3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
205 # These functions hide the difference between 0-origin and 1-origin addressing.
206 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
207 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
209 def square(i): return ((i)*(i))
210 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
211 def invalidate(w): w.x = w.y = 0
212 def is_valid(w): return (w.x != 0 and w.y != 0)
214 # How to represent features
239 def __init__(self, x=None, y=None):
242 def invalidate(self):
243 self.x = self.y = None
245 return self.x != None and self.y != None
246 def __eq__(self, other):
247 return other != None and self.x == other.y and self.x == other.y
248 def __add__(self, other):
249 return coord(self.x+self.x, self.y+self.y)
250 def __sub__(self, other):
251 return coord(self.x-self.x, self.y-self.y)
252 def distance(self, other):
253 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
259 s.x = self.x / abs(self.x)
263 s.y = self.y / abs(self.y)
267 s.x = self.x + randrange(-1, 2)
268 s.y = self.y + randrange(-1, 2)
273 if self.x == None or self.y == None:
275 return "%s - %s" % (self.x+1, self.y+1)
280 self.name = None # string-valued if inhabited
281 self.w = coord() # quadrant located
282 self.pclass = None # could be ""M", "N", "O", or "destroyed"
283 self.crystals = "absent"# could be "mined", "present", "absent"
284 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
285 self.inhabited = False # is it inhabites?
296 self.supernova = None
298 self.status = None # Could be "secure", "distressed", "enslaved"
306 def fill2d(size, fillfun):
307 "Fill an empty list in 2D."
309 for i in range(size):
311 for j in range(size):
312 lst[i].append(fillfun(i, j))
317 self.snap = False # snapshot taken
318 self.crew = 0 # crew complement
319 self.remkl = 0 # remaining klingons
320 self.remcom = 0 # remaining commanders
321 self.nscrem = 0 # remaining super commanders
322 self.rembase = 0 # remaining bases
323 self.starkl = 0 # destroyed stars
324 self.basekl = 0 # destroyed bases
325 self.nromrem = 0 # Romulans remaining
326 self.nplankl = 0 # destroyed uninhabited planets
327 self.nworldkl = 0 # destroyed inhabited planets
328 self.planets = [] # Planet information
329 self.date = 0.0 # stardate
330 self.remres = 0 # remaining resources
331 self.remtime = 0 # remaining time
332 self.baseq = [] # Base quadrant coordinates
333 for i in range(BASEMAX):
334 self.baseq.append(coord())
335 self.kcmdr = [] # Commander quadrant coordinates
336 for i in range(QUADSIZE):
337 self.kcmdr.append(coord())
338 self.kscmdr = coord() # Supercommander quadrant coordinates
339 # the galaxy (subscript 0 not used)
340 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
341 # the starchart (subscript 0 not used)
342 self.chart = fill2d(GALSIZE, lambda i, j: page())
346 self.date = None # A real number
347 self.quadrant = None # A coord structure
350 OPTION_ALL = 0xffffffff
351 OPTION_TTY = 0x00000001 # old interface
352 OPTION_CURSES = 0x00000002 # new interface
353 OPTION_IOMODES = 0x00000003 # cover both interfaces
354 OPTION_PLANETS = 0x00000004 # planets and mining
355 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
356 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
357 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
358 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
359 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
360 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
361 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
362 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
363 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
364 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
365 OPTION_PLAIN = 0x01000000 # user chose plain game
366 OPTION_ALMY = 0x02000000 # user chose Almy variant
385 NDEVICES= 16 # Number of devices
394 def damaged(dev): return (game.damage[dev] != 0.0)
395 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
397 # Define future events
398 FSPY = 0 # Spy event happens always (no future[] entry)
399 # can cause SC to tractor beam Enterprise
400 FSNOVA = 1 # Supernova
401 FTBEAM = 2 # Commander tractor beams Enterprise
402 FSNAP = 3 # Snapshot for time warp
403 FBATTAK = 4 # Commander attacks base
404 FCDBAS = 5 # Commander destroys base
405 FSCMOVE = 6 # Supercommander moves (might attack base)
406 FSCDBAS = 7 # Supercommander destroys base
407 FDSPROB = 8 # Move deep space probe
408 FDISTR = 9 # Emit distress call from an inhabited world
409 FENSLV = 10 # Inhabited word is enslaved */
410 FREPRO = 11 # Klingons build a ship in an enslaved system
414 # abstract out the event handling -- underlying data structures will change
415 # when we implement stateful events
417 def findevent(evtype): return game.future[evtype]
420 def __init__(self, type=None, loc=None, power=None):
425 self.kpower = power # enemy energy level
426 game.enemies.append(self)
428 motion = (loc != self.kloc)
429 if self.kloc.x is not None and self.kloc.y is not None:
430 game.quad[self.kloc.x][self.kloc.y] = IHDOT
433 game.quad[self.kloc.x][self.kloc.y] = self.type
434 self.kdist = self.kavgd = distance(game.sector, loc)
436 self.kloc = coord() # enemy sector location
437 self.kdist = self.kavgd = None
438 game.enemies.remove(self)
441 return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
445 self.options = None # Game options
446 self.state = snapshot() # A snapshot structure
447 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
448 self.quad = None # contents of our quadrant
449 self.damage = [0.0] * NDEVICES # damage encountered
450 self.future = [] # future events
451 for i in range(NEVENTS):
452 self.future.append(event())
453 self.passwd = None; # Self Destruct password
455 self.quadrant = None # where we are in the large
456 self.sector = None # where we are in the small
457 self.tholian = None # Tholian enemy object
458 self.base = None # position of base in current quadrant
459 self.battle = None # base coordinates being attacked
460 self.plnet = None # location of planet in quadrant
461 self.probec = None # current probe quadrant
462 self.gamewon = False # Finished!
463 self.ididit = False # action taken -- allows enemy to attack
464 self.alive = False # we are alive (not killed)
465 self.justin = False # just entered quadrant
466 self.shldup = False # shields are up
467 self.shldchg = False # shield is changing (affects efficiency)
468 self.comhere = False # commander here
469 self.ishere = False # super-commander in quadrant
470 self.iscate = False # super commander is here
471 self.ientesc = False # attempted escape from supercommander
472 self.resting = False # rest time
473 self.icraft = False # Kirk in Galileo
474 self.landed = False # party on planet (true), on ship (false)
475 self.alldone = False # game is now finished
476 self.neutz = False # Romulan Neutral Zone
477 self.isarmed = False # probe is armed
478 self.inorbit = False # orbiting a planet
479 self.imine = False # mining
480 self.icrystl = False # dilithium crystals aboard
481 self.iseenit = False # seen base attack report
482 self.thawed = False # thawed game
483 self.condition = None # "green", "yellow", "red", "docked", "dead"
484 self.iscraft = None # "onship", "offship", "removed"
485 self.skill = None # Player skill level
486 self.inkling = 0 # initial number of klingons
487 self.inbase = 0 # initial number of bases
488 self.incom = 0 # initial number of commanders
489 self.inscom = 0 # initial number of commanders
490 self.inrom = 0 # initial number of commanders
491 self.instar = 0 # initial stars
492 self.intorps = 0 # initial/max torpedoes
493 self.torps = 0 # number of torpedoes
494 self.ship = 0 # ship type -- 'E' is Enterprise
495 self.abandoned = 0 # count of crew abandoned in space
496 self.length = 0 # length of game
497 self.klhere = 0 # klingons here
498 self.casual = 0 # causalties
499 self.nhelp = 0 # calls for help
500 self.nkinks = 0 # count of energy-barrier crossings
501 self.iplnet = None # planet # in quadrant
502 self.inplan = 0 # initial planets
503 self.irhere = 0 # Romulans in quadrant
504 self.isatb = 0 # =1 if super commander is attacking base
505 self.tourn = None # tournament number
506 self.proben = 0 # number of moves for probe
507 self.nprobes = 0 # number of probes available
508 self.inresor = 0.0 # initial resources
509 self.intime = 0.0 # initial time
510 self.inenrg = 0.0 # initial/max energy
511 self.inshld = 0.0 # initial/max shield
512 self.inlsr = 0.0 # initial life support resources
513 self.indate = 0.0 # initial date
514 self.energy = 0.0 # energy level
515 self.shield = 0.0 # shield level
516 self.warpfac = 0.0 # warp speed
517 self.wfacsq = 0.0 # squared warp factor
518 self.lsupres = 0.0 # life support reserves
519 self.dist = 0.0 # movement distance
520 self.direc = 0.0 # movement direction
521 self.optime = 0.0 # time taken by current operation
522 self.docfac = 0.0 # repair factor when docking (constant?)
523 self.damfac = 0.0 # damage factor
524 self.lastchart = 0.0 # time star chart was last updated
525 self.cryprob = 0.0 # probability that crystal will work
526 self.probex = 0.0 # location of probe
528 self.probeinx = 0.0 # probe x,y increment
529 self.probeiny = 0.0 #
530 self.height = 0.0 # height of orbit around planet
532 # Stas thinks this should be (C expression):
533 # game.state.remkl + game.state.remcom > 0 ?
534 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
535 # He says the existing expression is prone to divide-by-zero errors
536 # after killing the last klingon when score is shown -- perhaps also
537 # if the only remaining klingon is SCOM.
538 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
539 # From enumerated type 'feature'
560 # From enumerated type 'FINTYPE'
584 # Log the results of pulling random numbers so we can check determinism.
590 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
593 def randrange(*args):
594 v = random.randrange(*args)
595 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
601 v *= args[0] # returns from [0, a1)
603 v = args[0] + v*args[1] # returns from [a1, a2)
604 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 # Code from ai.c begins here
609 def tryexit(enemy, look, irun):
610 # a bad guy attempts to bug out
612 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
613 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
614 if not VALID_QUADRANT(iq.x,iq.y) or \
615 game.state.galaxy[iq.x][iq.y].supernova or \
616 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
617 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
618 if enemy.type == IHR:
619 return False; # Romulans cannot escape!
621 # avoid intruding on another commander's territory
622 if enemy.type == IHC:
623 for n in range(game.state.remcom):
624 if game.state.kcmdr[n] == iq:
626 # refuse to leave if currently attacking starbase
627 if game.battle == game.quadrant:
629 # don't leave if over 1000 units of energy
630 if enemy.kpower > 1000.0:
632 # print escape message and move out of quadrant.
633 # we know this if either short or long range sensors are working
634 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
635 game.condition == "docked":
636 crmena(True, enemy.type, "sector", enemy.kloc)
637 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
638 # handle local matters related to escape
641 if game.condition != "docked":
643 # Handle global matters related to escape
644 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
645 game.state.galaxy[iq.x][iq.y].klingons += 1
651 schedule(FSCMOVE, 0.2777)
655 for n in range(game.state.remcom):
656 if game.state.kcmdr[n] == game.quadrant:
657 game.state.kcmdr[n]=iq
660 return True; # success
663 # The bad-guy movement algorithm:
665 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
666 # If both are operating full strength, force is 1000. If both are damaged,
667 # force is -1000. Having shields down subtracts an additional 1000.
669 # 2. Enemy has forces equal to the energy of the attacker plus
670 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
671 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
673 # Attacker Initial energy levels (nominal):
674 # Klingon Romulan Commander Super-Commander
675 # Novice 400 700 1200
677 # Good 450 800 1300 1750
678 # Expert 475 850 1350 1875
679 # Emeritus 500 900 1400 2000
680 # VARIANCE 75 200 200 200
682 # Enemy vessels only move prior to their attack. In Novice - Good games
683 # only commanders move. In Expert games, all enemy vessels move if there
684 # is a commander present. In Emeritus games all enemy vessels move.
686 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
687 # forces are 1000 greater than Enterprise.
689 # Agressive action on average cuts the distance between the ship and
690 # the enemy to 1/4 the original.
692 # 4. At lower energy advantage, movement units are proportional to the
693 # advantage with a 650 advantage being to hold ground, 800 to move forward
694 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
696 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
697 # retreat, especially at high skill levels.
699 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
702 def movebaddy(enemy):
703 # tactical movement for the bad guys
704 next = coord(); look = coord()
706 # This should probably be just game.comhere + game.ishere
707 if game.skill >= SKILL_EXPERT:
708 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
710 nbaddys = game.comhere + game.ishere
712 mdist = int(dist1 + 0.5); # Nearest integer distance
713 # If SC, check with spy to see if should hi-tail it
714 if enemy.type==IHS and \
715 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
719 # decide whether to advance, retreat, or hold position
720 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
722 forces += 1000; # Good for enemy if shield is down!
723 if not damaged(DPHASER) or not damaged(DPHOTON):
724 if damaged(DPHASER): # phasers damaged
727 forces -= 0.2*(game.energy - 2500.0)
728 if damaged(DPHOTON): # photon torpedoes damaged
731 forces -= 50.0*game.torps
733 # phasers and photon tubes both out!
736 if forces <= 1000.0 and game.condition != "docked": # Typical situation
737 motion = ((forces + randreal(200))/150.0) - 5.0
739 if forces > 1000.0: # Very strong -- move in for kill
740 motion = (1.0-square(randreal()))*dist1 + 1.0
741 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
742 motion -= game.skill*(2.0-square(randreal()))
744 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
745 # don't move if no motion
748 # Limit motion according to skill
749 if abs(motion) > game.skill:
754 # calculate preferred number of steps
759 if motion > 0 and nsteps > mdist:
760 nsteps = mdist; # don't overshoot
761 if nsteps > QUADSIZE:
762 nsteps = QUADSIZE; # This shouldn't be necessary
764 nsteps = 1; # This shouldn't be necessary
766 proutn("NSTEPS = %d:" % nsteps)
767 # Compute preferred values of delta X and Y
768 m = game.sector - enemy.kloc
769 if 2.0 * abs(m.x) < abs(m.y):
771 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
785 for ll in range(nsteps):
787 proutn(" %d" % (ll+1))
788 # Check if preferred position available
799 attempts = 0; # Settle mysterious hang problem
800 while attempts < 20 and not success:
802 if look.x < 0 or look.x >= QUADSIZE:
803 if motion < 0 and tryexit(enemy, look, irun):
805 if krawlx == m.x or m.y == 0:
807 look.x = next.x + krawlx
809 elif look.y < 0 or look.y >= QUADSIZE:
810 if motion < 0 and tryexit(enemy, look, irun):
812 if krawly == m.y or m.x == 0:
814 look.y = next.y + krawly
816 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
817 # See if enemy should ram ship
818 if game.quad[look.x][look.y] == game.ship and \
819 (enemy.type == IHC or enemy.type == IHS):
820 collision(rammed=True, enemy=enemy)
822 if krawlx != m.x and m.y != 0:
823 look.x = next.x + krawlx
825 elif krawly != m.y and m.x != 0:
826 look.y = next.y + krawly
829 break; # we have failed
841 if not damaged(DSRSENS) or game.condition == "docked":
844 proutn(_(" from Sector %s") % enemy.kloc)
845 if enemy.kdist < dist1:
846 proutn(_(" advances to "))
848 proutn(_(" retreats to "))
849 prout("Sector %s." % next)
852 # Klingon tactical movement
855 # Figure out which Klingon is the commander (or Supercommander)
858 for enemy in game.enemies:
859 if enemy.type == IHC:
862 for enemy in game.enemies:
863 if enemy.type == IHS:
866 # If skill level is high, move other Klingons and Romulans too!
867 # Move these last so they can base their actions on what the
869 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
870 for enemy in game.enemies:
871 if enemy.type in (IHK, IHR):
873 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
875 def movescom(iq, avoid):
876 # commander movement helper
877 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
878 game.state.galaxy[iq.x][iq.y].supernova or \
879 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
882 # Avoid quadrants with bases if we want to avoid Enterprise
883 for i in range(game.state.rembase):
884 if game.state.baseq[i] == iq:
886 if game.justin and not game.iscate:
889 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
890 game.state.kscmdr = iq
891 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
893 # SC has scooted, Remove him from current quadrant
899 for enemy in game.enemies:
900 if enemy.type == IHS:
904 if game.condition != "docked":
906 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
907 # check for a helpful planet
908 for i in range(game.inplan):
909 if game.state.planets[i].w == game.state.kscmdr and \
910 game.state.planets[i].crystals == "present":
912 game.state.planets[i].pclass = "destroyed"
913 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
916 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
917 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
918 prout(_(" by the Super-commander.\""))
920 return False; # looks good!
922 def supercommander():
923 # move the Super Commander
924 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
927 prout("== SUPERCOMMANDER")
928 # Decide on being active or passive
929 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 \
930 (game.state.date-game.indate) < 3.0)
931 if not game.iscate and avoid:
932 # compute move away from Enterprise
933 idelta = game.state.kscmdr-game.quadrant
934 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
936 idelta.x = game.state.kscmdr.y-game.quadrant.y
937 idelta.y = game.quadrant.x-game.state.kscmdr.x
939 # compute distances to starbases
940 if game.state.rembase <= 0:
944 sc = game.state.kscmdr
945 for i in range(game.state.rembase):
946 basetbl.append((i, distance(game.state.baseq[i], sc)))
947 if game.state.rembase > 1:
948 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
949 # look for nearest base without a commander, no Enterprise, and
950 # without too many Klingons, and not already under attack.
951 ifindit = iwhichb = 0
952 for i2 in range(game.state.rembase):
953 i = basetbl[i2][0]; # bug in original had it not finding nearest
954 ibq = game.state.baseq[i]
955 if ibq == game.quadrant or ibq == game.battle or \
956 game.state.galaxy[ibq.x][ibq.y].supernova or \
957 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
959 # if there is a commander, and no other base is appropriate,
960 # we will take the one with the commander
961 for j in range(game.state.remcom):
962 if ibq == game.state.kcmdr[j] and ifindit!= 2:
966 if j > game.state.remcom: # no commander -- use this one
971 return # Nothing suitable -- wait until next time
972 ibq = game.state.baseq[iwhichb]
973 # decide how to move toward base
974 idelta = ibq - game.state.kscmdr
975 # Maximum movement is 1 quadrant in either or both axes
976 idelta = idelta.sgn()
977 # try moving in both x and y directions
978 # there was what looked like a bug in the Almy C code here,
979 # but it might be this translation is just wrong.
980 iq = game.state.kscmdr + idelta
981 if movescom(iq, avoid):
982 # failed -- try some other maneuvers
983 if idelta.x==0 or idelta.y==0:
986 iq.y = game.state.kscmdr.y + 1
987 if movescom(iq, avoid):
988 iq.y = game.state.kscmdr.y - 1
991 iq.x = game.state.kscmdr.x + 1
992 if movescom(iq, avoid):
993 iq.x = game.state.kscmdr.x - 1
996 # try moving just in x or y
997 iq.y = game.state.kscmdr.y
998 if movescom(iq, avoid):
999 iq.y = game.state.kscmdr.y + idelta.y
1000 iq.x = game.state.kscmdr.x
1003 if game.state.rembase == 0:
1006 for i in range(game.state.rembase):
1007 ibq = game.state.baseq[i]
1008 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1011 return # no, don't attack base!
