self.remcom = None # remaining commanders
115 self.nscrem = None # remaining super commanders
116 self.rembase = None # remaining bases
117 self.starkl = None # destroyed stars
118 self.basekl = None # destroyed bases
119 self.nromrem = None # Romulans remaining
120 self.nplankl = None # destroyed uninhabited planets
121 self.nworldkl = None # destroyed inhabited planets
122 self.planets = [] # Planet information
123 self.date = None # stardate
124 self.remres = None # remaining resources
125 self.remtime = None # remaining time
126 self.baseq = [] # Base quadrant coordinates
127 for i in range(BASEMAX+1):
128 self.baseq.append(coord())
129 self.kcmdr = [] # Commander quadrant coordinates
130 for i in range(QUADSIZE+1):
131 self.kcmdr.append(coord())
132 self.kscmdr = coord() # Supercommander quadrant coordinates
133 self.galaxy = [] # The Galaxy (subscript 0 not used)
134 for i in range(GALSIZE+1):
135 self.chart.append([])
136 for j in range(GALSIZE+1):
137 self.galaxy[i].append(quadrant())
138 self.chart = [] # the starchart (subscript 0 not used)
139 for i in range(GALSIZE+1):
140 self.chart.append([])
141 for j in range(GALSIZE+1):
142 self.chart[i].append(page())
146 self.date = None # A real number
147 self.quadrant = None # A coord structure
150 OPTION_ALL = 0xffffffff
151 OPTION_TTY = 0x00000001 # old interface
152 OPTION_CURSES = 0x00000002 # new interface
153 OPTION_IOMODES = 0x00000003 # cover both interfaces
154 OPTION_PLANETS = 0x00000004 # planets and mining
155 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
156 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
157 OPTION_PROBE = 0x00000020 # deep-space probes
158 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
159 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
160 OPTION_MVBADDY = 0x00000100 # more enemies can move
161 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
162 OPTION_BASE = 0x00000400 # bases have good shields
163 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
164 OPTION_PLAIN = 0x01000000 # user chose plain game
165 OPTION_ALMY = 0x02000000 # user chose Almy variant
184 NDEVICES= 16 # Number of devices
193 def damaged(dev): return (game.damage[dev] != 0.0)
194 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
196 # Define future events
197 FSPY = 0 # Spy event happens always (no future[] entry)
198 # can cause SC to tractor beam Enterprise
199 FSNOVA = 1 # Supernova
200 FTBEAM = 2 # Commander tractor beams Enterprise
201 FSNAP = 3 # Snapshot for time warp
202 FBATTAK = 4 # Commander attacks base
203 FCDBAS = 5 # Commander destroys base
204 FSCMOVE = 6 # Supercommander moves (might attack base)
205 FSCDBAS = 7 # Supercommander destroys base
206 FDSPROB = 8 # Move deep space probe
207 FDISTR = 9 # Emit distress call from an inhabited world
208 FENSLV = 10 # Inhabited word is enslaved */
209 FREPRO = 11 # Klingons build a ship in an enslaved system
213 # abstract out the event handling -- underlying data structures will change
214 # when we implement stateful events
216 def findevent(evtype): return game.future[evtype]
220 self.options = None # Game options
221 self.state = None # A snapshot structure
222 self.snapsht = None # Last snapshot taken for time-travel purposes
223 self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
224 self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
225 self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
226 self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
227 self.damage = [0.0] * NDEVICES # damage encountered
228 self.future = [0.0] * NEVENTS # future events
229 for i in range(NEVENTS):
230 self.future.append(event())
231 self.passwd = None; # Self Destruct password
232 self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
233 self.quadrant = None # where we are in the large
234 self.sector = None # where we are in the small
235 self.tholian = None # coordinates of Tholian
236 self.base = None # position of base in current quadrant
237 self.battle = None # base coordinates being attacked
238 self.plnet = None # location of planet in quadrant
239 self.probec = None # current probe quadrant
240 self.gamewon = False # Finished!
241 self.ididit = False # action taken -- allows enemy to attack
242 self.alive = False # we are alive (not killed)
243 self.justin = False # just entered quadrant
244 self.shldup = False # shields are up
245 self.shldchg = False # shield is changing (affects efficiency)
246 self.comhere = False # commander here
247 self.ishere = False # super-commander in quadrant
248 self.iscate = False # super commander is here
249 self.ientesc = False # attempted escape from supercommander
250 self.ithere = False # Tholian is here
251 self.resting = False # rest time
252 self.icraft = False # Kirk in Galileo
253 self.landed = False # party on planet (true), on ship (false)
254 self.alldone = False # game is now finished
255 self.neutz = False # Romulan Neutral Zone
256 self.isarmed = False # probe is armed
257 self.inorbit = False # orbiting a planet
258 self.imine = False # mining
259 self.icrystl = False # dilithium crystals aboard
260 self.iseenit = False # seen base attack report
261 self.thawed = False # thawed game
262 self.condition = None # "green", "yellow", "red", "docked", "dead"
263 self.iscraft = None # "onship", "offship", "removed"
264 self.skill = None # Player skill level
265 self.inkling = 0 # initial number of klingons
266 self.inbase = 0 # initial number of bases
267 self.incom = 0 # initial number of commanders
268 self.inscom = 0 # initial number of commanders
269 self.inrom = 0 # initial number of commanders
270 self.instar = 0 # initial stars
271 self.intorps = 0 # initial/max torpedoes
272 self.torps = 0 # number of torpedoes
273 self.ship = 0 # ship type -- 'E' is Enterprise
274 self.abandoned = 0 # count of crew abandoned in space
275 self.length = 0 # length of game
276 self.klhere = 0 # klingons here
277 self.casual = 0 # causalties
278 self.nhelp = 0 # calls for help
279 self.nkinks = 0 # count of energy-barrier crossings
280 self.iplnet = 0 # planet # in quadrant
281 self.inplan = 0 # initial planets
282 self.nenhere = 0 # number of enemies in quadrant
283 self.irhere = 0 # Romulans in quadrant
284 self.isatb = 0 # =1 if super commander is attacking base
285 self.tourn = 0 # tournament number
286 self.proben = 0 # number of moves for probe
287 self.nprobes = 0 # number of probes available
288 self.inresor = 0.0 # initial resources
289 self.intime = 0.0 # initial time
290 self.inenrg = 0.0 # initial/max energy
291 self.inshld = 0.0 # initial/max shield
292 self.inlsr = 0.0 # initial life support resources
293 self.indate = 0.0 # initial date
294 self.energy = 0.0 # energy level
295 self.shield = 0.0 # shield level
296 self.warpfac = 0.0 # warp speed
297 self.wfacsq = 0.0 # squared warp factor
298 self.lsupres = 0.0 # life support reserves
299 self.dist = 0.0 # movement distance
300 self.direc = 0.0 # movement direction
301 self.optime = 0.0 # time taken by current operation
302 self.docfac = 0.0 # repair factor when docking (constant?)
303 self.damfac = 0.0 # damage factor
304 self.lastchart = 0.0 # time star chart was last updated
305 self.cryprob = 0.0 # probability that crystal will work
306 self.probex = 0.0 # location of probe
308 self.probeinx = 0.0 # probe x,y increment
309 self.probeiny = 0.0 #
310 self.height = 0.0 # height of orbit around planet
312 # Stas thinks this should be (C expression):
313 # game.state.remkl + game.state.remcom > 0 ?
314 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
315 # He says the existing expression is prone to divide-by-zero errors
316 # after killing the last klingon when score is shown -- perhaps also
317 # if the only remaining klingon is SCOM.
318 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
319 # From enumerated type 'feature'
340 # From enumerated type 'FINTYPE'
364 # From enumerated type 'COLORS'
383 # Code from ai.c begins here
385 def tryexit(look, ienm, loccom, irun):
386 # a bad guy attempts to bug out
388 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
389 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
390 if not VALID_QUADRANT(iq.x,iq.y) or \
391 game.state.galaxy[iq.x][iq.y].supernova or \
392 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
393 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
395 return False; # Romulans cannot escape!
397 # avoid intruding on another commander's territory
399 for n in range(1, game.state.remcom+1):
400 if game.state.kcmdr[n] == iq:
402 # refuse to leave if currently attacking starbase
403 if game.battle == game.quadrant:
405 # don't leave if over 1000 units of energy
406 if game.kpower[loccom] > 1000.0:
408 # print escape message and move out of quadrant.
409 # we know this if either short or long range sensors are working
410 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
411 game.condition == docked:
412 crmena(True, ienm, "sector", game.ks[loccom])
413 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
414 # handle local matters related to escape
415 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
416 game.ks[loccom] = game.ks[game.nenhere]
417 game.kavgd[loccom] = game.kavgd[game.nenhere]
418 game.kpower[loccom] = game.kpower[game.nenhere]
419 game.kdist[loccom] = game.kdist[game.nenhere]
422 if game.condition != docked:
424 # Handle global matters related to escape
425 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
426 game.state.galaxy[iq.x][iq.y].klingons += 1
432 schedule(FSCMOVE, 0.2777)
436 for n in range(1, game.state.remcom+1):
437 if game.state.kcmdr[n] == game.quadrant:
438 game.state.kcmdr[n]=iq
441 return True; # success
444 # The bad-guy movement algorithm:
446 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
447 # If both are operating full strength, force is 1000. If both are damaged,
448 # force is -1000. Having shields down subtracts an additional 1000.
450 # 2. Enemy has forces equal to the energy of the attacker plus
451 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
452 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
454 # Attacker Initial energy levels (nominal):
455 # Klingon Romulan Commander Super-Commander
456 # Novice 400 700 1200
458 # Good 450 800 1300 1750
459 # Expert 475 850 1350 1875
460 # Emeritus 500 900 1400 2000
461 # VARIANCE 75 200 200 200
463 # Enemy vessels only move prior to their attack. In Novice - Good games
464 # only commanders move. In Expert games, all enemy vessels move if there
465 # is a commander present. In Emeritus games all enemy vessels move.
467 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
468 # forces are 1000 greater than Enterprise.
470 # Agressive action on average cuts the distance between the ship and
471 # the enemy to 1/4 the original.
473 # 4. At lower energy advantage, movement units are proportional to the
474 # advantage with a 650 advantage being to hold ground, 800 to move forward
475 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
477 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
478 # retreat, especially at high skill levels.
480 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
483 def movebaddy(com, loccom, ienm):
484 # tactical movement for the bad guys
485 next = coord(); look = coord()
487 # This should probably be just game.comhere + game.ishere
488 if game.skill >= SKILL_EXPERT:
489 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
491 nbaddys = game.comhere + game.ishere
493 dist1 = game.kdist[loccom]
494 mdist = int(dist1 + 0.5); # Nearest integer distance
496 # If SC, check with spy to see if should hi-tail it
498 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
502 # decide whether to advance, retreat, or hold position
503 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
505 forces += 1000; # Good for enemy if shield is down!
506 if not damaged(DPHASER) or not damaged(DPHOTON):
507 if damaged(DPHASER): # phasers damaged
510 forces -= 0.2*(game.energy - 2500.0)
511 if damaged(DPHOTON): # photon torpedoes damaged
514 forces -= 50.0*game.torps
516 # phasers and photon tubes both out!
519 if forces <= 1000.0 and game.condition != "docked": # Typical situation
520 motion = ((forces+200.0*Rand())/150.0) - 5.0
522 if forces > 1000.0: # Very strong -- move in for kill
523 motion = (1.0-square(Rand()))*dist1 + 1.0
524 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
525 motion -= game.skill*(2.0-square(Rand()))
527 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
528 # don't move if no motion
531 # Limit motion according to skill
532 if abs(motion) > game.skill:
537 # calculate preferred number of steps
542 if motion > 0 and nsteps > mdist:
543 nsteps = mdist; # don't overshoot
544 if nsteps > QUADSIZE:
545 nsteps = QUADSIZE; # This shouldn't be necessary
547 nsteps = 1; # This shouldn't be necessary
549 proutn("NSTEPS = %d:" % nsteps)
550 # Compute preferred values of delta X and Y
551 mx = game.sector.x - com.x
552 my = game.sector.y - com.y
553 if 2.0 * abs(mx) < abs(my):
555 if 2.0 * abs(my) < abs(game.sector.x-com.x):
569 for ll in range(nsteps):
571 proutn(" %d" % (ll+1))
572 # Check if preferred position available
584 attempts = 0; # Settle mysterious hang problem
585 while attempts < 20 and not success:
587 if look.x < 1 or look.x > QUADSIZE:
588 if motion < 0 and tryexit(look, ienm, loccom, irun):
590 if krawlx == mx or my == 0:
592 look.x = next.x + krawlx
594 elif look.y < 1 or look.y > QUADSIZE:
595 if motion < 0 and tryexit(look, ienm, loccom, irun):
597 if krawly == my or mx == 0:
599 look.y = next.y + krawly
601 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
602 # See if we should ram ship
603 if game.quad[look.x][look.y] == game.ship and \
604 (ienm == IHC or ienm == IHS):
607 if krawlx != mx and my != 0:
608 look.x = next.x + krawlx
610 elif krawly != my and mx != 0:
611 look.y = next.y + krawly
614 break; # we have failed
626 # Put commander in place within same quadrant
627 game.quad[com.x][com.y] = IHDOT
628 game.quad[next.x][next.y] = ienm
631 game.ks[loccom] = next
632 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
633 if not damaged(DSRSENS) or game.condition == docked:
636 proutn(_(" from Sector %s") % com)
637 if game.kdist[loccom] < dist1:
638 proutn(_(" advances to "))
640 proutn(_(" retreats to "))
641 prout("Sector %s." % next)
644 # Klingon tactical movement
647 # Figure out which Klingon is the commander (or Supercommander)
650 for i in range(1, game.nenhere+1):
652 if game.quad[w.x][w.y] == IHC:
656 for i in range(1, game.nenhere+1):
658 if game.quad[w.x][w.y] == IHS:
661 # If skill level is high, move other Klingons and Romulans too!
662 # Move these last so they can base their actions on what the
664 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
665 for i in range(1, game.nenhere+1):
667 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
668 movebaddy(w, i, game.quad[w.x][w.y])
671 def movescom(iq, avoid):
672 # commander movement helper
673 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
674 game.state.galaxy[iq.x][iq.y].supernova or \
675 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
678 # Avoid quadrants with bases if we want to avoid Enterprise
679 for i in range(1, game.state.rembase+1):
680 if game.state.baseq[i] == iq:
682 if game.justin and not game.iscate:
685 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
686 game.state.kscmdr = iq
687 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
689 # SC has scooted, Remove him from current quadrant
695 for i in range(1, game.nenhere+1):
696 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
698 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
699 game.ks[i] = game.ks[game.nenhere]
700 game.kdist[i] = game.kdist[game.nenhere]
701 game.kavgd[i] = game.kavgd[game.nenhere]
702 game.kpower[i] = game.kpower[game.nenhere]
705 if game.condition!=docked:
708 # check for a helpful planet
709 for i in range(game.inplan):
710 if game.state.planets[i].w == game.state.kscmdr and \
711 game.state.planets[i].crystals == "present":
713 game.state.planets[i].pclass = "destroyed"
714 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
717 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
718 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
719 prout(_(" by the Super-commander.\""))
721 return False; # looks good!
723 def supercommander():
724 # move the Super Commander
725 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
728 prout("== SUPERCOMMANDER")
729 # Decide on being active or passive
730 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
731 (game.state.date-game.indate) < 3.0)
732 if not game.iscate and avoid:
733 # compute move away from Enterprise
734 idelta = game.state.kscmdr-game.quadrant
735 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
737 idelta.x = game.state.kscmdr.y-game.quadrant.y
738 idelta.y = game.quadrant.x-game.state.kscmdr.x
740 # compute distances to starbases
741 if game.state.rembase <= 0:
745 sc = game.state.kscmdr
746 for i in range(1, game.state.rembase+1):
747 basetbl.append((i, distance(game.state.baseq[i], sc)))
748 if game.state.rembase > 1:
749 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
750 # look for nearest base without a commander, no Enterprise, and
751 # without too many Klingons, and not already under attack.
752 ifindit = iwhichb = 0
753 for i2 in range(1, game.state.rembase+1):
754 i = basetbl[i2][0]; # bug in original had it not finding nearest
755 ibq = game.state.baseq[i]
756 if ibq == game.quadrant or ibq == game.battle or \
757 game.state.galaxy[ibq.x][ibq.y].supernova or \
758 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
760 # if there is a commander, and no other base is appropriate,
761 # we will take the one with the commander
762 for j in range(1, game.state.remcom+1):
763 if ibq == game.state.kcmdr[j] and ifindit!= 2:
767 if j > game.state.remcom: # no commander -- use this one
772 return; # Nothing suitable -- wait until next time
773 ibq = game.state.baseq[iwhichb]
774 # decide how to move toward base
775 idelta = ibq - game.state.kscmdr
776 # Maximum movement is 1 quadrant in either or both axes
777 idelta = idelta.sgn()
778 # try moving in both x and y directions
779 # there was what looked like a bug in the Almy C code here,
780 # but it might be this translation is just wrong.
781 iq = game.state.kscmdr + idelta
782 if movescom(iq, avoid):
783 # failed -- try some other maneuvers
784 if idelta.x==0 or idelta.y==0:
787 iq.y = game.state.kscmdr.y + 1
788 if movescom(iq, avoid):
789 iq.y = game.state.kscmdr.y - 1
792 iq.x = game.state.kscmdr.x + 1
793 if movescom(iq, avoid):
794 iq.x = game.state.kscmdr.x - 1
797 # try moving just in x or y
798 iq.y = game.state.kscmdr.y
799 if movescom(iq, avoid):
800 iq.y = game.state.kscmdr.y + idelta.y
801 iq.x = game.state.kscmdr.x
804 if game.state.rembase == 0:
807 for i in range(1, game.state.rembase+1):
808 ibq = game.state.baseq[i]
809 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
812 return; # no, don't attack base!
815 schedule(FSCDBAS, 1.0 +2.0*Rand())
816 if is_scheduled(FCDBAS):
817 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
818 if not communicating():
822 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
824 prout(_(" reports that it is under attack from the Klingon Super-commander."))