1012 game.iseenit = False
1014 schedule(FSCDBAS, randreal(1.0, 3.0))
1015 if is_scheduled(FCDBAS):
1016 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1017 if not communicating():
1021 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1022 % game.state.kscmdr)
1023 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1024 proutn(_(" It can survive until stardate %d.\"") \
1025 % int(scheduled(FSCDBAS)))
1026 if not game.resting:
1028 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1031 game.resting = False
1032 game.optime = 0.0; # actually finished
1034 # Check for intelligence report
1037 (not communicating()) or \
1038 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1041 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1042 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1047 if not game.tholian or game.justin:
1049 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1050 idx = 0; idy = QUADSIZE-1
1051 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1052 idx = QUADSIZE-1; idy = QUADSIZE-1
1053 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1054 idx = QUADSIZE-1; idy = 0
1055 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1058 # something is wrong!
1061 # do nothing if we are blocked
1062 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1064 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
1065 if game.tholian.kloc.x != idx:
1067 im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
1068 while game.tholian.kloc.x != idx:
1069 game.tholian.kloc.x += im
1070 if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
1071 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
1072 elif game.tholian.kloc.y != idy:
1074 im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
1075 while game.tholian.kloc.y != idy:
1076 game.tholian.kloc.y += im
1077 if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
1078 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
1079 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
1080 #game.enemies[-1].kloc = game.tholian #FIXME
1081 # check to see if all holes plugged
1082 for i in range(QUADSIZE):
1083 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1085 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1087 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1089 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1091 # All plugged up -- Tholian splits
1092 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1094 crmena(True, IHT, "sector", game.tholian)
1095 prout(_(" completes web."))
1096 game.tholian.move(None)
1099 # Code from battle.c begins here
1101 def doshield(shraise):
1102 # change shield status
1110 if isit("transfer"):
1114 if damaged(DSHIELD):
1115 prout(_("Shields damaged and down."))
1122 proutn(_("Do you wish to change shield energy? "))
1124 proutn(_("Energy to transfer to shields- "))
1126 elif damaged(DSHIELD):
1127 prout(_("Shields damaged and down."))
1130 proutn(_("Shields are up. Do you want them down? "))
1137 proutn(_("Shields are down. Do you want them up? "))
1143 if action == "SHUP": # raise shields
1145 prout(_("Shields already up."))
1149 if game.condition != "docked":
1151 prout(_("Shields raised."))
1152 if game.energy <= 0:
1154 prout(_("Shields raising uses up last of energy."))
1159 elif action == "SHDN":
1161 prout(_("Shields already down."))
1165 prout(_("Shields lowered."))
1168 elif action == "NRG":
1169 while scan() != IHREAL:
1171 proutn(_("Energy to transfer to shields- "))
1175 if aaitem > game.energy:
1176 prout(_("Insufficient ship energy."))
1179 if game.shield+aaitem >= game.inshld:
1180 prout(_("Shield energy maximized."))
1181 if game.shield+aaitem > game.inshld:
1182 prout(_("Excess energy requested returned to ship energy"))
1183 game.energy -= game.inshld-game.shield
1184 game.shield = game.inshld
1186 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1187 # Prevent shield drain loophole
1189 prout(_("Engineering to bridge--"))
1190 prout(_(" Scott here. Power circuit problem, Captain."))
1191 prout(_(" I can't drain the shields."))
1194 if game.shield+aaitem < 0:
1195 prout(_("All shield energy transferred to ship."))
1196 game.energy += game.shield
1199 proutn(_("Scotty- \""))
1201 prout(_("Transferring energy to shields.\""))
1203 prout(_("Draining energy from shields.\""))
1204 game.shield += aaitem
1205 game.energy -= aaitem
1209 # choose a device to damage, at random.
1211 # Quoth Eric Allman in the code of BSD-Trek:
1212 # "Under certain conditions you can get a critical hit. This
1213 # sort of hit damages devices. The probability that a given
1214 # device is damaged depends on the device. Well protected
1215 # devices (such as the computer, which is in the core of the
1216 # ship and has considerable redundancy) almost never get
1217 # damaged, whereas devices which are exposed (such as the
1218 # warp engines) or which are particularly delicate (such as
1219 # the transporter) have a much higher probability of being
1222 # This is one place where OPTION_PLAIN does not restore the
1223 # original behavior, which was equiprobable damage across
1224 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1225 # and have done with it. Also, in the original game, DNAVYS
1226 # and DCOMPTR were the same device.
1228 # Instead, we use a table of weights similar to the one from BSD Trek.
1229 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1230 # We don't have a cloaking device. The shuttle got the allocation
1231 # for the cloaking device, then we shaved a half-percent off
1232 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1235 105, # DSRSENS: short range scanners 10.5%
1236 105, # DLRSENS: long range scanners 10.5%
1237 120, # DPHASER: phasers 12.0%
1238 120, # DPHOTON: photon torpedoes 12.0%
1239 25, # DLIFSUP: life support 2.5%
1240 65, # DWARPEN: warp drive 6.5%
1241 70, # DIMPULS: impulse engines 6.5%
1242 145, # DSHIELD: deflector shields 14.5%
1243 30, # DRADIO: subspace radio 3.0%
1244 45, # DSHUTTL: shuttle 4.5%
1245 15, # DCOMPTR: computer 1.5%
1246 20, # NAVCOMP: navigation system 2.0%
1247 75, # DTRANSP: transporter 7.5%
1248 20, # DSHCTRL: high-speed shield controller 2.0%
1249 10, # DDRAY: death ray 1.0%
1250 30, # DDSP: deep-space probes 3.0%
1252 idx = randrange(1000) # weights must sum to 1000
1254 for (i, w) in enumerate(weights):
1258 return None; # we should never get here
1260 def collision(rammed, enemy):
1261 # collision handling
1262 prouts(_("***RED ALERT! RED ALERT!"))
1264 prout(_("***COLLISION IMMINENT."))
1268 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1270 proutn(_(" rammed by "))
1273 crmena(False, enemy.type, "sector", enemy.kloc)
1275 proutn(_(" (original position)"))
1277 deadkl(enemy.kloc, enemy.type, game.sector)
1280 prout(_(" heavily damaged."))
1281 icas = randrange(10, 30)
1282 prout(_("***Sickbay reports %d casualties"), icas)
1284 game.state.crew -= icas
1286 # In the pre-SST2K version, all devices got equiprobably damaged,
1287 # which was silly. Instead, pick up to half the devices at
1288 # random according to our weighting table,
1290 ncrits = randrange(NDEVICES/2)
1291 for m in range(ncrits):
1293 if game.damage[dev] < 0:
1295 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1296 # Damage for at least time of travel!
1297 game.damage[dev] += game.optime + extradm
1299 prout(_("***Shields are down."))
1300 if game.state.remkl + game.state.remcom + game.state.nscrem:
1307 def torpedo(course, dispersion, origin, number, nburst):
1308 # let a photon torpedo fly
1311 ac = course + 0.25*dispersion
1312 angle = (15.0-ac)*0.5235988
1313 bullseye = (15.0 - course)*0.5235988
1314 deltax = -math.sin(angle);
1315 deltay = math.cos(angle);
1316 x = origin.x; y = origin.y
1317 w = coord(); jw = coord()
1318 w.x = w.y = jw.x = jw.y = 0
1319 bigger = max(math.fabs(deltax), math.fabs(deltay))
1322 if not damaged(DSRSENS) or game.condition=="docked":
1323 setwnd(srscan_window)
1325 setwnd(message_window)
1326 # Loop to move a single torpedo
1327 for step in range(1, 15+1):
1332 if not VALID_SECTOR(w.x, w.y):
1334 iquad=game.quad[w.x][w.y]
1335 tracktorpedo(w, step, number, nburst, iquad)
1339 setwnd(message_window)
1340 if damaged(DSRSENS) and not game.condition=="docked":
1341 skip(1); # start new line after text track
1342 if iquad in (IHE, IHF): # Hit our ship
1344 proutn(_("Torpedo hits "))
1347 hit = 700.0 + randreal(100) - \
1348 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
1349 newcnd(); # we're blown out of dock
1350 # We may be displaced.
1351 if game.landed or game.condition=="docked":
1352 return hit # Cheat if on a planet
1353 ang = angle + 2.5*(randreal()-0.5)
1354 temp = math.fabs(math.sin(ang))
1355 if math.fabs(math.cos(ang)) > temp:
1356 temp = math.fabs(math.cos(ang))
1357 xx = -math.sin(ang)/temp
1358 yy = math.cos(ang)/temp
1359 jw.x = int(w.x+xx+0.5)
1360 jw.y = int(w.y+yy+0.5)
1361 if not VALID_SECTOR(jw.x, jw.y):
1363 if game.quad[jw.x][jw.y]==IHBLANK:
1366 if game.quad[jw.x][jw.y]!=IHDOT:
1367 # can't move into object
1372 elif iquad in (IHC, IHS): # Hit a commander
1374 crmena(True, iquad, "sector", w)
1375 prout(_(" uses anti-photon device;"))
1376 prout(_(" torpedo neutralized."))
1378 elif iquad in (IHR, IHK): # Hit a regular enemy
1380 for enemy in game.enemies:
1381 if w == game.enemies[ll].kloc:
1383 kp = math.fabs(e.kpower)
1384 h1 = 700.0 + randrange(100) - \
1385 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
1389 if enemy.kpower < 0:
1393 if enemy.kpower == 0:
1396 crmena(True, iquad, "sector", w)
1397 # If enemy damaged but not destroyed, try to displace
1398 ang = angle + 2.5*(randreal()-0.5)
1399 temp = math.fabs(math.sin(ang))
1400 if math.fabs(math.cos(ang)) > temp:
1401 temp = math.fabs(math.cos(ang))
1402 xx = -math.sin(ang)/temp
1403 yy = math.cos(ang)/temp
1404 jw.x = int(w.x+xx+0.5)
1405 jw.y = int(w.y+yy+0.5)
1406 if not VALID_SECTOR(jw.x, jw.y):
1407 prout(_(" damaged but not destroyed."))
1409 if game.quad[jw.x][jw.y]==IHBLANK:
1410 prout(_(" buffeted into black hole."))
1411 deadkl(w, iquad, jw)
1413 if game.quad[jw.x][jw.y]!=IHDOT:
1414 # can't move into object
1415 prout(_(" damaged but not destroyed."))
1417 proutn(_(" damaged--"))
1421 elif iquad == IHB: # Hit a base
1423 prout(_("***STARBASE DESTROYED.."))
1424 for ll in range(game.state.rembase):
1425 if game.state.baseq[ll] == game.quadrant:
1426 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1428 game.quad[w.x][w.y]=IHDOT
1429 game.state.rembase -= 1
1430 game.base.x=game.base.y=0
1431 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1432 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1433 game.state.basekl += 1
1436 elif iquad == IHP: # Hit a planet
1437 crmena(True, iquad, "sector", w)
1438 prout(_(" destroyed."))
1439 game.state.nplankl += 1
1440 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1441 game.iplnet.pclass = "destroyed"
1443 invalidate(game.plnet)
1444 game.quad[w.x][w.y] = IHDOT
1446 # captain perishes on planet
1449 elif iquad == IHW: # Hit an inhabited world -- very bad!
1450 crmena(True, iquad, "sector", w)
1451 prout(_(" destroyed."))
1452 game.state.nworldkl += 1
1453 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1454 game.iplnet.pclass = "destroyed"
1456 invalidate(game.plnet)
1457 game.quad[w.x][w.y] = IHDOT
1459 # captain perishes on planet
1461 prout(_("You have just destroyed an inhabited planet."))
1462 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1464 elif iquad == IHSTAR: # Hit a star
1468 crmena(True, IHSTAR, "sector", w)
1469 prout(_(" unaffected by photon blast."))
1471 elif iquad == IHQUEST: # Hit a thingy
1472 if not (game.options & OPTION_THINGY) or withprob(0.3):
1474 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1476 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1478 proutn(_("Mr. Spock-"))
1479 prouts(_(" \"Fascinating!\""))
1484 # Stas Sergeev added the possibility that
1485 # you can shove the Thingy and piss it off.
1486 # It then becomes an enemy and may fire at you.
1491 elif iquad == IHBLANK: # Black hole
1493 crmena(True, IHBLANK, "sector", w)
1494 prout(_(" swallows torpedo."))
1496 elif iquad == IHWEB: # hit the web
1498 prout(_("***Torpedo absorbed by Tholian web."))
1500 elif iquad == IHT: # Hit a Tholian
1501 h1 = 700.0 + randrange(100) - \
1502 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
1505 game.quad[w.x][w.y] = IHDOT
1510 crmena(True, IHT, "sector", w)
1512 prout(_(" survives photon blast."))
1514 prout(_(" disappears."))
1515 game.tholian.move(None)
1516 game.quad[w.x][w.y] = IHWEB
1521 proutn("Don't know how to handle torpedo collision with ")
1522 crmena(True, iquad, "sector", w)
1526 if curwnd!=message_window:
1527 setwnd(message_window)
1529 game.quad[w.x][w.y]=IHDOT
1530 game.quad[jw.x][jw.y]=iquad
1531 prout(_(" displaced by blast to Sector %s ") % jw)
1532 for ll in range(len(game.enemies)):
1533 game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
1534 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1537 prout(_("Torpedo missed."))
1541 # critical-hit resolution
1542 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1544 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1545 proutn(_("***CRITICAL HIT--"))
1546 # Select devices and cause damage
1548 for loop1 in range(ncrit):
1551 # Cheat to prevent shuttle damage unless on ship
1552 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1555 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1556 game.damage[j] += extradm
1558 for (i, j) in enumerate(cdam):
1560 if skipcount % 3 == 2 and i < len(cdam)-1:
1565 prout(_(" damaged."))
1566 if damaged(DSHIELD) and game.shldup:
1567 prout(_("***Shields knocked down."))
1570 def attack(torps_ok):
1571 # bad guy attacks us
1572 # torps_ok == False forces use of phasers in an attack
1573 attempt = False; ihurt = False;
1574 hitmax=0.0; hittot=0.0; chgfac=1.0
1576 # game could be over at this point, check
1580 prout("=== ATTACK!")
1581 # Tholian gets to move before attacking
1584 # if you have just entered the RNZ, you'll get a warning
1585 if game.neutz: # The one chance not to be attacked
1588 # commanders get a chance to tac-move towards you
1589 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1591 # if no enemies remain after movement, we're done
1592 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1594 # set up partial hits if attack happens during shield status change
1595 pfac = 1.0/game.inshld
1597 chgfac = 0.25 + randreal(0.5)
1599 # message verbosity control
1600 if game.skill <= SKILL_FAIR:
1602 for enemy in game.enemies:
1603 if enemy.kpower < 0:
1604 continue; # too weak to attack
1605 # compute hit strength and diminish shield power
1607 # Increase chance of photon torpedos if docked or enemy energy is low
1608 if game.condition == "docked":
1610 if enemy.kpower < 500:
1612 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1614 # different enemies have different probabilities of throwing a torp
1615 usephasers = not torps_ok or \
1616 (enemy.type == IHK and r > 0.0005) or \
1617 (enemy.type==IHC and r > 0.015) or \
1618 (enemy.type==IHR and r > 0.3) or \
1619 (enemy.type==IHS and r > 0.07) or \
1620 (enemy.type==IHQUEST and r > 0.05)
1621 if usephasers: # Enemy uses phasers
1622 if game.condition == "docked":
1623 continue; # Don't waste the effort!
1624 attempt = True; # Attempt to attack
1625 dustfac = 0.8 + randreal(0.5)
1626 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1627 enemy.kpower *= 0.75
1628 else: # Enemy uses photon torpedo
1629 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1631 proutn(_("***TORPEDO INCOMING"))
1632 if not damaged(DSRSENS):
1634 crmena(False, enemy.type, where, enemy.kloc)
1637 dispersion = (randreal()+randreal())*0.5 - 0.5
1638 dispersion += 0.002*enemy.kpower*dispersion
1639 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1640 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1641 finish(FWON); # Klingons did themselves in!
1642 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1643 return # Supernova or finished
1646 # incoming phaser or torpedo, shields may dissipate it
1647 if game.shldup or game.shldchg or game.condition=="docked":
1648 # shields will take hits
1649 propor = pfac * game.shield
1650 if game.condition =="docked":
1654 hitsh = propor*chgfac*hit+1.0
1656 if absorb > game.shield:
1657 absorb = game.shield
1658 game.shield -= absorb
1660 # taking a hit blasts us out of a starbase dock
1661 if game.condition == "docked":
1663 # but the shields may take care of it
1664 if propor > 0.1 and hit < 0.005*game.energy:
1666 # hit from this opponent got through shields, so take damage
1668 proutn(_("%d unit hit") % int(hit))
1669 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1670 proutn(_(" on the "))
1672 if not damaged(DSRSENS) and usephasers:
1674 crmena(False, enemy.type, where, enemy.kloc)
1676 # Decide if hit is critical
1682 if game.energy <= 0:
1683 # Returning home upon your shield, not with it...
1686 if not attempt and game.condition == "docked":
1687 prout(_("***Enemies decide against attacking your ship."))
1688 percent = 100.0*pfac*game.shield+0.5
1690 # Shields fully protect ship
1691 proutn(_("Enemy attack reduces shield strength to "))
1693 # Print message if starship suffered hit(s)
1695 proutn(_("Energy left %2d shields ") % int(game.energy))
1698 elif not damaged(DSHIELD):
1701 proutn(_("damaged, "))
1702 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1703 # Check if anyone was hurt
1704 if hitmax >= 200 or hittot >= 500:
1705 icas = randrange(int(hittot * 0.015))
1708 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1709 prout(_(" in that last attack.\""))
1711 game.state.crew -= icas
1712 # After attack, reset average distance to enemies
1713 for enemy in game.enemies:
1714 enemy.kavgd = enemy.kdist
1715 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1718 def deadkl(w, type, mv):
1719 # kill a Klingon, Tholian, Romulan, or Thingy
1720 # Added mv to allow enemy to "move" before dying
1721 crmena(True, type, "sector", mv)
1722 # Decide what kind of enemy it is and update appropriately
1724 # chalk up a Romulan
1725 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1727 game.state.nromrem -= 1
1731 elif type == IHQUEST:
1736 # Some type of a Klingon
1737 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1740 game.comhere = False
1741 for i in range(game.state.remcom):
1742 if game.state.kcmdr[i] == game.quadrant:
1744 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1745 game.state.kcmdr[game.state.remcom].x = 0
1746 game.state.kcmdr[game.state.remcom].y = 0
1747 game.state.remcom -= 1
1749 if game.state.remcom != 0:
1750 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1751 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1754 game.state.remkl -= 1
1756 game.state.nscrem -= 1
1758 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1762 # For each kind of enemy, finish message to player
1763 prout(_(" destroyed."))
1764 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1767 # Remove enemy ship from arrays describing local conditions
1768 for e in game.enemies:
1775 # Return None if target is invalid
1776 if not VALID_SECTOR(w.x, w.y):
1779 deltx = 0.1*(w.y - game.sector.y)
1780 delty = 0.1*(w.x - game.sector.x)
1781 if deltx==0 and delty== 0:
1783 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1784 prout(_(" I recommend an immediate review of"))
1785 prout(_(" the Captain's psychological profile.\""))
1788 return 1.90985932*math.atan2(deltx, delty)
1791 # launch photon torpedo
1792 course = [0.0] * MAXBURST
1794 if damaged(DPHOTON):
1795 prout(_("Photon tubes damaged."))
1799 prout(_("No torpedoes left."))
1808 prout(_("%d torpedoes left.") % game.torps)
1810 proutn(_("Number of torpedoes to fire- "))
1812 else: # key == IHREAL {
1813 n = int(round(aaitem + 0.5))
1814 if n <= 0: # abort command
1819 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1827 for i in range(MAXBURST):
1828 targ.append(coord())
1831 if i==0 and key == IHEOL:
1832 break; # we will try prompting
1833 if i==1 and key == IHEOL:
1834 # direct all torpedoes at one target
1837 course[i] = course[0]
1849 course[i] = targetcheck(targ[i])
1850 if course[i] == None:
1853 if i == 1 and key == IHEOL:
1854 # prompt for each one
1856 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1861 targ[i].x = int(aaitem-0.5)
1866 targ[i].y = int(aaitem-0.5)
1868 course[i] = targetcheck(targ[i])
1869 if course[i] == None:
1872 # Loop for moving <n> torpedoes
1874 if game.condition != "docked":
1876 dispersion = (randreal()+randreal())*0.5 -0.5
1877 if math.fabs(dispersion) >= 0.47:
1879 dispersion *= randreal(1.2, 2.2)
1881 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1883 prouts(_("***TORPEDO MISFIRES."))
1886 prout(_(" Remainder of burst aborted."))
1888 prout(_("***Photon tubes damaged by misfire."))
1889 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1891 if game.shldup or game.condition == "docked":
1892 dispersion *= 1.0 + 0.0001*game.shield
1893 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1894 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1896 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1900 # check for phasers overheating
1902 checkburn = (rpow-1500.0)*0.00038
1903 if withprob(checkburn):
1904 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1905 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1907 def checkshctrl(rpow):
1908 # check shield control
1911 prout(_("Shields lowered."))
1913 # Something bad has happened
1914 prouts(_("***RED ALERT! RED ALERT!"))
1916 hit = rpow*game.shield/game.inshld
1917 game.energy -= rpow+hit*0.8
1918 game.shield -= hit*0.2
1919 if game.energy <= 0.0:
1920 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1925 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1927 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1928 icas = randrange(int(hit*0.012))
1933 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1934 prout(_(" %d casualties so far.\"") % icas)
1936 game.state.crew -= icas
1938 prout(_("Phaser energy dispersed by shields."))
1939 prout(_("Enemy unaffected."))
1944 # register a phaser hit on Klingons and Romulans
1945 nenhr2 = len(game.enemies); kk=0
1948 for (k, wham) in enumerate(hits):
1951 dustfac = randreal(0.9, 1.0)
1952 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1953 kpini = game.enemies[kk].kpower
1954 kp = math.fabs(kpini)
1955 if PHASEFAC*hit < kp:
1957 if game.enemies[kk].kpower < 0:
1958 game.enemies[kk].kpower -= -kp
1960 game.enemies[kk].kpower -= kp
1961 kpow = game.enemies[kk].kpower
1962 w = game.enemies[kk].kloc
1964 if not damaged(DSRSENS):
1966 proutn(_("%d unit hit on ") % int(hit))
1968 proutn(_("Very small hit on "))
1969 ienm = game.quad[w.x][w.y]
1972 crmena(False, ienm, "sector", w)
1976 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1980 kk -= 1 # don't do the increment
1982 else: # decide whether or not to emasculate klingon
1983 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1984 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1985 prout(_(" has just lost its firepower.\""))
1986 game.enemies[kk].kpower = -kpow
1993 kz = 0; k = 1; irec=0 # Cheating inhibitor
1994 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1998 # SR sensors and Computer are needed fopr automode
1999 if damaged(DSRSENS) or damaged(DCOMPTR):
2001 if game.condition == "docked":
2002 prout(_("Phasers can't be fired through base shields."))
2005 if damaged(DPHASER):
2006 prout(_("Phaser control damaged."))
2010 if damaged(DSHCTRL):
2011 prout(_("High speed shield control damaged."))
2014 if game.energy <= 200.0:
2015 prout(_("Insufficient energy to activate high-speed shield control."))
2018 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2020 # Original code so convoluted, I re-did it all
2021 # (That was Tom Almy talking about the C code, I think -- ESR)
2022 while automode=="NOTSET":
2026 if len(game.enemies)==0:
2027 prout(_("There is no enemy present to select."))
2030 automode="AUTOMATIC"
2034 elif isit("automatic"):
2035 if (not itarg) and len(game.enemies) != 0:
2036 automode = "FORCEMAN"
2038 if len(game.enemies)==0:
2039 prout(_("Energy will be expended into space."))
2040 automode = "AUTOMATIC"
2048 if len(game.enemies)==0:
2049 prout(_("Energy will be expended into space."))
2050 automode = "AUTOMATIC"
2052 automode = "FORCEMAN"
2054 automode = "AUTOMATIC"
2057 if len(game.enemies)==0:
2058 prout(_("Energy will be expended into space."))
2059 automode = "AUTOMATIC"
2061 automode = "FORCEMAN"
2063 proutn(_("Manual or automatic? "))
2068 if automode == "AUTOMATIC":
2069 if key == IHALPHA and isit("no"):
2072 if key != IHREAL and len(game.enemies) != 0:
2073 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2078 for i in range(len(game.enemies)):
2079 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2081 proutn(_("%d units required. ") % irec)
2083 proutn(_("Units to fire= "))
2089 proutn(_("Energy available= %.2f") % avail)
2092 if not rpow > avail:
2099 if key == IHALPHA and isit("no"):
2102 game.energy -= 200; # Go and do it!
2103 if checkshctrl(rpow):
2108 if len(game.enemies):
2111 for i in range(len(game.enemies)):
2115 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2116 over = randreal(1.01, 1.06) * hits[i]
2118 powrem -= hits[i] + over
2119 if powrem <= 0 and temp < hits[i]:
2128 if extra > 0 and not game.alldone:
2130 proutn(_("*** Tholian web absorbs "))
2131 if len(game.enemies)>0:
2132 proutn(_("excess "))
2133 prout(_("phaser energy."))
2135 prout(_("%d expended on empty space.") % int(extra))
2136 elif automode == "FORCEMAN":
2139 if damaged(DCOMPTR):
2140 prout(_("Battle computer damaged, manual fire only."))
2143 prouts(_("---WORKING---"))
2145 prout(_("Short-range-sensors-damaged"))
2146 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2147 prout(_("Manual-fire-must-be-used"))
2149 elif automode == "MANUAL":
2151 for k in range(len(game.enemies)):
2152 aim = game.enemies[k].kloc
2153 ienm = game.quad[aim.x][aim.y]
2155 proutn(_("Energy available= %.2f") % (avail-0.006))
2159 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2160 (ienm == IHC or ienm == IHS):
2162 prout(_(" can't be located without short range scan."))
2165 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2170 if itarg and k > kz:
2171 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2174 if not damaged(DCOMPTR):
2179 proutn(_("units to fire at "))
2180 crmena(False, ienm, "sector", aim)
2183 if key == IHALPHA and isit("no"):
2191 if k==1: # Let me say I'm baffled by this
2200 # If total requested is too much, inform and start over
2202 prout(_("Available energy exceeded -- try again."))
2205 key = scan(); # scan for next value
2208 # zero energy -- abort
2211 if key == IHALPHA and isit("no"):
2216 game.energy -= 200.0
2217 if checkshctrl(rpow):
2221 # Say shield raised or malfunction, if necessary
2228 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2229 prouts(_(" CLICK CLICK POP . . ."))
2230 prout(_(" No response, sir!"))
2233 prout(_("Shields raised."))
2238 # Code from events,c begins here.
2240 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2241 # event of each type active at any given time. Mostly these means we can
2242 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2243 # BSD Trek, from which we swiped the idea, can have up to 5.
2245 def unschedule(evtype):
2246 # remove an event from the schedule
2247 game.future[evtype].date = FOREVER
2248 return game.future[evtype]
2250 def is_scheduled(evtype):
2251 # is an event of specified type scheduled
2252 return game.future[evtype].date != FOREVER
2254 def scheduled(evtype):
2255 # when will this event happen?
2256 return game.future[evtype].date
2258 def schedule(evtype, offset):
2259 # schedule an event of specified type
2260 game.future[evtype].date = game.state.date + offset
2261 return game.future[evtype]
2263 def postpone(evtype, offset):
2264 # postpone a scheduled event
2265 game.future[evtype].date += offset
2268 # rest period is interrupted by event
2271 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2273 game.resting = False
2279 # run through the event queue looking for things to do
2281 fintim = game.state.date + game.optime; yank=0
2282 ictbeam = False; istract = False
2283 w = coord(); hold = coord()
2284 ev = event(); ev2 = event()
2286 def tractorbeam(yank):
2287 # tractor beaming cases merge here
2289 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2293 prout(_(" caught in long range tractor beam--"))
2294 # If Kirk & Co. screwing around on planet, handle
2295 atover(True) # atover(true) is Grab
2298 if game.icraft: # Caught in Galileo?
2301 # Check to see if shuttle is aboard
2302 if game.iscraft == "offship":
2305 prout(_("Galileo, left on the planet surface, is captured"))
2306 prout(_("by aliens and made into a flying McDonald's."))
2307 game.damage[DSHUTTL] = -10
2308 game.iscraft = "removed"
2310 prout(_("Galileo, left on the planet surface, is well hidden."))
2312 game.quadrant = game.state.kscmdr
2314 game.quadrant = game.state.kcmdr[i]
2315 game.sector = randplace(QUADSIZE)
2317 prout(_(" is pulled to Quadrant %s, Sector %s") \
2318 % (game.quadrant, game.sector))
2320 prout(_("(Remainder of rest/repair period cancelled.)"))
2321 game.resting = False
2323 if not damaged(DSHIELD) and game.shield > 0:
2324 doshield(shraise=True) # raise shields
2325 game.shldchg = False
2327 prout(_("(Shields not currently useable.)"))
2329 # Adjust finish time to time of tractor beaming
2330 fintim = game.state.date+game.optime
2331 attack(torps_ok=False)
2332 if game.state.remcom <= 0:
2335 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2338 # Code merges here for any commander destroying base
2339 # Not perfect, but will have to do
2340 # Handle case where base is in same quadrant as starship
2341 if game.battle == game.quadrant:
2342 game.state.chart[game.battle.x][game.battle.y].starbase = False
2343 game.quad[game.base.x][game.base.y] = IHDOT
2344 game.base.x=game.base.y=0
2347 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2348 elif game.state.rembase != 1 and communicating():
2349 # Get word via subspace radio
2352 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2353 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2355 prout(_("the Klingon Super-Commander"))
2357 prout(_("a Klingon Commander"))
2358 game.state.chart[game.battle.x][game.battle.y].starbase = False
2359 # Remove Starbase from galaxy
2360 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2361 for i in range(1, game.state.rembase+1):
2362 if game.state.baseq[i] == game.battle:
2363 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2364 game.state.rembase -= 1
2366 # reinstate a commander's base attack
2370 invalidate(game.battle)
2373 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2374 for i in range(1, NEVENTS):
2375 if i == FSNOVA: proutn("=== Supernova ")
2376 elif i == FTBEAM: proutn("=== T Beam ")
2377 elif i == FSNAP: proutn("=== Snapshot ")
2378 elif i == FBATTAK: proutn("=== Base Attack ")
2379 elif i == FCDBAS: proutn("=== Base Destroy ")
2380 elif i == FSCMOVE: proutn("=== SC Move ")
2381 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2382 elif i == FDSPROB: proutn("=== Probe Move ")
2383 elif i == FDISTR: proutn("=== Distress Call ")
2384 elif i == FENSLV: proutn("=== Enslavement ")
2385 elif i == FREPRO: proutn("=== Klingon Build ")
2387 prout("%.2f" % (scheduled(i)))
2390 radio_was_broken = damaged(DRADIO)
2393 # Select earliest extraneous event, evcode==0 if no events
2398 for l in range(1, NEVENTS):
2399 if game.future[l].date < datemin:
2402 prout("== Event %d fires" % evcode)
2403 datemin = game.future[l].date
2404 xtime = datemin-game.state.date
2405 game.state.date = datemin
2406 # Decrement Federation resources and recompute remaining time
2407 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2409 if game.state.remtime <=0:
2412 # Any crew left alive?
2413 if game.state.crew <=0:
2416 # Is life support adequate?
2417 if damaged(DLIFSUP) and game.condition != "docked":
2418 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2421 game.lsupres -= xtime
2422 if game.damage[DLIFSUP] <= xtime:
2423 game.lsupres = game.inlsr
2426 if game.condition == "docked":
2427 repair /= game.docfac
2428 # Don't fix Deathray here
2429 for l in range(NDEVICES):
2430 if game.damage[l] > 0.0 and l != DDRAY:
2431 if game.damage[l]-repair > 0.0:
2432 game.damage[l] -= repair
2434 game.damage[l] = 0.0
2435 # If radio repaired, update star chart and attack reports
2436 if radio_was_broken and not damaged(DRADIO):
2437 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2438 prout(_(" surveillance reports are coming in."))
2440 if not game.iseenit:
2444 prout(_(" The star chart is now up to date.\""))
2446 # Cause extraneous event EVCODE to occur
2447 game.optime -= xtime
2448 if evcode == FSNOVA: # Supernova
2451 schedule(FSNOVA, expran(0.5*game.intime))
2452 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2454 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2455 if game.state.nscrem == 0 or \
2456 ictbeam or istract or \
2457 game.condition=="docked" or game.isatb==1 or game.iscate:
2459 if game.ientesc or \
2460 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2461 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2462 (damaged(DSHIELD) and \
2463 (game.energy < 2500 or damaged(DPHASER)) and \
2464 (game.torps < 5 or damaged(DPHOTON))):
2466 istract = ictbeam = True
2467 tractorbeam(distance(game.state.kscmdr, game.quadrant))
2470 elif evcode == FTBEAM: # Tractor beam
2471 if game.state.remcom == 0:
2474 i = randrange(game.state.remcom)
2475 yank = distance(game.state.kcmdr[i], game.quadrant)
2476 if istract or game.condition == "docked" or yank == 0:
2477 # Drats! Have to reschedule
2479 game.optime + expran(1.5*game.intime/game.state.remcom))
2483 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2484 game.snapsht = copy.deepcopy(game.state)
2485 game.state.snap = True
2486 schedule(FSNAP, expran(0.5 * game.intime))
2487 elif evcode == FBATTAK: # Commander attacks starbase
2488 if game.state.remcom==0 or game.state.rembase==0:
2494 for j in range(game.state.rembase):
2495 for k in range(game.state.remcom):
2496 if game.state.baseq[j] == game.state.kcmdr[k] and \
2497 not game.state.baseq[j] == game.quadrant and \
2498 not game.state.baseq[j] == game.state.kscmdr:
2502 if j>game.state.rembase:
2503 # no match found -- try later
2504 schedule(FBATTAK, expran(0.3*game.intime))
2507 # commander + starbase combination found -- launch attack
2508 game.battle = game.state.baseq[j]
2509 schedule(FCDBAS, randreal(1.0, 4.0))
2510 if game.isatb: # extra time if SC already attacking
2511 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2512 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2513 game.iseenit = False
2514 if not communicating():
2515 continue # No warning :-(
2519 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2520 prout(_(" reports that it is under attack and that it can"))
2521 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2524 elif evcode == FSCDBAS: # Supercommander destroys base
2527 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2528 continue # WAS RETURN!
2530 game.battle = game.state.kscmdr
2532 elif evcode == FCDBAS: # Commander succeeds in destroying base
2535 # find the lucky pair
2536 for i in range(game.state.remcom):
2537 if game.state.kcmdr[i] == game.battle:
2539 if i > game.state.remcom or game.state.rembase == 0 or \
2540 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2541 # No action to take after all
2542 invalidate(game.battle)
2545 elif evcode == FSCMOVE: # Supercommander moves
2546 schedule(FSCMOVE, 0.2777)
2547 if not game.ientesc and not istract and game.isatb != 1 and \
2548 (not game.iscate or not game.justin):
2550 elif evcode == FDSPROB: # Move deep space probe
2551 schedule(FDSPROB, 0.01)
2552 game.probex += game.probeinx
2553 game.probey += game.probeiny
2554 i = (int)(game.probex/QUADSIZE +0.05)
2555 j = (int)(game.probey/QUADSIZE + 0.05)
2556 if game.probec.x != i or game.probec.y != j:
2559 if not VALID_QUADRANT(i, j) or \
2560 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2561 # Left galaxy or ran into supernova
2565 proutn(_("Lt. Uhura- \"The deep space probe "))
2566 if not VALID_QUADRANT(j, i):
2567 proutn(_("has left the galaxy"))
2569 proutn(_("is no longer transmitting"))
2573 if not communicating():
2576 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2577 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2578 # Update star chart if Radio is working or have access to radio
2580 chp = game.state.chart[game.probec.x][game.probec.y]
2581 chp.klingons = pdest.klingons
2582 chp.starbase = pdest.starbase
2583 chp.stars = pdest.stars
2584 pdest.charted = True
2585 game.proben -= 1 # One less to travel
2586 if game.proben == 0 and game.isarmed and pdest.stars:
2587 # lets blow the sucker!
2588 supernova(True, game.probec)
2590 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2592 elif evcode == FDISTR: # inhabited system issues distress call
2594 # try a whole bunch of times to find something suitable
2595 for i in range(100):
2596 # need a quadrant which is not the current one,
2597 # which has some stars which are inhabited and
2598 # not already under attack, which is not
2599 # supernova'ed, and which has some Klingons in it
2600 w = randplace(GALSIZE)
2601 q = game.state.galaxy[w.x][w.y]
2602 if not (game.quadrant == w or q.planet == None or \
2603 not q.planet.inhabited or \
2604 q.supernova or q.status!="secure" or q.klingons<=0):
2607 # can't seem to find one; ignore this call
2609 prout("=== Couldn't find location for distress event.")
2611 # got one!! Schedule its enslavement
2612 ev = schedule(FENSLV, expran(game.intime))
2614 q.status = distressed
2616 # tell the captain about it if we can
2618 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2620 prout(_("by a Klingon invasion fleet."))
2623 elif evcode == FENSLV: # starsystem is enslaved
2624 ev = unschedule(FENSLV)
2625 # see if current distress call still active
2626 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2630 q.status = "enslaved"
2632 # play stork and schedule the first baby
2633 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2634 ev2.quadrant = ev.quadrant
2636 # report the disaster if we can
2638 prout(_("Uhura- We've lost contact with starsystem %s") % \
2640 prout(_("in Quadrant %s.\n") % ev.quadrant)
2641 elif evcode == FREPRO: # Klingon reproduces
2642 # If we ever switch to a real event queue, we'll need to
2643 # explicitly retrieve and restore the x and y.