825 proutn(_(" It can survive until stardate %d.\"") \
826 % int(scheduled(FSCDBAS)))
829 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
833 game.optime = 0.0; # actually finished
835 # Check for intelligence report
838 (not communicating()) or \
839 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
842 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
843 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
848 if not game.ithere or game.justin:
851 if game.tholian.x == 1 and game.tholian.y == 1:
852 idx = 1; idy = QUADSIZE
853 elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
854 idx = QUADSIZE; idy = QUADSIZE
855 elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
856 idx = QUADSIZE; idy = 1
857 elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
860 # something is wrong!
864 # do nothing if we are blocked
865 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
867 game.quad[game.tholian.x][game.tholian.y] = IHWEB
869 if game.tholian.x != idx:
871 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
872 while game.tholian.x != idx:
874 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
875 game.quad[game.tholian.x][game.tholian.y] = IHWEB
876 elif game.tholian.y != idy:
878 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
879 while game.tholian.y != idy:
881 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
882 game.quad[game.tholian.x][game.tholian.y] = IHWEB
883 game.quad[game.tholian.x][game.tholian.y] = IHT
884 game.ks[game.nenhere] = game.tholian
886 # check to see if all holes plugged
887 for i in range(1, QUADSIZE+1):
888 if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
890 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
892 if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
894 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
896 # All plugged up -- Tholian splits
897 game.quad[game.tholian.x][game.tholian.y]=IHWEB
899 crmena(True, IHT, "sector", game.tholian)
900 prout(_(" completes web."))
905 # Code from battle.c begins here
907 def doshield(shraise):
908 # change shield status
921 prout(_("Shields damaged and down."))
928 proutn(_("Do you wish to change shield energy? "))
930 proutn(_("Energy to transfer to shields- "))
932 elif damaged(DSHIELD):
933 prout(_("Shields damaged and down."))
936 proutn(_("Shields are up. Do you want them down? "))
943 proutn(_("Shields are down. Do you want them up? "))
949 if action == "SHUP": # raise shields
951 prout(_("Shields already up."))
955 if game.condition != "docked":
957 prout(_("Shields raised."))
960 prout(_("Shields raising uses up last of energy."))
965 elif action == "SHDN":
967 prout(_("Shields already down."))
971 prout(_("Shields lowered."))
974 elif action == "NRG":
975 while scan() != IHREAL:
977 proutn(_("Energy to transfer to shields- "))
981 if aaitem > game.energy:
982 prout(_("Insufficient ship energy."))
985 if game.shield+aaitem >= game.inshld:
986 prout(_("Shield energy maximized."))
987 if game.shield+aaitem > game.inshld:
988 prout(_("Excess energy requested returned to ship energy"))
989 game.energy -= game.inshld-game.shield
990 game.shield = game.inshld
992 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
993 # Prevent shield drain loophole
995 prout(_("Engineering to bridge--"))
996 prout(_(" Scott here. Power circuit problem, Captain."))
997 prout(_(" I can't drain the shields."))
1000 if game.shield+aaitem < 0:
1001 prout(_("All shield energy transferred to ship."))
1002 game.energy += game.shield
1005 proutn(_("Scotty- \""))
1007 prout(_("Transferring energy to shields.\""))
1009 prout(_("Draining energy from shields.\""))
1010 game.shield += aaitem
1011 game.energy -= aaitem
1015 # choose a device to damage, at random.
1017 # Quoth Eric Allman in the code of BSD-Trek:
1018 # "Under certain conditions you can get a critical hit. This
1019 # sort of hit damages devices. The probability that a given
1020 # device is damaged depends on the device. Well protected
1021 # devices (such as the computer, which is in the core of the
1022 # ship and has considerable redundancy) almost never get
1023 # damaged, whereas devices which are exposed (such as the
1024 # warp engines) or which are particularly delicate (such as
1025 # the transporter) have a much higher probability of being
1028 # This is one place where OPTION_PLAIN does not restore the
1029 # original behavior, which was equiprobable damage across
1030 # all devices. If we wanted that, we'd return NDEVICES*Rand()
1031 # and have done with it. Also, in the original game, DNAVYS
1032 # and DCOMPTR were the same device.
1034 # Instead, we use a table of weights similar to the one from BSD Trek.
1035 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1036 # We don't have a cloaking device. The shuttle got the allocation
1037 # for the cloaking device, then we shaved a half-percent off
1038 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1041 105, # DSRSENS: short range scanners 10.5%
1042 105, # DLRSENS: long range scanners 10.5%
1043 120, # DPHASER: phasers 12.0%
1044 120, # DPHOTON: photon torpedoes 12.0%
1045 25, # DLIFSUP: life support 2.5%
1046 65, # DWARPEN: warp drive 6.5%
1047 70, # DIMPULS: impulse engines 6.5%
1048 145, # DSHIELD: deflector shields 14.5%
1049 30, # DRADIO: subspace radio 3.0%
1050 45, # DSHUTTL: shuttle 4.5%
1051 15, # DCOMPTR: computer 1.5%
1052 20, # NAVCOMP: navigation system 2.0%
1053 75, # DTRANSP: transporter 7.5%
1054 20, # DSHCTRL: high-speed shield controller 2.0%
1055 10, # DDRAY: death ray 1.0%
1056 30, # DDSP: deep-space probes 3.0%
1058 idx = Rand() * 1000.0 # weights must sum to 1000
1060 for (i, w) in enumerate(weights):
1064 return None; # we should never get here
1066 def ram(ibumpd, ienm, w):
1067 # make our ship ram something
1068 prouts(_("***RED ALERT! RED ALERT!"))
1070 prout(_("***COLLISION IMMINENT."))
1074 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1076 proutn(_(" rammed by "))
1079 crmena(False, ienm, sector, w)
1081 proutn(_(" (original position)"))
1083 deadkl(w, ienm, game.sector)
1086 prout(_(" heavily damaged."))
1087 icas = 10.0+20.0*Rand()
1088 prout(_("***Sickbay reports %d casualties"), icas)
1090 game.state.crew -= icas
1092 # In the pre-SST2K version, all devices got equiprobably damaged,
1093 # which was silly. Instead, pick up to half the devices at
1094 # random according to our weighting table,
1096 ncrits = Rand() * (NDEVICES/2)
1097 for m in range(ncrits):
1099 if game.damage[dev] < 0:
1101 extradm = (10.0*hardness*Rand()+1.0)*game.damfac
1102 # Damage for at least time of travel!
1103 game.damage[dev] += game.optime + extradm
1105 prout(_("***Shields are down."))
1106 if game.state.remkl + game.state.remcom + game.state.nscrem:
1113 def torpedo(course, r, incoming, i, n):
1114 # let a photon torpedo fly
1117 ac = course + 0.25*r
1118 angle = (15.0-ac)*0.5235988
1119 bullseye = (15.0 - course)*0.5235988
1120 deltax = -math.sin(angle);
1121 deltay = math.cos(angle);
1122 x = incoming.x; y = incoming.y
1123 w = coord(); jw = coord()
1124 w.x = w.y = jw.x = jw.y = 0
1125 bigger = max(math.fabs(deltax), math.fabs(deltay))
1128 if not damaged(DSRSENS) or game.condition=="docked":
1129 setwnd(srscan_window)
1131 setwnd(message_window)
1132 # Loop to move a single torpedo
1133 for l in range(1, 15+1):
1138 if not VALID_SECTOR(w.x, w.y):
1140 iquad=game.quad[w.x][w.y]
1141 tracktorpedo(w, l, i, n, iquad)
1145 setwnd(message_window)
1146 if damaged(DSRSENS) and not game.condition=="docked":
1147 skip(1); # start new line after text track
1148 if iquad in (IHE, IHF): # Hit our ship
1150 proutn(_("Torpedo hits "))
1153 hit = 700.0 + 100.0*Rand() - \
1154 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1155 newcnd(); # we're blown out of dock
1156 # We may be displaced.
1157 if game.landed or game.condition=="docked":
1158 return hit # Cheat if on a planet
1159 ang = angle + 2.5*(Rand()-0.5)
1160 temp = math.fabs(math.sin(ang))
1161 if math.fabs(math.cos(ang)) > temp:
1162 temp = math.fabs(math.cos(ang))
1163 xx = -math.sin(ang)/temp
1164 yy = math.cos(ang)/temp
1167 if not VALID_SECTOR(jw.x, jw.y):
1169 if game.quad[jw.x][jw.y]==IHBLANK:
1172 if game.quad[jw.x][jw.y]!=IHDOT:
1173 # can't move into object
1178 elif iquad in (IHC, IHS): # Hit a commander
1180 crmena(True, iquad, sector, w)
1181 prout(_(" uses anti-photon device;"))
1182 prout(_(" torpedo neutralized."))
1184 elif iquad in (IHR, IHK): # Hit a regular enemy
1186 for ll in range(1, game.nenhere+1):
1187 if w == game.ks[ll]:
1189 kp = math.fabs(game.kpower[ll])
1190 h1 = 700.0 + 100.0*Rand() - \
1191 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1195 if game.kpower[ll] < 0:
1196 game.kpower[ll] -= -h1
1198 game.kpower[ll] -= h1
1199 if game.kpower[ll] == 0:
1202 crmena(True, iquad, "sector", w)
1203 # If enemy damaged but not destroyed, try to displace
1204 ang = angle + 2.5*(Rand()-0.5)
1205 temp = math.fabs(math.sin(ang))
1206 if math.fabs(math.cos(ang)) > temp:
1207 temp = math.fabs(math.cos(ang))
1208 xx = -math.sin(ang)/temp
1209 yy = math.cos(ang)/temp
1212 if not VALID_SECTOR(jw.x, jw.y):
1213 prout(_(" damaged but not destroyed."))
1215 if game.quad[jw.x][jw.y]==IHBLANK:
1216 prout(_(" buffeted into black hole."))
1217 deadkl(w, iquad, jw)
1219 if game.quad[jw.x][jw.y]!=IHDOT:
1220 # can't move into object
1221 prout(_(" damaged but not destroyed."))
1223 proutn(_(" damaged--"))
1227 elif iquad == IHB: # Hit a base
1229 prout(_("***STARBASE DESTROYED.."))
1230 for ll in range(1, game.state.rembase+1):
1231 if game.state.baseq[ll] == game.quadrant:
1232 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1234 game.quad[w.x][w.y]=IHDOT
1235 game.state.rembase -= 1
1236 game.base.x=game.base.y=0
1237 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1238 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1239 game.state.basekl += 1
1242 elif iquad == IHP: # Hit a planet
1243 crmena(True, iquad, sector, w)
1244 prout(_(" destroyed."))
1245 game.state.nplankl += 1
1246 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1247 game.state.planets[game.iplnet].pclass = destroyed
1249 invalidate(game.plnet)
1250 game.quad[w.x][w.y] = IHDOT
1252 # captain perishes on planet
1255 elif iquad == IHW: # Hit an inhabited world -- very bad!
1256 crmena(True, iquad, sector, w)
1257 prout(_(" destroyed."))
1258 game.state.nworldkl += 1
1259 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1260 game.state.planets[game.iplnet].pclass = destroyed
1262 invalidate(game.plnet)
1263 game.quad[w.x][w.y] = IHDOT
1265 # captain perishes on planet
1267 prout(_("You have just destroyed an inhabited planet."))
1268 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1270 elif iquad == IHSTAR: # Hit a star
1274 crmena(True, IHSTAR, sector, w)
1275 prout(_(" unaffected by photon blast."))
1277 elif iquad == IHQUEST: # Hit a thingy
1278 if not (game.options & OPTION_THINGY) or Rand()>0.7:
1280 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1282 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1284 proutn(_("Mr. Spock-"))
1285 prouts(_(" \"Fascinating!\""))
1290 # Stas Sergeev added the possibility that
1291 # you can shove the Thingy and piss it off.
1292 # It then becomes an enemy and may fire at you.
1297 elif iquad == IHBLANK: # Black hole
1299 crmena(True, IHBLANK, sector, w)
1300 prout(_(" swallows torpedo."))
1302 elif iquad == IHWEB: # hit the web
1304 prout(_("***Torpedo absorbed by Tholian web."))
1306 elif iquad == IHT: # Hit a Tholian
1307 h1 = 700.0 + 100.0*Rand() - \
1308 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1311 game.quad[w.x][w.y] = IHDOT
1316 crmena(True, IHT, sector, w)
1318 prout(_(" survives photon blast."))
1320 prout(_(" disappears."))
1321 game.quad[w.x][w.y] = IHWEB
1328 proutn("Don't know how to handle torpedo collision with ")
1329 crmena(True, iquad, sector, w)
1333 if curwnd!=message_window:
1334 setwnd(message_window)
1336 game.quad[w.x][w.y]=IHDOT
1337 game.quad[jw.x][jw.y]=iquad
1338 prout(_(" displaced by blast to Sector %s ") % jw)
1339 for ll in range(1, game.nenhere+1):
1340 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1344 prout(_("Torpedo missed."))
1348 # critical-hit resolution
1350 # a critical hit occured
1351 if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
1354 ncrit = 1.0 + hit/(500.0+100.0*Rand())
1355 proutn(_("***CRITICAL HIT--"))
1356 # Select devices and cause damage
1358 for loop1 in range(ncrit):
1361 # Cheat to prevent shuttle damage unless on ship
1362 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1365 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
1366 game.damage[j] += extradm
1368 for loop2 in range(loop1):
1369 if j == cdam[loop2]:
1378 prout(_(" damaged."))
1379 if damaged(DSHIELD) and game.shldup:
1380 prout(_("***Shields knocked down."))
1383 def attack(torps_ok):
1384 # bad guy attacks us
1385 # torps_ok == false forces use of phasers in an attack
1386 atackd = False; attempt = False; ihurt = False;
1387 hitmax=0.0; hittot=0.0; chgfac=1.0
1391 # game could be over at this point, check
1396 prout("=== ATTACK!")
1398 # Tholian gewts to move before attacking
1402 # if you have just entered the RNZ, you'll get a warning
1403 if game.neutz: # The one chance not to be attacked
1407 # commanders get a chance to tac-move towards you
1408 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1411 # if no enemies remain after movement, we're done
1412 if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
1415 # set up partial hits if attack happens during shield status change
1416 pfac = 1.0/game.inshld
1418 chgfac = 0.25+0.5*Rand()
1422 # message verbosity control
1423 if game.skill <= SKILL_FAIR:
1426 for loop in range(1, game.nenhere+1):
1427 if game.kpower[loop] < 0:
1428 continue; # too weak to attack
1429 # compute hit strength and diminish shield power
1431 # Increase chance of photon torpedos if docked or enemy energy low
1432 if game.condition == "docked":
1434 if game.kpower[loop] < 500:
1437 iquad = game.quad[jay.x][jay.y]
1438 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1440 # different enemies have different probabilities of throwing a torp
1441 usephasers = not torps_ok or \
1442 (iquad == IHK and r > 0.0005) or \
1443 (iquad==IHC and r > 0.015) or \
1444 (iquad==IHR and r > 0.3) or \
1445 (iquad==IHS and r > 0.07) or \
1446 (iquad==IHQUEST and r > 0.05)
1447 if usephasers: # Enemy uses phasers
1448 if game.condition == "docked":
1449 continue; # Don't waste the effort!
1450 attempt = True; # Attempt to attack
1451 dustfac = 0.8+0.05*Rand()
1452 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1453 game.kpower[loop] *= 0.75
1454 else: # Enemy uses photon torpedo
1455 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1457 proutn(_("***TORPEDO INCOMING"))
1458 if not damaged(DSRSENS):
1460 crmena(False, iquad, where, jay)
1463 r = (Rand()+Rand())*0.5 -0.5
1464 r += 0.002*game.kpower[loop]*r
1465 hit = torpedo(course, r, jay, 1, 1)
1466 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1467 finish(FWON); # Klingons did themselves in!
1468 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1469 return; # Supernova or finished
1472 # incoming phaser or torpedo, shields may dissipate it
1473 if game.shldup or game.shldchg or game.condition=="docked":
1474 # shields will take hits
1475 propor = pfac * game.shield
1476 if game.condition =="docked":
1480 hitsh = propor*chgfac*hit+1.0
1482 if absorb > game.shield:
1483 absorb = game.shield
1484 game.shield -= absorb
1486 # taking a hit blasts us out of a starbase dock
1487 if game.condition == "docked":
1489 # but the shields may take care of it
1490 if propor > 0.1 and hit < 0.005*game.energy:
1492 # hit from this opponent got through shields, so take damage
1494 proutn(_("%d unit hit") % int(hit))
1495 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1496 proutn(_(" on the "))
1498 if not damaged(DSRSENS) and usephasers:
1500 crmena(False, iquad, where, jay)
1502 # Decide if hit is critical
1508 if game.energy <= 0:
1509 # Returning home upon your shield, not with it...
1512 if not attempt and game.condition == "docked":
1513 prout(_("***Enemies decide against attacking your ship."))
1516 percent = 100.0*pfac*game.shield+0.5
1518 # Shields fully protect ship
1519 proutn(_("Enemy attack reduces shield strength to "))
1521 # Print message if starship suffered hit(s)
1523 proutn(_("Energy left %2d shields ") % int(game.energy))
1526 elif not damaged(DSHIELD):
1529 proutn(_("damaged, "))
1530 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1531 # Check if anyone was hurt
1532 if hitmax >= 200 or hittot >= 500:
1533 icas= hittot*Rand()*0.015
1536 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1537 prout(_(" in that last attack.\""))
1539 game.state.crew -= icas
1540 # After attack, reset average distance to enemies
1541 for loop in range(1, game.nenhere+1):
1542 game.kavgd[loop] = game.kdist[loop]
1546 def deadkl(w, type, mv):
1547 # kill a Klingon, Tholian, Romulan, or Thingy
1548 # Added mv to allow enemy to "move" before dying
1550 crmena(True, type, sector, mv)
1551 # Decide what kind of enemy it is and update appropriately
1553 # chalk up a Romulan
1554 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1556 game.state.nromrem -= 1
1560 elif type == IHQUEST:
1562 iqhere = iqengry = False
1565 # Some type of a Klingon
1566 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1569 game.comhere = False
1570 for i in range(1, game.state.remcom+1):
1571 if game.state.kcmdr[i] == game.quadrant:
1573 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1574 game.state.kcmdr[game.state.remcom].x = 0
1575 game.state.kcmdr[game.state.remcom].y = 0
1576 game.state.remcom -= 1
1578 if game.state.remcom != 0:
1579 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1581 game.state.remkl -= 1
1583 game.state.nscrem -= 1
1585 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1590 prout("*** Internal error, deadkl() called on %s\n" % type)
1592 # For each kind of enemy, finish message to player
1593 prout(_(" destroyed."))