2644 ev = schedule(FREPRO, expran(1.0 * game.intime))
2645 # see if current distress call still active
2646 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2650 if game.state.remkl >=MAXKLGAME:
2651 continue # full right now
2652 # reproduce one Klingon
2654 if game.klhere >= MAXKLQUAD:
2656 # this quadrant not ok, pick an adjacent one
2657 for i in range(w.x - 1, w.x + 2):
2658 for j in range(w.y - 1, w.y + 2):
2659 if not VALID_QUADRANT(i, j):
2661 q = game.state.galaxy[w.x][w.y]
2662 # check for this quad ok (not full & no snova)
2663 if q.klingons >= MAXKLQUAD or q.supernova:
2667 continue # search for eligible quadrant failed
2672 game.state.remkl += 1
2674 if game.quadrant == w:
2676 game.enemies.append(newkling())
2677 # recompute time left
2679 # report the disaster if we can
2681 if game.quadrant == w:
2682 prout(_("Spock- sensors indicate the Klingons have"))
2683 prout(_("launched a warship from %s.") % q.planet)
2685 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2686 if q.planet != None:
2687 proutn(_("near %s") % q.planet)
2688 prout(_("in Quadrant %s.") % w)
2697 proutn(_("How long? "))
2702 origTime = delay = aaitem
2705 if delay >= game.state.remtime or len(game.enemies) != 0:
2706 proutn(_("Are you sure? "))
2709 # Alternate resting periods (events) with attacks
2713 game.resting = False
2714 if not game.resting:
2715 prout(_("%d stardates left.") % int(game.state.remtime))
2717 temp = game.optime = delay
2718 if len(game.enemies):
2719 rtime = randreal(1.0, 2.0)
2723 if game.optime < delay:
2724 attack(torps_ok=False)
2732 # Repair Deathray if long rest at starbase
2733 if origTime-delay >= 9.99 and game.condition == "docked":
2734 game.damage[DDRAY] = 0.0
2735 # leave if quadrant supernovas
2736 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2738 game.resting = False
2741 # A nova occurs. It is the result of having a star hit with a
2742 # photon torpedo, or possibly of a probe warhead going off.
2743 # Stars that go nova cause stars which surround them to undergo
2744 # the same probabilistic process. Klingons next to them are
2745 # destroyed. And if the starship is next to it, it gets zapped.
2746 # If the zap is too much, it gets destroyed.
2750 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2751 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2753 # Wow! We've supernova'ed
2754 supernova(False, nov)
2756 # handle initial nova
2757 game.quad[nov.x][nov.y] = IHDOT
2758 crmena(False, IHSTAR, "sector", nov)
2760 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2761 game.state.starkl += 1
2762 # Set up queue to recursively trigger adjacent stars
2768 for offset.x in range(-1, 1+1):
2769 for offset.y in range(-1, 1+1):
2770 if offset.y==0 and offset.x==0:
2772 neighbor = start + offset
2773 if not VALID_SECTOR(neighbor.y, neighbor.x):
2775 iquad = game.quad[neighbor.x][neighbor.y]
2776 # Empty space ends reaction
2777 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2779 elif iquad == IHSTAR: # Affect another star
2781 # This star supernovas
2785 hits.append(neighbor)
2786 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2787 game.state.starkl += 1
2788 crmena(True, IHSTAR, "sector", neighbor)
2790 game.quad[neighbor.x][neighbor.y] = IHDOT
2792 elif iquad in (IHP, IHW): # Destroy planet
2793 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2795 game.state.nplankl += 1
2797 game.state.worldkl += 1
2798 crmena(True, iquad, "sector", neighbor)
2799 prout(_(" destroyed."))
2800 game.iplnet.pclass = "destroyed"
2802 invalidate(game.plnet)
2806 game.quad[neighbor.x][neighbor.y] = IHDOT
2807 elif iquad == IHB: # Destroy base
2808 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2809 for i in range(game.state.rembase):
2810 if game.state.baseq[i] == game.quadrant:
2812 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2813 game.state.rembase -= 1
2814 invalidate(game.base)
2815 game.state.basekl += 1
2817 crmena(True, IHB, "sector", neighbor)
2818 prout(_(" destroyed."))
2819 game.quad[neighbor.x][neighbor.y] = IHDOT
2820 elif iquad in (IHE, IHF): # Buffet ship
2821 prout(_("***Starship buffeted by nova."))
2823 if game.shield >= 2000.0:
2824 game.shield -= 2000.0
2826 diff = 2000.0 - game.shield
2830 prout(_("***Shields knocked out."))
2831 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2833 game.energy -= 2000.0
2834 if game.energy <= 0:
2837 # add in course nova contributes to kicking starship
2838 bump += (game.sector-hits[mm]).sgn()
2839 elif iquad == IHK: # kill klingon
2840 deadkl(neighbor, iquad, neighbor)
2841 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2842 for ll in range(len(game.enemies)):
2843 if game.enemies[ll].kloc == neighbor:
2845 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2846 if game.enemies[ll].kpower <= 0.0:
2847 deadkl(neighbor, iquad, neighbor)
2849 newc = neighbor + neighbor - hits[mm]
2850 crmena(True, iquad, "sector", neighbor)
2851 proutn(_(" damaged"))
2852 if not VALID_SECTOR(newc.x, newc.y):
2853 # can't leave quadrant
2856 iquad1 = game.quad[newc.x][newc.y]
2857 if iquad1 == IHBLANK:
2858 proutn(_(", blasted into "))
2859 crmena(False, IHBLANK, "sector", newc)
2861 deadkl(neighbor, iquad, newc)
2864 # can't move into something else
2867 proutn(_(", buffeted to Sector %s") % newc)
2868 game.quad[neighbor.x][neighbor.y] = IHDOT
2869 game.quad[newc.x][newc.y] = iquad
2870 game.enemies[ll].move(newc)
2871 # Starship affected by nova -- kick it away.
2872 game.dist = kount*0.1
2873 game.direc = course[3*(bump.x+1)+bump.y+2]
2874 if game.direc == 0.0:
2876 if game.dist == 0.0:
2878 game.optime = 10.0*game.dist/16.0
2880 prout(_("Force of nova displaces starship."))
2881 imove(novapush=True)
2882 game.optime = 10.0*game.dist/16.0
2885 def supernova(induced, w=None):
2886 # star goes supernova
2893 # Scheduled supernova -- select star
2894 # logic changed here so that we won't favor quadrants in top
2896 for nq.x in range(GALSIZE):
2897 for nq.y in range(GALSIZE):
2898 stars += game.state.galaxy[nq.x][nq.y].stars
2900 return # nothing to supernova exists
2901 num = randrange(stars) + 1
2902 for nq.x in range(GALSIZE):
2903 for nq.y in range(GALSIZE):
2904 num -= game.state.galaxy[nq.x][nq.y].stars
2910 proutn("=== Super nova here?")
2913 if not nq == game.quadrant or game.justin:
2914 # it isn't here, or we just entered (treat as enroute)
2917 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2918 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2921 # we are in the quadrant!
2922 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2923 for ns.x in range(QUADSIZE):
2924 for ns.y in range(QUADSIZE):
2925 if game.quad[ns.x][ns.y]==IHSTAR:
2932 prouts(_("***RED ALERT! RED ALERT!"))
2934 prout(_("***Incipient supernova detected at Sector %s") % ns)
2935 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2936 proutn(_("Emergency override attempts t"))
2937 prouts("***************")
2942 # destroy any Klingons in supernovaed quadrant
2943 kldead = game.state.galaxy[nq.x][nq.y].klingons
2944 game.state.galaxy[nq.x][nq.y].klingons = 0
2945 if nq == game.state.kscmdr:
2946 # did in the Supercommander!
2947 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2951 if game.state.remcom:
2952 maxloop = game.state.remcom
2953 for l in range(maxloop):
2954 if game.state.kcmdr[l] == nq:
2955 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2956 invalidate(game.state.kcmdr[game.state.remcom])
2957 game.state.remcom -= 1
2959 if game.state.remcom==0:
2962 game.state.remkl -= kldead
2963 # destroy Romulans and planets in supernovaed quadrant
2964 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2965 game.state.galaxy[nq.x][nq.y].romulans = 0
2966 game.state.nromrem -= nrmdead
2968 for loop in range(game.inplan):
2969 if game.state.planets[loop].w == nq:
2970 game.state.planets[loop].pclass = "destroyed"
2972 # Destroy any base in supernovaed quadrant
2973 if game.state.rembase:
2974 maxloop = game.state.rembase
2975 for loop in range(maxloop):
2976 if game.state.baseq[loop] == nq:
2977 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2978 invalidate(game.state.baseq[game.state.rembase])
2979 game.state.rembase -= 1
2981 # If starship caused supernova, tally up destruction
2983 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2984 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2985 game.state.nplankl += npdead
2986 # mark supernova in galaxy and in star chart
2987 if game.quadrant == nq or communicating():
2988 game.state.galaxy[nq.x][nq.y].supernova = True
2989 # If supernova destroys last Klingons give special message
2990 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
2993 prout(_("Lucky you!"))
2994 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2997 # if some Klingons remain, continue or die in supernova
3002 # Code from finish.c ends here.
3005 # self-destruct maneuver
3006 # Finish with a BANG!
3008 if damaged(DCOMPTR):
3009 prout(_("Computer damaged; cannot execute destruct sequence."))
3011 prouts(_("---WORKING---")); skip(1)
3012 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3013 prouts(" 10"); skip(1)
3014 prouts(" 9"); skip(1)
3015 prouts(" 8"); skip(1)
3016 prouts(" 7"); skip(1)
3017 prouts(" 6"); skip(1)
3019 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3021 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3023 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3027 if game.passwd != citem:
3028 prouts(_("PASSWORD-REJECTED;"))
3030 prouts(_("CONTINUITY-EFFECTED"))
3033 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3034 prouts(" 5"); skip(1)
3035 prouts(" 4"); skip(1)
3036 prouts(" 3"); skip(1)
3037 prouts(" 2"); skip(1)
3038 prouts(" 1"); skip(1)
3040 prouts(_("GOODBYE-CRUEL-WORLD"))
3048 prouts(_("********* Entropy of "))
3050 prouts(_(" maximized *********"))
3054 if len(game.enemies) != 0:
3055 whammo = 25.0 * game.energy
3057 while l <= len(game.enemies):
3058 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
3059 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
3064 "Compute our rate of kils over time."
3065 elapsed = game.state.date - game.indate
3066 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3069 starting = (game.inkling + game.incom + game.inscom)
3070 remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
3071 return (starting - remaining)/elapsed
3075 badpt = 5.0*game.state.starkl + \
3077 10.0*game.state.nplankl + \
3078 300*game.state.nworldkl + \
3080 100.0*game.state.basekl +\
3082 if game.ship == IHF:
3084 elif game.ship == None:
3089 # end the game, with appropriate notfications
3093 prout(_("It is stardate %.1f.") % game.state.date)
3095 if ifin == FWON: # Game has been won
3096 if game.state.nromrem != 0:
3097 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3100 prout(_("You have smashed the Klingon invasion fleet and saved"))
3101 prout(_("the Federation."))
3106 badpt = 0.0 # Close enough!
3107 # killsPerDate >= RateMax
3108 if game.state.date-game.indate < 5.0 or \
3109 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3111 prout(_("In fact, you have done so well that Starfleet Command"))
3112 if game.skill == SKILL_NOVICE:
3113 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3114 elif game.skill == SKILL_FAIR:
3115 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3116 elif game.skill == SKILL_GOOD:
3117 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3118 elif game.skill == SKILL_EXPERT:
3119 prout(_("promotes you to Commodore Emeritus."))
3121 prout(_("Now that you think you're really good, try playing"))
3122 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3123 elif game.skill == SKILL_EMERITUS:
3125 proutn(_("Computer- "))
3126 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3128 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3130 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3132 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3134 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3136 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3138 prout(_("Now you can retire and write your own Star Trek game!"))
3140 elif game.skill >= SKILL_EXPERT:
3141 if game.thawed and not idebug:
3142 prout(_("You cannot get a citation, so..."))
3144 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3148 # Only grant long life if alive (original didn't!)
3150 prout(_("LIVE LONG AND PROSPER."))
3155 elif ifin == FDEPLETE: # Federation Resources Depleted
3156 prout(_("Your time has run out and the Federation has been"))
3157 prout(_("conquered. Your starship is now Klingon property,"))
3158 prout(_("and you are put on trial as a war criminal. On the"))
3159 proutn(_("basis of your record, you are "))
3160 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3161 prout(_("acquitted."))
3163 prout(_("LIVE LONG AND PROSPER."))
3165 prout(_("found guilty and"))
3166 prout(_("sentenced to death by slow torture."))
3170 elif ifin == FLIFESUP:
3171 prout(_("Your life support reserves have run out, and"))
3172 prout(_("you die of thirst, starvation, and asphyxiation."))
3173 prout(_("Your starship is a derelict in space."))
3175 prout(_("Your energy supply is exhausted."))
3177 prout(_("Your starship is a derelict in space."))
3178 elif ifin == FBATTLE:
3181 prout(_(" has been destroyed in battle."))
3183 prout(_("Dulce et decorum est pro patria mori."))
3185 prout(_("You have made three attempts to cross the negative energy"))
3186 prout(_("barrier which surrounds the galaxy."))
3188 prout(_("Your navigation is abominable."))
3191 prout(_("Your starship has been destroyed by a nova."))
3192 prout(_("That was a great shot."))
3194 elif ifin == FSNOVAED:
3197 prout(_(" has been fried by a supernova."))
3198 prout(_("...Not even cinders remain..."))
3199 elif ifin == FABANDN:
3200 prout(_("You have been captured by the Klingons. If you still"))
3201 prout(_("had a starbase to be returned to, you would have been"))
3202 prout(_("repatriated and given another chance. Since you have"))
3203 prout(_("no starbases, you will be mercilessly tortured to death."))
3204 elif ifin == FDILITHIUM:
3205 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3206 elif ifin == FMATERIALIZE:
3207 prout(_("Starbase was unable to re-materialize your starship."))
3208 prout(_("Sic transit gloria mundi"))
3209 elif ifin == FPHASER:
3212 prout(_(" has been cremated by its own phasers."))
3214 prout(_("You and your landing party have been"))
3215 prout(_("converted to energy, disipating through space."))
3216 elif ifin == FMINING:
3217 prout(_("You are left with your landing party on"))
3218 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3220 prout(_("They are very fond of \"Captain Kirk\" soup."))
3222 proutn(_("Without your leadership, the "))
3224 prout(_(" is destroyed."))
3225 elif ifin == FDPLANET:
3226 prout(_("You and your mining party perish."))
3228 prout(_("That was a great shot."))
3231 prout(_("The Galileo is instantly annihilated by the supernova."))
3232 prout(_("You and your mining party are atomized."))
3234 proutn(_("Mr. Spock takes command of the "))
3237 prout(_("joins the Romulans, reigning terror on the Federation."))
3238 elif ifin == FPNOVA:
3239 prout(_("You and your mining party are atomized."))
3241 proutn(_("Mr. Spock takes command of the "))
3244 prout(_("joins the Romulans, reigning terror on the Federation."))
3245 elif ifin == FSTRACTOR:
3246 prout(_("The shuttle craft Galileo is also caught,"))
3247 prout(_("and breaks up under the strain."))
3249 prout(_("Your debris is scattered for millions of miles."))
3250 proutn(_("Without your leadership, the "))
3252 prout(_(" is destroyed."))
3254 prout(_("The mutants attack and kill Spock."))
3255 prout(_("Your ship is captured by Klingons, and"))
3256 prout(_("your crew is put on display in a Klingon zoo."))
3257 elif ifin == FTRIBBLE:
3258 prout(_("Tribbles consume all remaining water,"))
3259 prout(_("food, and oxygen on your ship."))
3261 prout(_("You die of thirst, starvation, and asphyxiation."))
3262 prout(_("Your starship is a derelict in space."))
3264 prout(_("Your ship is drawn to the center of the black hole."))
3265 prout(_("You are crushed into extremely dense matter."))
3267 prout(_("Your last crew member has died."))
3268 if game.ship == IHF:
3270 elif game.ship == IHE:
3273 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3274 goodies = game.state.remres/game.inresor
3275 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3276 if goodies/baddies >= randreal(1.0, 1.5):
3277 prout(_("As a result of your actions, a treaty with the Klingon"))
3278 prout(_("Empire has been signed. The terms of the treaty are"))
3279 if goodies/baddies >= randreal(3.0):
3280 prout(_("favorable to the Federation."))
3282 prout(_("Congratulations!"))
3284 prout(_("highly unfavorable to the Federation."))
3286 prout(_("The Federation will be destroyed."))
3288 prout(_("Since you took the last Klingon with you, you are a"))
3289 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3290 prout(_("statue in your memory. Rest in peace, and try not"))
3291 prout(_("to think about pigeons."))
3296 # compute player's score
3297 timused = game.state.date - game.indate
3299 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3301 perdate = killrate()
3302 ithperd = 500*perdate + 0.5
3305 iwon = 100*game.skill
3306 if game.ship == IHE:
3308 elif game.ship == IHF:
3312 if not game.gamewon:
3313 game.state.nromrem = 0 # None captured if no win
3314 iscore = 10*(game.inkling - game.state.remkl) \
3315 + 50*(game.incom - game.state.remcom) \
3317 + 20*(game.inrom - game.state.nromrem) \
3318 + 200*(game.inscom - game.state.nscrem) \
3319 - game.state.nromrem \
3324 prout(_("Your score --"))
3325 if game.inrom - game.state.nromrem:
3326 prout(_("%6d Romulans destroyed %5d") %
3327 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3328 if game.state.nromrem:
3329 prout(_("%6d Romulans captured %5d") %
3330 (game.state.nromrem, game.state.nromrem))
3331 if game.inkling - game.state.remkl:
3332 prout(_("%6d ordinary Klingons destroyed %5d") %
3333 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3334 if game.incom - game.state.remcom:
3335 prout(_("%6d Klingon commanders destroyed %5d") %
3336 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3337 if game.inscom - game.state.nscrem:
3338 prout(_("%6d Super-Commander destroyed %5d") %
3339 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3341 prout(_("%6.2f Klingons per stardate %5d") %
3343 if game.state.starkl:
3344 prout(_("%6d stars destroyed by your action %5d") %
3345 (game.state.starkl, -5*game.state.starkl))
3346 if game.state.nplankl:
3347 prout(_("%6d planets destroyed by your action %5d") %
3348 (game.state.nplankl, -10*game.state.nplankl))
3349 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3350 prout(_("%6d inhabited planets destroyed by your action %5d") %
3351 (game.state.nplankl, -300*game.state.nworldkl))
3352 if game.state.basekl:
3353 prout(_("%6d bases destroyed by your action %5d") %
3354 (game.state.basekl, -100*game.state.basekl))
3356 prout(_("%6d calls for help from starbase %5d") %
3357 (game.nhelp, -45*game.nhelp))
3359 prout(_("%6d casualties incurred %5d") %
3360 (game.casual, -game.casual))
3362 prout(_("%6d crew abandoned in space %5d") %
3363 (game.abandoned, -3*game.abandoned))
3365 prout(_("%6d ship(s) lost or destroyed %5d") %
3366 (klship, -100*klship))
3368 prout(_("Penalty for getting yourself killed -200"))
3370 proutn(_("Bonus for winning "))
3371 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3372 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3373 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3374 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3375 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3376 prout(" %5d" % iwon)
3378 prout(_("TOTAL SCORE %5d") % iscore)
3381 # emit winner's commemmorative plaque
3384 proutn(_("File or device name for your plaque: "))
3387 fp = open(winner, "w")
3390 prout(_("Invalid name."))
3392 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3394 # The 38 below must be 64 for 132-column paper
3395 nskip = 38 - len(winner)/2
3396 fp.write("\n\n\n\n")
3397 # --------DRAW ENTERPRISE PICTURE.
3398 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3399 fp.write(" EEE E : : : E\n" )
3400 fp.write(" EE EEE E : : NCC-1701 : E\n")
3401 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3402 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3403 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3404 fp.write(" EEEEEEE EEEEE E E E E\n")
3405 fp.write(" EEE E E E E\n")
3406 fp.write(" E E E E\n")
3407 fp.write(" EEEEEEEEEEEEE E E\n")
3408 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3409 fp.write(" :E : EEEE E\n")
3410 fp.write(" .-E -:----- E\n")
3411 fp.write(" :E : E\n")
3412 fp.write(" EE : EEEEEEEE\n")
3413 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3415 fp.write(_(" U. S. S. ENTERPRISE\n"))
3416 fp.write("\n\n\n\n")
3417 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3419 fp.write(_(" Starfleet Command bestows to you\n"))
3421 fp.write("%*s%s\n\n" % (nskip, "", winner))
3422 fp.write(_(" the rank of\n\n"))
3423 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3425 if game.skill == SKILL_EXPERT:
3426 fp.write(_(" Expert level\n\n"))
3427 elif game.skill == SKILL_EMERITUS:
3428 fp.write(_("Emeritus level\n\n"))
3430 fp.write(_(" Cheat level\n\n"))
3431 timestring = ctime()
3432 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3433 (timestring+4, timestring+20, timestring+11))
3434 fp.write(_(" Your score: %d\n\n") % iscore)
3435 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3438 # Code from io.c begins here
3440 rows = linecount = 0 # for paging
3443 fullscreen_window = None
3444 srscan_window = None
3445 report_window = None
3446 status_window = None
3447 lrscan_window = None
3448 message_window = None
3449 prompt_window = None
3453 "wrap up, either normally or due to signal"
3454 if game.options & OPTION_CURSES:
3461 sys.stdout.write('\n')
3467 #setlocale(LC_ALL, "")
3468 #bindtextdomain(PACKAGE, LOCALEDIR)
3469 #textdomain(PACKAGE)
3470 if atexit.register(outro):
3471 sys.stderr.write("Unable to register outro(), exiting...\n")
3473 if not (game.options & OPTION_CURSES):
3474 ln_env = os.getenv("LINES")
3480 stdscr = curses.initscr()
3485 curses.start_color()
3486 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3487 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3488 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3489 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3490 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3491 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3492 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3493 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3495 global fullscreen_window, srscan_window, report_window, status_window
3496 global lrscan_window, message_window, prompt_window
3497 (rows, columns) = stdscr.getmaxyx()
3498 fullscreen_window = stdscr
3499 srscan_window = curses.newwin(12, 25, 0, 0)
3500 report_window = curses.newwin(11, 0, 1, 25)
3501 status_window = curses.newwin(10, 0, 1, 39)
3502 lrscan_window = curses.newwin(5, 0, 0, 64)
3503 message_window = curses.newwin(0, 0, 12, 0)
3504 prompt_window = curses.newwin(1, 0, rows-2, 0)
3505 message_window.scrollok(True)
3506 setwnd(fullscreen_window)
3509 def textcolor(color):
3510 "Set text foreground color. Presently a stub."
3514 "Wrap up I/O. Presently a stub."
3518 "Wait for user action -- OK to do nothing if on a TTY"
3519 if game.options & OPTION_CURSES:
3524 if game.skill > SKILL_FAIR:
3525 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3527 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3531 if game.skill > SKILL_FAIR:
3532 prompt = _("[CONTINUE?]")
3534 prompt = _("[PRESS ENTER TO CONTINUE]")
3536 if game.options & OPTION_CURSES:
3538 setwnd(prompt_window)
3539 prompt_window.wclear()
3540 prompt_window.addstr(prompt)
3541 prompt_window.getstr()
3542 prompt_window.clear()
3543 prompt_window.refresh()
3544 setwnd(message_window)
3547 sys.stdout.write('\n')
3550 for j in range(rows):
3551 sys.stdout.write('\n')
3555 "Skip i lines. Pause game if this would cause a scrolling event."
3556 for dummy in range(i):
3557 if game.options & OPTION_CURSES:
3558 (y, x) = curwnd.getyx()
3559 (my, mx) = curwnd.getmaxyx()
3560 if curwnd == message_window and y >= my - 3:
3568 if rows and linecount >= rows:
3571 sys.stdout.write('\n')
3574 "Utter a line with no following line feed."
3575 if game.options & OPTION_CURSES:
3579 sys.stdout.write(line)
3589 if not replayfp or replayfp.closed: # Don't slow down replays
3592 if game.options & OPTION_CURSES:
3596 if not replayfp or replayfp.closed:
3600 "Get a line of input."
3601 if game.options & OPTION_CURSES:
3602 line = curwnd.getstr() + "\n"
3605 if replayfp and not replayfp.closed:
3607 line = replayfp.readline()
3610 prout("*** Replay finished")
3613 elif line[0] != "#":
3616 line = raw_input() + "\n"
3622 "Change windows -- OK for this to be a no-op in tty mode."
3624 if game.options & OPTION_CURSES:
3626 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3629 "Clear to end of line -- can be a no-op in tty mode"
3630 if game.options & OPTION_CURSES:
3635 "Clear screen -- can be a no-op in tty mode."
3637 if game.options & OPTION_CURSES:
3644 "Set highlight video, if this is reasonable."
3645 if game.options & OPTION_CURSES:
3646 curwnd.attron(curses.A_REVERSE)
3649 # Things past this point have policy implications.
3653 "Hook to be called after moving to redraw maps."
3654 if game.options & OPTION_CURSES:
3657 setwnd(srscan_window)
3661 setwnd(status_window)
3662 status_window.clear()
3663 status_window.move(0, 0)
3664 setwnd(report_window)
3665 report_window.clear()
3666 report_window.move(0, 0)
3668 setwnd(lrscan_window)
3669 lrscan_window.clear()
3670 lrscan_window.move(0, 0)
3671 lrscan(silent=False)
3673 def put_srscan_sym(w, sym):
3674 "Emit symbol for short-range scan."
3675 srscan_window.move(w.x+1, w.y*2+2)
3676 srscan_window.addch(sym)
3677 srscan_window.refresh()
3680 "Enemy fall down, go boom."
3681 if game.options & OPTION_CURSES:
3683 setwnd(srscan_window)
3684 srscan_window.attron(curses.A_REVERSE)
3685 put_srscan_sym(w, game.quad[w.x][w.y])
3689 srscan_window.attroff(curses.A_REVERSE)
3690 put_srscan_sym(w, game.quad[w.x][w.y])
3691 curses.delay_output(500)
3692 setwnd(message_window)
3695 "Sound and visual effects for teleportation."
3696 if game.options & OPTION_CURSES:
3698 setwnd(message_window)
3700 prouts(" . . . . . ")
3701 if game.options & OPTION_CURSES:
3702 #curses.delay_output(1000)
3706 def tracktorpedo(w, step, i, n, iquad):
3707 "Torpedo-track animation."
3708 if not game.options & OPTION_CURSES:
3712 proutn(_("Track for torpedo number %d- ") % i)
3715 proutn(_("Torpedo track- "))
3716 elif step==4 or step==9:
3720 if not damaged(DSRSENS) or game.condition=="docked":
3721 if i != 0 and step == 1:
3724 if (iquad==IHDOT) or (iquad==IHBLANK):
3725 put_srscan_sym(w, '+')
3729 put_srscan_sym(w, iquad)
3731 curwnd.attron(curses.A_REVERSE)
3732 put_srscan_sym(w, iquad)
3736 curwnd.attroff(curses.A_REVERSE)
3737 put_srscan_sym(w, iquad)
3742 "Display the current galaxy chart."
3743 if game.options & OPTION_CURSES:
3744 setwnd(message_window)
3745 message_window.clear()
3747 if game.options & OPTION_TTY:
3752 def prstat(txt, data):
3754 if game.options & OPTION_CURSES:
3756 setwnd(status_window)
3758 proutn(" " * (NSYM - len(txt)))
3761 if game.options & OPTION_CURSES:
3762 setwnd(report_window)
3764 # Code from moving.c begins here
3766 def imove(novapush):
3767 # movement execution for warp, impulse, supernova, and tractor-beam events
3768 w = coord(); final = coord()
3771 def no_quad_change():
3772 # No quadrant change -- compute new average enemy distances
3773 game.quad[game.sector.x][game.sector.y] = game.ship
3774 if len(game.enemies):
3775 for m in range(len(game.enemies)):
3776 finald = distance(w, game.enemies[m].kloc)
3777 game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
3778 game.enemies[m].kdist = finald
3779 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3780 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3781 attack(torps_ok=False)
3782 for m in range(len(game.enemies)):
3783 game.enemies[m].kavgd = game.enemies[m].kdist
3786 setwnd(message_window)
3789 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3790 game.inorbit = False
3791 angle = ((15.0 - game.direc) * 0.5235988)
3792 deltax = -math.sin(angle)
3793 deltay = math.cos(angle)
3794 if math.fabs(deltax) > math.fabs(deltay):
3795 bigger = math.fabs(deltax)
3797 bigger = math.fabs(deltay)
3800 # If tractor beam is to occur, don't move full distance
3801 if game.state.date+game.optime >= scheduled(FTBEAM):
3803 game.condition = "red"
3804 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3805 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3806 # Move within the quadrant
3807 game.quad[game.sector.x][game.sector.y] = IHDOT
3810 n = int(10.0*game.dist*bigger+0.5)
3812 for m in range(1, n+1):
3817 if not VALID_SECTOR(w.x, w.y):
3818 # Leaving quadrant -- allow final enemy attack
3819 # Don't do it if being pushed by Nova
3820 if len(game.enemies) != 0 and not novapush:
3822 for m in range(len(game.enemies)):
3823 finald = distance(w, game.enemies[m].kloc)
3824 game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
3826 # Stas Sergeev added the condition
3827 # that attacks only happen if Klingons
3828 # are present and your skill is good.
3830 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3831 attack(torps_ok=False)
3834 # compute final position -- new quadrant and sector
3835 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3836 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3837 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3838 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3839 # check for edge of galaxy
3849 if w.x >= GALSIZE*QUADSIZE:
3850 w.x = (GALSIZE*QUADSIZE*2) - w.x
3852 if w.y >= GALSIZE*QUADSIZE:
3853 w.y = (GALSIZE*QUADSIZE*2) - w.y
3861 if game.nkinks == 3:
3862 # Three strikes -- you're out!
3866 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3867 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3868 prout(_("YOU WILL BE DESTROYED."))
3869 # Compute final position in new quadrant
3870 if trbeam: # Don't bother if we are to be beamed
3872 game.quadrant.x = w.x/QUADSIZE
3873 game.quadrant.y = w.y/QUADSIZE
3874 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3875 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3877 prout(_("Entering Quadrant %s.") % game.quadrant)
3878 game.quad[game.sector.x][game.sector.y] = game.ship
3880 if game.skill>SKILL_NOVICE:
3881 attack(torps_ok=False)
3883 iquad = game.quad[w.x][w.y]
3885 # object encountered in flight path
3886 stopegy = 50.0*game.dist/game.optime
3887 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3888 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3890 for enemy in game.enemies:
3891 if enemy.kloc == game.sector:
3893 collision(rammed=False, enemy=enemy)
3895 elif iquad == IHBLANK:
3897 prouts(_("***RED ALERT! RED ALERT!"))
3901 proutn(_(" pulled into black hole at Sector %s") % w)
3903 # Getting pulled into a black hole was certain
3904 # death in Almy's original. Stas Sergeev added a
3905 # possibility that you'll get timewarped instead.
3908 for m in range(NDEVICES):
3909 if game.damage[m]>0:
3911 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3912 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3922 proutn(_(" encounters Tholian web at %s;") % w)
3924 proutn(_(" blocked by object at %s;") % w)
3925 proutn(_("Emergency stop required "))
3926 prout(_("%2d units of energy.") % int(stopegy))
3927 game.energy -= stopegy
3928 final.x = x-deltax+0.5
3929 final.y = y-deltay+0.5
3931 if game.energy <= 0:
3937 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3944 # dock our ship at a starbase
3946 if game.condition == "docked" and verbose:
3947 prout(_("Already docked."))
3950 prout(_("You must first leave standard orbit."))
3952 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3954 prout(_(" not adjacent to base."))
3956 game.condition = "docked"
3960 if game.energy < game.inenrg:
3961 game.energy = game.inenrg
3962 game.shield = game.inshld
3963 game.torps = game.intorps
3964 game.lsupres = game.inlsr
3965 game.state.crew = FULLCREW
3966 if not damaged(DRADIO) and \
3967 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3968 # get attack report from base
3969 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3973 # This program originally required input in terms of a (clock)
3974 # direction and distance. Somewhere in history, it was changed to
3975 # cartesian coordinates. So we need to convert. Probably
3976 # "manual" input should still be done this way -- it's a real
3977 # pain if the computer isn't working! Manual mode is still confusing
3978 # because it involves giving x and y motions, yet the coordinates
3979 # are always displayed y - x, where +y is downward!
3981 def getcourse(isprobe, akey):
3982 # get course and distance
3984 dquad = copy.copy(game.quadrant)
3985 navmode = "unspecified"
3989 if game.landed and not isprobe:
3990 prout(_("Dummy! You can't leave standard orbit until you"))
3991 proutn(_("are back aboard the ship."))
3994 while navmode == "unspecified":
3995 if damaged(DNAVSYS):
3997 prout(_("Computer damaged; manual navigation only"))
3999 prout(_("Computer damaged; manual movement only"))
4004 if isprobe and akey != -1:
4005 # For probe launch, use pre-scanned value first time
4011 proutn(_("Manual or automatic- "))
4014 elif key == IHALPHA:
4019 elif isit("automatic"):
4020 navmode = "automatic"
4029 prout(_("(Manual navigation assumed.)"))
4031 prout(_("(Manual movement assumed.)"))
4034 if navmode == "automatic":
4037 proutn(_("Target quadrant or quadrant§or- "))
4039 proutn(_("Destination sector or quadrant§or- "))
4046 xi = int(round(aaitem))-1
4051 xj = int(round(aaitem))-1
4054 # both quadrant and sector specified
4055 xk = int(round(aaitem))-1
4060 xl = int(round(aaitem))-1
4066 # only one pair of numbers was specified
4068 # only quadrant specified -- go to center of dest quad
4071 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4073 # only sector specified
4077 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4084 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4086 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4087 # the actual deltas get computed here
4088 deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4089 deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4092 proutn(_("X and Y displacements- "))
4106 # Check for zero movement
4107 if deltax == 0 and deltay == 0:
4110 if itemp == "verbose" and not isprobe:
4112 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4113 # Course actually laid in.
4114 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4115 game.direc = math.atan2(deltax, deltay)*1.90985932
4116 if game.direc < 0.0:
4122 # move under impulse power
4124 if damaged(DIMPULS):
4127 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4129 if game.energy > 30.0:
4130 if not getcourse(isprobe=False, akey=0):
4132 power = 20.0 + 100.0*game.dist
4135 if power >= game.energy:
4136 # Insufficient power for trip
4138 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4139 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4140 if game.energy > 30:
4141 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4142 int(0.01 * (game.energy-20.0)-0.05))
4143 prout(_(" quadrants.\""))
4145 prout(_("quadrant. They are, therefore, useless.\""))
4148 # Make sure enough time is left for the trip
4149 game.optime = game.dist/0.095
4150 if game.optime >= game.state.remtime:
4151 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4152 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4153 proutn(_("we dare spend the time?\" "))
4156 # Activate impulse engines and pay the cost
4157 imove(novapush=False)
4161 power = 20.0 + 100.0*game.dist
4162 game.energy -= power
4163 game.optime = game.dist/0.095
4164 if game.energy <= 0:
4169 # move under warp drive
4170 blooey = False; twarp = False
4171 if not timewarp: # Not WARPX entry
4173 if game.damage[DWARPEN] > 10.0:
4176 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4178 if damaged(DWARPEN) and game.warpfac > 4.0:
4181 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4182 prout(_(" is repaired, I can only give you warp 4.\""))
4184 # Read in course and distance
4185 if not getcourse(isprobe=False, akey=0):
4187 # Make sure starship has enough energy for the trip
4188 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4189 if power >= game.energy:
4190 # Insufficient power for trip
4193 prout(_("Engineering to bridge--"))
4194 if not game.shldup or 0.5*power > game.energy:
4195 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4197 prout(_("We can't do it, Captain. We don't have enough energy."))
4199 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4202 prout(_("if you'll lower the shields."))
4206 prout(_("We haven't the energy to go that far with the shields up."))
4209 # Make sure enough time is left for the trip
4210 game.optime = 10.0*game.dist/game.wfacsq
4211 if game.optime >= 0.8*game.state.remtime:
4213 prout(_("First Officer Spock- \"Captain, I compute that such"))
4214 proutn(_(" a trip would require approximately %2.0f") %
4215 (100.0*game.optime/game.state.remtime))
4216 prout(_(" percent of our"))
4217 proutn(_(" remaining time. Are you sure this is wise?\" "))
4223 if game.warpfac > 6.0:
4224 # Decide if engine damage will occur
4225 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4226 prob = game.dist*square(6.0-game.warpfac)/66.666666666
4227 if prob > randreal():
4229 game.dist = randreal(game.dist)
4230 # Decide if time warp will occur
4231 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4233 if idebug and game.warpfac==10 and not twarp:
4235 proutn("=== Force time warp? ")
4239 # If time warp or engine damage, check path
4240 # If it is obstructed, don't do warp or damage
4241 angle = ((15.0-game.direc)*0.5235998)
4242 deltax = -math.sin(angle)
4243 deltay = math.cos(angle)
4244 if math.fabs(deltax) > math.fabs(deltay):
4245 bigger = math.fabs(deltax)
4247 bigger = math.fabs(deltay)
4251 n = 10.0 * game.dist * bigger +0.5
4254 for l in range(1, n+1):
4259 if not VALID_SECTOR(ix, iy):
4261 if game.quad[ix][iy] != IHDOT:
4264 # Activate Warp Engines and pay the cost
4265 imove(novapush=False)
4268 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4269 if game.energy <= 0:
4271 game.optime = 10.0*game.dist/game.wfacsq
4275 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4277 prout(_("Engineering to bridge--"))
4278 prout(_(" Scott here. The warp engines are damaged."))