1594 game.quad[w.x][w.y] = IHDOT
1595 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1598 # Remove enemy ship from arrays describing local conditions
1599 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1601 for i in range(1, game.nenhere+1):
1605 if i <= game.nenhere:
1606 for j in range(i, game.nenhere+1):
1607 game.ks[j] = game.ks[j+1]
1608 game.kpower[j] = game.kpower[j+1]
1609 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1610 game.ks[game.nenhere+1].x = 0
1611 game.ks[game.nenhere+1].x = 0
1612 game.kdist[game.nenhere+1] = 0
1613 game.kavgd[game.nenhere+1] = 0
1614 game.kpower[game.nenhere+1] = 0
1617 def targetcheck(x, y):
1618 # Return None if target is invalid
1619 if not VALID_SECTOR(x, y):
1622 deltx = 0.1*(y - game.sector.y)
1623 delty = 0.1*(x - game.sector.x)
1624 if deltx==0 and delty== 0:
1626 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1627 prout(_(" I recommend an immediate review of"))
1628 prout(_(" the Captain's psychological profile.\""))
1631 return 1.90985932*math.atan2(deltx, delty)
1634 # launch photon torpedo
1636 if damaged(DPHOTON):
1637 prout(_("Photon tubes damaged."))
1641 prout(_("No torpedoes left."))
1650 prout(_("%d torpedoes left.") % game.torps)
1651 proutn(_("Number of torpedoes to fire- "))
1653 else: # key == IHREAL {
1655 if n <= 0: # abort command
1660 prout(_("Maximum of 3 torpedoes per burst."))
1667 for i in range(1, n+1):
1669 if i==1 and key == IHEOL:
1670 break; # we will try prompting
1671 if i==2 and key == IHEOL:
1672 # direct all torpedoes at one target
1674 targ[i][1] = targ[1][1]
1675 targ[i][2] = targ[1][2]
1676 course[i] = course[1]
1688 course[i] = targetcheck(targ[i][1], targ[i][2])
1689 if course[i] == None:
1692 if i == 1 and key == IHEOL:
1693 # prompt for each one
1694 for i in range(1, n+1):
1695 proutn(_("Target sector for torpedo number %d- ") % i)
1707 course[i] = targetcheck(targ[i][1], targ[i][2])
1708 if course[i] == None:
1711 # Loop for moving <n> torpedoes
1712 for i in range(1, n+1):
1713 if game.condition != "docked":
1715 r = (Rand()+Rand())*0.5 -0.5
1716 if math.fabs(r) >= 0.47:
1718 r = (Rand()+1.2) * r
1720 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1722 prouts(_("***TORPEDO MISFIRES."))
1725 prout(_(" Remainder of burst aborted."))
1727 prout(_("***Photon tubes damaged by misfire."))
1728 game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
1730 if game.shldup or game.condition == "docked":
1731 r *= 1.0 + 0.0001*game.shield
1732 torpedo(course[i], r, game.sector, i, n)
1733 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1735 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1739 # check for phasers overheating
1741 chekbrn = (rpow-1500.)*0.00038
1742 if Rand() <= chekbrn:
1743 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1744 game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
1746 def checkshctrl(rpow):
1747 # check shield control
1751 prout(_("Shields lowered."))
1753 # Something bad has happened
1754 prouts(_("***RED ALERT! RED ALERT!"))
1756 hit = rpow*game.shield/game.inshld
1757 game.energy -= rpow+hit*0.8
1758 game.shield -= hit*0.2
1759 if game.energy <= 0.0:
1760 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1765 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1767 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1768 icas = hit*Rand()*0.012
1773 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1774 prout(_(" %d casualties so far.\"") % icas)
1776 game.state.crew -= icas
1778 prout(_("Phaser energy dispersed by shields."))
1779 prout(_("Enemy unaffected."))
1783 def hittem(doublehits):
1784 # register a phaser hit on Klingons and Romulans
1785 nenhr2=game.nenhere; kk=1
1788 for k in range(1, nenhr2+1):
1792 dustfac = 0.9 + 0.01*Rand()
1793 hit = wham*math.pow(dustfac,game.kdist[kk])
1794 kpini = game.kpower[kk]
1795 kp = math.fabs(kpini)
1796 if PHASEFAC*hit < kp:
1798 if game.kpower[kk] < 0:
1799 game.kpower[kk] -= -kp
1801 game.kpower[kk] -= kp
1802 kpow = game.kpower[kk]
1805 if not damaged(DSRSENS):
1807 proutn(_("%d unit hit on ") % int(hit))
1809 proutn(_("Very small hit on "))
1810 ienm = game.quad[w.x][w.y]
1813 crmena(False, ienm, "sector", w)
1817 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1821 kk -= 1; # don't do the increment
1822 else: # decide whether or not to emasculate klingon
1823 if kpow > 0 and Rand() >= 0.9 and \
1824 kpow <= ((0.4 + 0.4*Rand())*kpini):
1825 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1826 prout(_(" has just lost its firepower.\""))
1827 game.kpower[kk] = -kpow
1834 kz = 0; k = 1; irec=0 # Cheating inhibitor
1835 ifast = False; no = False; itarg = True; msgflag = True
1840 # SR sensors and Computer are needed fopr automode
1841 if damaged(DSRSENS) or damaged(DCOMPTR):
1843 if game.condition == "docked":
1844 prout(_("Phasers can't be fired through base shields."))
1847 if damaged(DPHASER):
1848 prout(_("Phaser control damaged."))
1852 if damaged(DSHCTRL):
1853 prout(_("High speed shield control damaged."))
1856 if game.energy <= 200.0:
1857 prout(_("Insufficient energy to activate high-speed shield control."))
1860 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1863 # Original code so convoluted, I re-did it all
1864 while automode=="NOTSET":
1869 prout(_("There is no enemy present to select."))
1872 automode="AUTOMATIC"
1876 elif isit("automatic"):
1877 if (not itarg) and game.nenhere != 0:
1878 automode = "FORCEMAN"
1881 prout(_("Energy will be expended into space."))
1882 automode = "AUTOMATIC"
1891 prout(_("Energy will be expended into space."))
1892 automode = "AUTOMATIC"
1894 automode = "FORCEMAN"
1896 automode = "AUTOMATIC"
1900 prout(_("Energy will be expended into space."))
1901 automode = "AUTOMATIC"
1903 automode = "FORCEMAN"
1905 proutn(_("Manual or automatic? "))
1909 if automode == "AUTOMATIC":
1910 if key == IHALPHA and isit("no"):
1913 if key != IHREAL and game.nenhere != 0:
1914 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1919 for i in range(1, game.nenhere+1):
1920 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
1922 proutn(_("%d units required. ") % irec)
1924 proutn(_("Units to fire= "))
1930 proutn(_("Energy available= %.2f") % avail)
1933 if not rpow > avail:
1940 if key == IHALPHA and isit("no"):
1943 game.energy -= 200; # Go and do it!
1944 if checkshctrl(rpow):
1952 for i in range(1, game.nenhere+1):
1956 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
1957 over = (0.01 + 0.05*Rand())*hits[i]
1959 powrem -= hits[i] + over
1960 if powrem <= 0 and temp < hits[i]:
1969 if extra > 0 and not game.alldone:
1971 proutn(_("*** Tholian web absorbs "))
1973 proutn(_("excess "))
1974 prout(_("phaser energy."))
1976 prout(_("%d expended on empty space.") % int(extra))
1977 elif automode == "FORCEMAN":
1980 if damaged(DCOMPTR):
1981 prout(_("Battle computer damaged, manual fire only."))
1984 prouts(_("---WORKING---"))
1986 prout(_("Short-range-sensors-damaged"))
1987 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1988 prout(_("Manual-fire-must-be-used"))
1990 elif automode == "MANUAL":
1992 for k in range(1, game.nenhere+1):
1994 ienm = game.quad[aim.x][aim.y]
1996 proutn(_("Energy available= %.2f") % (avail-0.006))
2000 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2001 (ienm == IHC or ienm == IHS):
2003 prout(_(" can't be located without short range scan."))
2006 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2011 if itarg and k > kz:
2012 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
2015 if not damaged(DCOMPTR):
2020 proutn(_("units to fire at "))
2021 crmena(False, ienm, sector, aim)
2024 if key == IHALPHA and isit("no"):
2032 if k==1: # Let me say I'm baffled by this
2041 # If total requested is too much, inform and start over
2043 prout(_("Available energy exceeded -- try again."))
2046 key = scan(); # scan for next value
2049 # zero energy -- abort
2052 if key == IHALPHA and isit("no"):
2057 game.energy -= 200.0
2058 if checkshctrl(rpow):
2062 # Say shield raised or malfunction, if necessary
2069 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2070 prouts(_(" CLICK CLICK POP . . ."))
2071 prout(_(" No response, sir!"))
2074 prout(_("Shields raised."))
2079 # Code from events,c begins here.
2081 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2082 # event of each type active at any given time. Mostly these means we can
2083 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2084 # BSD Trek, from which we swiped the idea, can have up to 5.
2088 def unschedule(evtype):
2089 # remove an event from the schedule
2090 game.future[evtype].date = FOREVER
2091 return game.future[evtype]
2093 def is_scheduled(evtype):
2094 # is an event of specified type scheduled
2095 return game.future[evtype].date != FOREVER
2097 def scheduled(evtype):
2098 # when will this event happen?
2099 return game.future[evtype].date
2101 def schedule(evtype, offset):
2102 # schedule an event of specified type
2103 game.future[evtype].date = game.state.date + offset
2104 return game.future[evtype]
2106 def postpone(evtype, offset):
2107 # postpone a scheduled event
2108 game.future[evtype].date += offset
2111 # rest period is interrupted by event
2114 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2116 game.resting = False
2123 # run through the event queue looking for things to do
2125 fintim = game.state.date + game.optime; yank=0
2126 ictbeam = False; istract = False
2127 w = coord(); hold = coord()
2128 ev = event(); ev2 = event()
2131 # tractor beaming cases merge here
2132 yank = math.sqrt(yank)
2134 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2138 prout(_(" caught in long range tractor beam--"))
2139 # If Kirk & Co. screwing around on planet, handle
2140 atover(True) # atover(true) is Grab
2143 if game.icraft: # Caught in Galileo?
2146 # Check to see if shuttle is aboard
2147 if game.iscraft == "offship":
2150 prout(_("Galileo, left on the planet surface, is captured"))
2151 prout(_("by aliens and made into a flying McDonald's."))
2152 game.damage[DSHUTTL] = -10
2153 game.iscraft = "removed"
2155 prout(_("Galileo, left on the planet surface, is well hidden."))
2157 game.quadrant = game.state.kscmdr
2159 game.quadrant = game.state.kcmdr[i]
2160 game.sector = randplace(QUADSIZE)
2162 prout(_(" is pulled to Quadrant %s, Sector %s") \
2163 % (game.quadrant, game.sector))
2165 prout(_("(Remainder of rest/repair period cancelled.)"))
2166 game.resting = False
2168 if not damaged(DSHIELD) and game.shield > 0:
2169 doshield(True) # raise shields
2172 prout(_("(Shields not currently useable.)"))
2174 # Adjust finish time to time of tractor beaming
2175 fintim = game.state.date+game.optime
2177 if game.state.remcom <= 0:
2180 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2183 # Code merges here for any commander destroying base
2184 # Not perfect, but will have to do
2185 # Handle case where base is in same quadrant as starship
2186 if game.battle == game.quadrant:
2187 game.state.chart[game.battle.x][game.battle.y].starbase = False
2188 game.quad[game.base.x][game.base.y] = IHDOT
2189 game.base.x=game.base.y=0
2192 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2193 elif game.state.rembase != 1 and communicating():
2194 # Get word via subspace radio
2197 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2198 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2200 prout(_("the Klingon Super-Commander"))
2202 prout(_("a Klingon Commander"))
2203 game.state.chart[game.battle.x][game.battle.y].starbase = False
2204 # Remove Starbase from galaxy
2205 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2206 for i in range(1, game.state.rembase+1):
2207 if game.state.baseq[i] == game.battle:
2208 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2209 game.state.rembase -= 1
2211 # reinstate a commander's base attack
2215 invalidate(game.battle)
2218 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2219 for i in range(1, NEVENTS):
2220 if i == FSNOVA: proutn("=== Supernova ")
2221 elif i == FTBEAM: proutn("=== T Beam ")
2222 elif i == FSNAP: proutn("=== Snapshot ")
2223 elif i == FBATTAK: proutn("=== Base Attack ")
2224 elif i == FCDBAS: proutn("=== Base Destroy ")
2225 elif i == FSCMOVE: proutn("=== SC Move ")
2226 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2227 elif i == FDSPROB: proutn("=== Probe Move ")
2228 elif i == FDISTR: proutn("=== Distress Call ")
2229 elif i == FENSLV: proutn("=== Enslavement ")
2230 elif i == FREPRO: proutn("=== Klingon Build ")
2232 prout("%.2f" % (scheduled(i)))
2235 radio_was_broken = damaged(DRADIO)
2238 # Select earliest extraneous event, evcode==0 if no events
2243 for l in range(1, NEVENTS):
2244 if game.future[l].date < datemin:
2247 prout("== Event %d fires" % evcode)
2248 datemin = game.future[l].date
2249 xtime = datemin-game.state.date
2250 game.state.date = datemin
2251 # Decrement Federation resources and recompute remaining time
2252 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2254 if game.state.remtime <=0:
2257 # Any crew left alive?
2258 if game.state.crew <=0:
2261 # Is life support adequate?
2262 if damaged(DLIFSUP) and game.condition != "docked":
2263 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2266 game.lsupres -= xtime
2267 if game.damage[DLIFSUP] <= xtime:
2268 game.lsupres = game.inlsr
2271 if game.condition == "docked":
2272 repair /= game.docfac
2273 # Don't fix Deathray here
2274 for l in range(0, NDEVICES):
2275 if game.damage[l] > 0.0 and l != DDRAY:
2276 if game.damage[l]-repair > 0.0:
2277 game.damage[l] -= repair
2279 game.damage[l] = 0.0
2280 # If radio repaired, update star chart and attack reports
2281 if radio_was_broken and not damaged(DRADIO):
2282 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2283 prout(_(" surveillance reports are coming in."))
2285 if not game.iseenit:
2289 prout(_(" The star chart is now up to date.\""))
2291 # Cause extraneous event EVCODE to occur
2292 game.optime -= xtime
2293 if evcode == FSNOVA: # Supernova
2296 schedule(FSNOVA, expran(0.5*game.intime))
2297 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2299 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2300 if game.state.nscrem == 0 or \
2301 ictbeam or istract or \
2302 game.condition=="docked" or game.isatb==1 or game.iscate:
2304 if game.ientesc or \
2305 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2306 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2307 (damaged(DSHIELD) and \
2308 (game.energy < 2500 or damaged(DPHASER)) and \
2309 (game.torps < 5 or damaged(DPHOTON))):
2312 yank = distance(game.state.kscmdr, game.quadrant)
2317 elif evcode == FTBEAM: # Tractor beam
2318 if game.state.remcom == 0:
2321 i = Rand()*game.state.remcom+1.0
2322 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2323 if istract or game.condition == "docked" or yank == 0:
2324 # Drats! Have to reschedule
2326 game.optime + expran(1.5*game.intime/game.state.remcom))
2330 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2331 game.snapsht = game.state
2332 game.state.snap = True
2333 schedule(FSNAP, expran(0.5 * game.intime))
2334 elif evcode == FBATTAK: # Commander attacks starbase
2335 if game.state.remcom==0 or game.state.rembase==0:
2341 for j in range(1, game.state.rembase+1):
2342 for k in range(1, game.state.remcom+1):
2343 if game.state.baseq[j] == game.state.kcmdr[k] and \
2344 not game.state.baseq[j] == game.quadrant and \
2345 not game.state.baseq[j] == game.state.kscmdr:
2349 if j>game.state.rembase:
2350 # no match found -- try later
2351 schedule(FBATTAK, expran(0.3*game.intime))
2354 # commander + starbase combination found -- launch attack
2355 game.battle = game.state.baseq[j]
2356 schedule(FCDBAS, 1.0+3.0*Rand())
2357 if game.isatb: # extra time if SC already attacking
2358 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2359 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2360 game.iseenit = False
2361 if not communicating():
2362 continue # No warning :-(
2366 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2367 prout(_(" reports that it is under attack and that it can"))
2368 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2372 elif evcode == FSCDBAS: # Supercommander destroys base
2375 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2376 continue # WAS RETURN!
2378 game.battle = game.state.kscmdr
2380 elif evcode == FCDBAS: # Commander succeeds in destroying base
2383 # find the lucky pair
2384 for i in range(1, game.state.remcom+1):
2385 if game.state.kcmdr[i] == game.battle:
2387 if i > game.state.remcom or game.state.rembase == 0 or \
2388 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2389 # No action to take after all
2390 invalidate(game.battle)
2393 elif evcode == FSCMOVE: # Supercommander moves
2394 schedule(FSCMOVE, 0.2777)
2395 if not game.ientesc and not istract and game.isatb != 1 and \
2396 (not game.iscate or not game.justin):
2398 elif evcode == FDSPROB: # Move deep space probe
2399 schedule(FDSPROB, 0.01)
2400 game.probex += game.probeinx
2401 game.probey += game.probeiny
2402 i = (int)(game.probex/QUADSIZE +0.05)
2403 j = (int)(game.probey/QUADSIZE + 0.05)
2404 if game.probec.x != i or game.probec.y != j:
2407 if not VALID_QUADRANT(i, j) or \
2408 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2409 # Left galaxy or ran into supernova
2413 proutn(_("Lt. Uhura- \"The deep space probe "))
2414 if not VALID_QUADRANT(j, i):
2415 proutn(_("has left the galaxy"))
2417 proutn(_("is no longer transmitting"))
2421 if not communicating():
2424 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2425 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2426 # Update star chart if Radio is working or have access to radio
2428 chp = game.state.chart[game.probec.x][game.probec.y]
2429 chp.klingons = pdest.klingons
2430 chp.starbase = pdest.starbase
2431 chp.stars = pdest.stars
2432 pdest.charted = True
2433 game.proben -= 1 # One less to travel
2434 if game.proben == 0 and game.isarmed and pdest.stars:
2435 # lets blow the sucker!