4279 prout(_(" We'll have to reduce speed to warp 4."))
4284 # change the warp factor
4290 proutn(_("Warp factor- "))
4295 if game.damage[DWARPEN] > 10.0:
4296 prout(_("Warp engines inoperative."))
4298 if damaged(DWARPEN) and aaitem > 4.0:
4299 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4300 prout(_(" but right now we can only go warp 4.\""))
4303 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4306 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4308 oldfac = game.warpfac
4309 game.warpfac = aaitem
4310 game.wfacsq=game.warpfac*game.warpfac
4311 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4312 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4315 if game.warpfac < 8.00:
4316 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4318 if game.warpfac == 10.0:
4319 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4321 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4325 # cope with being tossed out of quadrant by supernova or yanked by beam
4327 # is captain on planet?
4329 if damaged(DTRANSP):
4332 prout(_("Scotty rushes to the transporter controls."))
4334 prout(_("But with the shields up it's hopeless."))
4336 prouts(_("His desperate attempt to rescue you . . ."))
4341 prout(_("SUCCEEDS!"))
4344 proutn(_("The crystals mined were "))
4352 # Check to see if captain in shuttle craft
4357 # Inform captain of attempt to reach safety
4361 prouts(_("***RED ALERT! RED ALERT!"))
4365 prout(_(" has stopped in a quadrant containing"))
4366 prouts(_(" a supernova."))
4368 proutn(_("***Emergency automatic override attempts to hurl "))
4371 prout(_("safely out of quadrant."))
4372 if not damaged(DRADIO):
4373 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4374 # Try to use warp engines
4375 if damaged(DWARPEN):
4377 prout(_("Warp engines damaged."))
4380 game.warpfac = randreal(6.0, 8.0)
4381 game.wfacsq = game.warpfac * game.warpfac
4382 prout(_("Warp factor set to %d") % int(game.warpfac))
4383 power = 0.75*game.energy
4384 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4385 distreq = randreal(math.sqrt(2))
4386 if distreq < game.dist:
4388 game.optime = 10.0*game.dist/game.wfacsq
4389 game.direc = randreal(12) # How dumb!
4391 game.inorbit = False
4394 # This is bad news, we didn't leave quadrant.
4398 prout(_("Insufficient energy to leave quadrant."))
4401 # Repeat if another snova
4402 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4404 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4405 finish(FWON) # Snova killed remaining enemy.
4408 # let's do the time warp again
4409 prout(_("***TIME WARP ENTERED."))
4410 if game.state.snap and withprob(0.5):
4412 prout(_("You are traveling backwards in time %d stardates.") %
4413 int(game.state.date-game.snapsht.date))
4414 game.state = game.snapsht
4415 game.state.snap = False
4416 if game.state.remcom:
4417 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4418 schedule(FBATTAK, expran(0.3*game.intime))
4419 schedule(FSNOVA, expran(0.5*game.intime))
4420 # next snapshot will be sooner
4421 schedule(FSNAP, expran(0.25*game.state.remtime))
4423 if game.state.nscrem:
4424 schedule(FSCMOVE, 0.2777)
4428 invalidate(game.battle)
4430 # Make sure Galileo is consistant -- Snapshot may have been taken
4431 # when on planet, which would give us two Galileos!
4433 for l in range(game.inplan):
4434 if game.state.planets[l].known == "shuttle_down":
4436 if game.iscraft == "onship" and game.ship==IHE:
4437 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4438 game.iscraft = "offship"
4439 # Likewise, if in the original time the Galileo was abandoned, but
4440 # was on ship earlier, it would have vanished -- let's restore it.
4441 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4442 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4443 game.iscraft = "onship"
4445 # * There used to be code to do the actual reconstrction here,
4446 # * but the starchart is now part of the snapshotted galaxy state.
4448 prout(_("Spock has reconstructed a correct star chart from memory"))
4450 # Go forward in time
4451 game.optime = -0.5*game.intime*math.log(randreal())
4452 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4453 # cheat to make sure no tractor beams occur during time warp
4454 postpone(FTBEAM, game.optime)
4455 game.damage[DRADIO] += game.optime
4457 events() # Stas Sergeev added this -- do pending events
4460 # launch deep-space probe
4461 # New code to launch a deep space probe
4462 if game.nprobes == 0:
4465 if game.ship == IHE:
4466 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4468 prout(_("Ye Faerie Queene has no deep space probes."))
4473 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4475 if is_scheduled(FDSPROB):
4478 if damaged(DRADIO) and game.condition != "docked":
4479 prout(_("Spock- \"Records show the previous probe has not yet"))
4480 prout(_(" reached its destination.\""))
4482 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4486 # slow mode, so let Kirk know how many probes there are left
4487 if game.nprobes == 1:
4488 prout(_("1 probe left."))
4490 prout(_("%d probes left") % game.nprobes)
4491 proutn(_("Are you sure you want to fire a probe? "))
4494 game.isarmed = False
4495 if key == IHALPHA and citem == "armed":
4499 proutn(_("Arm NOVAMAX warhead? "))
4501 if not getcourse(isprobe=True, akey=key):
4504 angle = ((15.0 - game.direc) * 0.5235988)
4505 game.probeinx = -math.sin(angle)
4506 game.probeiny = math.cos(angle)
4507 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4508 bigger = math.fabs(game.probeinx)
4510 bigger = math.fabs(game.probeiny)
4511 game.probeiny /= bigger
4512 game.probeinx /= bigger
4513 game.proben = 10.0*game.dist*bigger +0.5
4514 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4515 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4516 game.probec = game.quadrant
4517 schedule(FDSPROB, 0.01) # Time to move one sector
4518 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4522 # Here's how the mayday code works:
4524 # First, the closest starbase is selected. If there is a a starbase
4525 # in your own quadrant, you are in good shape. This distance takes
4526 # quadrant distances into account only.
4528 # A magic number is computed based on the distance which acts as the
4529 # probability that you will be rematerialized. You get three tries.
4531 # When it is determined that you should be able to be rematerialized
4532 # (i.e., when the probability thing mentioned above comes up
4533 # positive), you are put into that quadrant (anywhere). Then, we try
4534 # to see if there is a spot adjacent to the star- base. If not, you
4535 # can't be rematerialized!!! Otherwise, it drops you there. It only
4536 # tries five times to find a spot to drop you. After that, it's your
4540 # yell for help from nearest starbase
4541 # There's more than one way to move in this game!
4544 # Test for conditions which prevent calling for help
4545 if game.condition == "docked":
4546 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4549 prout(_("Subspace radio damaged."))
4551 if game.state.rembase==0:
4552 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4555 proutn(_("You must be aboard the "))
4559 # OK -- call for help from nearest starbase
4562 # There's one in this quadrant
4563 ddist = distance(game.base, game.sector)
4566 for m in range(game.state.rembase):
4567 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4571 # Since starbase not in quadrant, set up new quadrant
4572 game.quadrant = game.state.baseq[line]
4574 # dematerialize starship
4575 game.quad[game.sector.x][game.sector.y]=IHDOT
4576 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4578 prout(_(" dematerializes."))
4580 for m in range(1, 5+1):
4581 w = game.base.scatter()
4582 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4583 # found one -- finish up
4586 if not is_valid(game.sector):
4587 prout(_("You have been lost in space..."))
4588 finish(FMATERIALIZE)
4590 # Give starbase three chances to rematerialize starship
4591 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4592 for m in range(1, 3+1):
4593 if m == 1: proutn(_("1st"))
4594 elif m == 2: proutn(_("2nd"))
4595 elif m == 3: proutn(_("3rd"))
4596 proutn(_(" attempt to re-materialize "))
4598 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4601 if randreal() > probf:
4604 curses.delay_output(500)
4607 game.quad[ix][iy]=IHQUEST
4610 setwnd(message_window)
4611 finish(FMATERIALIZE)
4613 game.quad[ix][iy]=game.ship
4615 prout(_("succeeds."))
4619 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4621 # Abandon Ship (the BSD-Trek description)
4623 # The ship is abandoned. If your current ship is the Faire
4624 # Queene, or if your shuttlecraft is dead, you're out of
4625 # luck. You need the shuttlecraft in order for the captain
4626 # (that's you!!) to escape.
4628 # Your crew can beam to an inhabited starsystem in the
4629 # quadrant, if there is one and if the transporter is working.
4630 # If there is no inhabited starsystem, or if the transporter
4631 # is out, they are left to die in outer space.
4633 # If there are no starbases left, you are captured by the
4634 # Klingons, who torture you mercilessly. However, if there
4635 # is at least one starbase, you are returned to the
4636 # Federation in a prisoner of war exchange. Of course, this
4637 # can't happen unless you have taken some prisoners.
4642 if game.condition=="docked":
4644 prout(_("You cannot abandon Ye Faerie Queene."))
4647 # Must take shuttle craft to exit
4648 if game.damage[DSHUTTL]==-1:
4649 prout(_("Ye Faerie Queene has no shuttle craft."))
4651 if game.damage[DSHUTTL]<0:
4652 prout(_("Shuttle craft now serving Big Macs."))
4654 if game.damage[DSHUTTL]>0:
4655 prout(_("Shuttle craft damaged."))
4658 prout(_("You must be aboard the ship."))
4660 if game.iscraft != "onship":
4661 prout(_("Shuttle craft not currently available."))
4663 # Print abandon ship messages
4665 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4667 prouts(_("***ALL HANDS ABANDON SHIP!"))
4669 prout(_("Captain and crew escape in shuttle craft."))
4670 if game.state.rembase==0:
4671 # Oops! no place to go...
4674 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4676 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4677 prout(_("Remainder of ship's complement beam down"))
4678 prout(_("to nearest habitable planet."))
4679 elif q.planet != None and not damaged(DTRANSP):
4680 prout(_("Remainder of ship's complement beam down to %s.") %
4683 prout(_("Entire crew of %d left to die in outer space.") %
4685 game.casual += game.state.crew
4686 game.abandoned += game.state.crew
4688 # If at least one base left, give 'em the Faerie Queene
4690 game.icrystl = False # crystals are lost
4691 game.nprobes = 0 # No probes
4692 prout(_("You are captured by Klingons and released to"))
4693 prout(_("the Federation in a prisoner-of-war exchange."))
4694 nb = randrange(game.state.rembase)
4695 # Set up quadrant and position FQ adjacient to base
4696 if not game.quadrant == game.state.baseq[nb]:
4697 game.quadrant = game.state.baseq[nb]
4698 game.sector.x = game.sector.y = 5
4701 # position next to base by trial and error
4702 game.quad[game.sector.x][game.sector.y] = IHDOT
4703 for l in range(QUADSIZE):
4704 game.sector = game.base.scatter()
4705 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4706 game.quad[game.sector.x][game.sector.y] == IHDOT:
4709 break # found a spot
4710 game.sector.x=QUADSIZE/2
4711 game.sector.y=QUADSIZE/2
4713 # Get new commission
4714 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4715 game.state.crew = FULLCREW
4716 prout(_("Starfleet puts you in command of another ship,"))
4717 prout(_("the Faerie Queene, which is antiquated but,"))
4718 prout(_("still useable."))
4720 prout(_("The dilithium crystals have been moved."))
4722 game.iscraft = "offship" # Galileo disappears
4724 game.condition="docked"
4725 for l in range(NDEVICES):
4726 game.damage[l] = 0.0
4727 game.damage[DSHUTTL] = -1
4728 game.energy = game.inenrg = 3000.0
4729 game.shield = game.inshld = 1250.0
4730 game.torps = game.intorps = 6
4731 game.lsupres=game.inlsr=3.0
4737 # Code from planets.c begins here.
4740 # abort a lengthy operation if an event interrupts it
4743 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4748 # report on (uninhabited) planets in the galaxy
4752 prout(_("Spock- \"Planet report follows, Captain.\""))
4754 for i in range(game.inplan):
4755 if game.state.planets[i].pclass == "destroyed":
4757 if (game.state.planets[i].known != "unknown" \
4758 and not game.state.planets[i].inhabited) \
4761 if idebug and game.state.planets[i].known=="unknown":
4762 proutn("(Unknown) ")
4763 proutn(_("Quadrant %s") % game.state.planets[i].w)
4764 proutn(_(" class "))
4765 proutn(game.state.planets[i].pclass)
4767 if game.state.planets[i].crystals != present:
4769 prout(_("dilithium crystals present."))
4770 if game.state.planets[i].known=="shuttle_down":
4771 prout(_(" Shuttle Craft Galileo on surface."))
4773 prout(_("No information available."))
4776 # enter standard orbit
4780 prout(_("Already in standard orbit."))
4782 if damaged(DWARPEN) and damaged(DIMPULS):
4783 prout(_("Both warp and impulse engines damaged."))
4785 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4787 prout(_(" not adjacent to planet."))
4790 game.optime = randreal(0.02, 0.05)
4791 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4795 game.height = randreal(1400, 8600)
4796 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4801 # examine planets in this quadrant
4802 if damaged(DSRSENS):
4803 if game.options & OPTION_TTY:
4804 prout(_("Short range sensors damaged."))
4806 if game.iplnet == None:
4807 if game.options & OPTION_TTY:
4808 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4810 if game.iplnet.known == "unknown":
4811 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4813 prout(_(" Planet at Sector %s is of class %s.") %
4814 (game.plnet, game.iplnet.pclass))
4815 if game.iplnet.known=="shuttle_down":
4816 prout(_(" Sensors show Galileo still on surface."))
4817 proutn(_(" Readings indicate"))
4818 if game.iplnet.crystals != "present":
4820 prout(_(" dilithium crystals present.\""))
4821 if game.iplnet.known == "unknown":
4822 game.iplnet.known = "known"
4823 elif game.iplnet.inhabited:
4824 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4825 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4828 # use the transporter
4832 if damaged(DTRANSP):
4833 prout(_("Transporter damaged."))
4834 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4836 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4840 if not game.inorbit:
4842 prout(_(" not in standard orbit."))
4845 prout(_("Impossible to transport through shields."))
4847 if game.iplnet.known=="unknown":
4848 prout(_("Spock- \"Captain, we have no information on this planet"))
4849 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4850 prout(_(" you may not go down.\""))
4852 if not game.landed and game.iplnet.crystals=="absent":
4853 prout(_("Spock- \"Captain, I fail to see the logic in"))
4854 prout(_(" exploring a planet with no dilithium crystals."))
4855 proutn(_(" Are you sure this is wise?\" "))
4859 if not (game.options & OPTION_PLAIN):
4860 nrgneed = 50 * game.skill + game.height / 100.0
4861 if nrgneed > game.energy:
4862 prout(_("Engineering to bridge--"))
4863 prout(_(" Captain, we don't have enough energy for transportation."))
4865 if not game.landed and nrgneed * 2 > game.energy:
4866 prout(_("Engineering to bridge--"))
4867 prout(_(" Captain, we have enough energy only to transport you down to"))
4868 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4869 if game.iplnet.known == "shuttle_down":
4870 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4871 proutn(_(" Are you sure this is wise?\" "))
4876 # Coming from planet
4877 if game.iplnet.known=="shuttle_down":
4878 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4882 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4883 prout(_("Landing party assembled, ready to beam up."))
4885 prout(_("Kirk whips out communicator..."))
4886 prouts(_("BEEP BEEP BEEP"))
4888 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4891 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4893 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4895 prout(_("Kirk- \"Energize.\""))
4898 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4901 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4903 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4906 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4907 game.landed = not game.landed
4908 game.energy -= nrgneed
4910 prout(_("Transport complete."))
4911 if game.landed and game.iplnet.known=="shuttle_down":
4912 prout(_("The shuttle craft Galileo is here!"))
4913 if not game.landed and game.imine:
4920 # strip-mine a world for dilithium
4924 prout(_("Mining party not on planet."))
4926 if game.iplnet.crystals == "mined":
4927 prout(_("This planet has already been strip-mined for dilithium."))
4929 elif game.iplnet.crystals == "absent":
4930 prout(_("No dilithium crystals on this planet."))
4933 prout(_("You've already mined enough crystals for this trip."))
4935 if game.icrystl and game.cryprob == 0.05:
4936 proutn(_("With all those fresh crystals aboard the "))
4939 prout(_("there's no reason to mine more at this time."))
4941 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4944 prout(_("Mining operation complete."))
4945 game.iplnet.crystals = "mined"
4946 game.imine = game.ididit = True
4949 # use dilithium crystals
4953 if not game.icrystl:
4954 prout(_("No dilithium crystals available."))
4956 if game.energy >= 1000:
4957 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4958 prout(_(" except when Condition Yellow exists."))
4960 prout(_("Spock- \"Captain, I must warn you that loading"))
4961 prout(_(" raw dilithium crystals into the ship's power"))
4962 prout(_(" system may risk a severe explosion."))
4963 proutn(_(" Are you sure this is wise?\" "))
4968 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4969 prout(_(" Mr. Spock and I will try it.\""))
4971 prout(_("Spock- \"Crystals in place, Sir."))
4972 prout(_(" Ready to activate circuit.\""))
4974 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4976 if with(game.cryprob):
4977 prouts(_(" \"Activating now! - - No good! It's***"))
4979 prouts(_("***RED ALERT! RED A*L********************************"))
4982 prouts(_("****************** KA-BOOM!!!! *******************"))
4986 game.energy += randreal(5000.0, 5500.0)
4987 prouts(_(" \"Activating now! - - "))
4988 prout(_("The instruments"))
4989 prout(_(" are going crazy, but I think it's"))
4990 prout(_(" going to work!! Congratulations, Sir!\""))
4995 # use shuttlecraft for planetary jaunt
4998 if damaged(DSHUTTL):
4999 if game.damage[DSHUTTL] == -1.0:
5000 if game.inorbit and game.iplnet.known == "shuttle_down":
5001 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5003 prout(_("Ye Faerie Queene had no shuttle craft."))
5004 elif game.damage[DSHUTTL] > 0:
5005 prout(_("The Galileo is damaged."))
5006 else: # game.damage[DSHUTTL] < 0
5007 prout(_("Shuttle craft is now serving Big Macs."))
5009 if not game.inorbit:
5011 prout(_(" not in standard orbit."))
5013 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5014 prout(_("Shuttle craft not currently available."))
5016 if not game.landed and game.iplnet.known=="shuttle_down":
5017 prout(_("You will have to beam down to retrieve the shuttle craft."))
5019 if game.shldup or game.condition == "docked":
5020 prout(_("Shuttle craft cannot pass through shields."))
5022 if game.iplnet.known=="unknown":
5023 prout(_("Spock- \"Captain, we have no information on this planet"))
5024 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5025 prout(_(" you may not fly down.\""))
5027 game.optime = 3.0e-5*game.height
5028 if game.optime >= 0.8*game.state.remtime:
5029 prout(_("First Officer Spock- \"Captain, I compute that such"))
5030 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5031 int(100*game.optime/game.state.remtime))
5032 prout(_("remaining time."))
5033 proutn(_("Are you sure this is wise?\" "))
5039 if game.iscraft == "onship":
5041 if not damaged(DTRANSP):
5042 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5046 proutn(_("Shuttle crew"))
5048 proutn(_("Rescue party"))
5049 prout(_(" boards Galileo and swoops toward planet surface."))
5050 game.iscraft = "offship"
5054 game.iplnet.known="shuttle_down"
5055 prout(_("Trip complete."))
5058 # Ready to go back to ship
5059 prout(_("You and your mining party board the"))
5060 prout(_("shuttle craft for the trip back to the Enterprise."))
5062 prouts(_("The short hop begins . . ."))
5064 game.iplnet.known="known"
5070 game.iscraft = "onship"
5076 prout(_("Trip complete."))
5081 prout(_("Mining party assembles in the hangar deck,"))
5082 prout(_("ready to board the shuttle craft \"Galileo\"."))
5084 prouts(_("The hangar doors open; the trip begins."))
5087 game.iscraft = "offship"
5090 game.iplnet.known = "shuttle_down"
5093 prout(_("Trip complete."))
5097 # use the big zapper
5101 if game.ship != IHE:
5102 prout(_("Ye Faerie Queene has no death ray."))
5104 if len(game.enemies)==0:
5105 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5108 prout(_("Death Ray is damaged."))
5110 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5111 prout(_(" is highly unpredictible. Considering the alternatives,"))
5112 proutn(_(" are you sure this is wise?\" "))
5115 prout(_("Spock- \"Acknowledged.\""))
5118 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5120 prout(_("Crew scrambles in emergency preparation."))
5121 prout(_("Spock and Scotty ready the death ray and"))
5122 prout(_("prepare to channel all ship's power to the device."))
5124 prout(_("Spock- \"Preparations complete, sir.\""))
5125 prout(_("Kirk- \"Engage!\""))
5127 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5130 if game.options & OPTION_PLAIN:
5134 prouts(_("Sulu- \"Captain! It's working!\""))
5136 while len(game.enemies) > 0:
5137 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5138 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5139 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5141 if (game.options & OPTION_PLAIN) == 0:
5142 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5144 prout(_(" is still operational.\""))
5146 prout(_(" has been rendered nonfunctional.\""))
5147 game.damage[DDRAY] = 39.95
5149 r = randreal() # Pick failure method
5151 prouts(_("Sulu- \"Captain! It's working!\""))
5153 prouts(_("***RED ALERT! RED ALERT!"))
5155 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5157 prouts(_("***RED ALERT! RED A*L********************************"))
5160 prouts(_("****************** KA-BOOM!!!! *******************"))
5165 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5167 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5169 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5170 prout(_(" have apparently been transformed into strange mutations."))
5171 prout(_(" Vulcans do not seem to be affected."))
5173 prout(_("Kirk- \"Raauch! Raauch!\""))
5178 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5180 proutn(_("Spock- \"I believe the word is"))
5181 prouts(_(" *ASTONISHING*"))
5182 prout(_(" Mr. Sulu."))
5183 for i in range(QUADSIZE):
5184 for j in range(QUADSIZE):
5185 if game.quad[i][j] == IHDOT:
5186 game.quad[i][j] = IHQUEST
5187 prout(_(" Captain, our quadrant is now infested with"))
5188 prouts(_(" - - - - - - *THINGS*."))
5190 prout(_(" I have no logical explanation.\""))
5192 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5194 prout(_("Scotty- \"There are so many tribbles down here"))
5195 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5199 # Code from reports.c begins here
5201 def attackreport(curt):
5202 # report status of bases under attack
5204 if is_scheduled(FCDBAS):
5205 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5206 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5207 elif game.isatb == 1:
5208 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5209 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5211 prout(_("No Starbase is currently under attack."))
5213 if is_scheduled(FCDBAS):
5214 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5216 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5220 # report on general game status
5222 s1 = "" and game.thawed and _("thawed ")
5223 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5224 s3 = (None, _("novice"). _("fair"),
5225 _("good"), _("expert"), _("emeritus"))[game.skill]
5226 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5227 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5228 prout(_("No plaque is allowed."))
5230 prout(_("This is tournament game %d.") % game.tourn)
5231 prout(_("Your secret password is \"%s\"") % game.passwd)
5232 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5233 (game.inkling + game.incom + game.inscom)))
5234 if game.incom - game.state.remcom:
5235 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5236 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5237 prout(_(", but no Commanders."))
5240 if game.skill > SKILL_FAIR:
5241 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5242 if game.state.rembase != game.inbase:
5244 if game.inbase-game.state.rembase==1:
5245 proutn(_("has been 1 base"))
5247 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5248 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5250 prout(_("There are %d bases.") % game.inbase)
5251 if communicating() or game.iseenit:
5252 # Don't report this if not seen and
5253 # either the radio is dead or not at base!
5257 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5259 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5260 if game.ship == IHE:
5261 proutn(_("You have "))
5263 proutn("%d" % (game.nprobes))
5266 proutn(_(" deep space probe"))
5270 if communicating() and is_scheduled(FDSPROB):
5272 proutn(_("An armed deep space probe is in "))
5274 proutn(_("A deep space probe is in "))
5275 prout("Quadrant %s." % game.probec)
5277 if game.cryprob <= .05:
5278 prout(_("Dilithium crystals aboard ship... not yet used."))
5282 while game.cryprob > ai:
5285 prout(_("Dilithium crystals have been used %d time%s.") % \
5286 (i, (_("s"), "")[i==1]))
5290 # long-range sensor scan
5291 if damaged(DLRSENS):
5292 # Now allow base's sensors if docked
5293 if game.condition != "docked":
5295 prout(_("LONG-RANGE SENSORS DAMAGED."))
5298 prout(_("Starbase's long-range scan"))
5300 prout(_("Long-range scan"))
5301 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5304 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5305 if not VALID_QUADRANT(x, y):
5309 if not damaged(DRADIO):
5310 game.state.galaxy[x][y].charted = True
5311 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5312 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5313 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5314 if not silent and game.state.galaxy[x][y].supernova:
5317 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5325 for i in range(NDEVICES):
5328 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5329 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5331 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5332 game.damage[i]+0.05,
5333 game.docfac*game.damage[i]+0.005))
5335 prout(_("All devices functional."))
5338 # update the chart in the Enterprise's computer from galaxy data
5339 game.lastchart = game.state.date
5340 for i in range(GALSIZE):
5341 for j in range(GALSIZE):
5342 if game.state.galaxy[i][j].charted:
5343 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5344 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5345 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5348 # display the star chart
5350 if (game.options & OPTION_AUTOSCAN):
5352 if not damaged(DRADIO):
5354 if game.lastchart < game.state.date and game.condition == "docked":
5355 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5358 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5359 if game.state.date > game.lastchart:
5360 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5361 prout(" 1 2 3 4 5 6 7 8")
5362 for i in range(GALSIZE):
5363 proutn("%d |" % (i+1))
5364 for j in range(GALSIZE):
5365 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5369 if game.state.galaxy[i][j].supernova:
5371 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5373 elif game.state.galaxy[i][j].charted:
5374 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5378 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5386 def sectscan(goodScan, i, j):
5387 # light up an individual dot in a sector
5388 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5389 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):
5390 if game.condition == "red": textcolor("red")
5391 elif game.condition == "green": textcolor("green")
5392 elif game.condition == "yellow": textcolor("yellow")
5393 elif game.condition == "docked": textcolor("cyan")
5394 elif game.condition == "dead": textcolor("brown")
5395 if game.quad[i][j] != game.ship:
5397 proutn("%c " % game.quad[i][j])
5403 # print status report lines
5405 if not req or req == 1:
5406 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5407 % (game.state.date, game.state.remtime))
5408 if not req or req == 2:
5409 if game.condition != "docked":
5412 for t in range(NDEVICES):
5413 if game.damage[t]>0:
5415 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5416 if not req or req == 3:
5417 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5418 if not req or req == 4:
5419 if damaged(DLIFSUP):
5420 if game.condition == "docked":
5421 s = _("DAMAGED, Base provides")
5423 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5426 prstat(_("Life Support"), s)
5427 if not req or req == 5:
5428 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5429 if not req or req == 6:
5431 if game.icrystl and (game.options & OPTION_SHOWME):
5432 extra = _(" (have crystals)")
5433 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5434 if not req or req == 7:
5435 prstat(_("Torpedoes"), "%d" % (game.torps))
5436 if not req or req == 8:
5437 if damaged(DSHIELD):
5443 data = _(" %d%% %.1f units") \
5444 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5445 prstat(_("Shields"), s+data)
5446 if not req or req == 9:
5447 prstat(_("Klingons Left"), "%d" \
5448 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5449 if not req or req == 10:
5450 if game.options & OPTION_WORLDS:
5451 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5452 if plnet and plnet.inhabited:
5453 prstat(_("Major system"), plnet.name)
5455 prout(_("Sector is uninhabited"))
5456 elif not req or req == 11:
5457 attackreport(not req)
5460 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5461 while scan() == IHEOL:
5462 proutn(_("Information desired? "))
5464 if citem in requests:
5465 status(requests.index(citem))
5467 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5468 prout((" date, condition, position, lsupport, warpfactor,"))
5469 prout((" energy, torpedoes, shields, klingons, system, time."))
5474 if damaged(DSRSENS):
5475 # Allow base's sensors if docked
5476 if game.condition != "docked":
5477 prout(_(" S.R. SENSORS DAMAGED!"))
5480 prout(_(" [Using Base's sensors]"))
5482 prout(_(" Short-range scan"))
5483 if goodScan and not damaged(DRADIO):
5484 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5485 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5486 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5487 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5488 prout(" 1 2 3 4 5 6 7 8 9 10")
5489 if game.condition != "docked":
5491 for i in range(QUADSIZE):
5492 proutn("%2d " % (i+1))
5493 for j in range(QUADSIZE):
5494 sectscan(goodScan, i, j)
5498 # use computer to get estimated time of arrival for a warp jump
5499 w1 = coord(); w2 = coord()
5501 if damaged(DCOMPTR):
5502 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5505 if scan() != IHREAL:
5508 proutn(_("Destination quadrant and/or sector? "))
5512 w1.y = int(aaitem-0.5)
5513 if scan() != IHREAL:
5516 w1.x = int(aaitem-0.5)
5517 if scan() == IHREAL:
5518 w2.y = int(aaitem-0.5)
5519 if scan() != IHREAL:
5522 w2.x = int(aaitem-0.5)
5524 if game.quadrant.y>w1.x:
5528 if game.quadrant.x>w1.y:
5532 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5535 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5536 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5539 prout(_("Answer \"no\" if you don't know the value:"))
5542 proutn(_("Time or arrival date? "))
5545 if ttime > game.state.date:
5546 ttime -= game.state.date # Actually a star date
5547 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5548 if ttime <= 1e-10 or twarp > 10:
5549 prout(_("We'll never make it, sir."))
5556 proutn(_("Warp factor? "))
5560 if twarp<1.0 or twarp > 10.0:
5564 prout(_("Captain, certainly you can give me one of these."))
5567 ttime = (10.0*game.dist)/square(twarp)
5568 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5569 if tpower >= game.energy:
5570 prout(_("Insufficient energy, sir."))
5571 if not game.shldup or tpower > game.energy*2.0:
5574 proutn(_("New warp factor to try? "))
5575 if scan() == IHREAL:
5578 if twarp<1.0 or twarp > 10.0:
5586 prout(_("But if you lower your shields,"))
5587 proutn(_("remaining"))
5590 proutn(_("Remaining"))
5591 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5593 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5595 prout(_("Any warp speed is adequate."))
5597 prout(_("Minimum warp needed is %.2f,") % (twarp))
5598 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5599 if game.state.remtime < ttime:
5600 prout(_("Unfortunately, the Federation will be destroyed by then."))
5602 prout(_("You'll be taking risks at that speed, Captain"))
5603 if (game.isatb==1 and game.state.kscmdr == w1 and \
5604 scheduled(FSCDBAS)< ttime+game.state.date) or \
5605 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5606 prout(_("The starbase there will be destroyed by then."))
5607 proutn(_("New warp factor to try? "))
5608 if scan() == IHREAL:
5611 if twarp<1.0 or twarp > 10.0:
5620 # Code from setup.c begins here
5623 # issue a historically correct banner
5625 prout(_("-SUPER- STAR TREK"))
5627 # From the FORTRAN original
5628 # prout(_("Latest update-21 Sept 78"))
5634 citem = "emsave.trk"
5638 proutn(_("File name: "))
5644 if '.' not in citem:
5647 fp = open(citem, "wb")
5649 prout(_("Can't freeze game as file %s") % citem)
5651 cPickle.dump(game, fp)
5655 # retrieve saved game
5656 game.passwd[0] = '\0'
5659 proutn(_("File name: "))
5665 if '.' not in citem:
5668 fp = open(citem, "rb")
5670 prout(_("Can't thaw game in %s") % citem)
5672 game = cPickle.load(fp)
5676 # I used <http://www.memory-alpha.org> to find planets
5677 # with references in ST:TOS. Eath and the Alpha Centauri
5678 # Colony have been omitted.
5680 # Some planets marked Class G and P here will be displayed as class M
5681 # because of the way planets are generated. This is a known bug.
5684 _("Andoria (Fesoan)"), # several episodes
5685 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5686 _("Vulcan (T'Khasi)"), # many episodes
5687 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5688 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5689 _("Ardana"), # TOS: "The Cloud Minders"
5690 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5691 _("Gideon"), # TOS: "The Mark of Gideon"
5692 _("Aldebaran III"), # TOS: "The Deadly Years"
5693 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5694 _("Altair IV"), # TOS: "Amok Time
5695 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5696 _("Benecia"), # TOS: "The Conscience of the King"
5697 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5698 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5699 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5700 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5701 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5702 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5703 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5704 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5705 _("Ingraham B"), # TOS: "Operation: Annihilate"
5706 _("Janus IV"), # TOS: "The Devil in the Dark"
5707 _("Makus III"), # TOS: "The Galileo Seven"
5708 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5709 _("Omega IV"), # TOS: "The Omega Glory"
5710 _("Regulus V"), # TOS: "Amok Time
5711 _("Deneva"), # TOS: "Operation -- Annihilate!"
5712 # Worlds from BSD Trek
5713 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5714 _("Beta III"), # TOS: "The Return of the Archons"
5715 _("Triacus"), # TOS: "And the Children Shall Lead",
5716 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5718 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5719 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5720 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5721 # _("Izar"), # TOS: "Whom Gods Destroy"
5722 # _("Tiburon"), # TOS: "The Way to Eden"
5723 # _("Merak II"), # TOS: "The Cloud Minders"
5724 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5725 # _("Iotia"), # TOS: "A Piece of the Action"
5729 _("S. R. Sensors"), \
5730 _("L. R. Sensors"), \
5732 _("Photon Tubes"), \
5733 _("Life Support"), \
5734 _("Warp Engines"), \
5735 _("Impulse Engines"), \
5737 _("Subspace Radio"), \
5738 _("Shuttle Craft"), \
5740 _("Navigation System"), \
5742 _("Shield Control"), \
5747 def setup(needprompt):
5748 # prepare to play, set up cosmos
5750 # Decide how many of everything
5751 if choose(needprompt):
5752 return # frozen game
5753 # Prepare the Enterprise
5754 game.alldone = game.gamewon = False
5756 game.state.crew = FULLCREW
5757 game.energy = game.inenrg = 5000.0
5758 game.shield = game.inshld = 2500.0
5759 game.shldchg = False
5763 game.quadrant = randplace(GALSIZE)
5764 game.sector = randplace(QUADSIZE)
5765 game.torps = game.intorps = 10
5766 game.nprobes = randrange(2, 5)
5768 game.wfacsq = game.warpfac * game.warpfac
5769 for i in range(NDEVICES):
5770 game.damage[i] = 0.0
5771 # Set up assorted game parameters
5772 game.battle = coord()
5773 game.state.date = game.indate = 100.0 * randreal(20, 51)
5774 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5775 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5776 game.isatb = game.state.nplankl = 0
5777 game.state.starkl = game.state.basekl = 0
5778 game.iscraft = "onship"
5782 for i in range(GALSIZE):
5783 for j in range(GALSIZE):
5784 quad = game.state.galaxy[i][j]
5789 quad.starbase = False
5790 quad.supernova = False
5791 quad.status = "secure"
5792 # Initialize times for extraneous events
5793 schedule(FSNOVA, expran(0.5 * game.intime))
5794 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5795 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5796 schedule(FBATTAK, expran(0.3*game.intime))
5798 if game.state.nscrem:
5799 schedule(FSCMOVE, 0.2777)
5804 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5805 schedule(FDISTR, expran(1.0 + game.intime))
5810 # Starchart is functional but we've never seen it
5811 game.lastchart = FOREVER
5812 # Put stars in the galaxy
5814 for i in range(GALSIZE):
5815 for j in range(GALSIZE):
5816 k = randrange(1, QUADSIZE**2/10+1)
5818 game.state.galaxy[i][j].stars = k
5819 # Locate star bases in galaxy
5820 for i in range(game.inbase):
5823 w = randplace(GALSIZE)
5824 if not game.state.galaxy[w.x][w.y].starbase:
5827 # C version: for (j = i-1; j > 0; j--)
5828 # so it did them in the opposite order.
5829 for j in range(1, i):
5830 # Improved placement algorithm to spread out bases
5831 distq = w.distance(game.state.baseq[j])
5832 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5835 prout("=== Abandoning base #%d at %s" % (i, w))
5837 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5839 prout("=== Saving base #%d, close to #%d" % (i, j))
5842 game.state.baseq[i] = w
5843 game.state.galaxy[w.x][w.y].starbase = True
5844 game.state.chart[w.x][w.y].starbase = True
5845 # Position ordinary Klingon Battle Cruisers
5847 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5848 if klumper > MAXKLQUAD:
5852 klump = (1.0 - r*r)*klumper
5857 w = randplace(GALSIZE)
5858 if not game.state.galaxy[w.x][w.y].supernova and \
5859 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5861 game.state.galaxy[w.x][w.y].klingons += int(klump)
5864 # Position Klingon Commander Ships
5865 for i in range(1, game.incom+1):
5867 w = randplace(GALSIZE)
5868 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
5869 not game.state.galaxy[w.x][w.y].supernova and \
5870 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5871 not w in game.state.kcmdr[:i]:
5873 game.state.galaxy[w.x][w.y].klingons += 1
5874 game.state.kcmdr[i] = w
5875 # Locate planets in galaxy
5876 for i in range(game.inplan):
5878 w = randplace(GALSIZE)
5879 if game.state.galaxy[w.x][w.y].planet == None:
5883 new.crystals = "absent"
5884 if (game.options & OPTION_WORLDS) and i < NINHAB:
5885 new.pclass = "M" # All inhabited planets are class M
5886 new.crystals = "absent"
5888 new.name = systnames[i]
5889 new.inhabited = True
5891 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5893 new.crystals = "present"
5894 new.known = "unknown"
5895 new.inhabited = False
5896 game.state.galaxy[w.x][w.y].planet = new
5897 game.state.planets.append(new)
5899 for i in range(game.state.nromrem):
5900 w = randplace(GALSIZE)
5901 game.state.galaxy[w.x][w.y].romulans += 1
5902 # Locate the Super Commander
5903 if game.state.nscrem > 0:
5905 w = randplace(GALSIZE)
5906 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
5908 game.state.kscmdr = w
5909 game.state.galaxy[w.x][w.y].klingons += 1
5910 # Place thing (in tournament game, we don't want one!)