2436 supernova(True, game.probec)
2438 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2440 elif evcode == FDISTR: # inhabited system issues distress call
2442 # try a whole bunch of times to find something suitable
2443 for i in range(100):
2444 # need a quadrant which is not the current one,
2445 # which has some stars which are inhabited and
2446 # not already under attack, which is not
2447 # supernova'ed, and which has some Klingons in it
2448 w = randplace(GALSIZE)
2449 q = game.state.galaxy[w.x][w.y]
2450 if not (game.quadrant == w or q.planet == NOPLANET or \
2451 not game.state.planets[q.planet].inhabited or \
2452 q.supernova or q.status!=secure or q.klingons<=0):
2455 # can't seem to find one; ignore this call
2457 prout("=== Couldn't find location for distress event.")
2459 # got one!! Schedule its enslavement
2460 ev = schedule(FENSLV, expran(game.intime))
2462 q.status = distressed
2464 # tell the captain about it if we can
2466 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2468 prout(_("by a Klingon invasion fleet."))
2471 elif evcode == FENSLV: # starsystem is enslaved
2472 ev = unschedule(FENSLV)
2473 # see if current distress call still active
2474 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2478 q.status = "enslaved"
2480 # play stork and schedule the first baby
2481 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2482 ev2.quadrant = ev.quadrant
2484 # report the disaster if we can
2486 prout(_("Uhura- We've lost contact with starsystem %s") % \
2488 prout(_("in Quadrant %s.\n") % ev.quadrant)
2489 elif evcode == FREPRO: # Klingon reproduces
2490 # If we ever switch to a real event queue, we'll need to
2491 # explicitly retrieve and restore the x and y.
2492 ev = schedule(FREPRO, expran(1.0 * game.intime))
2493 # see if current distress call still active
2494 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2498 if game.state.remkl >=MAXKLGAME:
2499 continue # full right now
2500 # reproduce one Klingon
2502 if game.klhere >= MAXKLQUAD:
2504 # this quadrant not ok, pick an adjacent one
2505 for i in range(w.x - 1, w.x + 2):
2506 for j in range(w.y - 1, w.y + 2):
2507 if not VALID_QUADRANT(i, j):
2509 q = game.state.galaxy[w.x][w.y]
2510 # check for this quad ok (not full & no snova)
2511 if q.klingons >= MAXKLQUAD or q.supernova:
2515 continue # search for eligible quadrant failed
2520 game.state.remkl += 1
2522 if game.quadrant == w:
2524 newkling(game.klhere)
2525 # recompute time left
2527 # report the disaster if we can
2529 if game.quadrant == w:
2530 prout(_("Spock- sensors indicate the Klingons have"))
2531 prout(_("launched a warship from %s.") % q.planet)
2533 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2534 if q.planet != NOPLANET:
2535 proutn(_("near %s") % q.planet)
2536 prout(_("in Quadrant %s.") % w)
2545 proutn(_("How long? "))
2550 origTime = delay = aaitem
2553 if delay >= game.state.remtime or game.nenhere != 0:
2554 proutn(_("Are you sure? "))
2558 # Alternate resting periods (events) with attacks
2563 game.resting = False
2564 if not game.resting:
2565 prout(_("%d stardates left.") % int(game.state.remtime))
2567 temp = game.optime = delay
2569 rtime = 1.0 + Rand()
2573 if game.optime < delay:
2582 # Repair Deathray if long rest at starbase
2583 if origTime-delay >= 9.99 and game.condition == "docked":
2584 game.damage[DDRAY] = 0.0
2585 # leave if quadrant supernovas
2586 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2588 game.resting = False
2591 # A nova occurs. It is the result of having a star hit with a
2592 # photon torpedo, or possibly of a probe warhead going off.
2593 # Stars that go nova cause stars which surround them to undergo
2594 # the same probabilistic process. Klingons next to them are
2595 # destroyed. And if the starship is next to it, it gets zapped.
2596 # If the zap is too much, it gets destroyed.
2600 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2601 newc = coord(); scratch = coord()
2604 # Wow! We've supernova'ed
2605 supernova(False, nov)
2608 # handle initial nova
2609 game.quad[nov.x][nov.y] = IHDOT
2610 crmena(False, IHSTAR, sector, nov)
2612 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2613 game.state.starkl += 1
2615 # Set up stack to recursively trigger adjacent stars
2616 bot = top = top2 = 1
2622 for mm in range(bot, top+1):
2623 for nn in range(1, 3+1): # nn,j represents coordinates around current
2624 for j in range(1, 3+1):
2627 scratch.x = hits[mm][1]+nn-2
2628 scratch.y = hits[mm][2]+j-2
2629 if not VALID_SECTOR(scratch.y, scratch.x):
2631 iquad = game.quad[scratch.x][scratch.y]
2632 # Empty space ends reaction
2633 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2635 elif iquad == IHSTAR: # Affect another star
2637 # This star supernovas
2638 scratch = supernova(False)
2641 hits[top2][1]=scratch.x
2642 hits[top2][2]=scratch.y
2643 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2644 game.state.starkl += 1
2645 crmena(True, IHSTAR, sector, scratch)
2647 game.quad[scratch.x][scratch.y] = IHDOT
2648 elif iquad == IHP: # Destroy planet
2649 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
2650 game.state.nplankl += 1
2651 crmena(True, IHP, sector, scratch)
2652 prout(_(" destroyed."))
2653 game.state.planets[game.iplnet].pclass = destroyed
2655 invalidate(game.plnet)
2659 game.quad[scratch.x][scratch.y] = IHDOT
2660 elif iquad == IHB: # Destroy base
2661 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2662 for i in range(1, game.state.rembase+1):
2663 if game.state.baseq[i] == game.quadrant:
2665 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2666 game.state.rembase -= 1
2667 invalidate(game.base)
2668 game.state.basekl += 1
2670 crmena(True, IHB, sector, scratch)
2671 prout(_(" destroyed."))
2672 game.quad[scratch.x][scratch.y] = IHDOT
2673 elif iquad in (IHE, IHF): # Buffet ship
2674 prout(_("***Starship buffeted by nova."))
2676 if game.shield >= 2000.0:
2677 game.shield -= 2000.0
2679 diff = 2000.0 - game.shield
2683 prout(_("***Shields knocked out."))
2684 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
2686 game.energy -= 2000.0
2687 if game.energy <= 0:
2690 # add in course nova contributes to kicking starship
2691 icx += game.sector.x-hits[mm][1]
2692 icy += game.sector.y-hits[mm][2]
2694 elif iquad == IHK: # kill klingon
2695 deadkl(scratch,iquad, scratch)
2696 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2697 for ll in range(1, game.nenhere+1):
2698 if game.ks[ll] == scratch:
2700 game.kpower[ll] -= 800.0 # If firepower is lost, die
2701 if game.kpower[ll] <= 0.0:
2702 deadkl(scratch, iquad, scratch)
2704 newc.x = scratch.x + scratch.x - hits[mm][1]
2705 newc.y = scratch.y + scratch.y - hits[mm][2]
2706 crmena(True, iquad, sector, scratch)
2707 proutn(_(" damaged"))
2708 if not VALID_SECTOR(newc.x, newc.y):
2709 # can't leave quadrant
2712 iquad1 = game.quad[newc.x][newc.y]
2713 if iquad1 == IHBLANK:
2714 proutn(_(", blasted into "))
2715 crmena(False, IHBLANK, sector, newc)
2717 deadkl(scratch, iquad, newc)
2720 # can't move into something else
2723 proutn(_(", buffeted to Sector %s") % newc)
2724 game.quad[scratch.x][scratch.y] = IHDOT
2725 game.quad[newc.x][newc.y] = iquad
2727 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2736 # Starship affected by nova -- kick it away.
2737 game.dist = kount*0.1
2740 game.direc = course[3*(icx+1)+icy+2]
2741 if game.direc == 0.0:
2743 if game.dist == 0.0:
2745 game.optime = 10.0*game.dist/16.0
2747 prout(_("Force of nova displaces starship."))
2749 game.optime = 10.0*game.dist/16.0
2752 def supernova(induced, w=None):
2753 # star goes supernova
2761 # Scheduled supernova -- select star
2762 # logic changed here so that we won't favor quadrants in top
2764 for nq.x in range(1, GALSIZE+1):
2765 for nq.y in range(1, GALSIZE+1):
2766 stars += game.state.galaxy[nq.x][nq.y].stars
2768 return # nothing to supernova exists
2769 num = Rand()*stars + 1
2770 for nq.x in range(1, GALSIZE+1):
2771 for nq.y in range(1, GALSIZE+1):
2772 num -= game.state.galaxy[nq.x][nq.y].stars
2778 proutn("=== Super nova here?")
2782 if not nq == game.quadrant or game.justin:
2783 # it isn't here, or we just entered (treat as enroute)
2786 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2787 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2790 # we are in the quadrant!
2791 num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
2792 for ns.x in range(1, QUADSIZE+1):
2793 for ns.y in range(1, QUADSIZE+1):
2794 if game.quad[ns.x][ns.y]==IHSTAR:
2802 prouts(_("***RED ALERT! RED ALERT!"))
2804 prout(_("***Incipient supernova detected at Sector %s") % ns)
2805 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2806 proutn(_("Emergency override attempts t"))
2807 prouts("***************")
2812 # destroy any Klingons in supernovaed quadrant
2813 kldead = game.state.galaxy[nq.x][nq.y].klingons
2814 game.state.galaxy[nq.x][nq.y].klingons = 0
2815 if nq == game.state.kscmdr:
2816 # did in the Supercommander!
2817 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2821 if game.state.remcom:
2822 maxloop = game.state.remcom
2823 for l in range(1, maxloop+1):
2824 if game.state.kcmdr[l] == nq:
2825 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2826 invalidate(game.state.kcmdr[game.state.remcom])
2827 game.state.remcom -= 1
2829 if game.state.remcom==0:
2832 game.state.remkl -= kldead
2833 # destroy Romulans and planets in supernovaed quadrant
2834 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2835 game.state.galaxy[nq.x][nq.y].romulans = 0
2836 game.state.nromrem -= nrmdead
2838 for loop in range(game.inplan):
2839 if game.state.planets[loop].w == nq:
2840 game.state.planets[loop].pclass = destroyed
2842 # Destroy any base in supernovaed quadrant
2843 if game.state.rembase:
2844 maxloop = game.state.rembase
2845 for loop in range(1, maxloop+1):
2846 if game.state.baseq[loop] == nq:
2847 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2848 invalidate(game.state.baseq[game.state.rembase])
2849 game.state.rembase -= 1
2851 # If starship caused supernova, tally up destruction
2853 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2854 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2855 game.state.nplankl += npdead
2856 # mark supernova in galaxy and in star chart
2857 if game.quadrant == nq or communicating():
2858 game.state.galaxy[nq.x][nq.y].supernova = True
2859 # If supernova destroys last Klingons give special message
2860 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
2863 prout(_("Lucky you!"))
2864 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2867 # if some Klingons remain, continue or die in supernova
2872 # Code from finish.c ends here.
2875 # self-destruct maneuver
2876 # Finish with a BANG!
2878 if damaged(DCOMPTR):
2879 prout(_("Computer damaged; cannot execute destruct sequence."))
2881 prouts(_("---WORKING---")); skip(1)
2882 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2883 prouts(" 10"); skip(1)
2884 prouts(" 9"); skip(1)
2885 prouts(" 8"); skip(1)
2886 prouts(" 7"); skip(1)
2887 prouts(" 6"); skip(1)
2889 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2891 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2893 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2897 if game.passwd != citem:
2898 prouts(_("PASSWORD-REJECTED;"))
2900 prouts(_("CONTINUITY-EFFECTED"))
2903 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2904 prouts(" 5"); skip(1)
2905 prouts(" 4"); skip(1)
2906 prouts(" 3"); skip(1)
2907 prouts(" 2"); skip(1)
2908 prouts(" 1"); skip(1)
2910 prouts(_("GOODBYE-CRUEL-WORLD"))
2918 prouts(_("********* Entropy of "))
2920 prouts(_(" maximized *********"))
2924 if game.nenhere != 0:
2925 whammo = 25.0 * game.energy
2927 while l <= game.nenhere:
2928 if game.kpower[l]*game.kdist[l] <= whammo:
2929 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
2934 "Compute our rate of kils over time."
2935 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
2939 badpt = 5.0*game.state.starkl + \
2941 10.0*game.state.nplankl + \
2942 300*game.state.nworldkl + \
2944 100.0*game.state.basekl +\
2946 if game.ship == IHF:
2948 elif game.ship == None:
2954 # end the game, with appropriate notfications
2958 prout(_("It is stardate %.1f.") % game.state.date)
2960 if ifin == FWON: # Game has been won
2961 if game.state.nromrem != 0:
2962 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2965 prout(_("You have smashed the Klingon invasion fleet and saved"))
2966 prout(_("the Federation."))
2971 badpt = 0.0 # Close enough!
2972 # killsPerDate >= RateMax
2973 if game.state.date-game.indate < 5.0 or \
2974 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2976 prout(_("In fact, you have done so well that Starfleet Command"))
2977 if game.skill == SKILL_NOVICE:
2978 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2979 elif game.skill == SKILL_FAIR:
2980 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2981 elif game.skill == SKILL_GOOD:
2982 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2983 elif game.skill == SKILL_EXPERT:
2984 prout(_("promotes you to Commodore Emeritus."))
2986 prout(_("Now that you think you're really good, try playing"))
2987 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2988 elif game.skill == SKILL_EMERITUS:
2990 proutn(_("Computer- "))
2991 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2993 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2995 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2997 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2999 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3001 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3003 prout(_("Now you can retire and write your own Star Trek game!"))
3005 elif game.skill >= SKILL_EXPERT:
3006 if game.thawed and not idebug:
3007 prout(_("You cannot get a citation, so..."))
3009 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3013 # Only grant long life if alive (original didn't!)
3015 prout(_("LIVE LONG AND PROSPER."))
3020 elif ifin == FDEPLETE: # Federation Resources Depleted
3021 prout(_("Your time has run out and the Federation has been"))
3022 prout(_("conquered. Your starship is now Klingon property,"))
3023 prout(_("and you are put on trial as a war criminal. On the"))
3024 proutn(_("basis of your record, you are "))
3025 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3026 prout(_("acquitted."))
3028 prout(_("LIVE LONG AND PROSPER."))
3030 prout(_("found guilty and"))
3031 prout(_("sentenced to death by slow torture."))
3035 elif ifin == FLIFESUP:
3036 prout(_("Your life support reserves have run out, and"))
3037 prout(_("you die of thirst, starvation, and asphyxiation."))
3038 prout(_("Your starship is a derelict in space."))
3040 prout(_("Your energy supply is exhausted."))
3042 prout(_("Your starship is a derelict in space."))
3043 elif ifin == FBATTLE:
3046 prout(_("has been destroyed in battle."))
3048 prout(_("Dulce et decorum est pro patria mori."))
3050 prout(_("You have made three attempts to cross the negative energy"))
3051 prout(_("barrier which surrounds the galaxy."))
3053 prout(_("Your navigation is abominable."))
3056 prout(_("Your starship has been destroyed by a nova."))
3057 prout(_("That was a great shot."))
3059 elif ifin == FSNOVAED:
3062 prout(_(" has been fried by a supernova."))
3063 prout(_("...Not even cinders remain..."))
3064 elif ifin == FABANDN:
3065 prout(_("You have been captured by the Klingons. If you still"))
3066 prout(_("had a starbase to be returned to, you would have been"))
3067 prout(_("repatriated and given another chance. Since you have"))
3068 prout(_("no starbases, you will be mercilessly tortured to death."))
3069 elif ifin == FDILITHIUM:
3070 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3071 elif ifin == FMATERIALIZE:
3072 prout(_("Starbase was unable to re-materialize your starship."))
3073 prout(_("Sic transit gloria mundi"))
3074 elif ifin == FPHASER:
3077 prout(_(" has been cremated by its own phasers."))
3079 prout(_("You and your landing party have been"))
3080 prout(_("converted to energy, disipating through space."))
3081 elif ifin == FMINING:
3082 prout(_("You are left with your landing party on"))
3083 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3085 prout(_("They are very fond of \"Captain Kirk\" soup."))
3087 proutn(_("Without your leadership, the "))
3089 prout(_(" is destroyed."))
3090 elif ifin == FDPLANET:
3091 prout(_("You and your mining party perish."))
3093 prout(_("That was a great shot."))
3096 prout(_("The Galileo is instantly annihilated by the supernova."))
3097 prout(_("You and your mining party are atomized."))
3099 proutn(_("Mr. Spock takes command of the "))
3102 prout(_("joins the Romulans, reigning terror on the Federation."))
3103 elif ifin == FPNOVA:
3104 prout(_("You and your mining party are atomized."))
3106 proutn(_("Mr. Spock takes command of the "))
3109 prout(_("joins the Romulans, reigning terror on the Federation."))
3110 elif ifin == FSTRACTOR:
3111 prout(_("The shuttle craft Galileo is also caught,"))
3112 prout(_("and breaks up under the strain."))
3114 prout(_("Your debris is scattered for millions of miles."))
3115 proutn(_("Without your leadership, the "))
3117 prout(_(" is destroyed."))
3119 prout(_("The mutants attack and kill Spock."))
3120 prout(_("Your ship is captured by Klingons, and"))
3121 prout(_("your crew is put on display in a Klingon zoo."))
3122 elif ifin == FTRIBBLE:
3123 prout(_("Tribbles consume all remaining water,"))
3124 prout(_("food, and oxygen on your ship."))
3126 prout(_("You die of thirst, starvation, and asphyxiation."))
3127 prout(_("Your starship is a derelict in space."))
3129 prout(_("Your ship is drawn to the center of the black hole."))
3130 prout(_("You are crushed into extremely dense matter."))
3132 prout(_("Your last crew member has died."))
3133 if game.ship == IHF:
3135 elif game.ship == IHE:
3138 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3139 goodies = game.state.remres/game.inresor
3140 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3141 if goodies/baddies >= 1.0+0.5*Rand():
3142 prout(_("As a result of your actions, a treaty with the Klingon"))
3143 prout(_("Empire has been signed. The terms of the treaty are"))
3144 if goodies/baddies >= 3.0+Rand():
3145 prout(_("favorable to the Federation."))
3147 prout(_("Congratulations!"))
3149 prout(_("highly unfavorable to the Federation."))
3151 prout(_("The Federation will be destroyed."))
3153 prout(_("Since you took the last Klingon with you, you are a"))
3154 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3155 prout(_("statue in your memory. Rest in peace, and try not"))
3156 prout(_("to think about pigeons."))
3161 # compute player's score
3162 timused = game.state.date - game.indate
3165 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3167 perdate = killrate()
3168 ithperd = 500*perdate + 0.5
3171 iwon = 100*game.skill
3172 if game.ship == IHE:
3174 elif game.ship == IHF:
3178 if not game.gamewon:
3179 game.state.nromrem = 0 # None captured if no win
3180 iscore = 10*(game.inkling - game.state.remkl) \
3181 + 50*(game.incom - game.state.remcom) \
3183 + 20*(game.inrom - game.state.nromrem) \
3184 + 200*(game.inscom - game.state.nscrem) \
3185 - game.state.nromrem \
3190 prout(_("Your score --"))
3191 if game.inrom - game.state.nromrem:
3192 prout(_("%6d Romulans destroyed %5d") %
3193 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3194 if game.state.nromrem:
3195 prout(_("%6d Romulans captured %5d") %
3196 (game.state.nromrem, game.state.nromrem))
3197 if game.inkling - game.state.remkl:
3198 prout(_("%6d ordinary Klingons destroyed %5d") %
3199 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3200 if game.incom - game.state.remcom:
3201 prout(_("%6d Klingon commanders destroyed %5d") %
3202 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3203 if game.inscom - game.state.nscrem:
3204 prout(_("%6d Super-Commander destroyed %5d") %
3205 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3207 prout(_("%6.2f Klingons per stardate %5d") %
3209 if game.state.starkl:
3210 prout(_("%6d stars destroyed by your action %5d") %
3211 (game.state.starkl, -5*game.state.starkl))
3212 if game.state.nplankl:
3213 prout(_("%6d planets destroyed by your action %5d") %
3214 (game.state.nplankl, -10*game.state.nplankl))
3215 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3216 prout(_("%6d inhabited planets destroyed by your action %5d") %
3217 (game.state.nplankl, -300*game.state.nworldkl))
3218 if game.state.basekl:
3219 prout(_("%6d bases destroyed by your action %5d") %
3220 (game.state.basekl, -100*game.state.basekl))
3222 prout(_("%6d calls for help from starbase %5d") %
3223 (game.nhelp, -45*game.nhelp))
3225 prout(_("%6d casualties incurred %5d") %
3226 (game.casual, -game.casual))
3228 prout(_("%6d crew abandoned in space %5d") %
3229 (game.abandoned, -3*game.abandoned))
3231 prout(_("%6d ship(s) lost or destroyed %5d") %
3232 (klship, -100*klship))
3234 prout(_("Penalty for getting yourself killed -200"))
3236 proutn(_("Bonus for winning "))
3237 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3238 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3239 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3240 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3241 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3242 prout(" %5d" % iwon)
3244 prout(_("TOTAL SCORE %5d") % iscore)
3247 # emit winner's commemmorative plaque
3250 proutn(_("File or device name for your plaque: "))
3251 cgetline(winner, sizeof(winner))
3253 fp = open(winner, "w")
3256 prout(_("Invalid name."))
3258 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3259 cgetline(winner, sizeof(winner))
3260 # The 38 below must be 64 for 132-column paper
3261 nskip = 38 - len(winner)/2
3263 fp.write("\n\n\n\n")
3264 # --------DRAW ENTERPRISE PICTURE.
3265 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3266 fp.write(" EEE E : : : E\n" )
3267 fp.write(" EE EEE E : : NCC-1701 : E\n")
3268 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3269 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3270 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3271 fp.write(" EEEEEEE EEEEE E E E E\n")
3272 fp.write(" EEE E E E E\n")
3273 fp.write(" E E E E\n")
3274 fp.write(" EEEEEEEEEEEEE E E\n")
3275 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3276 fp.write(" :E : EEEE E\n")
3277 fp.write(" .-E -:----- E\n")
3278 fp.write(" :E : E\n")
3279 fp.write(" EE : EEEEEEEE\n")
3280 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3282 fp.write(_(" U. S. S. ENTERPRISE\n"))
3283 fp.write("\n\n\n\n")
3284 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3286 fp.write(_(" Starfleet Command bestows to you\n"))
3288 fp.write("%*s%s\n\n" % (nskip, "", winner))
3289 fp.write(_(" the rank of\n\n"))
3290 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3292 if game.skill == SKILL_EXPERT:
3293 fp.write(_(" Expert level\n\n"))
3294 elif game.skill == SKILL_EMERITUS:
3295 fp.write(_("Emeritus level\n\n"))
3297 fp.write(_(" Cheat level\n\n"))
3298 timestring = ctime()
3299 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3300 (timestring+4, timestring+20, timestring+11))
3301 fp.write(_(" Your score: %d\n\n") % iscore)
3302 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3305 # Code from io.c begins here
3307 rows = linecount = 0 # for paging
3309 fullscreen_window = None
3310 srscan_window = None
3311 report_window = None
3312 status_window = None
3313 lrscan_window = None
3314 message_window = None
3315 prompt_window = None
3318 "wrap up, either normally or due to signal"
3319 if game.options & OPTION_CURSES:
3332 #setlocale(LC_ALL, "")
3333 #bindtextdomain(PACKAGE, LOCALEDIR)
3334 #textdomain(PACKAGE)
3335 if atexit.register(outro):
3336 sys.stderr.write("Unable to register outro(), exiting...\n")
3338 if not (game.options & OPTION_CURSES):
3339 ln_env = os.getenv("LINES")
3345 stdscr = curses.initscr()
3350 curses.start_color()
3351 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3352 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3353 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3354 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3355 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3356 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3357 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3358 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3360 global fullscreen_window, srscan_window, report_window, status_window
3361 global lrscan_window, message_window, prompt_window
3362 fullscreen_window = stdscr
3363 srscan_window = curses.newwin(12, 25, 0, 0)
3364 report_window = curses.newwin(11, 0, 1, 25)
3365 status_window = curses.newwin(10, 0, 1, 39)
3366 lrscan_window = curses.newwin(5, 0, 0, 64)
3367 message_window = curses.newwin(0, 0, 12, 0)
3368 prompt_window = curses.newwin(1, 0, rows-2, 0)
3369 message_window.scrollok(True)
3370 setwnd(fullscreen_window)
3375 "wait for user action -- OK to do nothing if on a TTY"
3376 if game.options & OPTION_CURSES:
3381 if game.skill > SKILL_FAIR:
3382 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3384 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3388 if game.skill > SKILL_FAIR:
3389 prompt = _("[CONTINUE?]")
3391 prompt = _("[PRESS ENTER TO CONTINUE]")
3393 if game.options & OPTION_CURSES:
3395 setwnd(prompt_window)
3396 prompt_window.wclear()
3397 prompt_window.addstr(prompt)
3398 prompt_window.getstr()
3399 prompt_window.clear()
3400 prompt_window.refresh()
3401 setwnd(message_window)
3407 for j in range(0, rows):
3412 "Skip i lines. Pause game if this would cause a scrolling event."
3413 while dummy in range(i):
3414 if game.options & OPTION_CURSES:
3415 (y, x) = curwnd.getyx()
3416 (my, mx) = curwnd.getmaxyx()
3417 if curwnd == message_window and y >= my - 3:
3425 if linecount >= rows:
3431 "Utter a line with no following line feed."
3432 if game.options & OPTION_CURSES:
3445 curses.delay_output(30)
3447 if game.options & OPTION_CURSES:
3451 curses.delay_output(300)
3453 def cgetline(line, max):
3454 "Get a line of input."
3455 if game.options & OPTION_CURSES:
3456 line = curwnd.getstr() + "\n"
3459 if replayfp and not replayfp.closed:
3460 line = replayfp.readline()
3462 sys.stdin.readline()
3467 "Change windows -- OK for this to be a no-op in tty mode."
3468 if game.options & OPTION_CURSES:
3470 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3473 "Clear to end of line -- can be a no-op in tty mode"
3474 if game.options & OPTION_CURSES:
3479 "Clear screen -- can be a no-op in tty mode."
3481 if game.options & OPTION_CURSES:
3487 def textcolor(color):
3488 "Set the current text color"
3489 if game.options & OPTION_CURSES:
3490 if color == DEFAULT:
3492 elif color == BLACK:
3493 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3495 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3496 elif color == GREEN:
3497 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3499 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3501 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3502 elif color == MAGENTA:
3503 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3504 elif color == BROWN:
3505 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3506 elif color == LIGHTGRAY:
3507 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3508 elif color == DARKGRAY:
3509 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3510 elif color == LIGHTBLUE:
3511 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3512 elif color == LIGHTGREEN:
3513 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3514 elif color == LIGHTCYAN:
3515 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3516 elif color == LIGHTRED:
3517 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3518 elif color == LIGHTMAGENTA:
3519 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3520 elif color == YELLOW:
3521 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3522 elif color == WHITE:
3523 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3526 "Set highlight video, if this is reasonable."
3527 if game.options & OPTION_CURSES:
3528 curwnd.attron(curses.A_REVERSE)
3530 def commandhook(cmd, before):
3534 # Things past this point have policy implications.
3538 "Hook to be called after moving to redraw maps."
3539 if game.options & OPTION_CURSES:
3542 setwnd(srscan_window)
3546 setwnd(status_window)
3547 status_window.clear()
3548 status_window.move(0, 0)
3549 setwnd(report_window)
3550 report_window.clear()
3551 report_window.move(0, 0)
3553 setwnd(lrscan_window)
3554 lrscan_window.clear()
3555 lrscan_window.move(0, 0)
3558 def put_srscan_sym(w, sym):
3559 "Emit symbol for short-range scan."
3560 srscan_window.move(w.x+1, w.y*2+2)
3561 srscan_window.addch(sym)
3562 srscan_window.refresh()
3565 "Enemy fall down, go boom."
3566 if game.options & OPTION_CURSES:
3568 setwnd(srscan_window)
3569 srscan_window.attron(curses.A_REVERSE)
3570 put_srscan_sym(w, game.quad[w.x][w.y])
3574 srscan_window.attroff(curses.A_REVERSE)
3575 put_srscan_sym(w, game.quad[w.x][w.y])
3576 curses.delay_output(500)
3577 setwnd(message_window)
3580 "Sound and visual effects for teleportation."
3581 if game.options & OPTION_CURSES:
3583 setwnd(message_window)
3585 prouts(" . . . . . ")
3586 if game.options & OPTION_CURSES:
3587 #curses.delay_output(1000)
3591 def tracktorpedo(w, l, i, n, iquad):
3592 "Torpedo-track animation."
3593 if not game.options & OPTION_CURSES:
3597 proutn(_("Track for torpedo number %d- ") % i)
3600 proutn(_("Torpedo track- "))
3603 proutn("%d - %d " % (w.x, w.y))
3605 if not damaged(DSRSENS) or game.condition=="docked":
3606 if i != 1 and l == 1:
3608 curses.delay_output(400)
3609 if (iquad==IHDOT) or (iquad==IHBLANK):
3610 put_srscan_sym(w, '+')
3612 #curses.delay_output(100)
3614 put_srscan_sym(w, iquad)
3616 curwnd.attron(curses.A_REVERSE)
3617 put_srscan_sym(w, iquad)
3619 #curses.delay_output(1000)
3621 curwnd.attroff(curses.A_REVERSE)
3622 put_srscan_sym(w, iquad)
3624 proutn("%d - %d " % (w.x, w.y))
3627 "Display the current galaxy chart."
3628 if game.options & OPTION_CURSES:
3629 setwnd(message_window)
3630 message_window.clear()
3632 if game.options & OPTION_TTY:
3637 def prstat(txt, data):
3639 if game.options & OPTION_CURSES:
3641 setwnd(status_window)
3643 proutn(" " * NSYM - len(tx))
3646 if game.options & OPTION_CURSES:
3647 setwnd(report_window)
3649 # Code from moving.c begins here
3651 def imove(novapush):
3652 # movement execution for warp, impulse, supernova, and tractor-beam events
3653 w = coord(); final = coord()
3656 def no_quad_change():
3657 # No quadrant change -- compute new avg enemy distances
3658 game.quad[game.sector.x][game.sector.y] = game.ship
3660 for m in range(1, game.nenhere+1):
3661 finald = distance(w, game.ks[m])
3662 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3663 game.kdist[m] = finald
3665 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3667 for m in range(1, game.nenhere+1):
3668 game.kavgd[m] = game.kdist[m]
3671 setwnd(message_window)
3675 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3676 game.inorbit = False
3678 angle = ((15.0 - game.direc) * 0.5235988)
3679 deltax = -math.sin(angle)
3680 deltay = math.cos(angle)
3681 if math.fabs(deltax) > math.fabs(deltay):
3682 bigger = math.fabs(deltax)
3684 bigger = math.fabs(deltay)
3689 # If tractor beam is to occur, don't move full distance
3690 if game.state.date+game.optime >= scheduled(FTBEAM):
3692 game.condition = "red"
3693 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3694 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3695 # Move within the quadrant
3696 game.quad[game.sector.x][game.sector.y] = IHDOT
3699 n = 10.0*game.dist*bigger+0.5
3702 for m in range(1, n+1):
3707 if not VALID_SECTOR(w.x, w.y):
3708 # Leaving quadrant -- allow final enemy attack
3709 # Don't do it if being pushed by Nova
3710 if game.nenhere != 0 and not novapush:
3712 for m in range(1, game.nenhere+1):
3713 finald = distance(w, game.ks[m])
3714 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3716 # Stas Sergeev added the condition
3717 # that attacks only happen if Klingons
3718 # are present and your skill is good.
3720 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3724 # compute final position -- new quadrant and sector
3725 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3726 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3727 w.x = x+10.0*game.dist*bigger*deltax+0.5
3728 w.y = y+10.0*game.dist*bigger*deltay+0.5
3729 # check for edge of galaxy
3739 if w.x > GALSIZE*QUADSIZE:
3740 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3742 if w.y > GALSIZE*QUADSIZE:
3743 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3752 if game.nkinks == 3:
3753 # Three strikes -- you're out!
3757 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3758 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3759 prout(_("YOU WILL BE DESTROYED."))
3760 # Compute final position in new quadrant
3761 if trbeam: # Don't bother if we are to be beamed
3763 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3764 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3765 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3766 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3768 prout(_("Entering Quadrant %s.") % game.quadrant)
3769 game.quad[game.sector.x][game.sector.y] = game.ship
3771 if game.skill>SKILL_NOVICE:
3774 iquad = game.quad[w.x][w.y]
3776 # object encountered in flight path
3777 stopegy = 50.0*game.dist/game.optime
3778 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3779 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3781 ram(False, iquad, game.sector)
3783 elif iquad == IHBLANK:
3785 prouts(_("***RED ALERT! RED ALERT!"))
3789 proutn(_(" pulled into black hole at Sector %s") % w)
3791 # Getting pulled into a black hole was certain
3792 # death in Almy's original. Stas Sergeev added a
3793 # possibility that you'll get timewarped instead.
3796 for m in range(0, NDEVICES):
3797 if game.damage[m]>0:
3799 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3800 if (game.options & OPTION_BLKHOLE) and Rand()>probf:
3810 proutn(_(" encounters Tholian web at %s;") % w)
3812 proutn(_(" blocked by object at %s;") % w)
3813 proutn(_("Emergency stop required "))
3814 prout(_("%2d units of energy.") % int(stopegy))
3815 game.energy -= stopegy
3816 final.x = x-deltax+0.5
3817 final.y = y-deltay+0.5
3819 if game.energy <= 0:
3825 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3832 # dock our ship at a starbase
3834 if game.condition == "docked" and verbose:
3835 prout(_("Already docked."))
3838 prout(_("You must first leave standard orbit."))
3840 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3842 prout(_(" not adjacent to base."))
3844 game.condition = "docked"
3848 if game.energy < game.inenrg:
3849 game.energy = game.inenrg
3850 game.shield = game.inshld
3851 game.torps = game.intorps
3852 game.lsupres = game.inlsr
3853 game.state.crew = FULLCREW
3854 if not damaged(DRADIO) and \
3855 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3856 # get attack report from base
3857 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3862 # This program originally required input in terms of a (clock)
3863 # direction and distance. Somewhere in history, it was changed to
3864 # cartesian coordinates. So we need to convert. Probably
3865 # "manual" input should still be done this way -- it's a real
3866 # pain if the computer isn't working! Manual mode is still confusing
3867 # because it involves giving x and y motions, yet the coordinates
3868 # are always displayed y - x, where +y is downward!
3871 def getcd(isprobe, akey):
3872 # get course and distance
3873 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
3874 navmode = "unspecified"
3879 # Get course direction and distance. If user types bad values, return
3880 # with DIREC = -1.0.
3883 if game.landed and not isprobe:
3884 prout(_("Dummy! You can't leave standard orbit until you"))
3885 proutn(_("are back aboard the ship."))
3888 while navmode == "unspecified":
3889 if damaged(DNAVSYS):
3891 prout(_("Computer damaged; manual navigation only"))
3893 prout(_("Computer damaged; manual movement only"))
3898 if isprobe and akey != -1:
3899 # For probe launch, use pre-scanned value first time
3906 proutn(_("Manual or automatic- "))
3909 elif key == IHALPHA:
3914 elif isit("automatic"):
3915 navmode = "automatic"
3924 prout(_("(Manual navigation assumed.)"))
3926 prout(_("(Manual movement assumed.)"))
3930 if navmode == "automatic":
3933 proutn(_("Target quadrant or quadrant§or- "))
3935 proutn(_("Destination sector or quadrant§or- "))
3951 # both quadrant and sector specified
3965 # only quadrant specified -- go to center of dest quad
3973 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
3980 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
3982 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3983 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
3984 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
3987 proutn(_("X and Y displacements- "))
4001 # Check for zero movement
4002 if deltax == 0 and deltay == 0:
4005 if itemp == "verbose" and not isprobe:
4007 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4008 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4009 game.direc = math.atan2(deltax, deltay)*1.90985932
4010 if game.direc < 0.0:
4016 # move under impulse power
4018 if damaged(DIMPULS):
4021 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4023 if game.energy > 30.0:
4025 if game.direc == -1.0:
4027 power = 20.0 + 100.0*game.dist
4031 if power >= game.energy:
4032 # Insufficient power for trip
4034 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4035 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4036 if game.energy > 30:
4037 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4038 int(0.01 * (game.energy-20.0)-0.05))
4039 prout(_(" quadrants.\""))
4041 prout(_("quadrant. They are, therefore, useless.\""))
4044 # Make sure enough time is left for the trip
4045 game.optime = game.dist/0.095
4046 if game.optime >= game.state.remtime:
4047 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4048 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4049 proutn(_("we dare spend the time?\" "))
4052 # Activate impulse engines and pay the cost
4057 power = 20.0 + 100.0*game.dist
4058 game.energy -= power
4059 game.optime = game.dist/0.095
4060 if game.energy <= 0:
4065 # move under warp drive
4066 blooey = False; twarp = False
4067 if not timewarp: # Not WARPX entry
4069 if game.damage[DWARPEN] > 10.0:
4072 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4074 if damaged(DWARPEN) and game.warpfac > 4.0:
4077 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4078 prout(_(" is repaired, I can only give you warp 4.\""))
4081 # Read in course and distance
4083 if game.direc == -1.0:
4086 # Make sure starship has enough energy for the trip
4087 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4088 if power >= game.energy:
4089 # Insufficient power for trip
4092 prout(_("Engineering to bridge--"))
4093 if not game.shldup or 0.5*power > game.energy:
4094 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4096 prout(_("We can't do it, Captain. We don't have enough energy."))
4098 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4101 prout(_("if you'll lower the shields."))
4105 prout(_("We haven't the energy to go that far with the shields up."))
4108 # Make sure enough time is left for the trip
4109 game.optime = 10.0*game.dist/game.wfacsq
4110 if game.optime >= 0.8*game.state.remtime:
4112 prout(_("First Officer Spock- \"Captain, I compute that such"))
4113 proutn(_(" a trip would require approximately %2.0f") %
4114 (100.0*game.optime/game.state.remtime))
4115 prout(_(" percent of our"))
4116 proutn(_(" remaining time. Are you sure this is wise?\" "))
4122 if game.warpfac > 6.0:
4123 # Decide if engine damage will occur
4124 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4127 game.dist = Rand()*game.dist
4128 # Decide if time warp will occur
4129 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
4131 if idebug and game.warpfac==10 and not twarp:
4133 proutn("=== Force time warp? ")
4137 # If time warp or engine damage, check path
4138 # If it is obstructed, don't do warp or damage
4139 angle = ((15.0-game.direc)*0.5235998)
4140 deltax = -math.sin(angle)
4141 deltay = math.cos(angle)
4142 if math.fabs(deltax) > math.fabs(deltay):
4143 bigger = math.fabs(deltax)
4145 bigger = math.fabs(deltay)
4149 n = 10.0 * game.dist * bigger +0.5
4152 for l in range(1, n+1):
4157 if not VALID_SECTOR(ix, iy):
4159 if game.quad[ix][iy] != IHDOT:
4164 # Activate Warp Engines and pay the cost
4168 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4169 if game.energy <= 0:
4171 game.optime = 10.0*game.dist/game.wfacsq
4175 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
4177 prout(_("Engineering to bridge--"))
4178 prout(_(" Scott here. The warp engines are damaged."))
4179 prout(_(" We'll have to reduce speed to warp 4."))
4184 # change the warp factor
4190 proutn(_("Warp factor- "))
4195 if game.damage[DWARPEN] > 10.0:
4196 prout(_("Warp engines inoperative."))
4198 if damaged(DWARPEN) and aaitem > 4.0:
4199 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4200 prout(_(" but right now we can only go warp 4.\""))
4203 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4206 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4208 oldfac = game.warpfac
4209 game.warpfac = aaitem
4210 game.wfacsq=game.warpfac*game.warpfac
4211 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4212 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4215 if game.warpfac < 8.00:
4216 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4218 if game.warpfac == 10.0:
4219 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4221 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4225 # cope with being tossed out of quadrant by supernova or yanked by beam
4228 # is captain on planet?
4230 if damaged(DTRANSP):
4233 prout(_("Scotty rushes to the transporter controls."))
4235 prout(_("But with the shields up it's hopeless."))
4237 prouts(_("His desperate attempt to rescue you . . ."))
4242 prout(_("SUCCEEDS!"))
4245 proutn(_("The crystals mined were "))
4254 # Check to see if captain in shuttle craft
4260 # Inform captain of attempt to reach safety
4264 prouts(_("***RED ALERT! RED ALERT!"))
4268 prout(_(" has stopped in a quadrant containing"))
4269 prouts(_(" a supernova."))
4271 proutn(_("***Emergency automatic override attempts to hurl "))
4274 prout(_("safely out of quadrant."))
4275 if not damaged(DRADIO):
4276 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4277 # Try to use warp engines
4278 if damaged(DWARPEN):
4280 prout(_("Warp engines damaged."))
4283 game.warpfac = 6.0+2.0*Rand()
4284 game.wfacsq = game.warpfac * game.warpfac
4285 prout(_("Warp factor set to %d") % int(game.warpfac))
4286 power = 0.75*game.energy
4287 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4288 distreq = 1.4142+Rand()
4289 if distreq < game.dist:
4291 game.optime = 10.0*game.dist/game.wfacsq
4292 game.direc = 12.0*Rand() # How dumb!
4294 game.inorbit = False
4297 # This is bad news, we didn't leave quadrant.
4301 prout(_("Insufficient energy to leave quadrant."))
4304 # Repeat if another snova
4305 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4307 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4308 finish(FWON) # Snova killed remaining enemy.
4311 # let's do the time warp again
4312 prout(_("***TIME WARP ENTERED."))
4313 if game.state.snap and Rand() < 0.5:
4315 prout(_("You are traveling backwards in time %d stardates.") %
4316 int(game.state.date-game.snapsht.date))
4317 game.state = game.snapsht
4318 game.state.snap = False
4319 if game.state.remcom:
4320 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4321 schedule(FBATTAK, expran(0.3*game.intime))
4322 schedule(FSNOVA, expran(0.5*game.intime))
4323 # next snapshot will be sooner
4324 schedule(FSNAP, expran(0.25*game.state.remtime))
4326 if game.state.nscrem:
4327 schedule(FSCMOVE, 0.2777)
4331 invalidate(game.battle)
4333 # Make sure Galileo is consistant -- Snapshot may have been taken
4334 # when on planet, which would give us two Galileos!
4336 for l in range(game.inplan):
4337 if game.state.planets[l].known == "shuttle_down":
4339 if game.iscraft == "onship" and game.ship==IHE:
4340 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4341 game.iscraft = "offship"
4342 # Likewise, if in the original time the Galileo was abandoned, but
4343 # was on ship earlier, it would have vanished -- let's restore it.
4344 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4345 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4346 game.iscraft = "onship"
4348 # * There used to be code to do the actual reconstrction here,
4349 # * but the starchart is now part of the snapshotted galaxy state.
4351 prout(_("Spock has reconstructed a correct star chart from memory"))
4353 # Go forward in time
4354 game.optime = -0.5*game.intime*math.log(Rand())
4355 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4356 # cheat to make sure no tractor beams occur during time warp
4357 postpone(FTBEAM, game.optime)
4358 game.damage[DRADIO] += game.optime
4360 events() # Stas Sergeev added this -- do pending events
4363 # launch deep-space probe
4364 # New code to launch a deep space probe
4365 if game.nprobes == 0:
4368 if game.ship == IHE:
4369 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4371 prout(_("Ye Faerie Queene has no deep space probes."))
4376 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4378 if is_scheduled(FDSPROB):
4381 if damaged(DRADIO) and game.condition != "docked":
4382 prout(_("Spock- \"Records show the previous probe has not yet"))
4383 prout(_(" reached its destination.\""))
4385 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4390 # slow mode, so let Kirk know how many probes there are left
4391 if game.nprobes == 1:
4392 prout(_("1 probe left."))
4394 prout(_("%d probes left") % game.nprobes)
4395 proutn(_("Are you sure you want to fire a probe? "))
4399 game.isarmed = False
4400 if key == IHALPHA and citem == "armed":
4404 proutn(_("Arm NOVAMAX warhead? "))
4407 if game.direc == -1.0:
4410 angle = ((15.0 - game.direc) * 0.5235988)
4411 game.probeinx = -math.sin(angle)
4412 game.probeiny = math.cos(angle)
4413 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4414 bigger = math.fabs(game.probeinx)
4416 bigger = math.fabs(game.probeiny)
4418 game.probeiny /= bigger
4419 game.probeinx /= bigger
4420 game.proben = 10.0*game.dist*bigger +0.5
4421 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4422 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4423 game.probec = game.quadrant
4424 schedule(FDSPROB, 0.01) # Time to move one sector
4425 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4429 # Here's how the mayday code works:
4431 # First, the closest starbase is selected. If there is a a starbase
4432 # in your own quadrant, you are in good shape. This distance takes
4433 # quadrant distances into account only.
4435 # A magic number is computed based on the distance which acts as the
4436 # probability that you will be rematerialized. You get three tries.
4438 # When it is determined that you should be able to be rematerialized
4439 # (i.e., when the probability thing mentioned above comes up
4440 # positive), you are put into that quadrant (anywhere). Then, we try
4441 # to see if there is a spot adjacent to the star- base. If not, you
4442 # can't be rematerialized!!! Otherwise, it drops you there. It only
4443 # tries five times to find a spot to drop you. After that, it's your
4447 # yell for help from nearest starbase
4448 # There's more than one way to move in this game!
4452 # Test for conditions which prevent calling for help
4453 if game.condition == "docked":
4454 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4457 prout(_("Subspace radio damaged."))
4459 if game.state.rembase==0:
4460 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4463 proutn(_("You must be aboard the "))
4467 # OK -- call for help from nearest starbase
4470 # There's one in this quadrant
4471 ddist = distance(game.base, game.sector)
4474 for m in range(1, game.state.rembase+1):
4475 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4479 # Since starbase not in quadrant, set up new quadrant
4480 game.quadrant = game.state.baseq[line]
4482 # dematerialize starship
4483 game.quad[game.sector.x][game.sector.y]=IHDOT
4484 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4486 prout(_(" dematerializes."))
4488 for m in range(1, 5+1):
4489 ix = game.base.x+3.0*Rand()-1
4490 iy = game.base.y+3.0*Rand()-1
4491 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4492 # found one -- finish up
4496 if not is_valid(game.sector):
4497 prout(_("You have been lost in space..."))
4498 finish(FMATERIALIZE)
4500 # Give starbase three chances to rematerialize starship
4501 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4502 for m in range(1, 3+1):
4503 if m == 1: proutn(_("1st"))
4504 elif m == 2: proutn(_("2nd"))
4505 elif m == 3: proutn(_("3rd"))
4506 proutn(_(" attempt to re-materialize "))
4508 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4514 curses.delay_output(500)
4517 game.quad[ix][iy]=IHQUEST
4520 setwnd(message_window)
4521 finish(FMATERIALIZE)
4523 game.quad[ix][iy]=game.ship
4525 prout(_("succeeds."))
4529 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4531 # Abandon Ship (the BSD-Trek description)
4533 # The ship is abandoned. If your current ship is the Faire
4534 # Queene, or if your shuttlecraft is dead, you're out of
4535 # luck. You need the shuttlecraft in order for the captain
4536 # (that's you!!) to escape.
4538 # Your crew can beam to an inhabited starsystem in the
4539 # quadrant, if there is one and if the transporter is working.
4540 # If there is no inhabited starsystem, or if the transporter
4541 # is out, they are left to die in outer space.
4543 # If there are no starbases left, you are captured by the
4544 # Klingons, who torture you mercilessly. However, if there
4545 # is at least one starbase, you are returned to the
4546 # Federation in a prisoner of war exchange. Of course, this
4547 # can't happen unless you have taken some prisoners.
4552 if game.condition=="docked":
4554 prout(_("You cannot abandon Ye Faerie Queene."))
4557 # Must take shuttle craft to exit
4558 if game.damage[DSHUTTL]==-1:
4559 prout(_("Ye Faerie Queene has no shuttle craft."))
4561 if game.damage[DSHUTTL]<0:
4562 prout(_("Shuttle craft now serving Big Macs."))
4564 if game.damage[DSHUTTL]>0:
4565 prout(_("Shuttle craft damaged."))
4568 prout(_("You must be aboard the ship."))
4570 if game.iscraft != "onship":
4571 prout(_("Shuttle craft not currently available."))
4573 # Print abandon ship messages
4575 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4577 prouts(_("***ALL HANDS ABANDON SHIP!"))
4579 prout(_("Captain and crew escape in shuttle craft."))
4580 if game.state.rembase==0:
4581 # Oops! no place to go...
4584 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4586 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4587 prout(_("Remainder of ship's complement beam down"))
4588 prout(_("to nearest habitable planet."))
4589 elif q.planet != NOPLANET and not damaged(DTRANSP):
4590 prout(_("Remainder of ship's complement beam down to %s.") %
4593 prout(_("Entire crew of %d left to die in outer space.") %
4595 game.casual += game.state.crew
4596 game.abandoned += game.state.crew
4598 # If at least one base left, give 'em the Faerie Queene
4600 game.icrystl = False # crystals are lost
4601 game.nprobes = 0 # No probes
4602 prout(_("You are captured by Klingons and released to"))
4603 prout(_("the Federation in a prisoner-of-war exchange."))
4604 nb = Rand()*game.state.rembase+1
4605 # Set up quadrant and position FQ adjacient to base
4606 if not game.quadrant == game.state.baseq[nb]:
4607 game.quadrant = game.state.baseq[nb]
4608 game.sector.x = game.sector.y = 5
4611 # position next to base by trial and error
4612 game.quad[game.sector.x][game.sector.y] = IHDOT
4613 for l in range(1, QUADSIZE+1):
4614 game.sector.x = 3.0*Rand() - 1.0 + game.base.x
4615 game.sector.y = 3.0*Rand() - 1.0 + game.base.y
4616 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4617 game.quad[game.sector.x][game.sector.y] == IHDOT:
4620 break # found a spot
4621 game.sector.x=QUADSIZE/2
4622 game.sector.y=QUADSIZE/2
4624 # Get new commission
4625 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4626 game.state.crew = FULLCREW
4627 prout(_("Starfleet puts you in command of another ship,"))
4628 prout(_("the Faerie Queene, which is antiquated but,"))
4629 prout(_("still useable."))
4631 prout(_("The dilithium crystals have been moved."))
4633 game.iscraft = "offship" # Galileo disappears
4635 game.condition="docked"
4636 for l in range(0, NDEVICES):
4637 game.damage[l] = 0.0
4638 game.damage[DSHUTTL] = -1
4639 game.energy = game.inenrg = 3000.0
4640 game.shield = game.inshld = 1250.0
4641 game.torps = game.intorps = 6
4642 game.lsupres=game.inlsr=3.0
4648 # Code from planets.c begins here.
4651 # abort a lengthy operation if an event interrupts it
4654 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4659 # report on (uninhabited) planets in the galaxy
4663 prout(_("Spock- \"Planet report follows, Captain.\""))
4665 for i in range(game.inplan):
4666 if game.state.planets[i].pclass == destroyed:
4668 if (game.state.planets[i].known != "unknown" \
4669 and not game.state.planets[i].inhabited) \
4672 if idebug and game.state.planets[i].known=="unknown":
4673 proutn("(Unknown) ")
4674 proutn(_("Quadrant %s") % game.state.planets[i].w)
4675 proutn(_(" class "))
4676 proutn(game.state.planets[i].pclass)
4678 if game.state.planets[i].crystals != present:
4680 prout(_("dilithium crystals present."))
4681 if game.state.planets[i].known=="shuttle_down":
4682 prout(_(" Shuttle Craft Galileo on surface."))
4684 prout(_("No information available."))
4687 # enter standard orbit
4691 prout(_("Already in standard orbit."))
4693 if damaged(DWARPEN) and damaged(DIMPULS):
4694 prout(_("Both warp and impulse engines damaged."))
4696 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4698 prout(_(" not adjacent to planet."))
4701 game.optime = 0.02+0.03*Rand()
4702 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4706 game.height = (1400.0+7200.0*Rand())
4707 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4712 # examine planets in this quadrant
4713 if damaged(DSRSENS):
4714 if game.options & OPTION_TTY:
4715 prout(_("Short range sensors damaged."))
4717 if not is_valid(game.plnet):
4718 if game.options & OPTION_TTY:
4719 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4721 if game.state.planets[game.iplnet].known == "unknown":
4722 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4724 prout(_(" Planet at Sector %s is of class %s.") %
4725 (sector,game.plnet, game.state.planets[game.iplnet]))
4726 if game.state.planets[game.iplnet].known=="shuttle_down":
4727 prout(_(" Sensors show Galileo still on surface."))
4728 proutn(_(" Readings indicate"))
4729 if game.state.planets[game.iplnet].crystals != present:
4731 prout(_(" dilithium crystals present.\""))
4732 if game.state.planets[game.iplnet].known == "unknown":
4733 game.state.planets[game.iplnet].known = "known"
4736 # use the transporter
4740 if damaged(DTRANSP):
4741 prout(_("Transporter damaged."))
4742 if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
4744 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4748 if not game.inorbit:
4750 prout(_(" not in standard orbit."))
4753 prout(_("Impossible to transport through shields."))
4755 if game.state.planets[game.iplnet].known=="unknown":
4756 prout(_("Spock- \"Captain, we have no information on this planet"))
4757 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4758 prout(_(" you may not go down.\""))
4760 if not game.landed and game.state.planets[game.iplnet].crystals==absent:
4761 prout(_("Spock- \"Captain, I fail to see the logic in"))
4762 prout(_(" exploring a planet with no dilithium crystals."))
4763 proutn(_(" Are you sure this is wise?\" "))
4767 if not (game.options & OPTION_PLAIN):
4768 nrgneed = 50 * game.skill + game.height / 100.0
4769 if nrgneed > game.energy:
4770 prout(_("Engineering to bridge--"))
4771 prout(_(" Captain, we don't have enough energy for transportation."))
4773 if not game.landed and nrgneed * 2 > game.energy:
4774 prout(_("Engineering to bridge--"))
4775 prout(_(" Captain, we have enough energy only to transport you down to"))
4776 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4777 if game.state.planets[game.iplnet].known == "shuttle_down":
4778 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4779 proutn(_(" Are you sure this is wise?\" "))
4784 # Coming from planet
4785 if game.state.planets[game.iplnet].known=="shuttle_down":
4786 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4790 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4791 prout(_("Landing party assembled, ready to beam up."))
4793 prout(_("Kirk whips out communicator..."))
4794 prouts(_("BEEP BEEP BEEP"))
4796 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4799 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4801 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4803 prout(_("Kirk- \"Energize.\""))
4806 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4809 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4811 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4814 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4815 game.landed = not game.landed
4816 game.energy -= nrgneed
4818 prout(_("Transport complete."))
4819 if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4820 prout(_("The shuttle craft Galileo is here!"))
4821 if not game.landed and game.imine:
4828 # strip-mine a world for dilithium
4832 prout(_("Mining party not on planet."))
4834 if game.state.planets[game.iplnet].crystals == mined:
4835 prout(_("This planet has already been strip-mined for dilithium."))
4837 elif game.state.planets[game.iplnet].crystals == absent:
4838 prout(_("No dilithium crystals on this planet."))
4841 prout(_("You've already mined enough crystals for this trip."))
4843 if game.icrystl and game.cryprob == 0.05:
4844 proutn(_("With all those fresh crystals aboard the "))
4847 prout(_("there's no reason to mine more at this time."))
4849 game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
4852 prout(_("Mining operation complete."))
4853 game.state.planets[game.iplnet].crystals = mined
4854 game.imine = game.ididit = True
4857 # use dilithium crystals
4861 if not game.icrystl:
4862 prout(_("No dilithium crystals available."))
4864 if game.energy >= 1000:
4865 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4866 prout(_(" except when Condition Yellow exists."))
4868 prout(_("Spock- \"Captain, I must warn you that loading"))
4869 prout(_(" raw dilithium crystals into the ship's power"))
4870 prout(_(" system may risk a severe explosion."))
4871 proutn(_(" Are you sure this is wise?\" "))
4876 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4877 prout(_(" Mr. Spock and I will try it.\""))
4879 prout(_("Spock- \"Crystals in place, Sir."))
4880 prout(_(" Ready to activate circuit.\""))
4882 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4884 if Rand() <= game.cryprob:
4885 prouts(_(" \"Activating now! - - No good! It's***"))
4887 prouts(_("***RED ALERT! RED A*L********************************"))
4890 prouts(_("****************** KA-BOOM!!!! *******************"))
4894 game.energy += 5000.0*(1.0 + 0.9*Rand())
4895 prouts(_(" \"Activating now! - - "))
4896 prout(_("The instruments"))
4897 prout(_(" are going crazy, but I think it's"))
4898 prout(_(" going to work!! Congratulations, Sir!\""))
4903 # use shuttlecraft for planetary jaunt
4906 if damaged(DSHUTTL):
4907 if game.damage[DSHUTTL] == -1.0:
4908 if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
4909 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4911 prout(_("Ye Faerie Queene had no shuttle craft."))
4912 elif game.damage[DSHUTTL] > 0:
4913 prout(_("The Galileo is damaged."))
4914 else: # game.damage[DSHUTTL] < 0
4915 prout(_("Shuttle craft is now serving Big Macs."))
4917 if not game.inorbit:
4919 prout(_(" not in standard orbit."))
4921 if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
4922 prout(_("Shuttle craft not currently available."))
4924 if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4925 prout(_("You will have to beam down to retrieve the shuttle craft."))
4927 if game.shldup or game.condition == "docked":
4928 prout(_("Shuttle craft cannot pass through shields."))
4930 if game.state.planets[game.iplnet].known=="unknown":
4931 prout(_("Spock- \"Captain, we have no information on this planet"))
4932 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4933 prout(_(" you may not fly down.\""))
4935 game.optime = 3.0e-5*game.height
4936 if game.optime >= 0.8*game.state.remtime:
4937 prout(_("First Officer Spock- \"Captain, I compute that such"))
4938 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4939 int(100*game.optime/game.state.remtime))
4940 prout(_("remaining time."))
4941 proutn(_("Are you sure this is wise?\" "))
4947 if game.iscraft == "onship":
4949 if not damaged(DTRANSP):
4950 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4954 proutn(_("Shuttle crew"))
4956 proutn(_("Rescue party"))
4957 prout(_(" boards Galileo and swoops toward planet surface."))
4958 game.iscraft = "offship"
4962 game.state.planets[game.iplnet].known="shuttle_down"
4963 prout(_("Trip complete."))
4966 # Ready to go back to ship
4967 prout(_("You and your mining party board the"))
4968 prout(_("shuttle craft for the trip back to the Enterprise."))
4970 prouts(_("The short hop begins . . ."))
4972 game.state.planets[game.iplnet].known="known"
4978 game.iscraft = "onship"
4984 prout(_("Trip complete."))
4989 prout(_("Mining party assembles in the hangar deck,"))
4990 prout(_("ready to board the shuttle craft \"Galileo\"."))
4992 prouts(_("The hangar doors open; the trip begins."))
4995 game.iscraft = "offship"
4998 game.state.planets[game.iplnet].known = "shuttle_down"
5001 prout(_("Trip complete."))
5005 # use the big zapper
5011 if game.ship != IHE:
5012 prout(_("Ye Faerie Queene has no death ray."))
5015 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5018 prout(_("Death Ray is damaged."))
5020 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5021 prout(_(" is highly unpredictible. Considering the alternatives,"))
5022 proutn(_(" are you sure this is wise?\" "))
5025 prout(_("Spock- \"Acknowledged.\""))
5028 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5030 prout(_("Crew scrambles in emergency preparation."))
5031 prout(_("Spock and Scotty ready the death ray and"))
5032 prout(_("prepare to channel all ship's power to the device."))
5034 prout(_("Spock- \"Preparations complete, sir.\""))
5035 prout(_("Kirk- \"Engage!\""))
5037 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5040 if game.options & OPTION_PLAIN:
5043 prouts(_("Sulu- \"Captain! It's working!\""))
5045 while game.nenhere > 0:
5046 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5047 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5048 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5050 if (game.options & OPTION_PLAIN) == 0:
5051 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5053 prout(_(" is still operational.\""))
5055 prout(_(" has been rendered nonfunctional.\""))
5056 game.damage[DDRAY] = 39.95
5058 r = Rand() # Pick failure method
5060 prouts(_("Sulu- \"Captain! It's working!\""))
5062 prouts(_("***RED ALERT! RED ALERT!"))
5064 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5066 prouts(_("***RED ALERT! RED A*L********************************"))
5069 prouts(_("****************** KA-BOOM!!!! *******************"))
5074 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5076 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5078 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5079 prout(_(" have apparently been transformed into strange mutations."))
5080 prout(_(" Vulcans do not seem to be affected."))
5082 prout(_("Kirk- \"Raauch! Raauch!\""))
5087 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5089 proutn(_("Spock- \"I believe the word is"))
5090 prouts(_(" *ASTONISHING*"))
5091 prout(_(" Mr. Sulu."))
5092 for i in range(1, QUADSIZE+1):
5093 for j in range(1, QUADSIZE+1):
5094 if game.quad[i][j] == IHDOT:
5095 game.quad[i][j] = IHQUEST
5096 prout(_(" Captain, our quadrant is now infested with"))
5097 prouts(_(" - - - - - - *THINGS*."))
5099 prout(_(" I have no logical explanation.\""))
5101 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5103 prout(_("Scotty- \"There are so many tribbles down here"))
5104 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5108 # Code from reports.c begins here
5110 def attackreport(curt):
5111 # report status of bases under attack
5113 if is_scheduled(FCDBAS):
5114 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5115 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5116 elif game.isatb == 1:
5117 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5118 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5120 prout(_("No Starbase is currently under attack."))
5122 if is_scheduled(FCDBAS):
5123 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5125 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5129 # report on general game status
5131 s1 = "" and game.thawed and _("thawed ")
5132 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5133 s3 = (None, _("novice"). _("fair"),
5134 _("good"), _("expert"), _("emeritus"))[game.skill]
5135 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5136 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5137 prout(_("No plaque is allowed."))
5139 prout(_("This is tournament game %d.") % game.tourn)
5140 prout(_("Your secret password is \"%s\"") % game.passwd)
5141 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5142 (game.inkling + game.incom + game.inscom)))
5143 if game.incom - game.state.remcom:
5144 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5145 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5146 prout(_(", but no Commanders."))
5149 if game.skill > SKILL_FAIR:
5150 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5151 if game.state.rembase != game.inbase:
5153 if game.inbase-game.state.rembase==1:
5154 proutn(_("has been 1 base"))
5156 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5157 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5159 prout(_("There are %d bases.") % game.inbase)
5160 if communicating() or game.iseenit:
5161 # Don't report this if not seen and
5162 # either the radio is dead or not at base!
5166 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5168 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5169 if game.ship == IHE:
5170 proutn(_("You have "))
5172 proutn("%d" % (game.nprobes))
5175 proutn(_(" deep space probe"))
5179 if communicating() and is_scheduled(FDSPROB):
5181 proutn(_("An armed deep space probe is in "))
5183 proutn(_("A deep space probe is in "))
5184 prout("Quadrant %s." % game.probec)
5186 if game.cryprob <= .05:
5187 prout(_("Dilithium crystals aboard ship... not yet used."))
5191 while game.cryprob > ai:
5194 prout(_("Dilithium crystals have been used %d time%s.") % \
5195 (i, (_("s"), "")[i==1]))
5199 # long-range sensor scan
5200 if damaged(DLRSENS):
5201 # Now allow base's sensors if docked
5202 if game.condition != "docked":
5203 prout(_("LONG-RANGE SENSORS DAMAGED."))
5205 prout(_("Starbase's long-range scan"))
5207 prout(_("Long-range scan"))
5208 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5210 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5211 if not VALID_QUADRANT(x, y):
5214 if not damaged(DRADIO):
5215 game.state.galaxy[x][y].charted = True
5216 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5217 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5218 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5219 if game.state.galaxy[x][y].supernova:
5222 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5230 for i in range(NDEVICES):
5233 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5234 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5236 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5237 game.damage[i]+0.05,
5238 game.docfac*game.damage[i]+0.005))
5240 prout(_("All devices functional."))
5243 # update the chart in the Enterprise's computer from galaxy data
5244 game.lastchart = game.state.date
5245 for i in range(1, GALSIZE+1):
5246 for j in range(1, GALSIZE+1):
5247 if game.state.galaxy[i][j].charted:
5248 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5249 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5250 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5253 # display the star chart
5255 if not damaged(DRADIO):
5257 if game.lastchart < game.state.date and game.condition == "docked":
5258 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5261 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5262 if game.state.date > game.lastchart:
5263 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5264 prout(" 1 2 3 4 5 6 7 8")
5265 for i in range(1, GALSIZE+1):
5266 proutn("%d |" % (i))
5267 for j in range(1, GALSIZE+1):
5268 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5272 if game.state.galaxy[i][j].supernova:
5274 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5276 elif game.state.galaxy[i][j].charted:
5277 sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
5281 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5289 def sectscan(goodScan, i, j):
5290 # light up an individual dot in a sector
5291 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5292 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):
5293 if game.condition == "red": textcolor(RED)
5294 elif game.condition == "green": textcolor(GREEN)
5295 elif game.condition == "yellow": textcolor(YELLOW)
5296 elif game.condition == "docked": textcolor(CYAN)
5297 elif game.condition == "dead": textcolor(BROWN)
5298 if game.quad[i][j] != game.ship:
5300 proutn("%c " % game.quad[i][j])
5306 # print status report lines
5308 if not req or req == 1:
5309 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5310 % (game.state.date, game.state.remtime))
5311 elif not req or req == 2:
5312 if game.condition != "docked":
5315 for t in range(0, NDEVICES):
5316 if game.damage[t]>0:
5318 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5319 elif not req or req == 3:
5320 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5321 elif not req or req == 4:
5322 if damaged(DLIFSUP):
5323 if game.condition == "docked":
5324 sprintf(s, _("DAMAGED, Base provides"))
5326 sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
5328 sprintf(s, _("ACTIVE"))
5329 prstat(_("Life Support"), s)
5330 elif not req or req == 5:
5331 prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
5332 elif not req or req == 6:
5334 if game.icrystl and (game.options & OPTION_SHOWME):
5335 extra = _(" (have crystals)")
5336 prstat(_("Energy"), "%.2f%s" % game.energy, extra)
5337 elif not req or req == 7:
5338 prstat(_("Torpedoes"), "%d" % (game.torps))
5339 elif not req or req == 8:
5340 if damaged(DSHIELD):
5341 strcpy(s, _("DAMAGED,"))
5345 strcpy(s, _("DOWN,"))
5346 data = _(" %d%% %.1f units") \
5347 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5348 prstat(_("Shields"), s)
5349 elif not req or req == 9:
5350 prstat(_("Klingons Left"), "%d" \
5351 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5352 elif not req or req == 10:
5353 if game.options & OPTION_WORLDS:
5354 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5355 if plnet != NOPLANET and game.state.planets[plnet].inhabited:
5356 prstat(_("Major system"), plnet.name)
5358 prout(_("Sector is uninhabited"))
5359 elif not req or req == 11:
5360 attackreport(not req)
5363 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5364 while scan() == IHEOL:
5365 proutn(_("Information desired? "))
5367 if citem in requests:
5368 status(requests.index(citem))
5370 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5371 prout((" date, condition, position, lsupport, warpfactor,"))
5372 prout((" energy, torpedoes, shields, klingons, system, time."))
5377 if damaged(DSRSENS):
5378 # Allow base's sensors if docked
5379 if game.condition != "docked":
5380 prout(_(" S.R. SENSORS DAMAGED!"))
5383 prout(_(" [Using Base's sensors]"))
5385 prout(_(" Short-range scan"))
5386 if goodScan and not damaged(DRADIO):
5387 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5388 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5389 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5390 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5391 prout(" 1 2 3 4 5 6 7 8 9 10")
5392 if game.condition != "docked":
5394 for i in range(1, QUADSIZE+1):
5395 proutn("%2d " % (i))
5396 for j in range(1, QUADSIZE+1):
5397 sectscan(goodScan, i, j)
5402 # use computer to get estimated time of arrival for a warp jump
5403 w1 = coord(); w2 = coord()
5405 if damaged(DCOMPTR):
5406 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5409 if scan() != IHREAL:
5412 proutn(_("Destination quadrant and/or sector? "))
5417 if scan() != IHREAL:
5421 if scan() == IHREAL:
5423 if scan() != IHREAL:
5428 if game.quadrant.y>w1.x:
5432 if game.quadrant.x>w1.y:
5437 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5440 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5441 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5445 prout(_("Answer \"no\" if you don't know the value:"))
5448 proutn(_("Time or arrival date? "))
5451 if ttime > game.state.date:
5452 ttime -= game.state.date # Actually a star date
5453 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5454 if ttime <= 1e-10 or twarp > 10:
5455 prout(_("We'll never make it, sir."))
5462 proutn(_("Warp factor? "))
5466 if twarp<1.0 or twarp > 10.0:
5470 prout(_("Captain, certainly you can give me one of these."))
5473 ttime = (10.0*game.dist)/square(twarp)
5474 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5475 if tpower >= game.energy:
5476 prout(_("Insufficient energy, sir."))
5477 if not game.shldup or tpower > game.energy*2.0:
5480 proutn(_("New warp factor to try? "))
5481 if scan() == IHREAL:
5484 if twarp<1.0 or twarp > 10.0:
5492 prout(_("But if you lower your shields,"))
5493 proutn(_("remaining"))
5496 proutn(_("Remaining"))
5497 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5499 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5501 prout(_("Any warp speed is adequate."))
5503 prout(_("Minimum warp needed is %.2f,") % (twarp))
5504 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5505 if game.state.remtime < ttime:
5506 prout(_("Unfortunately, the Federation will be destroyed by then."))
5508 prout(_("You'll be taking risks at that speed, Captain"))
5509 if (game.isatb==1 and game.state.kscmdr == w1 and \
5510 scheduled(FSCDBAS)< ttime+game.state.date) or \
5511 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5512 prout(_("The starbase there will be destroyed by then."))
5513 proutn(_("New warp factor to try? "))
5514 if scan() == IHREAL:
5517 if twarp<1.0 or twarp > 10.0:
5526 #ifdef BSD_BUG_FOR_BUG
5527 # A visual scan is made in a particular direction of three sectors
5528 # in the general direction specified. This takes time, and
5529 # Klingons can attack you, so it should be done only when sensors
5530 # are out. Code swiped from BSD-Trek. Not presently used, as we
5531 # automatically display all adjacent sectors on the short-range
5532 # scan even when short-range sensors are out.
5534 # This struct[] has the delta x, delta y for particular directions
5552 if scan() != IHREAL:
5554 proutn(_("Direction? "))
5558 if aaitem < 0.0 or aaitem > 360.0:
5560 co = (aaitem + 22) / 45
5562 ix = game.sector.x + v.x
5563 iy = game.sector.y + v.y
5564 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5567 co = game.quad[ix][iy]
5568 printf("%d,%d %c " % (ix, iy, co))
5570 ix = game.sector.x + v.x
5571 iy = game.sector.y + v.y
5572 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5575 co = game.quad[ix][iy]
5576 printf("%c " % (co))
5578 ix = game.sector.x + v.x
5579 iy = game.sector.y + v.y
5580 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5583 co = game.quad[ix][iy]
5584 prout("%c %d,%d\n" % (co, ix, iy))
5589 # Code from setup.c begins here
5592 return os.fstat(fd).st_size
5595 # issue a historically correct banner
5597 prout(_("-SUPER- STAR TREK"))
5599 #ifdef __HISTORICAL__
5600 # prout(_("Latest update-21 Sept 78"))
5602 #endif __HISTORICAL__
5607 citem = "emsave.trk"
5611 proutn(_("File name: "))
5617 if '.' not in citem:
5620 fp = open(citem, "wb")
5622 prout(_("Can't freeze game as file %s") % citem)
5624 cPickle.dump(game, fp)
5628 # retrieve saved game
5629 game.passwd[0] = '\0'
5632 proutn(_("File name: "))
5638 if '.' not in citem:
5641 fp = open(citem, "rb")
5643 prout(_("Can't thaw game in %s") % citem)
5645 game = cPickle.load(fp)
5649 # I used <http://www.memory-alpha.org> to find planets
5650 # with references in ST:TOS. Eath and the Alpha Centauri
5651 # Colony have been omitted.
5653 # Some planets marked Class G and P here will be displayed as class M
5654 # because of the way planets are generated. This is a known bug.
5657 _("Andoria (Fesoan)"), # several episodes
5658 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5659 _("Vulcan (T'Khasi)"), # many episodes
5660 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5661 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5662 _("Ardana"), # TOS: "The Cloud Minders"
5663 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5664 _("Gideon"), # TOS: "The Mark of Gideon"
5665 _("Aldebaran III"), # TOS: "The Deadly Years"
5666 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5667 _("Altair IV"), # TOS: "Amok Time
5668 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5669 _("Benecia"), # TOS: "The Conscience of the King"
5670 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5671 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5672 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5673 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5674 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5675 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5676 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5677 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5678 _("Ingraham B"), # TOS: "Operation: Annihilate"
5679 _("Janus IV"), # TOS: "The Devil in the Dark"
5680 _("Makus III"), # TOS: "The Galileo Seven"
5681 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5682 _("Omega IV"), # TOS: "The Omega Glory"
5683 _("Regulus V"), # TOS: "Amok Time
5684 _("Deneva"), # TOS: "Operation -- Annihilate!"
5685 # Worlds from BSD Trek
5686 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5687 _("Beta III"), # TOS: "The Return of the Archons"
5688 _("Triacus"), # TOS: "And the Children Shall Lead",
5689 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5691 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5692 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5693 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5694 # _("Izar"), # TOS: "Whom Gods Destroy"
5695 # _("Tiburon"), # TOS: "The Way to Eden"
5696 # _("Merak II"), # TOS: "The Cloud Minders"
5697 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5698 # _("Iotia"), # TOS: "A Piece of the Action"
5702 _("S. R. Sensors"), \
5703 _("L. R. Sensors"), \
5705 _("Photon Tubes"), \
5706 _("Life Support"), \
5707 _("Warp Engines"), \
5708 _("Impulse Engines"), \
5710 _("Subspace Radio"), \
5711 _("Shuttle Craft"), \
5713 _("Navigation System"), \
5715 _("Shield Control"), \
5720 def setup(needprompt):
5721 # prepare to play, set up cosmos
5725 # Decide how many of everything
5726 if choose(needprompt):
5727 return # frozen game
5728 # Prepare the Enterprise
5729 game.alldone = game.gamewon = False
5731 game.state.crew = FULLCREW
5732 game.energy = game.inenrg = 5000.0
5733 game.shield = game.inshld = 2500.0
5734 game.shldchg = False
5738 game.quadrant = randplace(GALSIZE)
5739 game.sector = randplace(QUADSIZE)
5740 game.torps = game.intorps = 10
5741 game.nprobes = int(3.0*Rand() + 2.0) # Give them 2-4 of these
5743 game.wfacsq = game.warpfac * game.warpfac
5744 for i in range(0, NDEVICES):
5745 game.damage[i] = 0.0
5746 # Set up assorted game parameters
5747 invalidate(game.battle)
5748 game.state.date = game.indate = 100.0*int(31.0*Rand()+20.0)
5749 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5750 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5751 game.isatb = game.state.nplankl = 0
5752 game.state.starkl = game.state.basekl = 0
5753 game.iscraft = "onship"
5757 for i in range(1, GALSIZE+1):
5758 for j in range(1, GALSIZE+1):
5759 quad = game.state.galaxy[i][j]
5761 quad.planet = NOPLANET
5764 quad.starbase = False
5765 quad.supernova = False
5766 quad.status = "secure"
5767 # Initialize times for extraneous events
5768 schedule(FSNOVA, expran(0.5 * game.intime))
5769 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5770 schedule(FSNAP, 1.0 + Rand()) # Force an early snapshot
5771 schedule(FBATTAK, expran(0.3*game.intime))
5773 if game.state.nscrem:
5774 schedule(FSCMOVE, 0.2777)
5779 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5780 schedule(FDISTR, expran(1.0 + game.intime))
5785 # Starchart is functional but we've never seen it
5786 game.lastchart = FOREVER
5787 # Put stars in the galaxy
5789 for i in range(1, GALSIZE+1):
5790 for j in range(1, GALSIZE+1):
5791 k = Rand()*9.0 + 1.0
5793 game.state.galaxy[i][j].stars = k
5794 # Locate star bases in galaxy
5795 for i in range(1, game.inbase+1):
5798 w = randplace(GALSIZE)
5799 if not game.state.galaxy[w.x][w.y].starbase:
5802 # C version: for (j = i-1; j > 0; j--)
5803 # so it did them in the opposite order.
5805 # Improved placement algorithm to spread out bases
5806 distq = w.distance(baseq[j])
5807 if distq < 6.0*(BASEMAX+1-game.inbase) and Rand() < 0.75:
5810 prout("=== Abandoning base #%d at %s" % (i, w))
5812 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5814 prout("=== Saving base #%d, close to #%d" % (i, j))
5817 game.state.baseq[i] = w
5818 game.state.galaxy[w.x][w.y].starbase = True
5819 game.state.chart[w.x][w.y].starbase = True
5820 # Position ordinary Klingon Battle Cruisers
5822 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5823 if klumper > MAXKLQUAD:
5827 klump = (1.0 - r*r)*klumper
5832 w = randplace(GALSIZE)
5833 if not game.state.galaxy[w.x][w.y].supernova and \
5834 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5836 game.state.galaxy[w.x][w.y].klingons += klump
5839 # Position Klingon Commander Ships
5840 for i in range(1, game.incom+1):
5842 w = randplace(GALSIZE)
5843 if (game.state.galaxy[w.x][w.y].klingons or Rand()>=0.75) and \
5844 not game.state.galaxy[w.x][w.y].supernova and \
5845 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5846 not w in game.state.kcmdr[:i]:
5848 game.state.galaxy[w.x][w.y].klingons += 1
5849 game.state.kcmdr[i] = w
5850 # Locate planets in galaxy
5851 for i in range(game.inplan):
5853 w = randplace(GALSIZE)
5854 if game.state.galaxy[w.x][w.y].planet == NOPLANET:
5858 new.crystals = "absent"
5859 if (game.options & OPTION_WORLDS) and i < NINHAB:
5860 new.pclass = "M" # All inhabited planets are class M
5861 new.crystals = "absent"
5863 new.name = systnames[i]
5864 new.inhabited = True
5866 new.pclass = ("M", "N", "O")[Rand()*3.0]
5867 if Rand()*1.5: # 1 in 3 chance of crystals
5868 new.crystals = "present"
5869 new.known = "unknown"
5870 new.inhabited = False
5871 game.state.galaxy[w.x][w.y].planet = new
5872 game.state.plnets.append(new)
5874 for i in range(1, game.state.nromrem+1):
5875 w = randplace(GALSIZE)
5876 game.state.galaxy[w.x][w.y].romulans += 1
5877 # Locate the Super Commander
5878 if game.state.nscrem > 0:
5880 w = randplace(GALSIZE)
5881 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MXKLQUAD:
5883 game.state.kscmdr = w
5884 game.state.galaxy[w.x][w.y].klingons += 1
5885 # Place thing (in tournament game, thingx == -1, don't want one!)
5887 thing = randplace(GALSIZE)
5891 game.state.snap = False
5892 if game.skill == SKILL_NOVICE:
5893 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5894 prout(_("a deadly Klingon invasion force. As captain of the United"))
5895 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5896 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5897 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5898 prout(_("your mission. As you proceed you may be given more time."))
5900 prout(_("You will have %d supporting starbases.") % (game.inbase))
5901 proutn(_("Starbase locations- "))
5903 prout(_("Stardate %d.") % int(game.state.date))
5905 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5906 prout(_("An unknown number of Romulans."))
5907 if game.state.nscrem:
5908 prout(_("And one (GULP) Super-Commander."))
5909 prout(_("%d stardates.") % int(game.intime))
5910 proutn(_("%d starbases in ") % game.inbase)
5911 for i in range(1, game.inbase+1):
5912 proutn(`game.state.baseq[i]`)
5915 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5916 proutn(_(" Sector %s") % game.sector)
5918 prout(_("Good Luck!"))
5919 if game.state.nscrem:
5920 prout(_(" YOU'LL NEED IT."))
5923 if game.nenhere - iqhere-game.ithere:
5925 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5928 def choose(needprompt):
5929 # choose your game type
5933 game.skill = SKILL_NONE
5935 if needprompt: # Can start with command line options
5936 proutn(_("Would you like a regular, tournament, or saved game? "))
5938 if len(citem)==0: # Try again
5940 if isit("tournament"):
5941 while scan() == IHEOL:
5942 proutn(_("Type in tournament number-"))
5945 continue # We don't want a blank entry
5946 game.tourn = int(aaitem)
5950 if isit("saved") or isit("frozen"):
5954 if game.passwd == None:
5956 if not game.alldone:
5957 game.thawed = True # No plaque if not finished
5963 proutn(_("What is \""))
5967 while game.length==0 or game.skill==SKILL_NONE:
5968 if scan() == IHALPHA:
5971 elif isit("medium"):
5975 elif isit("novice"):
5976 game.skill = SKILL_NOVICE
5978 game.skill = SKILL_FAIR
5980 game.skill = SKILL_GOOD
5981 elif isit("expert"):
5982 game.skill = SKILL_EXPERT
5983 elif isit("emeritus"):
5984 game.skill = SKILL_EMERITUS
5986 proutn(_("What is \""))
5992 proutn(_("Would you like a Short, Medium, or Long game? "))
5993 elif game.skill == SKILL_NONE:
5994 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5995 # Choose game options -- added by ESR for SST2K
5996 if scan() != IHALPHA:
5998 proutn(_("Choose your game style (or just press enter): "))
6001 # Approximates the UT FORTRAN version.
6002 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6003 game.options |= OPTION_PLAIN
6005 # Approximates Tom Almy's version.
6006 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6007 game.options |= OPTION_ALMY
6011 proutn(_("What is \"%s\"?") % citem)
6013 if game.passwd == "debug":
6015 fputs("=== Debug mode enabled\n", sys.stdout)
6017 # Use parameters to generate initial values of things
6018 game.damfac = 0.5 * game.skill
6019 game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0)
6020 game.inbase = game.state.rembase
6022 if game.options & OPTION_PLANETS:
6023 game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand()
6024 if game.options & OPTION_WORLDS:
6025 game.inplan += NINHAB
6026 game.state.nromrem = game.inrom = (2.0+Rand())*game.skill
6027 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6028 game.state.remtime = 7.0 * game.length
6029 game.intime = game.state.remtime
6030 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15)
6031 game.incom = game.skill + 0.0625*game.inkling*Rand()
6032 game.state.remcom = min(10, game.incom)
6033 game.incom = game.state.remcom
6034 game.state.remres = (game.inkling+4*game.incom)*game.intime
6035 game.inresor = game.state.remres
6036 if game.inkling > 50:
6037 game.state.rembase += 1
6038 game.inbase = game.state.rembase
6042 # drop a feature on a random dot in the current quadrant
6045 w = randplace(QUADSIZE)
6046 if game.quad[w.x][w.y] == IHDOT:
6048 game.quad[w.x][w.y] = iquad
6052 # update our alert status
6053 game.condition = "green"
6054 if game.energy < 1000.0:
6055 game.condition = "yellow"
6056 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6057 game.condition = "red"
6059 game.condition="dead"
6062 # drop new Klingon into current quadrant
6065 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6066 game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill
6070 # set up a new state of quadrant, for when we enter or re-enter it
6073 invalidate(game.base)
6075 game.comhere = False
6076 invalidate(game.plnet)
6082 game.inorbit = False
6084 game.ientesc = False
6088 game.iseenit = False
6090 # Attempt to escape Super-commander, so tbeam back!
6094 for i in range(1, QUADSIZE+1):
6095 for j in range(1, QUADSIZE+1):
6096 game.quad[i][j] = IHDOT
6097 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6098 # cope with supernova
6101 game.klhere = q.klingons
6102 game.irhere = q.romulans
6103 game.nenhere = game.klhere + game.irhere
6106 game.quad[game.sector.x][game.sector.y] = game.ship
6109 w.x = w.y = 0 # quiet a gcc warning
6110 # Position ordinary Klingons
6111 for i in range(1, game.klhere+1):
6113 # If we need a commander, promote a Klingon
6114 for i in range(1, game.state.remcom+1):
6115 if same(game.state.kcmdr[i], game.quadrant):
6118 if i <= game.state.remcom:
6119 game.quad[w.x][w.y] = IHC
6120 game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill
6123 # If we need a super-commander, promote a Klingon
6124 if same(game.quadrant, game.state.kscmdr):
6125 game.quad[game.ks[1].x][game.ks[1].y] = IHS
6126 game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill
6127 game.iscate = (game.state.remkl > 1)
6129 # Put in Romulans if needed
6130 for i in range(game.klhere+1, game.nenhere+1):
6133 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6134 game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill
6135 # If quadrant needs a starbase, put it in
6137 game.base = dropin(IHB)
6139 # If quadrant needs a planet, put it in
6140 if q.planet != NOPLANET:
6141 game.iplnet = q.planet
6142 if game.state.planets[q.planet].inhabited == UNINHABITED:
6143 game.plnet = dropin(IHP)
6145 game.plnet = dropin(IHW)
6146 # Check for condition
6148 # And finally the stars
6149 for i in range(1, q.stars+1):
6153 if game.irhere > 0 and game.klhere == 0:
6155 if not damaged(DRADIO):
6157 prout(_("LT. Uhura- \"Captain, an urgent message."))
6158 prout(_(" I'll put it on audio.\" CLICK"))
6160 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6161 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6164 # Put in THING if needed
6165 if same(thing, game.quadrant):
6167 thing = randplace(GALSIZE)
6170 game.ks[game.nenhere] = w
6171 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6172 distance(game.sector, w)
6173 game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill
6174 if not damaged(DSRSENS):
6176 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6177 prout(_(" Please examine your short-range scan.\""))
6179 # Decide if quadrant needs a Tholian; lighten up if skill is low
6180 if game.options & OPTION_THOLIAN:
6181 if (game.skill < SKILL_GOOD and Rand() <= 0.02) or \
6182 (game.skill == SKILL_GOOD and Rand() <= 0.05) or \
6183 (game.skill > SKILL_GOOD and Rand() <= 0.08):
6185 game.tholian.x = random.choice((1, QUADSIZE))
6186 game.tholian.y = random.choice((1, QUADSIZE))
6187 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6189 game.quad[game.tholian.x][game.tholian.y] = IHT
6192 game.ks[game.nenhere] = game.tholian
6193 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6194 distance(game.sector, game.tholian)
6195 game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill
6196 # Reserve unoccupied corners
6197 if game.quad[1][1]==IHDOT:
6198 game.quad[1][1] = 'X'
6199 if game.quad[1][QUADSIZE]==IHDOT:
6200 game.quad[1][QUADSIZE] = 'X'
6201 if game.quad[QUADSIZE][1]==IHDOT:
6202 game.quad[QUADSIZE][1] = 'X'
6203 if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
6204 game.quad[QUADSIZE][QUADSIZE] = 'X'
6207 # Put in a few black holes
6208 for i in range(1, 3+1):
6212 # Take out X's in corners if Tholian present
6214 if game.quad[1][1]=='X':
6215 game.quad[1][1] = IHDOT
6216 if game.quad[1][QUADSIZE]=='X':
6217 game.quad[1][QUADSIZE] = IHDOT
6218 if game.quad[QUADSIZE][1]=='X':
6219 game.quad[QUADSIZE][1] = IHDOT
6220 if game.quad[QUADSIZE][QUADSIZE]=='X':
6221 game.quad[QUADSIZE][QUADSIZE] = IHDOT
6224 # sort Klingons by distance from us
6225 # The author liked bubble sort. So we will use it. :-(
6226 if game.nenhere-iqhere-game.ithere < 2:
6230 for j in range(1, game.nenhere):
6231 if game.kdist[j] > game.kdist[j+1]:
6234 game.kdist[j] = game.kdist[j+1]
6237 game.kavgd[j] = game.kavgd[j+1]
6240 game.ks[j].x = game.ks[j+1].x
6243 game.ks[j].y = game.ks[j+1].y
6246 game.kpower[j] = game.kpower[j+1]
6247 game.kpower[j+1] = t
6252 # set the self-destruct password
6253 if game.options & OPTION_PLAIN:
6256 proutn(_("Please type in a secret password- "))
6259 if game.passwd != None:
6264 game.passwd[i] += chr(97+int(Rand()*25))