5912 if game.tourn is None:
5913 thing = randplace(GALSIZE)
5915 game.state.snap = False
5916 if game.skill == SKILL_NOVICE:
5917 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5918 prout(_("a deadly Klingon invasion force. As captain of the United"))
5919 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5920 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5921 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5922 prout(_("your mission. As you proceed you may be given more time."))
5924 prout(_("You will have %d supporting starbases.") % (game.inbase))
5925 proutn(_("Starbase locations- "))
5927 prout(_("Stardate %d.") % int(game.state.date))
5929 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5930 prout(_("An unknown number of Romulans."))
5931 if game.state.nscrem:
5932 prout(_("And one (GULP) Super-Commander."))
5933 prout(_("%d stardates.") % int(game.intime))
5934 proutn(_("%d starbases in ") % game.inbase)
5935 for i in range(game.inbase):
5936 proutn(`game.state.baseq[i]`)
5939 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5940 proutn(_(" Sector %s") % game.sector)
5942 prout(_("Good Luck!"))
5943 if game.state.nscrem:
5944 prout(_(" YOU'LL NEED IT."))
5947 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5949 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5950 attack(torps_ok=False)
5952 def choose(needprompt):
5953 # choose your game type
5958 game.skill = SKILL_NONE
5960 if needprompt: # Can start with command line options
5961 proutn(_("Would you like a regular, tournament, or saved game? "))
5963 if len(citem)==0: # Try again
5965 if isit("tournament"):
5966 while scan() == IHEOL:
5967 proutn(_("Type in tournament number-"))
5970 continue # We don't want a blank entry
5971 game.tourn = int(round(aaitem))
5974 logfp.write("# random.seed(%d)\n" % aaitem)
5976 if isit("saved") or isit("frozen"):
5980 if game.passwd == None:
5982 if not game.alldone:
5983 game.thawed = True # No plaque if not finished
5989 proutn(_("What is \"%s\"?"), citem)
5991 while game.length==0 or game.skill==SKILL_NONE:
5992 if scan() == IHALPHA:
5995 elif isit("medium"):
5999 elif isit("novice"):
6000 game.skill = SKILL_NOVICE
6002 game.skill = SKILL_FAIR
6004 game.skill = SKILL_GOOD
6005 elif isit("expert"):
6006 game.skill = SKILL_EXPERT
6007 elif isit("emeritus"):
6008 game.skill = SKILL_EMERITUS
6010 proutn(_("What is \""))
6016 proutn(_("Would you like a Short, Medium, or Long game? "))
6017 elif game.skill == SKILL_NONE:
6018 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6019 # Choose game options -- added by ESR for SST2K
6020 if scan() != IHALPHA:
6022 proutn(_("Choose your game style (or just press enter): "))
6025 # Approximates the UT FORTRAN version.
6026 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6027 game.options |= OPTION_PLAIN
6029 # Approximates Tom Almy's version.
6030 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6031 game.options |= OPTION_ALMY
6035 proutn(_("What is \"%s\"?") % citem)
6037 if game.passwd == "debug":
6039 fputs("=== Debug mode enabled\n", sys.stdout)
6041 # Use parameters to generate initial values of things
6042 game.damfac = 0.5 * game.skill
6043 game.state.rembase = randrange(BASEMIN, BASEMAX+1)
6044 game.inbase = game.state.rembase
6046 if game.options & OPTION_PLANETS:
6047 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
6048 if game.options & OPTION_WORLDS:
6049 game.inplan += int(NINHAB)
6050 game.state.nromrem = game.inrom = randrange(2 *game.skill)
6051 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6052 game.state.remtime = 7.0 * game.length
6053 game.intime = game.state.remtime
6054 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
6055 game.incom = int(game.skill + 0.0625*game.inkling*randreal())
6056 game.state.remcom = min(10, game.incom)
6057 game.incom = game.state.remcom
6058 game.state.remres = (game.inkling+4*game.incom)*game.intime
6059 game.inresor = game.state.remres
6060 if game.inkling > 50:
6061 game.state.rembase += 1
6062 game.inbase = game.state.rembase
6065 def dropin(iquad=None):
6066 # drop a feature on a random dot in the current quadrant
6069 w = randplace(QUADSIZE)
6070 if game.quad[w.x][w.y] == IHDOT:
6072 if iquad is not None:
6073 game.quad[w.x][w.y] = iquad
6077 # update our alert status
6078 game.condition = "green"
6079 if game.energy < 1000.0:
6080 game.condition = "yellow"
6081 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6082 game.condition = "red"
6084 game.condition="dead"
6087 # drop new Klingon into current quadrant
6088 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6091 # set up a new state of quadrant, for when we enter or re-enter it
6095 game.comhere = False
6100 game.inorbit = False
6102 game.ientesc = False
6103 game.iseenit = False
6104 # Create a blank quadrant
6105 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
6107 # Attempt to escape Super-commander, so tbeam back!
6110 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6111 # cope with supernova
6114 game.klhere = q.klingons
6115 game.irhere = q.romulans
6117 game.quad[game.sector.x][game.sector.y] = game.ship
6120 # Position ordinary Klingons
6121 for i in range(game.klhere):
6123 # If we need a commander, promote a Klingon
6124 for i in range(game.state.remcom):
6125 if game.state.kcmdr[i] == game.quadrant:
6126 e = game.enemies[game.klhere-1]
6127 game.quad[e.kloc.x][e.kloc.y] = IHC
6128 e.kpower = randreal(950,1350) + 50.0*game.skill
6131 # If we need a super-commander, promote a Klingon
6132 if game.quadrant == game.state.kscmdr:
6134 game.quad[e.kloc.x][e.kloc.y] = IHS
6135 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6136 game.iscate = (game.state.remkl > 1)
6138 # Put in Romulans if needed
6139 for i in range(game.klhere, len(game.enemies)):
6140 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6141 # If quadrant needs a starbase, put it in
6143 game.base = dropin(IHB)
6144 # If quadrant needs a planet, put it in
6146 game.iplnet = q.planet
6147 if not q.planet.inhabited:
6148 game.plnet = dropin(IHP)
6150 game.plnet = dropin(IHW)
6151 # Check for condition
6154 if game.irhere > 0 and game.klhere == 0:
6156 if not damaged(DRADIO):
6158 prout(_("LT. Uhura- \"Captain, an urgent message."))
6159 prout(_(" I'll put it on audio.\" CLICK"))
6161 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6162 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6164 # Put in THING if needed
6165 if thing == game.quadrant:
6166 enemy(type=IHQUEST, loc=dropin(),
6167 power=randreal(6000,6500.0)+250.0*game.skill)
6168 if not damaged(DSRSENS):
6170 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6171 prout(_(" Please examine your short-range scan.\""))
6172 # Decide if quadrant needs a Tholian; lighten up if skill is low
6173 if game.options & OPTION_THOLIAN:
6174 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6175 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6176 (game.skill > SKILL_GOOD and withprob(0.08)):
6179 w.x = withprob(0.5) * (QUADSIZE-1)
6180 w.y = withprob(0.5) * (QUADSIZE-1)
6181 if game.quad[w.x][w.y] == IHDOT:
6183 game.tholian = enemy(type=IHT, loc=w,
6184 power=randrange(100, 500) + 25.0*game.skill)
6185 # Reserve unoccupied corners
6186 if game.quad[0][0]==IHDOT:
6187 game.quad[0][0] = 'X'
6188 if game.quad[0][QUADSIZE-1]==IHDOT:
6189 game.quad[0][QUADSIZE-1] = 'X'
6190 if game.quad[QUADSIZE-1][0]==IHDOT:
6191 game.quad[QUADSIZE-1][0] = 'X'
6192 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6193 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6194 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6195 # And finally the stars
6196 for i in range(q.stars):
6198 # Put in a few black holes
6199 for i in range(1, 3+1):
6202 # Take out X's in corners if Tholian present
6204 if game.quad[0][0]=='X':
6205 game.quad[0][0] = IHDOT
6206 if game.quad[0][QUADSIZE-1]=='X':
6207 game.quad[0][QUADSIZE-1] = IHDOT
6208 if game.quad[QUADSIZE-1][0]=='X':
6209 game.quad[QUADSIZE-1][0] = IHDOT
6210 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6211 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6214 # set the self-destruct password
6215 if game.options & OPTION_PLAIN:
6218 proutn(_("Please type in a secret password- "))
6221 if game.passwd != None:
6226 game.passwd += chr(ord('a')+randrange(26))
6228 # Code from sst.c begins here
6231 "SRSCAN": OPTION_TTY,
6232 "STATUS": OPTION_TTY,
6233 "REQUEST": OPTION_TTY,
6234 "LRSCAN": OPTION_TTY,
6247 "SENSORS": OPTION_PLANETS,
6248 "ORBIT": OPTION_PLANETS,
6249 "TRANSPORT": OPTION_PLANETS,
6250 "MINE": OPTION_PLANETS,
6251 "CRYSTALS": OPTION_PLANETS,
6252 "SHUTTLE": OPTION_PLANETS,
6253 "PLANETS": OPTION_PLANETS,
6258 "PROBE": OPTION_PROBE,
6260 "FREEZE": 0, # Synonym for SAVE
6266 "SOS": 0, # Synonym for MAYDAY
6267 "CALL": 0, # Synonym for MAYDAY
6274 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6277 # generate a list of legal commands
6279 proutn(_("LEGAL COMMANDS ARE:"))
6280 for key in commands:
6284 proutn("%-12s " % key)
6289 # browse on-line help
6290 # Give help on commands
6294 setwnd(prompt_window)
6295 proutn(_("Help on what command? "))
6297 setwnd(message_window)
6300 if citem in commands or citem == "ABBREV":
6309 fp = open(SSTDOC, "r")
6312 fp = open(DOC_NAME, "r")
6314 prout(_("Spock- \"Captain, that information is missing from the"))
6315 proutn(_(" computer. You need to find "))
6317 prout(_(" and put it in the"))
6318 proutn(_(" current directory or to "))
6322 # This used to continue: "You need to find SST.DOC and put
6323 # it in the current directory."
6327 linebuf = fp.readline()
6329 prout(_("Spock- \"Captain, there is no information on that command.\""))
6332 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6333 linebuf = linebuf[3:].strip()
6337 prout(_("Spock- \"Captain, I've found the following information:\""))
6339 while linebuf in fp:
6340 if "******" in linebuf:
6346 # command-interpretation loop
6349 setwnd(message_window)
6350 while True: # command loop
6352 while True: # get a command
6357 setwnd(prompt_window)
6361 if game.options & OPTION_CURSES:
6366 setwnd(message_window)
6368 candidates = filter(lambda x: x.startswith(citem.upper()),
6370 if len(candidates) == 1:
6373 elif candidates and not (game.options & OPTION_PLAIN):
6374 prout("Commands with that prefix: " + " ".join(candidates))
6378 if cmd == "SRSCAN": # srscan
6380 elif cmd == "STATUS": # status
6382 elif cmd == "REQUEST": # status request
6384 elif cmd == "LRSCAN": # long range scan
6385 lrscan(silent=False)
6386 elif cmd == "PHASERS": # phasers
6390 elif cmd == "TORPEDO": # photon torpedos
6394 elif cmd == "MOVE": # move under warp
6396 elif cmd == "SHIELDS": # shields
6397 doshield(shraise=False)
6400 game.shldchg = False
6401 elif cmd == "DOCK": # dock at starbase
6404 attack(torps_ok=False)
6405 elif cmd == "DAMAGES": # damage reports
6407 elif cmd == "CHART": # chart
6409 elif cmd == "IMPULSE": # impulse
6411 elif cmd == "REST": # rest
6415 elif cmd == "WARP": # warp
6417 elif cmd == "SCORE": # score
6419 elif cmd == "SENSORS": # sensors
6421 elif cmd == "ORBIT": # orbit
6425 elif cmd == "TRANSPORT": # transport "beam"
6427 elif cmd == "MINE": # mine
6431 elif cmd == "CRYSTALS": # crystals
6435 elif cmd == "SHUTTLE": # shuttle
6439 elif cmd == "PLANETS": # Planet list
6441 elif cmd == "REPORT": # Game Report
6443 elif cmd == "COMPUTER": # use COMPUTER!
6445 elif cmd == "COMMANDS":
6447 elif cmd == "EMEXIT": # Emergency exit
6448 clrscr() # Hide screen
6449 freeze(True) # forced save
6450 raise SysExit,1 # And quick exit
6451 elif cmd == "PROBE":
6452 probe() # Launch probe
6455 elif cmd == "ABANDON": # Abandon Ship
6457 elif cmd == "DESTRUCT": # Self Destruct
6459 elif cmd == "SAVE": # Save Game
6462 if game.skill > SKILL_GOOD:
6463 prout(_("WARNING--Saved games produce no plaques!"))
6464 elif cmd == "DEATHRAY": # Try a desparation measure
6468 elif cmd == "DEBUGCMD": # What do we want for debug???
6470 elif cmd == "MAYDAY": # Call for help
6475 game.alldone = True # quit the game
6480 break # Game has ended
6481 if game.optime != 0.0:
6484 break # Events did us in
6485 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6488 if hitme and not game.justin:
6489 attack(torps_ok=True)
6492 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6504 if cmd == IHR: s = _("Romulan")
6505 elif cmd == IHK: s = _("Klingon")
6506 elif cmd == IHC: s = _("Commander")
6507 elif cmd == IHS: s = _("Super-commander")
6508 elif cmd == IHSTAR: s = _("Star")
6509 elif cmd == IHP: s = _("Planet")
6510 elif cmd == IHB: s = _("Starbase")
6511 elif cmd == IHBLANK: s = _("Black hole")
6512 elif cmd == IHT: s = _("Tholian")
6513 elif cmd == IHWEB: s = _("Tholian web")
6514 elif cmd == IHQUEST: s = _("Stranger")
6515 elif cmd == IHW: s = _("Inhabited World")
6516 else: s = "Unknown??"
6519 def crmena(stars, enemy, loctype, w):
6520 # print an enemy and his location
6526 if loctype == "quadrant":
6527 buf = _("Quadrant ")
6528 elif loctype == "sector":
6533 # print our ship name
6534 if game.ship == IHE:
6536 elif game.ship == IHF:
6537 s = _("Faerie Queene")
6543 # print a line of stars
6544 prouts("******************************************************")
6548 return -avrage*math.log(1e-7 + randreal())
6550 def randplace(size):
6551 # choose a random location
6553 w.x = randrange(size)
6554 w.y = randrange(size)
6558 # Demand input for next scan
6563 # return IHEOL next time
6568 # Get a token from the user
6569 global inqueue, line, citem, aaitem
6573 # Read a line if nothing here
6576 if curwnd==prompt_window:
6578 setwnd(message_window)
6580 # Skip leading white space
6581 line = line.lstrip()
6583 inqueue = line.split()
6589 # From here on in it's all looking at the queue
6590 citem = inqueue.pop(0)
6594 aaitem = float(citem)
6599 citem = citem.lower()
6603 # yes-or-no confirmation
6612 proutn(_("Please answer with \"y\" or \"n\": "))
6615 # complain about unparseable input
6618 prout(_("Beg your pardon, Captain?"))
6621 # compares s to citem and returns true if it matches to the length of s
6622 return s.startswith(citem)
6625 # access to the internals for debugging
6626 proutn("Reset levels? ")
6628 if game.energy < game.inenrg:
6629 game.energy = game.inenrg
6630 game.shield = game.inshld
6631 game.torps = game.intorps
6632 game.lsupres = game.inlsr
6633 proutn("Reset damage? ")
6635 for i in range(NDEVICES):
6636 if game.damage[i] > 0.0:
6637 game.damage[i] = 0.0
6638 proutn("Toggle debug flag? ")
6642 prout("Debug output ON")
6644 prout("Debug output OFF")
6645 proutn("Cause selective damage? ")
6647 for i in range(NDEVICES):
6653 if key == IHALPHA and isit("y"):
6654 game.damage[i] = 10.0
6655 proutn("Examine/change events? ")
6660 FSNOVA: "Supernova ",
6663 FBATTAK: "Base Attack ",
6664 FCDBAS: "Base Destroy ",
6665 FSCMOVE: "SC Move ",
6666 FSCDBAS: "SC Base Destroy ",
6667 FDSPROB: "Probe Move ",
6668 FDISTR: "Distress Call ",
6669 FENSLV: "Enslavement ",
6670 FREPRO: "Klingon Build ",
6672 for i in range(1, NEVENTS):
6675 proutn("%.2f" % (scheduled(i)-game.state.date))
6676 if i == FENSLV or i == FREPRO:
6678 proutn(" in %s" % ev.quadrant)
6688 ev = schedule(i, aaitem)
6689 if i == FENSLV or i == FREPRO:
6691 proutn("In quadrant- ")
6693 # IHEOL says to leave coordinates as they are
6696 prout("Event %d canceled, no x coordinate." % (i))
6699 w.x = int(round(aaitem))
6702 prout("Event %d canceled, no y coordinate." % (i))
6705 w.y = int(round(aaitem))
6708 proutn("Induce supernova here? ")
6710 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6713 if __name__ == '__main__':
6715 global line, thing, game, idebug
6716 game = citem = aaitem = inqueue = None
6722 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6723 # Disable curses mode until the game logic is working.
6724 # if os.getenv("TERM"):
6725 # game.options |= OPTION_CURSES | OPTION_SHOWME
6727 game.options |= OPTION_TTY
6728 seed = int(time.time())
6729 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6730 for (switch, val) in options:
6733 replayfp = open(val, "r")
6735 sys.stderr.write("sst: can't open replay file %s\n" % val)
6738 line = replayfp.readline().strip()
6739 (leader, key, seed) = line.split()
6741 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6742 line = replayfp.readline().strip()
6743 arguments += line.split()[2:]
6745 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6747 game.options |= OPTION_TTY
6748 game.options &=~ OPTION_CURSES
6749 elif switch == '-t':
6750 game.options |= OPTION_TTY
6751 game.options &=~ OPTION_CURSES
6752 elif switch == '-x':
6755 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6757 # where to save the input in case of bugs
6759 logfp = open("/usr/tmp/sst-input.log", "w")
6761 sys.stderr.write("sst: warning, can't open logfile\n")
6763 logfp.write("# seed %s\n" % seed)
6764 logfp.write("# options %s\n" % " ".join(arguments))
6772 while True: # Play a game
6773 setwnd(fullscreen_window)
6776 setup(needprompt=not inqueue)
6779 game.alldone = False
6785 if game.tourn and game.alldone:
6786 proutn(_("Do you want your score recorded?"))
6791 proutn(_("Do you want to play again? "))
6795 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6799 except KeyboardInterrupt: