3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
178 SSTDOC = "/usr/share/doc/sst/sst.doc"
181 # Stub to be replaced
182 def _(str): return str
186 NINHAB = (GALSIZE * GALSIZE / 2)
188 PLNETMAX = (NINHAB + MAXUNINHAB)
191 BASEMAX = (GALSIZE * GALSIZE / 12)
194 FULLCREW = 428 # BSD Trek was 387, that's wrong
197 # These functions hide the difference between 0-origin and 1-origin addressing.
198 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
199 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
201 def square(i): return ((i)*(i))
202 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
203 def invalidate(w): w.x = w.y = 0
204 def is_valid(w): return (w.x != 0 and w.y != 0)
206 # How to represent features
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.x = self.y = None
237 return self.x != None and self.y != None
238 def __eq__(self, other):
239 return other != None and self.x == other.y and self.x == other.y
240 def __add__(self, other):
241 return coord(self.x+self.x, self.y+self.y)
242 def __sub__(self, other):
243 return coord(self.x-self.x, self.y-self.y)
244 def distance(self, other):
245 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
247 return coord(self.x / abs(x), self.y / abs(y));
251 return "%s - %s" % (self.x+1, self.y+1)
256 self.name = None # string-valued if inhabited
257 self.w = coord() # quadrant located
258 self.pclass = None # could be ""M", "N", "O", or "destroyed"
259 self.crystals = "absent"# could be "mined", "present", "absent"
260 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
261 self.inhabited = False # is it inhabites?
272 self.supernova = None
274 self.status = None # Could be "secure", "distressed", "enslaved"
282 def fill2d(size, fillfun):
283 "Fill an empty list in 2D."
285 for i in range(size):
287 for j in range(size):
288 lst[i].append(fillfun(i, j))
293 self.snap = False # snapshot taken
294 self.crew = 0 # crew complement
295 self.remkl = 0 # remaining klingons
296 self.remcom = 0 # remaining commanders
297 self.nscrem = 0 # remaining super commanders
298 self.rembase = 0 # remaining bases
299 self.starkl = 0 # destroyed stars
300 self.basekl = 0 # destroyed bases
301 self.nromrem = 0 # Romulans remaining
302 self.nplankl = 0 # destroyed uninhabited planets
303 self.nworldkl = 0 # destroyed inhabited planets
304 self.planets = [] # Planet information
305 self.date = 0.0 # stardate
306 self.remres = 0 # remaining resources
307 self.remtime = 0 # remaining time
308 self.baseq = [] # Base quadrant coordinates
309 for i in range(BASEMAX):
310 self.baseq.append(coord())
311 self.kcmdr = [] # Commander quadrant coordinates
312 for i in range(QUADSIZE):
313 self.kcmdr.append(coord())
314 self.kscmdr = coord() # Supercommander quadrant coordinates
315 # the galaxy (subscript 0 not used)
316 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
317 # the starchart (subscript 0 not used)
318 self.chart = fill2d(GALSIZE, lambda i, j: page())
322 self.date = None # A real number
323 self.quadrant = None # A coord structure
326 OPTION_ALL = 0xffffffff
327 OPTION_TTY = 0x00000001 # old interface
328 OPTION_CURSES = 0x00000002 # new interface
329 OPTION_IOMODES = 0x00000003 # cover both interfaces
330 OPTION_PLANETS = 0x00000004 # planets and mining
331 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
332 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
333 OPTION_PROBE = 0x00000020 # deep-space probes
334 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
335 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
336 OPTION_MVBADDY = 0x00000100 # more enemies can move
337 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
338 OPTION_BASE = 0x00000400 # bases have good shields
339 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
340 OPTION_PLAIN = 0x01000000 # user chose plain game
341 OPTION_ALMY = 0x02000000 # user chose Almy variant
360 NDEVICES= 16 # Number of devices
369 def damaged(dev): return (game.damage[dev] != 0.0)
370 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
372 # Define future events
373 FSPY = 0 # Spy event happens always (no future[] entry)
374 # can cause SC to tractor beam Enterprise
375 FSNOVA = 1 # Supernova
376 FTBEAM = 2 # Commander tractor beams Enterprise
377 FSNAP = 3 # Snapshot for time warp
378 FBATTAK = 4 # Commander attacks base
379 FCDBAS = 5 # Commander destroys base
380 FSCMOVE = 6 # Supercommander moves (might attack base)
381 FSCDBAS = 7 # Supercommander destroys base
382 FDSPROB = 8 # Move deep space probe
383 FDISTR = 9 # Emit distress call from an inhabited world
384 FENSLV = 10 # Inhabited word is enslaved */
385 FREPRO = 11 # Klingons build a ship in an enslaved system
389 # abstract out the event handling -- underlying data structures will change
390 # when we implement stateful events
392 def findevent(evtype): return game.future[evtype]
396 self.options = None # Game options
397 self.state = snapshot() # A snapshot structure
398 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
399 self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
400 self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
401 self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
402 self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
403 self.damage = [0.0] * NDEVICES # damage encountered
404 self.future = [] # future events
405 for i in range(NEVENTS):
406 self.future.append(event())
407 self.passwd = None; # Self Destruct password
408 self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations
409 self.quadrant = None # where we are in the large
410 self.sector = None # where we are in the small
411 self.tholian = None # coordinates of Tholian
412 self.base = None # position of base in current quadrant
413 self.battle = None # base coordinates being attacked
414 self.plnet = None # location of planet in quadrant
415 self.probec = None # current probe quadrant
416 self.gamewon = False # Finished!
417 self.ididit = False # action taken -- allows enemy to attack
418 self.alive = False # we are alive (not killed)
419 self.justin = False # just entered quadrant
420 self.shldup = False # shields are up
421 self.shldchg = False # shield is changing (affects efficiency)
422 self.comhere = False # commander here
423 self.ishere = False # super-commander in quadrant
424 self.iscate = False # super commander is here
425 self.ientesc = False # attempted escape from supercommander
426 self.ithere = False # Tholian is here
427 self.resting = False # rest time
428 self.icraft = False # Kirk in Galileo
429 self.landed = False # party on planet (true), on ship (false)
430 self.alldone = False # game is now finished
431 self.neutz = False # Romulan Neutral Zone
432 self.isarmed = False # probe is armed
433 self.inorbit = False # orbiting a planet
434 self.imine = False # mining
435 self.icrystl = False # dilithium crystals aboard
436 self.iseenit = False # seen base attack report
437 self.thawed = False # thawed game
438 self.condition = None # "green", "yellow", "red", "docked", "dead"
439 self.iscraft = None # "onship", "offship", "removed"
440 self.skill = None # Player skill level
441 self.inkling = 0 # initial number of klingons
442 self.inbase = 0 # initial number of bases
443 self.incom = 0 # initial number of commanders
444 self.inscom = 0 # initial number of commanders
445 self.inrom = 0 # initial number of commanders
446 self.instar = 0 # initial stars
447 self.intorps = 0 # initial/max torpedoes
448 self.torps = 0 # number of torpedoes
449 self.ship = 0 # ship type -- 'E' is Enterprise
450 self.abandoned = 0 # count of crew abandoned in space
451 self.length = 0 # length of game
452 self.klhere = 0 # klingons here
453 self.casual = 0 # causalties
454 self.nhelp = 0 # calls for help
455 self.nkinks = 0 # count of energy-barrier crossings
456 self.iplnet = None # planet # in quadrant
457 self.inplan = 0 # initial planets
458 self.nenhere = 0 # number of enemies in quadrant
459 self.irhere = 0 # Romulans in quadrant
460 self.isatb = 0 # =1 if super commander is attacking base
461 self.tourn = 0 # tournament number
462 self.proben = 0 # number of moves for probe
463 self.nprobes = 0 # number of probes available
464 self.inresor = 0.0 # initial resources
465 self.intime = 0.0 # initial time
466 self.inenrg = 0.0 # initial/max energy
467 self.inshld = 0.0 # initial/max shield
468 self.inlsr = 0.0 # initial life support resources
469 self.indate = 0.0 # initial date
470 self.energy = 0.0 # energy level
471 self.shield = 0.0 # shield level
472 self.warpfac = 0.0 # warp speed
473 self.wfacsq = 0.0 # squared warp factor
474 self.lsupres = 0.0 # life support reserves
475 self.dist = 0.0 # movement distance
476 self.direc = 0.0 # movement direction
477 self.optime = 0.0 # time taken by current operation
478 self.docfac = 0.0 # repair factor when docking (constant?)
479 self.damfac = 0.0 # damage factor
480 self.lastchart = 0.0 # time star chart was last updated
481 self.cryprob = 0.0 # probability that crystal will work
482 self.probex = 0.0 # location of probe
484 self.probeinx = 0.0 # probe x,y increment
485 self.probeiny = 0.0 #
486 self.height = 0.0 # height of orbit around planet
488 # Stas thinks this should be (C expression):
489 # game.state.remkl + game.state.remcom > 0 ?
490 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
491 # He says the existing expression is prone to divide-by-zero errors
492 # after killing the last klingon when score is shown -- perhaps also
493 # if the only remaining klingon is SCOM.
494 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
495 # From enumerated type 'feature'
516 # From enumerated type 'FINTYPE'
540 # From enumerated type 'COLORS'
559 # Code from ai.c begins here
561 def tryexit(look, ienm, loccom, irun):
562 # a bad guy attempts to bug out
564 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
565 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
566 if not VALID_QUADRANT(iq.x,iq.y) or \
567 game.state.galaxy[iq.x][iq.y].supernova or \
568 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
569 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
571 return False; # Romulans cannot escape!
573 # avoid intruding on another commander's territory
575 for n in range(game.state.remcom):
576 if game.state.kcmdr[n] == iq:
578 # refuse to leave if currently attacking starbase
579 if game.battle == game.quadrant:
581 # don't leave if over 1000 units of energy
582 if game.kpower[loccom] > 1000.0:
584 # print escape message and move out of quadrant.
585 # we know this if either short or long range sensors are working
586 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
587 game.condition == docked:
588 crmena(True, ienm, "sector", game.ks[loccom])
589 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
590 # handle local matters related to escape
591 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
592 game.ks[loccom] = game.ks[game.nenhere]
593 game.kavgd[loccom] = game.kavgd[game.nenhere]
594 game.kpower[loccom] = game.kpower[game.nenhere]
595 game.kdist[loccom] = game.kdist[game.nenhere]
598 if game.condition != docked:
600 # Handle global matters related to escape
601 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
602 game.state.galaxy[iq.x][iq.y].klingons += 1
608 schedule(FSCMOVE, 0.2777)
612 for n in range(game.state.remcom):
613 if game.state.kcmdr[n] == game.quadrant:
614 game.state.kcmdr[n]=iq
617 return True; # success
620 # The bad-guy movement algorithm:
622 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
623 # If both are operating full strength, force is 1000. If both are damaged,
624 # force is -1000. Having shields down subtracts an additional 1000.
626 # 2. Enemy has forces equal to the energy of the attacker plus
627 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
628 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
630 # Attacker Initial energy levels (nominal):
631 # Klingon Romulan Commander Super-Commander
632 # Novice 400 700 1200
634 # Good 450 800 1300 1750
635 # Expert 475 850 1350 1875
636 # Emeritus 500 900 1400 2000
637 # VARIANCE 75 200 200 200
639 # Enemy vessels only move prior to their attack. In Novice - Good games
640 # only commanders move. In Expert games, all enemy vessels move if there
641 # is a commander present. In Emeritus games all enemy vessels move.
643 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
644 # forces are 1000 greater than Enterprise.
646 # Agressive action on average cuts the distance between the ship and
647 # the enemy to 1/4 the original.
649 # 4. At lower energy advantage, movement units are proportional to the
650 # advantage with a 650 advantage being to hold ground, 800 to move forward
651 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
653 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
654 # retreat, especially at high skill levels.
656 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
659 def movebaddy(com, loccom, ienm):
660 # tactical movement for the bad guys
661 next = coord(); look = coord()
663 # This should probably be just game.comhere + game.ishere
664 if game.skill >= SKILL_EXPERT:
665 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
667 nbaddys = game.comhere + game.ishere
669 dist1 = game.kdist[loccom]
670 mdist = int(dist1 + 0.5); # Nearest integer distance
672 # If SC, check with spy to see if should hi-tail it
674 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
678 # decide whether to advance, retreat, or hold position
679 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
681 forces += 1000; # Good for enemy if shield is down!
682 if not damaged(DPHASER) or not damaged(DPHOTON):
683 if damaged(DPHASER): # phasers damaged
686 forces -= 0.2*(game.energy - 2500.0)
687 if damaged(DPHOTON): # photon torpedoes damaged
690 forces -= 50.0*game.torps
692 # phasers and photon tubes both out!
695 if forces <= 1000.0 and game.condition != "docked": # Typical situation
696 motion = ((forces+200.0*random.random())/150.0) - 5.0
698 if forces > 1000.0: # Very strong -- move in for kill
699 motion = (1.0-square(random.random()))*dist1 + 1.0
700 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
701 motion -= game.skill*(2.0-square(random.random()))
703 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
704 # don't move if no motion
707 # Limit motion according to skill
708 if abs(motion) > game.skill:
713 # calculate preferred number of steps
718 if motion > 0 and nsteps > mdist:
719 nsteps = mdist; # don't overshoot
720 if nsteps > QUADSIZE:
721 nsteps = QUADSIZE; # This shouldn't be necessary
723 nsteps = 1; # This shouldn't be necessary
725 proutn("NSTEPS = %d:" % nsteps)
726 # Compute preferred values of delta X and Y
727 mx = game.sector.x - com.x
728 my = game.sector.y - com.y
729 if 2.0 * abs(mx) < abs(my):
731 if 2.0 * abs(my) < abs(game.sector.x-com.x):
745 for ll in range(nsteps):
747 proutn(" %d" % (ll+1))
748 # Check if preferred position available
760 attempts = 0; # Settle mysterious hang problem
761 while attempts < 20 and not success:
763 if look.x < 0 or look.x >= QUADSIZE:
764 if motion < 0 and tryexit(look, ienm, loccom, irun):
766 if krawlx == mx or my == 0:
768 look.x = next.x + krawlx
770 elif look.y < 0 or look.y >= QUADSIZE:
771 if motion < 0 and tryexit(look, ienm, loccom, irun):
773 if krawly == my or mx == 0:
775 look.y = next.y + krawly
777 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
778 # See if we should ram ship
779 if game.quad[look.x][look.y] == game.ship and \
780 (ienm == IHC or ienm == IHS):
783 if krawlx != mx and my != 0:
784 look.x = next.x + krawlx
786 elif krawly != my and mx != 0:
787 look.y = next.y + krawly
790 break; # we have failed
802 # Put commander in place within same quadrant
803 game.quad[com.x][com.y] = IHDOT
804 game.quad[next.x][next.y] = ienm
807 game.ks[loccom] = next
808 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
809 if not damaged(DSRSENS) or game.condition == docked:
812 proutn(_(" from Sector %s") % com)
813 if game.kdist[loccom] < dist1:
814 proutn(_(" advances to "))
816 proutn(_(" retreats to "))
817 prout("Sector %s." % next)
820 # Klingon tactical movement
823 # Figure out which Klingon is the commander (or Supercommander)
826 for i in range(game.nenhere):
828 if game.quad[w.x][w.y] == IHC:
832 for i in range(game.nenhere):
834 if game.quad[w.x][w.y] == IHS:
837 # If skill level is high, move other Klingons and Romulans too!
838 # Move these last so they can base their actions on what the
840 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
841 for i in range(game.nenhere):
843 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
844 movebaddy(w, i, game.quad[w.x][w.y])
847 def movescom(iq, avoid):
848 # commander movement helper
849 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
850 game.state.galaxy[iq.x][iq.y].supernova or \
851 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 for i in range(game.state.rembase):
856 if game.state.baseq[i] == iq:
858 if game.justin and not game.iscate:
861 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
862 game.state.kscmdr = iq
863 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
865 # SC has scooted, Remove him from current quadrant
871 for i in range(game.nenhere):
872 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
874 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
875 game.ks[i] = game.ks[game.nenhere]
876 game.kdist[i] = game.kdist[game.nenhere]
877 game.kavgd[i] = game.kavgd[game.nenhere]
878 game.kpower[i] = game.kpower[game.nenhere]
881 if game.condition!=docked:
884 # check for a helpful planet
885 for i in range(game.inplan):
886 if game.state.planets[i].w == game.state.kscmdr and \
887 game.state.planets[i].crystals == "present":
889 game.state.planets[i].pclass = "destroyed"
890 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
893 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
894 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
895 prout(_(" by the Super-commander.\""))
897 return False; # looks good!
899 def supercommander():
900 # move the Super Commander
901 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
904 prout("== SUPERCOMMANDER")
905 # Decide on being active or passive
906 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
907 (game.state.date-game.indate) < 3.0)
908 if not game.iscate and avoid:
909 # compute move away from Enterprise
910 idelta = game.state.kscmdr-game.quadrant
911 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
913 idelta.x = game.state.kscmdr.y-game.quadrant.y
914 idelta.y = game.quadrant.x-game.state.kscmdr.x
916 # compute distances to starbases
917 if game.state.rembase <= 0:
921 sc = game.state.kscmdr
922 for i in range(game.state.rembase):
923 basetbl.append((i, distance(game.state.baseq[i], sc)))
924 if game.state.rembase > 1:
925 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
926 # look for nearest base without a commander, no Enterprise, and
927 # without too many Klingons, and not already under attack.
928 ifindit = iwhichb = 0
929 for i2 in range(game.state.rembase):
930 i = basetbl[i2][0]; # bug in original had it not finding nearest
931 ibq = game.state.baseq[i]
932 if ibq == game.quadrant or ibq == game.battle or \
933 game.state.galaxy[ibq.x][ibq.y].supernova or \
934 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
936 # if there is a commander, and no other base is appropriate,
937 # we will take the one with the commander
938 for j in range(game.state.remcom):
939 if ibq == game.state.kcmdr[j] and ifindit!= 2:
943 if j > game.state.remcom: # no commander -- use this one
948 return; # Nothing suitable -- wait until next time
949 ibq = game.state.baseq[iwhichb]
950 # decide how to move toward base
951 idelta = ibq - game.state.kscmdr
952 # Maximum movement is 1 quadrant in either or both axes
953 idelta = idelta.sgn()
954 # try moving in both x and y directions
955 # there was what looked like a bug in the Almy C code here,
956 # but it might be this translation is just wrong.
957 iq = game.state.kscmdr + idelta
958 if movescom(iq, avoid):
959 # failed -- try some other maneuvers
960 if idelta.x==0 or idelta.y==0:
963 iq.y = game.state.kscmdr.y + 1
964 if movescom(iq, avoid):
965 iq.y = game.state.kscmdr.y - 1
968 iq.x = game.state.kscmdr.x + 1
969 if movescom(iq, avoid):
970 iq.x = game.state.kscmdr.x - 1
973 # try moving just in x or y
974 iq.y = game.state.kscmdr.y
975 if movescom(iq, avoid):
976 iq.y = game.state.kscmdr.y + idelta.y
977 iq.x = game.state.kscmdr.x
980 if game.state.rembase == 0:
983 for i in range(game.state.rembase):
984 ibq = game.state.baseq[i]
985 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
988 return; # no, don't attack base!
991 schedule(FSCDBAS, 1.0 +2.0*random.random())
992 if is_scheduled(FCDBAS):
993 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
994 if not communicating():
998 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1000 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1001 proutn(_(" It can survive until stardate %d.\"") \
1002 % int(scheduled(FSCDBAS)))
1003 if not game.resting:
1005 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1008 game.resting = False
1009 game.optime = 0.0; # actually finished
1011 # Check for intelligence report
1013 (random.random() > 0.2 or \
1014 (not communicating()) or \
1015 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1018 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1019 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1024 if not game.ithere or game.justin:
1027 if game.tholian.x == 0 and game.tholian.y == 0:
1028 idx = 0; idy = QUADSIZE-1
1029 elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
1030 idx = QUADSIZE-1; idy = QUADSIZE-1
1031 elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
1032 idx = QUADSIZE-1; idy = 0
1033 elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
1036 # something is wrong!
1040 # do nothing if we are blocked
1041 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1043 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1045 if game.tholian.x != idx:
1047 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
1048 while game.tholian.x != idx:
1049 game.tholian.x += im
1050 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1051 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1052 elif game.tholian.y != idy:
1054 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
1055 while game.tholian.y != idy:
1056 game.tholian.y += im
1057 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1058 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1059 game.quad[game.tholian.x][game.tholian.y] = IHT
1060 game.ks[game.nenhere] = game.tholian
1062 # check to see if all holes plugged
1063 for i in range(QUADSIZE):
1064 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1066 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1068 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1070 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1072 # All plugged up -- Tholian splits
1073 game.quad[game.tholian.x][game.tholian.y]=IHWEB
1075 crmena(True, IHT, "sector", game.tholian)
1076 prout(_(" completes web."))
1081 # Code from battle.c begins here
1083 def doshield(shraise):
1084 # change shield status
1092 if isit("transfer"):
1096 if damaged(DSHIELD):
1097 prout(_("Shields damaged and down."))
1104 proutn(_("Do you wish to change shield energy? "))
1106 proutn(_("Energy to transfer to shields- "))
1108 elif damaged(DSHIELD):
1109 prout(_("Shields damaged and down."))
1112 proutn(_("Shields are up. Do you want them down? "))
1119 proutn(_("Shields are down. Do you want them up? "))
1125 if action == "SHUP": # raise shields
1127 prout(_("Shields already up."))
1131 if game.condition != "docked":
1133 prout(_("Shields raised."))
1134 if game.energy <= 0:
1136 prout(_("Shields raising uses up last of energy."))
1141 elif action == "SHDN":
1143 prout(_("Shields already down."))
1147 prout(_("Shields lowered."))
1150 elif action == "NRG":
1151 while scan() != IHREAL:
1153 proutn(_("Energy to transfer to shields- "))
1157 if aaitem > game.energy:
1158 prout(_("Insufficient ship energy."))
1161 if game.shield+aaitem >= game.inshld:
1162 prout(_("Shield energy maximized."))
1163 if game.shield+aaitem > game.inshld:
1164 prout(_("Excess energy requested returned to ship energy"))
1165 game.energy -= game.inshld-game.shield
1166 game.shield = game.inshld
1168 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1169 # Prevent shield drain loophole
1171 prout(_("Engineering to bridge--"))
1172 prout(_(" Scott here. Power circuit problem, Captain."))
1173 prout(_(" I can't drain the shields."))
1176 if game.shield+aaitem < 0:
1177 prout(_("All shield energy transferred to ship."))
1178 game.energy += game.shield
1181 proutn(_("Scotty- \""))
1183 prout(_("Transferring energy to shields.\""))
1185 prout(_("Draining energy from shields.\""))
1186 game.shield += aaitem
1187 game.energy -= aaitem
1191 # choose a device to damage, at random.
1193 # Quoth Eric Allman in the code of BSD-Trek:
1194 # "Under certain conditions you can get a critical hit. This
1195 # sort of hit damages devices. The probability that a given
1196 # device is damaged depends on the device. Well protected
1197 # devices (such as the computer, which is in the core of the
1198 # ship and has considerable redundancy) almost never get
1199 # damaged, whereas devices which are exposed (such as the
1200 # warp engines) or which are particularly delicate (such as
1201 # the transporter) have a much higher probability of being
1204 # This is one place where OPTION_PLAIN does not restore the
1205 # original behavior, which was equiprobable damage across
1206 # all devices. If we wanted that, we'd return NDEVICES*random.random()
1207 # and have done with it. Also, in the original game, DNAVYS
1208 # and DCOMPTR were the same device.
1210 # Instead, we use a table of weights similar to the one from BSD Trek.
1211 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1212 # We don't have a cloaking device. The shuttle got the allocation
1213 # for the cloaking device, then we shaved a half-percent off
1214 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1217 105, # DSRSENS: short range scanners 10.5%
1218 105, # DLRSENS: long range scanners 10.5%
1219 120, # DPHASER: phasers 12.0%
1220 120, # DPHOTON: photon torpedoes 12.0%
1221 25, # DLIFSUP: life support 2.5%
1222 65, # DWARPEN: warp drive 6.5%
1223 70, # DIMPULS: impulse engines 6.5%
1224 145, # DSHIELD: deflector shields 14.5%
1225 30, # DRADIO: subspace radio 3.0%
1226 45, # DSHUTTL: shuttle 4.5%
1227 15, # DCOMPTR: computer 1.5%
1228 20, # NAVCOMP: navigation system 2.0%
1229 75, # DTRANSP: transporter 7.5%
1230 20, # DSHCTRL: high-speed shield controller 2.0%
1231 10, # DDRAY: death ray 1.0%
1232 30, # DDSP: deep-space probes 3.0%
1234 idx = random.random() * 1000.0 # weights must sum to 1000
1236 for (i, w) in enumerate(weights):
1240 return None; # we should never get here
1242 def ram(ibumpd, ienm, w):
1243 # make our ship ram something
1244 prouts(_("***RED ALERT! RED ALERT!"))
1246 prout(_("***COLLISION IMMINENT."))
1250 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1252 proutn(_(" rammed by "))
1255 crmena(False, ienm, sector, w)
1257 proutn(_(" (original position)"))
1259 deadkl(w, ienm, game.sector)
1262 prout(_(" heavily damaged."))
1263 icas = 10.0+20.0*random.random()
1264 prout(_("***Sickbay reports %d casualties"), icas)
1266 game.state.crew -= icas
1268 # In the pre-SST2K version, all devices got equiprobably damaged,
1269 # which was silly. Instead, pick up to half the devices at
1270 # random according to our weighting table,
1272 ncrits = random.randrange(NDEVICES/2)
1273 for m in range(ncrits):
1275 if game.damage[dev] < 0:
1277 extradm = (10.0*hardness*random.random()+1.0)*game.damfac
1278 # Damage for at least time of travel!
1279 game.damage[dev] += game.optime + extradm
1281 prout(_("***Shields are down."))
1282 if game.state.remkl + game.state.remcom + game.state.nscrem:
1289 def torpedo(course, r, incoming, i, n):
1290 # let a photon torpedo fly
1293 ac = course + 0.25*r
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 deltax = -math.sin(angle);
1297 deltay = math.cos(angle);
1298 x = incoming.x; y = incoming.y
1299 w = coord(); jw = coord()
1300 w.x = w.y = jw.x = jw.y = 0
1301 bigger = max(math.fabs(deltax), math.fabs(deltay))
1304 if not damaged(DSRSENS) or game.condition=="docked":
1305 setwnd(srscan_window)
1307 setwnd(message_window)
1308 # Loop to move a single torpedo
1309 for l in range(1, 15+1):
1314 if not VALID_SECTOR(w.x, w.y):
1316 iquad=game.quad[w.x][w.y]
1317 tracktorpedo(w, l, i, n, iquad)
1321 setwnd(message_window)
1322 if damaged(DSRSENS) and not game.condition=="docked":
1323 skip(1); # start new line after text track
1324 if iquad in (IHE, IHF): # Hit our ship
1326 proutn(_("Torpedo hits "))
1329 hit = 700.0 + 100.0*random.random() - \
1330 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1331 newcnd(); # we're blown out of dock
1332 # We may be displaced.
1333 if game.landed or game.condition=="docked":
1334 return hit # Cheat if on a planet
1335 ang = angle + 2.5*(random.random()-0.5)
1336 temp = math.fabs(math.sin(ang))
1337 if math.fabs(math.cos(ang)) > temp:
1338 temp = math.fabs(math.cos(ang))
1339 xx = -math.sin(ang)/temp
1340 yy = math.cos(ang)/temp
1343 if not VALID_SECTOR(jw.x, jw.y):
1345 if game.quad[jw.x][jw.y]==IHBLANK:
1348 if game.quad[jw.x][jw.y]!=IHDOT:
1349 # can't move into object
1354 elif iquad in (IHC, IHS): # Hit a commander
1355 if random.random() <= 0.05:
1356 crmena(True, iquad, sector, w)
1357 prout(_(" uses anti-photon device;"))
1358 prout(_(" torpedo neutralized."))
1360 elif iquad in (IHR, IHK): # Hit a regular enemy
1362 for ll in range(game.nenhere):
1363 if w == game.ks[ll]:
1365 kp = math.fabs(game.kpower[ll])
1366 h1 = 700.0 + 100.0*random.random() - \
1367 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1371 if game.kpower[ll] < 0:
1372 game.kpower[ll] -= -h1
1374 game.kpower[ll] -= h1
1375 if game.kpower[ll] == 0:
1378 crmena(True, iquad, "sector", w)
1379 # If enemy damaged but not destroyed, try to displace
1380 ang = angle + 2.5*(random.random()-0.5)
1381 temp = math.fabs(math.sin(ang))
1382 if math.fabs(math.cos(ang)) > temp:
1383 temp = math.fabs(math.cos(ang))
1384 xx = -math.sin(ang)/temp
1385 yy = math.cos(ang)/temp
1388 if not VALID_SECTOR(jw.x, jw.y):
1389 prout(_(" damaged but not destroyed."))
1391 if game.quad[jw.x][jw.y]==IHBLANK:
1392 prout(_(" buffeted into black hole."))
1393 deadkl(w, iquad, jw)
1395 if game.quad[jw.x][jw.y]!=IHDOT:
1396 # can't move into object
1397 prout(_(" damaged but not destroyed."))
1399 proutn(_(" damaged--"))
1403 elif iquad == IHB: # Hit a base
1405 prout(_("***STARBASE DESTROYED.."))
1406 for ll in range(game.state.rembase):
1407 if game.state.baseq[ll] == game.quadrant:
1408 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1410 game.quad[w.x][w.y]=IHDOT
1411 game.state.rembase -= 1
1412 game.base.x=game.base.y=0
1413 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1414 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1415 game.state.basekl += 1
1418 elif iquad == IHP: # Hit a planet
1419 crmena(True, iquad, sector, w)
1420 prout(_(" destroyed."))
1421 game.state.nplankl += 1
1422 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1423 game.iplnet.pclass = "destroyed"
1425 invalidate(game.plnet)
1426 game.quad[w.x][w.y] = IHDOT
1428 # captain perishes on planet
1431 elif iquad == IHW: # Hit an inhabited world -- very bad!
1432 crmena(True, iquad, sector, w)
1433 prout(_(" destroyed."))
1434 game.state.nworldkl += 1
1435 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1436 game.iplnet.pclass = "destroyed"
1438 invalidate(game.plnet)
1439 game.quad[w.x][w.y] = IHDOT
1441 # captain perishes on planet
1443 prout(_("You have just destroyed an inhabited planet."))
1444 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1446 elif iquad == IHSTAR: # Hit a star
1447 if random.random() > 0.10:
1450 crmena(True, IHSTAR, sector, w)
1451 prout(_(" unaffected by photon blast."))
1453 elif iquad == IHQUEST: # Hit a thingy
1454 if not (game.options & OPTION_THINGY) or random.random()>0.7:
1456 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1458 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1460 proutn(_("Mr. Spock-"))
1461 prouts(_(" \"Fascinating!\""))
1466 # Stas Sergeev added the possibility that
1467 # you can shove the Thingy and piss it off.
1468 # It then becomes an enemy and may fire at you.
1474 elif iquad == IHBLANK: # Black hole
1476 crmena(True, IHBLANK, sector, w)
1477 prout(_(" swallows torpedo."))
1479 elif iquad == IHWEB: # hit the web
1481 prout(_("***Torpedo absorbed by Tholian web."))
1483 elif iquad == IHT: # Hit a Tholian
1484 h1 = 700.0 + 100.0*random.random() - \
1485 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1488 game.quad[w.x][w.y] = IHDOT
1493 crmena(True, IHT, sector, w)
1494 if random.random() > 0.05:
1495 prout(_(" survives photon blast."))
1497 prout(_(" disappears."))
1498 game.quad[w.x][w.y] = IHWEB
1505 proutn("Don't know how to handle torpedo collision with ")
1506 crmena(True, iquad, sector, w)
1510 if curwnd!=message_window:
1511 setwnd(message_window)
1513 game.quad[w.x][w.y]=IHDOT
1514 game.quad[jw.x][jw.y]=iquad
1515 prout(_(" displaced by blast to Sector %s ") % jw)
1516 for ll in range(game.nenhere):
1517 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1521 prout(_("Torpedo missed."))
1525 # critical-hit resolution
1527 # a critical hit occured
1528 if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
1530 ncrit = 1.0 + hit/(500.0+100.0*random.random())
1531 proutn(_("***CRITICAL HIT--"))
1532 # Select devices and cause damage
1534 for loop1 in range(ncrit):
1537 # Cheat to prevent shuttle damage unless on ship
1538 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1541 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
1542 game.damage[j] += extradm
1544 for loop2 in range(loop1):
1545 if j == cdam[loop2]:
1554 prout(_(" damaged."))
1555 if damaged(DSHIELD) and game.shldup:
1556 prout(_("***Shields knocked down."))
1559 def attack(torps_ok):
1560 # bad guy attacks us
1561 # torps_ok == false forces use of phasers in an attack
1562 atackd = False; attempt = False; ihurt = False;
1563 hitmax=0.0; hittot=0.0; chgfac=1.0
1566 # game could be over at this point, check
1570 prout("=== ATTACK!")
1571 # Tholian gets to move before attacking
1574 # if you have just entered the RNZ, you'll get a warning
1575 if game.neutz: # The one chance not to be attacked
1578 # commanders get a chance to tac-move towards you
1579 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1581 # if no enemies remain after movement, we're done
1582 if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
1584 # set up partial hits if attack happens during shield status change
1585 pfac = 1.0/game.inshld
1587 chgfac = 0.25+0.5*random.random()
1589 # message verbosity control
1590 if game.skill <= SKILL_FAIR:
1592 for loop in range(game.nenhere):
1593 if game.kpower[loop] < 0:
1594 continue; # too weak to attack
1595 # compute hit strength and diminish shield power
1597 # Increase chance of photon torpedos if docked or enemy energy low
1598 if game.condition == "docked":
1600 if game.kpower[loop] < 500:
1603 iquad = game.quad[jay.x][jay.y]
1604 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1606 # different enemies have different probabilities of throwing a torp
1607 usephasers = not torps_ok or \
1608 (iquad == IHK and r > 0.0005) or \
1609 (iquad==IHC and r > 0.015) or \
1610 (iquad==IHR and r > 0.3) or \
1611 (iquad==IHS and r > 0.07) or \
1612 (iquad==IHQUEST and r > 0.05)
1613 if usephasers: # Enemy uses phasers
1614 if game.condition == "docked":
1615 continue; # Don't waste the effort!
1616 attempt = True; # Attempt to attack
1617 dustfac = 0.8+0.05*random.random()
1618 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1619 game.kpower[loop] *= 0.75
1620 else: # Enemy uses photon torpedo
1621 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1623 proutn(_("***TORPEDO INCOMING"))
1624 if not damaged(DSRSENS):
1626 crmena(False, iquad, where, jay)
1629 r = (random.random()+random.random())*0.5 -0.5
1630 r += 0.002*game.kpower[loop]*r
1631 hit = torpedo(course, r, jay, 1, 1)
1632 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1633 finish(FWON); # Klingons did themselves in!
1634 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1635 return; # Supernova or finished
1638 # incoming phaser or torpedo, shields may dissipate it
1639 if game.shldup or game.shldchg or game.condition=="docked":
1640 # shields will take hits
1641 propor = pfac * game.shield
1642 if game.condition =="docked":
1646 hitsh = propor*chgfac*hit+1.0
1648 if absorb > game.shield:
1649 absorb = game.shield
1650 game.shield -= absorb
1652 # taking a hit blasts us out of a starbase dock
1653 if game.condition == "docked":
1655 # but the shields may take care of it
1656 if propor > 0.1 and hit < 0.005*game.energy:
1658 # hit from this opponent got through shields, so take damage
1660 proutn(_("%d unit hit") % int(hit))
1661 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1662 proutn(_(" on the "))
1664 if not damaged(DSRSENS) and usephasers:
1666 crmena(False, iquad, where, jay)
1668 # Decide if hit is critical
1674 if game.energy <= 0:
1675 # Returning home upon your shield, not with it...
1678 if not attempt and game.condition == "docked":
1679 prout(_("***Enemies decide against attacking your ship."))
1682 percent = 100.0*pfac*game.shield+0.5
1684 # Shields fully protect ship
1685 proutn(_("Enemy attack reduces shield strength to "))
1687 # Print message if starship suffered hit(s)
1689 proutn(_("Energy left %2d shields ") % int(game.energy))
1692 elif not damaged(DSHIELD):
1695 proutn(_("damaged, "))
1696 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1697 # Check if anyone was hurt
1698 if hitmax >= 200 or hittot >= 500:
1699 icas= hittot*random.random()*0.015
1702 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1703 prout(_(" in that last attack.\""))
1705 game.state.crew -= icas
1706 # After attack, reset average distance to enemies
1707 for loop in range(game.nenhere):
1708 game.kavgd[loop] = game.kdist[loop]
1712 def deadkl(w, type, mv):
1713 # kill a Klingon, Tholian, Romulan, or Thingy
1714 # Added mv to allow enemy to "move" before dying
1715 crmena(True, type, sector, mv)
1716 # Decide what kind of enemy it is and update appropriately
1718 # chalk up a Romulan
1719 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1721 game.state.nromrem -= 1
1725 elif type == IHQUEST:
1731 # Some type of a Klingon
1732 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1735 game.comhere = False
1736 for i in range(game.state.remcom):
1737 if game.state.kcmdr[i] == game.quadrant:
1739 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1740 game.state.kcmdr[game.state.remcom].x = 0
1741 game.state.kcmdr[game.state.remcom].y = 0
1742 game.state.remcom -= 1
1744 if game.state.remcom != 0:
1745 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1747 game.state.remkl -= 1
1749 game.state.nscrem -= 1
1751 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1756 prout("*** Internal error, deadkl() called on %s\n" % type)
1757 # For each kind of enemy, finish message to player
1758 prout(_(" destroyed."))
1759 game.quad[w.x][w.y] = IHDOT
1760 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1763 # Remove enemy ship from arrays describing local conditions
1764 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1766 for i in range(game.nenhere):
1768 for j in range(i, game.nenhere):
1769 game.ks[j] = game.ks[j+1]
1770 game.kpower[j] = game.kpower[j+1]
1771 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1772 game.ks[game.nenhere].x = 0
1773 game.ks[game.nenhere].y = 0
1774 game.kdist[game.nenhere] = 0
1775 game.kavgd[game.nenhere] = 0
1776 game.kpower[game.nenhere] = 0
1782 def targetcheck(x, y):
1783 # Return None if target is invalid
1784 if not VALID_SECTOR(x, y):
1787 deltx = 0.1*(y - game.sector.y)
1788 delty = 0.1*(x - game.sector.x)
1789 if deltx==0 and delty== 0:
1791 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1792 prout(_(" I recommend an immediate review of"))
1793 prout(_(" the Captain's psychological profile.\""))
1796 return 1.90985932*math.atan2(deltx, delty)
1799 # launch photon torpedo
1801 if damaged(DPHOTON):
1802 prout(_("Photon tubes damaged."))
1806 prout(_("No torpedoes left."))
1815 prout(_("%d torpedoes left.") % game.torps)
1816 proutn(_("Number of torpedoes to fire- "))
1818 else: # key == IHREAL {
1820 if n <= 0: # abort command
1825 prout(_("Maximum of 3 torpedoes per burst."))
1832 for i in range(1, n+1):
1834 if i==1 and key == IHEOL:
1835 break; # we will try prompting
1836 if i==2 and key == IHEOL:
1837 # direct all torpedoes at one target
1839 targ[i][1] = targ[1][1]
1840 targ[i][2] = targ[1][2]
1841 course[i] = course[1]
1853 course[i] = targetcheck(targ[i][1], targ[i][2])
1854 if course[i] == None:
1857 if i == 1 and key == IHEOL:
1858 # prompt for each one
1859 for i in range(1, n+1):
1860 proutn(_("Target sector for torpedo number %d- ") % i)
1865 targ[i][1] = int(aaitem-0.5)
1870 targ[i][2] = int(aaitem-0.5)
1872 course[i] = targetcheck(targ[i][1], targ[i][2])
1873 if course[i] == None:
1876 # Loop for moving <n> torpedoes
1877 for i in range(1, n+1):
1878 if game.condition != "docked":
1880 r = (random.random()+random.random())*0.5 -0.5
1881 if math.fabs(r) >= 0.47:
1883 r = (random.random()+1.2) * r
1885 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1887 prouts(_("***TORPEDO MISFIRES."))
1890 prout(_(" Remainder of burst aborted."))
1891 if random.random() <= 0.2:
1892 prout(_("***Photon tubes damaged by misfire."))
1893 game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
1895 if game.shldup or game.condition == "docked":
1896 r *= 1.0 + 0.0001*game.shield
1897 torpedo(course[i], r, game.sector, i, n)
1898 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1900 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1904 # check for phasers overheating
1906 chekbrn = (rpow-1500.)*0.00038
1907 if random.random() <= chekbrn:
1908 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1909 game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
1911 def checkshctrl(rpow):
1912 # check shield control
1914 if random.random() < 0.998:
1915 prout(_("Shields lowered."))
1917 # Something bad has happened
1918 prouts(_("***RED ALERT! RED ALERT!"))
1920 hit = rpow*game.shield/game.inshld
1921 game.energy -= rpow+hit*0.8
1922 game.shield -= hit*0.2
1923 if game.energy <= 0.0:
1924 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1929 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1931 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1932 icas = hit*random.random()*0.012
1937 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1938 prout(_(" %d casualties so far.\"") % icas)
1940 game.state.crew -= icas
1942 prout(_("Phaser energy dispersed by shields."))
1943 prout(_("Enemy unaffected."))
1948 # register a phaser hit on Klingons and Romulans
1949 nenhr2=game.nenhere; kk=1
1952 for k in range(nenhr2):
1956 dustfac = 0.9 + 0.01*random.random()
1957 hit = wham*math.pow(dustfac,game.kdist[kk])
1958 kpini = game.kpower[kk]
1959 kp = math.fabs(kpini)
1960 if PHASEFAC*hit < kp:
1962 if game.kpower[kk] < 0:
1963 game.kpower[kk] -= -kp
1965 game.kpower[kk] -= kp
1966 kpow = game.kpower[kk]
1969 if not damaged(DSRSENS):
1971 proutn(_("%d unit hit on ") % int(hit))
1973 proutn(_("Very small hit on "))
1974 ienm = game.quad[w.x][w.y]
1978 crmena(False, ienm, "sector", w)
1982 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1986 kk -= 1; # don't do the increment
1987 else: # decide whether or not to emasculate klingon
1988 if kpow > 0 and random.random() >= 0.9 and \
1989 kpow <= ((0.4 + 0.4*random.random())*kpini):
1990 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1991 prout(_(" has just lost its firepower.\""))
1992 game.kpower[kk] = -kpow
1999 kz = 0; k = 1; irec=0 # Cheating inhibitor
2000 ifast = False; no = False; itarg = True; msgflag = True
2004 # SR sensors and Computer are needed fopr automode
2005 if damaged(DSRSENS) or damaged(DCOMPTR):
2007 if game.condition == "docked":
2008 prout(_("Phasers can't be fired through base shields."))
2011 if damaged(DPHASER):
2012 prout(_("Phaser control damaged."))
2016 if damaged(DSHCTRL):
2017 prout(_("High speed shield control damaged."))
2020 if game.energy <= 200.0:
2021 prout(_("Insufficient energy to activate high-speed shield control."))
2024 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2026 # Original code so convoluted, I re-did it all
2027 # (That was Tom Almy talking about the C code, I think -- ESR)
2028 while automode=="NOTSET":
2033 prout(_("There is no enemy present to select."))
2036 automode="AUTOMATIC"
2040 elif isit("automatic"):
2041 if (not itarg) and game.nenhere != 0:
2042 automode = "FORCEMAN"
2045 prout(_("Energy will be expended into space."))
2046 automode = "AUTOMATIC"
2055 prout(_("Energy will be expended into space."))
2056 automode = "AUTOMATIC"
2058 automode = "FORCEMAN"
2060 automode = "AUTOMATIC"
2064 prout(_("Energy will be expended into space."))
2065 automode = "AUTOMATIC"
2067 automode = "FORCEMAN"
2069 proutn(_("Manual or automatic? "))
2073 if automode == "AUTOMATIC":
2074 if key == IHALPHA and isit("no"):
2077 if key != IHREAL and game.nenhere != 0:
2078 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2083 for i in range(game.nenhere):
2084 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
2086 proutn(_("%d units required. ") % irec)
2088 proutn(_("Units to fire= "))
2094 proutn(_("Energy available= %.2f") % avail)
2097 if not rpow > avail:
2104 if key == IHALPHA and isit("no"):
2107 game.energy -= 200; # Go and do it!
2108 if checkshctrl(rpow):
2116 for i in range(game.nenhere):
2120 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
2121 over = (0.01 + 0.05*random.random())*hits[i]
2123 powrem -= hits[i] + over
2124 if powrem <= 0 and temp < hits[i]:
2133 if extra > 0 and not game.alldone:
2135 proutn(_("*** Tholian web absorbs "))
2137 proutn(_("excess "))
2138 prout(_("phaser energy."))
2140 prout(_("%d expended on empty space.") % int(extra))
2141 elif automode == "FORCEMAN":
2144 if damaged(DCOMPTR):
2145 prout(_("Battle computer damaged, manual fire only."))
2148 prouts(_("---WORKING---"))
2150 prout(_("Short-range-sensors-damaged"))
2151 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2152 prout(_("Manual-fire-must-be-used"))
2154 elif automode == "MANUAL":
2156 for k in range(game.nenhere):
2158 ienm = game.quad[aim.x][aim.y]
2160 proutn(_("Energy available= %.2f") % (avail-0.006))
2164 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2165 (ienm == IHC or ienm == IHS):
2167 prout(_(" can't be located without short range scan."))
2170 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2175 if itarg and k > kz:
2176 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
2179 if not damaged(DCOMPTR):
2184 proutn(_("units to fire at "))
2185 crmena(False, ienm, sector, aim)
2188 if key == IHALPHA and isit("no"):
2196 if k==1: # Let me say I'm baffled by this
2205 # If total requested is too much, inform and start over
2207 prout(_("Available energy exceeded -- try again."))
2210 key = scan(); # scan for next value
2213 # zero energy -- abort
2216 if key == IHALPHA and isit("no"):
2221 game.energy -= 200.0
2222 if checkshctrl(rpow):
2226 # Say shield raised or malfunction, if necessary
2232 if random.random() >= 0.99:
2233 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2234 prouts(_(" CLICK CLICK POP . . ."))
2235 prout(_(" No response, sir!"))
2238 prout(_("Shields raised."))
2243 # Code from events,c begins here.
2245 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2246 # event of each type active at any given time. Mostly these means we can
2247 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2248 # BSD Trek, from which we swiped the idea, can have up to 5.
2250 def unschedule(evtype):
2251 # remove an event from the schedule
2252 game.future[evtype].date = FOREVER
2253 return game.future[evtype]
2255 def is_scheduled(evtype):
2256 # is an event of specified type scheduled
2257 return game.future[evtype].date != FOREVER
2259 def scheduled(evtype):
2260 # when will this event happen?
2261 return game.future[evtype].date
2263 def schedule(evtype, offset):
2264 # schedule an event of specified type
2265 game.future[evtype].date = game.state.date + offset
2266 return game.future[evtype]
2268 def postpone(evtype, offset):
2269 # postpone a scheduled event
2270 game.future[evtype].date += offset
2273 # rest period is interrupted by event
2276 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2278 game.resting = False
2284 # run through the event queue looking for things to do
2286 fintim = game.state.date + game.optime; yank=0
2287 ictbeam = False; istract = False
2288 w = coord(); hold = coord()
2289 ev = event(); ev2 = event()
2292 # tractor beaming cases merge here
2293 yank = math.sqrt(yank)
2295 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2299 prout(_(" caught in long range tractor beam--"))
2300 # If Kirk & Co. screwing around on planet, handle
2301 atover(True) # atover(true) is Grab
2304 if game.icraft: # Caught in Galileo?
2307 # Check to see if shuttle is aboard
2308 if game.iscraft == "offship":
2310 if random.random() > 0.5:
2311 prout(_("Galileo, left on the planet surface, is captured"))
2312 prout(_("by aliens and made into a flying McDonald's."))
2313 game.damage[DSHUTTL] = -10
2314 game.iscraft = "removed"
2316 prout(_("Galileo, left on the planet surface, is well hidden."))
2318 game.quadrant = game.state.kscmdr
2320 game.quadrant = game.state.kcmdr[i]
2321 game.sector = randplace(QUADSIZE)
2323 prout(_(" is pulled to Quadrant %s, Sector %s") \
2324 % (game.quadrant, game.sector))
2326 prout(_("(Remainder of rest/repair period cancelled.)"))
2327 game.resting = False
2329 if not damaged(DSHIELD) and game.shield > 0:
2330 doshield(True) # raise shields
2333 prout(_("(Shields not currently useable.)"))
2335 # Adjust finish time to time of tractor beaming
2336 fintim = game.state.date+game.optime
2338 if game.state.remcom <= 0:
2341 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2344 # Code merges here for any commander destroying base
2345 # Not perfect, but will have to do
2346 # Handle case where base is in same quadrant as starship
2347 if game.battle == game.quadrant:
2348 game.state.chart[game.battle.x][game.battle.y].starbase = False
2349 game.quad[game.base.x][game.base.y] = IHDOT
2350 game.base.x=game.base.y=0
2353 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2354 elif game.state.rembase != 1 and communicating():
2355 # Get word via subspace radio
2358 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2359 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2361 prout(_("the Klingon Super-Commander"))
2363 prout(_("a Klingon Commander"))
2364 game.state.chart[game.battle.x][game.battle.y].starbase = False
2365 # Remove Starbase from galaxy
2366 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2367 for i in range(1, game.state.rembase+1):
2368 if game.state.baseq[i] == game.battle:
2369 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2370 game.state.rembase -= 1
2372 # reinstate a commander's base attack
2376 invalidate(game.battle)
2379 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2380 for i in range(1, NEVENTS):
2381 if i == FSNOVA: proutn("=== Supernova ")
2382 elif i == FTBEAM: proutn("=== T Beam ")
2383 elif i == FSNAP: proutn("=== Snapshot ")
2384 elif i == FBATTAK: proutn("=== Base Attack ")
2385 elif i == FCDBAS: proutn("=== Base Destroy ")
2386 elif i == FSCMOVE: proutn("=== SC Move ")
2387 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2388 elif i == FDSPROB: proutn("=== Probe Move ")
2389 elif i == FDISTR: proutn("=== Distress Call ")
2390 elif i == FENSLV: proutn("=== Enslavement ")
2391 elif i == FREPRO: proutn("=== Klingon Build ")
2393 prout("%.2f" % (scheduled(i)))
2396 radio_was_broken = damaged(DRADIO)
2399 # Select earliest extraneous event, evcode==0 if no events
2404 for l in range(1, NEVENTS):
2405 if game.future[l].date < datemin:
2408 prout("== Event %d fires" % evcode)
2409 datemin = game.future[l].date
2410 xtime = datemin-game.state.date
2411 game.state.date = datemin
2412 # Decrement Federation resources and recompute remaining time
2413 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2415 if game.state.remtime <=0:
2418 # Any crew left alive?
2419 if game.state.crew <=0:
2422 # Is life support adequate?
2423 if damaged(DLIFSUP) and game.condition != "docked":
2424 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2427 game.lsupres -= xtime
2428 if game.damage[DLIFSUP] <= xtime:
2429 game.lsupres = game.inlsr
2432 if game.condition == "docked":
2433 repair /= game.docfac
2434 # Don't fix Deathray here
2435 for l in range(NDEVICES):
2436 if game.damage[l] > 0.0 and l != DDRAY:
2437 if game.damage[l]-repair > 0.0:
2438 game.damage[l] -= repair
2440 game.damage[l] = 0.0
2441 # If radio repaired, update star chart and attack reports
2442 if radio_was_broken and not damaged(DRADIO):
2443 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2444 prout(_(" surveillance reports are coming in."))
2446 if not game.iseenit:
2450 prout(_(" The star chart is now up to date.\""))
2452 # Cause extraneous event EVCODE to occur
2453 game.optime -= xtime
2454 if evcode == FSNOVA: # Supernova
2457 schedule(FSNOVA, expran(0.5*game.intime))
2458 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2460 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2461 if game.state.nscrem == 0 or \
2462 ictbeam or istract or \
2463 game.condition=="docked" or game.isatb==1 or game.iscate:
2465 if game.ientesc or \
2466 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2467 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2468 (damaged(DSHIELD) and \
2469 (game.energy < 2500 or damaged(DPHASER)) and \
2470 (game.torps < 5 or damaged(DPHOTON))):
2473 yank = distance(game.state.kscmdr, game.quadrant)
2478 elif evcode == FTBEAM: # Tractor beam
2479 if game.state.remcom == 0:
2482 i = random.random()*game.state.remcom+1.0
2483 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2484 if istract or game.condition == "docked" or yank == 0:
2485 # Drats! Have to reschedule
2487 game.optime + expran(1.5*game.intime/game.state.remcom))
2491 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2492 game.snapsht = game.state
2493 game.state.snap = True
2494 schedule(FSNAP, expran(0.5 * game.intime))
2495 elif evcode == FBATTAK: # Commander attacks starbase
2496 if game.state.remcom==0 or game.state.rembase==0:
2502 for j in range(game.state.rembase):
2503 for k in range(game.state.remcom):
2504 if game.state.baseq[j] == game.state.kcmdr[k] and \
2505 not game.state.baseq[j] == game.quadrant and \
2506 not game.state.baseq[j] == game.state.kscmdr:
2510 if j>game.state.rembase:
2511 # no match found -- try later
2512 schedule(FBATTAK, expran(0.3*game.intime))
2515 # commander + starbase combination found -- launch attack
2516 game.battle = game.state.baseq[j]
2517 schedule(FCDBAS, 1.0+3.0*random.random())
2518 if game.isatb: # extra time if SC already attacking
2519 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2520 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2521 game.iseenit = False
2522 if not communicating():
2523 continue # No warning :-(
2527 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2528 prout(_(" reports that it is under attack and that it can"))
2529 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2533 elif evcode == FSCDBAS: # Supercommander destroys base
2536 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2537 continue # WAS RETURN!
2539 game.battle = game.state.kscmdr
2541 elif evcode == FCDBAS: # Commander succeeds in destroying base
2544 # find the lucky pair
2545 for i in range(game.state.remcom):
2546 if game.state.kcmdr[i] == game.battle:
2548 if i > game.state.remcom or game.state.rembase == 0 or \
2549 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2550 # No action to take after all
2551 invalidate(game.battle)
2554 elif evcode == FSCMOVE: # Supercommander moves
2555 schedule(FSCMOVE, 0.2777)
2556 if not game.ientesc and not istract and game.isatb != 1 and \
2557 (not game.iscate or not game.justin):
2559 elif evcode == FDSPROB: # Move deep space probe
2560 schedule(FDSPROB, 0.01)
2561 game.probex += game.probeinx
2562 game.probey += game.probeiny
2563 i = (int)(game.probex/QUADSIZE +0.05)
2564 j = (int)(game.probey/QUADSIZE + 0.05)
2565 if game.probec.x != i or game.probec.y != j:
2568 if not VALID_QUADRANT(i, j) or \
2569 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2570 # Left galaxy or ran into supernova
2574 proutn(_("Lt. Uhura- \"The deep space probe "))
2575 if not VALID_QUADRANT(j, i):
2576 proutn(_("has left the galaxy"))
2578 proutn(_("is no longer transmitting"))
2582 if not communicating():
2585 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2586 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2587 # Update star chart if Radio is working or have access to radio
2589 chp = game.state.chart[game.probec.x][game.probec.y]
2590 chp.klingons = pdest.klingons
2591 chp.starbase = pdest.starbase
2592 chp.stars = pdest.stars
2593 pdest.charted = True
2594 game.proben -= 1 # One less to travel
2595 if game.proben == 0 and game.isarmed and pdest.stars:
2596 # lets blow the sucker!
2597 supernova(True, game.probec)
2599 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2601 elif evcode == FDISTR: # inhabited system issues distress call
2603 # try a whole bunch of times to find something suitable
2604 for i in range(100):
2605 # need a quadrant which is not the current one,
2606 # which has some stars which are inhabited and
2607 # not already under attack, which is not
2608 # supernova'ed, and which has some Klingons in it
2609 w = randplace(GALSIZE)
2610 q = game.state.galaxy[w.x][w.y]
2611 if not (game.quadrant == w or q.planet == None or \
2612 not q.planet.inhabited or \
2613 q.supernova or q.status!=secure or q.klingons<=0):
2616 # can't seem to find one; ignore this call
2618 prout("=== Couldn't find location for distress event.")
2620 # got one!! Schedule its enslavement
2621 ev = schedule(FENSLV, expran(game.intime))
2623 q.status = distressed
2625 # tell the captain about it if we can
2627 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2629 prout(_("by a Klingon invasion fleet."))
2632 elif evcode == FENSLV: # starsystem is enslaved
2633 ev = unschedule(FENSLV)
2634 # see if current distress call still active
2635 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2639 q.status = "enslaved"
2641 # play stork and schedule the first baby
2642 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2643 ev2.quadrant = ev.quadrant
2645 # report the disaster if we can
2647 prout(_("Uhura- We've lost contact with starsystem %s") % \
2649 prout(_("in Quadrant %s.\n") % ev.quadrant)
2650 elif evcode == FREPRO: # Klingon reproduces
2651 # If we ever switch to a real event queue, we'll need to
2652 # explicitly retrieve and restore the x and y.
2653 ev = schedule(FREPRO, expran(1.0 * game.intime))
2654 # see if current distress call still active
2655 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2659 if game.state.remkl >=MAXKLGAME:
2660 continue # full right now
2661 # reproduce one Klingon
2663 if game.klhere >= MAXKLQUAD:
2665 # this quadrant not ok, pick an adjacent one
2666 for i in range(w.x - 1, w.x + 2):
2667 for j in range(w.y - 1, w.y + 2):
2668 if not VALID_QUADRANT(i, j):
2670 q = game.state.galaxy[w.x][w.y]
2671 # check for this quad ok (not full & no snova)
2672 if q.klingons >= MAXKLQUAD or q.supernova:
2676 continue # search for eligible quadrant failed
2681 game.state.remkl += 1
2683 if game.quadrant == w:
2685 newkling(game.klhere)
2686 # recompute time left
2688 # report the disaster if we can
2690 if game.quadrant == w:
2691 prout(_("Spock- sensors indicate the Klingons have"))
2692 prout(_("launched a warship from %s.") % q.planet)
2694 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2695 if q.planet != None:
2696 proutn(_("near %s") % q.planet)
2697 prout(_("in Quadrant %s.") % w)
2706 proutn(_("How long? "))
2711 origTime = delay = aaitem
2714 if delay >= game.state.remtime or game.nenhere != 0:
2715 proutn(_("Are you sure? "))
2718 # Alternate resting periods (events) with attacks
2722 game.resting = False
2723 if not game.resting:
2724 prout(_("%d stardates left.") % int(game.state.remtime))
2726 temp = game.optime = delay
2728 rtime = 1.0 + random.random()
2732 if game.optime < delay:
2741 # Repair Deathray if long rest at starbase
2742 if origTime-delay >= 9.99 and game.condition == "docked":
2743 game.damage[DDRAY] = 0.0
2744 # leave if quadrant supernovas
2745 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2747 game.resting = False
2750 # A nova occurs. It is the result of having a star hit with a
2751 # photon torpedo, or possibly of a probe warhead going off.
2752 # Stars that go nova cause stars which surround them to undergo
2753 # the same probabilistic process. Klingons next to them are
2754 # destroyed. And if the starship is next to it, it gets zapped.
2755 # If the zap is too much, it gets destroyed.
2759 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2760 newc = coord(); scratch = coord()
2761 if random.random() < 0.05:
2762 # Wow! We've supernova'ed
2763 supernova(False, nov)
2765 # handle initial nova
2766 game.quad[nov.x][nov.y] = IHDOT
2767 crmena(False, IHSTAR, sector, nov)
2769 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2770 game.state.starkl += 1
2772 # Set up stack to recursively trigger adjacent stars
2773 bot = top = top2 = 1
2779 for mm in range(bot, top+1):
2780 for nn in range(1, 3+1): # nn,j represents coordinates around current
2781 for j in range(1, 3+1):
2784 scratch.x = hits[mm][1]+nn-2
2785 scratch.y = hits[mm][2]+j-2
2786 if not VALID_SECTOR(scratch.y, scratch.x):
2788 iquad = game.quad[scratch.x][scratch.y]
2789 # Empty space ends reaction
2790 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2792 elif iquad == IHSTAR: # Affect another star
2793 if random.random() < 0.05:
2794 # This star supernovas
2795 scratch = supernova(False)
2798 hits[top2][1]=scratch.x
2799 hits[top2][2]=scratch.y
2800 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2801 game.state.starkl += 1
2802 crmena(True, IHSTAR, sector, scratch)
2804 game.quad[scratch.x][scratch.y] = IHDOT
2805 elif iquad == IHP: # Destroy planet
2806 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2807 game.state.nplankl += 1
2808 crmena(True, IHP, sector, scratch)
2809 prout(_(" destroyed."))
2810 game.iplnet.pclass = "destroyed"
2812 invalidate(game.plnet)
2816 game.quad[scratch.x][scratch.y] = IHDOT
2817 elif iquad == IHB: # Destroy base
2818 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2819 for i in range(game.state.rembase):
2820 if game.state.baseq[i] == game.quadrant:
2822 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2823 game.state.rembase -= 1
2824 invalidate(game.base)
2825 game.state.basekl += 1
2827 crmena(True, IHB, sector, scratch)
2828 prout(_(" destroyed."))
2829 game.quad[scratch.x][scratch.y] = IHDOT
2830 elif iquad in (IHE, IHF): # Buffet ship
2831 prout(_("***Starship buffeted by nova."))
2833 if game.shield >= 2000.0:
2834 game.shield -= 2000.0
2836 diff = 2000.0 - game.shield
2840 prout(_("***Shields knocked out."))
2841 game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
2843 game.energy -= 2000.0
2844 if game.energy <= 0:
2847 # add in course nova contributes to kicking starship
2848 icx += game.sector.x-hits[mm][1]
2849 icy += game.sector.y-hits[mm][2]
2851 elif iquad == IHK: # kill klingon
2852 deadkl(scratch,iquad, scratch)
2853 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2854 for ll in range(game.nenhere):
2855 if game.ks[ll] == scratch:
2857 game.kpower[ll] -= 800.0 # If firepower is lost, die
2858 if game.kpower[ll] <= 0.0:
2859 deadkl(scratch, iquad, scratch)
2861 newc.x = scratch.x + scratch.x - hits[mm][1]
2862 newc.y = scratch.y + scratch.y - hits[mm][2]
2863 crmena(True, iquad, sector, scratch)
2864 proutn(_(" damaged"))
2865 if not VALID_SECTOR(newc.x, newc.y):
2866 # can't leave quadrant
2869 iquad1 = game.quad[newc.x][newc.y]
2870 if iquad1 == IHBLANK:
2871 proutn(_(", blasted into "))
2872 crmena(False, IHBLANK, sector, newc)
2874 deadkl(scratch, iquad, newc)
2877 # can't move into something else
2880 proutn(_(", buffeted to Sector %s") % newc)
2881 game.quad[scratch.x][scratch.y] = IHDOT
2882 game.quad[newc.x][newc.y] = iquad
2884 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2893 # Starship affected by nova -- kick it away.
2894 game.dist = kount*0.1
2897 game.direc = course[3*(icx+1)+icy+2]
2898 if game.direc == 0.0:
2900 if game.dist == 0.0:
2902 game.optime = 10.0*game.dist/16.0
2904 prout(_("Force of nova displaces starship."))
2906 game.optime = 10.0*game.dist/16.0
2909 def supernova(induced, w=None):
2910 # star goes supernova
2917 # Scheduled supernova -- select star
2918 # logic changed here so that we won't favor quadrants in top
2920 for nq.x in range(GALSIZE):
2921 for nq.y in range(GALSIZE):
2922 stars += game.state.galaxy[nq.x][nq.y].stars
2924 return # nothing to supernova exists
2925 num = random.random()*stars + 1
2926 for nq.x in range(GALSIZE):
2927 for nq.y in range(GALSIZE):
2928 num -= game.state.galaxy[nq.x][nq.y].stars
2934 proutn("=== Super nova here?")
2937 if not nq == game.quadrant or game.justin:
2938 # it isn't here, or we just entered (treat as enroute)
2941 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2942 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2945 # we are in the quadrant!
2946 num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
2947 for ns.x in range(QUADSIZE):
2948 for ns.y in range(QUADSIZE):
2949 if game.quad[ns.x][ns.y]==IHSTAR:
2956 prouts(_("***RED ALERT! RED ALERT!"))
2958 prout(_("***Incipient supernova detected at Sector %s") % ns)
2959 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2960 proutn(_("Emergency override attempts t"))
2961 prouts("***************")
2966 # destroy any Klingons in supernovaed quadrant
2967 kldead = game.state.galaxy[nq.x][nq.y].klingons
2968 game.state.galaxy[nq.x][nq.y].klingons = 0
2969 if nq == game.state.kscmdr:
2970 # did in the Supercommander!
2971 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2975 if game.state.remcom:
2976 maxloop = game.state.remcom
2977 for l in range(maxloop):
2978 if game.state.kcmdr[l] == nq:
2979 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2980 invalidate(game.state.kcmdr[game.state.remcom])
2981 game.state.remcom -= 1
2983 if game.state.remcom==0:
2986 game.state.remkl -= kldead
2987 # destroy Romulans and planets in supernovaed quadrant
2988 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2989 game.state.galaxy[nq.x][nq.y].romulans = 0
2990 game.state.nromrem -= nrmdead
2992 for loop in range(game.inplan):
2993 if game.state.planets[loop].w == nq:
2994 game.state.planets[loop].pclass = "destroyed"
2996 # Destroy any base in supernovaed quadrant
2997 if game.state.rembase:
2998 maxloop = game.state.rembase
2999 for loop in range(maxloop):
3000 if game.state.baseq[loop] == nq:
3001 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
3002 invalidate(game.state.baseq[game.state.rembase])
3003 game.state.rembase -= 1
3005 # If starship caused supernova, tally up destruction
3007 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
3008 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
3009 game.state.nplankl += npdead
3010 # mark supernova in galaxy and in star chart
3011 if game.quadrant == nq or communicating():
3012 game.state.galaxy[nq.x][nq.y].supernova = True
3013 # If supernova destroys last Klingons give special message
3014 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3017 prout(_("Lucky you!"))
3018 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3021 # if some Klingons remain, continue or die in supernova
3026 # Code from finish.c ends here.
3029 # self-destruct maneuver
3030 # Finish with a BANG!
3032 if damaged(DCOMPTR):
3033 prout(_("Computer damaged; cannot execute destruct sequence."))
3035 prouts(_("---WORKING---")); skip(1)
3036 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3037 prouts(" 10"); skip(1)
3038 prouts(" 9"); skip(1)
3039 prouts(" 8"); skip(1)
3040 prouts(" 7"); skip(1)
3041 prouts(" 6"); skip(1)
3043 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3045 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3047 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3051 if game.passwd != citem:
3052 prouts(_("PASSWORD-REJECTED;"))
3054 prouts(_("CONTINUITY-EFFECTED"))
3057 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3058 prouts(" 5"); skip(1)
3059 prouts(" 4"); skip(1)
3060 prouts(" 3"); skip(1)
3061 prouts(" 2"); skip(1)
3062 prouts(" 1"); skip(1)
3063 if random.random() < 0.15:
3064 prouts(_("GOODBYE-CRUEL-WORLD"))
3072 prouts(_("********* Entropy of "))
3074 prouts(_(" maximized *********"))
3078 if game.nenhere != 0:
3079 whammo = 25.0 * game.energy
3081 while l <= game.nenhere:
3082 if game.kpower[l]*game.kdist[l] <= whammo:
3083 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
3088 "Compute our rate of kils over time."
3089 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
3093 badpt = 5.0*game.state.starkl + \
3095 10.0*game.state.nplankl + \
3096 300*game.state.nworldkl + \
3098 100.0*game.state.basekl +\
3100 if game.ship == IHF:
3102 elif game.ship == None:
3107 # end the game, with appropriate notfications
3111 prout(_("It is stardate %.1f.") % game.state.date)
3113 if ifin == FWON: # Game has been won
3114 if game.state.nromrem != 0:
3115 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3118 prout(_("You have smashed the Klingon invasion fleet and saved"))
3119 prout(_("the Federation."))
3124 badpt = 0.0 # Close enough!
3125 # killsPerDate >= RateMax
3126 if game.state.date-game.indate < 5.0 or \
3127 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3129 prout(_("In fact, you have done so well that Starfleet Command"))
3130 if game.skill == SKILL_NOVICE:
3131 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3132 elif game.skill == SKILL_FAIR:
3133 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3134 elif game.skill == SKILL_GOOD:
3135 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3136 elif game.skill == SKILL_EXPERT:
3137 prout(_("promotes you to Commodore Emeritus."))
3139 prout(_("Now that you think you're really good, try playing"))
3140 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3141 elif game.skill == SKILL_EMERITUS:
3143 proutn(_("Computer- "))
3144 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3146 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3148 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3150 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3152 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3154 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3156 prout(_("Now you can retire and write your own Star Trek game!"))
3158 elif game.skill >= SKILL_EXPERT:
3159 if game.thawed and not idebug:
3160 prout(_("You cannot get a citation, so..."))
3162 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3166 # Only grant long life if alive (original didn't!)
3168 prout(_("LIVE LONG AND PROSPER."))
3173 elif ifin == FDEPLETE: # Federation Resources Depleted
3174 prout(_("Your time has run out and the Federation has been"))
3175 prout(_("conquered. Your starship is now Klingon property,"))
3176 prout(_("and you are put on trial as a war criminal. On the"))
3177 proutn(_("basis of your record, you are "))
3178 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3179 prout(_("acquitted."))
3181 prout(_("LIVE LONG AND PROSPER."))
3183 prout(_("found guilty and"))
3184 prout(_("sentenced to death by slow torture."))
3188 elif ifin == FLIFESUP:
3189 prout(_("Your life support reserves have run out, and"))
3190 prout(_("you die of thirst, starvation, and asphyxiation."))
3191 prout(_("Your starship is a derelict in space."))
3193 prout(_("Your energy supply is exhausted."))
3195 prout(_("Your starship is a derelict in space."))
3196 elif ifin == FBATTLE:
3199 prout(_("has been destroyed in battle."))
3201 prout(_("Dulce et decorum est pro patria mori."))
3203 prout(_("You have made three attempts to cross the negative energy"))
3204 prout(_("barrier which surrounds the galaxy."))
3206 prout(_("Your navigation is abominable."))
3209 prout(_("Your starship has been destroyed by a nova."))
3210 prout(_("That was a great shot."))
3212 elif ifin == FSNOVAED:
3215 prout(_(" has been fried by a supernova."))
3216 prout(_("...Not even cinders remain..."))
3217 elif ifin == FABANDN:
3218 prout(_("You have been captured by the Klingons. If you still"))
3219 prout(_("had a starbase to be returned to, you would have been"))
3220 prout(_("repatriated and given another chance. Since you have"))
3221 prout(_("no starbases, you will be mercilessly tortured to death."))
3222 elif ifin == FDILITHIUM:
3223 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3224 elif ifin == FMATERIALIZE:
3225 prout(_("Starbase was unable to re-materialize your starship."))
3226 prout(_("Sic transit gloria mundi"))
3227 elif ifin == FPHASER:
3230 prout(_(" has been cremated by its own phasers."))
3232 prout(_("You and your landing party have been"))
3233 prout(_("converted to energy, disipating through space."))
3234 elif ifin == FMINING:
3235 prout(_("You are left with your landing party on"))
3236 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3238 prout(_("They are very fond of \"Captain Kirk\" soup."))
3240 proutn(_("Without your leadership, the "))
3242 prout(_(" is destroyed."))
3243 elif ifin == FDPLANET:
3244 prout(_("You and your mining party perish."))
3246 prout(_("That was a great shot."))
3249 prout(_("The Galileo is instantly annihilated by the supernova."))
3250 prout(_("You and your mining party are atomized."))
3252 proutn(_("Mr. Spock takes command of the "))
3255 prout(_("joins the Romulans, reigning terror on the Federation."))
3256 elif ifin == FPNOVA:
3257 prout(_("You and your mining party are atomized."))
3259 proutn(_("Mr. Spock takes command of the "))
3262 prout(_("joins the Romulans, reigning terror on the Federation."))
3263 elif ifin == FSTRACTOR:
3264 prout(_("The shuttle craft Galileo is also caught,"))
3265 prout(_("and breaks up under the strain."))
3267 prout(_("Your debris is scattered for millions of miles."))
3268 proutn(_("Without your leadership, the "))
3270 prout(_(" is destroyed."))
3272 prout(_("The mutants attack and kill Spock."))
3273 prout(_("Your ship is captured by Klingons, and"))
3274 prout(_("your crew is put on display in a Klingon zoo."))
3275 elif ifin == FTRIBBLE:
3276 prout(_("Tribbles consume all remaining water,"))
3277 prout(_("food, and oxygen on your ship."))
3279 prout(_("You die of thirst, starvation, and asphyxiation."))
3280 prout(_("Your starship is a derelict in space."))
3282 prout(_("Your ship is drawn to the center of the black hole."))
3283 prout(_("You are crushed into extremely dense matter."))
3285 prout(_("Your last crew member has died."))
3286 if game.ship == IHF:
3288 elif game.ship == IHE:
3291 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3292 goodies = game.state.remres/game.inresor
3293 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3294 if goodies/baddies >= 1.0+0.5*random.random():
3295 prout(_("As a result of your actions, a treaty with the Klingon"))
3296 prout(_("Empire has been signed. The terms of the treaty are"))
3297 if goodies/baddies >= 3.0+random.random():
3298 prout(_("favorable to the Federation."))
3300 prout(_("Congratulations!"))
3302 prout(_("highly unfavorable to the Federation."))
3304 prout(_("The Federation will be destroyed."))
3306 prout(_("Since you took the last Klingon with you, you are a"))
3307 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3308 prout(_("statue in your memory. Rest in peace, and try not"))
3309 prout(_("to think about pigeons."))
3314 # compute player's score
3315 timused = game.state.date - game.indate
3317 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3319 perdate = killrate()
3320 ithperd = 500*perdate + 0.5
3323 iwon = 100*game.skill
3324 if game.ship == IHE:
3326 elif game.ship == IHF:
3330 if not game.gamewon:
3331 game.state.nromrem = 0 # None captured if no win
3332 iscore = 10*(game.inkling - game.state.remkl) \
3333 + 50*(game.incom - game.state.remcom) \
3335 + 20*(game.inrom - game.state.nromrem) \
3336 + 200*(game.inscom - game.state.nscrem) \
3337 - game.state.nromrem \
3342 prout(_("Your score --"))
3343 if game.inrom - game.state.nromrem:
3344 prout(_("%6d Romulans destroyed %5d") %
3345 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3346 if game.state.nromrem:
3347 prout(_("%6d Romulans captured %5d") %
3348 (game.state.nromrem, game.state.nromrem))
3349 if game.inkling - game.state.remkl:
3350 prout(_("%6d ordinary Klingons destroyed %5d") %
3351 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3352 if game.incom - game.state.remcom:
3353 prout(_("%6d Klingon commanders destroyed %5d") %
3354 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3355 if game.inscom - game.state.nscrem:
3356 prout(_("%6d Super-Commander destroyed %5d") %
3357 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3359 prout(_("%6.2f Klingons per stardate %5d") %
3361 if game.state.starkl:
3362 prout(_("%6d stars destroyed by your action %5d") %
3363 (game.state.starkl, -5*game.state.starkl))
3364 if game.state.nplankl:
3365 prout(_("%6d planets destroyed by your action %5d") %
3366 (game.state.nplankl, -10*game.state.nplankl))
3367 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3368 prout(_("%6d inhabited planets destroyed by your action %5d") %
3369 (game.state.nplankl, -300*game.state.nworldkl))
3370 if game.state.basekl:
3371 prout(_("%6d bases destroyed by your action %5d") %
3372 (game.state.basekl, -100*game.state.basekl))
3374 prout(_("%6d calls for help from starbase %5d") %
3375 (game.nhelp, -45*game.nhelp))
3377 prout(_("%6d casualties incurred %5d") %
3378 (game.casual, -game.casual))
3380 prout(_("%6d crew abandoned in space %5d") %
3381 (game.abandoned, -3*game.abandoned))
3383 prout(_("%6d ship(s) lost or destroyed %5d") %
3384 (klship, -100*klship))
3386 prout(_("Penalty for getting yourself killed -200"))
3388 proutn(_("Bonus for winning "))
3389 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3390 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3391 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3392 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3393 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3394 prout(" %5d" % iwon)
3396 prout(_("TOTAL SCORE %5d") % iscore)
3399 # emit winner's commemmorative plaque
3402 proutn(_("File or device name for your plaque: "))
3405 fp = open(winner, "w")
3408 prout(_("Invalid name."))
3410 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3412 # The 38 below must be 64 for 132-column paper
3413 nskip = 38 - len(winner)/2
3414 fp.write("\n\n\n\n")
3415 # --------DRAW ENTERPRISE PICTURE.
3416 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3417 fp.write(" EEE E : : : E\n" )
3418 fp.write(" EE EEE E : : NCC-1701 : E\n")
3419 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3420 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3421 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3422 fp.write(" EEEEEEE EEEEE E E E E\n")
3423 fp.write(" EEE E E E E\n")
3424 fp.write(" E E E E\n")
3425 fp.write(" EEEEEEEEEEEEE E E\n")
3426 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3427 fp.write(" :E : EEEE E\n")
3428 fp.write(" .-E -:----- E\n")
3429 fp.write(" :E : E\n")
3430 fp.write(" EE : EEEEEEEE\n")
3431 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3433 fp.write(_(" U. S. S. ENTERPRISE\n"))
3434 fp.write("\n\n\n\n")
3435 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3437 fp.write(_(" Starfleet Command bestows to you\n"))
3439 fp.write("%*s%s\n\n" % (nskip, "", winner))
3440 fp.write(_(" the rank of\n\n"))
3441 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3443 if game.skill == SKILL_EXPERT:
3444 fp.write(_(" Expert level\n\n"))
3445 elif game.skill == SKILL_EMERITUS:
3446 fp.write(_("Emeritus level\n\n"))
3448 fp.write(_(" Cheat level\n\n"))
3449 timestring = ctime()
3450 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3451 (timestring+4, timestring+20, timestring+11))
3452 fp.write(_(" Your score: %d\n\n") % iscore)
3453 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3456 # Code from io.c begins here
3458 rows = linecount = 0 # for paging
3461 fullscreen_window = None
3462 srscan_window = None
3463 report_window = None
3464 status_window = None
3465 lrscan_window = None
3466 message_window = None
3467 prompt_window = None
3471 "wrap up, either normally or due to signal"
3472 if game.options & OPTION_CURSES:
3479 sys.stdout.write('\n')
3485 #setlocale(LC_ALL, "")
3486 #bindtextdomain(PACKAGE, LOCALEDIR)
3487 #textdomain(PACKAGE)
3488 if atexit.register(outro):
3489 sys.stderr.write("Unable to register outro(), exiting...\n")
3491 if not (game.options & OPTION_CURSES):
3492 ln_env = os.getenv("LINES")
3498 stdscr = curses.initscr()
3503 curses.start_color()
3504 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3505 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3506 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3507 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3508 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3509 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3510 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3511 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3513 global fullscreen_window, srscan_window, report_window, status_window
3514 global lrscan_window, message_window, prompt_window
3515 fullscreen_window = stdscr
3516 srscan_window = curses.newwin(12, 25, 0, 0)
3517 report_window = curses.newwin(11, 0, 1, 25)
3518 status_window = curses.newwin(10, 0, 1, 39)
3519 lrscan_window = curses.newwin(5, 0, 0, 64)
3520 message_window = curses.newwin(0, 0, 12, 0)
3521 prompt_window = curses.newwin(1, 0, rows-2, 0)
3522 message_window.scrollok(True)
3523 setwnd(fullscreen_window)
3527 "wait for user action -- OK to do nothing if on a TTY"
3528 if game.options & OPTION_CURSES:
3533 if game.skill > SKILL_FAIR:
3534 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3536 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3540 if game.skill > SKILL_FAIR:
3541 prompt = _("[CONTINUE?]")
3543 prompt = _("[PRESS ENTER TO CONTINUE]")
3545 if game.options & OPTION_CURSES:
3547 setwnd(prompt_window)
3548 prompt_window.wclear()
3549 prompt_window.addstr(prompt)
3550 prompt_window.getstr()
3551 prompt_window.clear()
3552 prompt_window.refresh()
3553 setwnd(message_window)
3556 sys.stdout.write('\n')
3559 for j in range(rows):
3560 sys.stdout.write('\n')
3564 "Skip i lines. Pause game if this would cause a scrolling event."
3565 for dummy in range(i):
3566 if game.options & OPTION_CURSES:
3567 (y, x) = curwnd.getyx()
3568 (my, mx) = curwnd.getmaxyx()
3569 if curwnd == message_window and y >= my - 3:
3577 if rows and linecount >= rows:
3580 sys.stdout.write('\n')
3583 "Utter a line with no following line feed."
3584 if game.options & OPTION_CURSES:
3588 sys.stdout.write(line)
3598 curses.delay_output(30)
3600 if game.options & OPTION_CURSES:
3604 curses.delay_output(300)
3607 "Get a line of input."
3608 if game.options & OPTION_CURSES:
3609 line = curwnd.getstr() + "\n"
3612 if replayfp and not replayfp.closed:
3613 line = replayfp.readline()
3621 "Change windows -- OK for this to be a no-op in tty mode."
3623 if game.options & OPTION_CURSES:
3625 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3628 "Clear to end of line -- can be a no-op in tty mode"
3629 if game.options & OPTION_CURSES:
3634 "Clear screen -- can be a no-op in tty mode."
3636 if game.options & OPTION_CURSES:
3642 def textcolor(color):
3643 "Set the current text color"
3644 if game.options & OPTION_CURSES:
3645 if color == DEFAULT:
3647 elif color == BLACK:
3648 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3650 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3651 elif color == GREEN:
3652 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3654 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3656 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3657 elif color == MAGENTA:
3658 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3659 elif color == BROWN:
3660 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3661 elif color == LIGHTGRAY:
3662 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3663 elif color == DARKGRAY:
3664 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3665 elif color == LIGHTBLUE:
3666 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3667 elif color == LIGHTGREEN:
3668 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3669 elif color == LIGHTCYAN:
3670 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3671 elif color == LIGHTRED:
3672 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3673 elif color == LIGHTMAGENTA:
3674 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3675 elif color == YELLOW:
3676 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3677 elif color == WHITE:
3678 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3681 "Set highlight video, if this is reasonable."
3682 if game.options & OPTION_CURSES:
3683 curwnd.attron(curses.A_REVERSE)
3686 # Things past this point have policy implications.
3690 "Hook to be called after moving to redraw maps."
3691 if game.options & OPTION_CURSES:
3694 setwnd(srscan_window)
3698 setwnd(status_window)
3699 status_window.clear()
3700 status_window.move(0, 0)
3701 setwnd(report_window)
3702 report_window.clear()
3703 report_window.move(0, 0)
3705 setwnd(lrscan_window)
3706 lrscan_window.clear()
3707 lrscan_window.move(0, 0)
3710 def put_srscan_sym(w, sym):
3711 "Emit symbol for short-range scan."
3712 srscan_window.move(w.x+1, w.y*2+2)
3713 srscan_window.addch(sym)
3714 srscan_window.refresh()
3717 "Enemy fall down, go boom."
3718 if game.options & OPTION_CURSES:
3720 setwnd(srscan_window)
3721 srscan_window.attron(curses.A_REVERSE)
3722 put_srscan_sym(w, game.quad[w.x][w.y])
3726 srscan_window.attroff(curses.A_REVERSE)
3727 put_srscan_sym(w, game.quad[w.x][w.y])
3728 curses.delay_output(500)
3729 setwnd(message_window)
3732 "Sound and visual effects for teleportation."
3733 if game.options & OPTION_CURSES:
3735 setwnd(message_window)
3737 prouts(" . . . . . ")
3738 if game.options & OPTION_CURSES:
3739 #curses.delay_output(1000)
3743 def tracktorpedo(w, l, i, n, iquad):
3744 "Torpedo-track animation."
3745 if not game.options & OPTION_CURSES:
3749 proutn(_("Track for torpedo number %d- ") % i)
3752 proutn(_("Torpedo track- "))
3755 proutn("%d - %d " % (w.x, w.y))
3757 if not damaged(DSRSENS) or game.condition=="docked":
3758 if i != 1 and l == 1:
3760 curses.delay_output(400)
3761 if (iquad==IHDOT) or (iquad==IHBLANK):
3762 put_srscan_sym(w, '+')
3764 #curses.delay_output(100)
3766 put_srscan_sym(w, iquad)
3768 curwnd.attron(curses.A_REVERSE)
3769 put_srscan_sym(w, iquad)
3771 #curses.delay_output(1000)
3773 curwnd.attroff(curses.A_REVERSE)
3774 put_srscan_sym(w, iquad)
3776 proutn("%d - %d " % (w.x, w.y))
3779 "Display the current galaxy chart."
3780 if game.options & OPTION_CURSES:
3781 setwnd(message_window)
3782 message_window.clear()
3784 if game.options & OPTION_TTY:
3789 def prstat(txt, data):
3791 if game.options & OPTION_CURSES:
3793 setwnd(status_window)
3795 proutn(" " * (NSYM - len(txt)))
3798 if game.options & OPTION_CURSES:
3799 setwnd(report_window)
3801 # Code from moving.c begins here
3803 def imove(novapush):
3804 # movement execution for warp, impulse, supernova, and tractor-beam events
3805 w = coord(); final = coord()
3808 def no_quad_change():
3809 # No quadrant change -- compute new avg enemy distances
3810 game.quad[game.sector.x][game.sector.y] = game.ship
3812 for m in range(game.nenhere):
3813 finald = distance(w, game.ks[m])
3814 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3815 game.kdist[m] = finald
3817 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3819 for m in range(game.nenhere):
3820 game.kavgd[m] = game.kdist[m]
3823 setwnd(message_window)
3827 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3828 game.inorbit = False
3830 angle = ((15.0 - game.direc) * 0.5235988)
3831 deltax = -math.sin(angle)
3832 deltay = math.cos(angle)
3833 if math.fabs(deltax) > math.fabs(deltay):
3834 bigger = math.fabs(deltax)
3836 bigger = math.fabs(deltay)
3841 # If tractor beam is to occur, don't move full distance
3842 if game.state.date+game.optime >= scheduled(FTBEAM):
3844 game.condition = "red"
3845 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3846 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3847 # Move within the quadrant
3848 game.quad[game.sector.x][game.sector.y] = IHDOT
3851 n = 10.0*game.dist*bigger+0.5
3854 for m in range(1, n+1):
3859 if not VALID_SECTOR(w.x, w.y):
3860 # Leaving quadrant -- allow final enemy attack
3861 # Don't do it if being pushed by Nova
3862 if game.nenhere != 0 and not novapush:
3864 for m in range(game.nenhere):
3865 finald = distance(w, game.ks[m])
3866 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3868 # Stas Sergeev added the condition
3869 # that attacks only happen if Klingons
3870 # are present and your skill is good.
3872 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3876 # compute final position -- new quadrant and sector
3877 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3878 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3879 w.x = x+10.0*game.dist*bigger*deltax+0.5
3880 w.y = y+10.0*game.dist*bigger*deltay+0.5
3881 # check for edge of galaxy
3891 if w.x > GALSIZE*QUADSIZE:
3892 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3894 if w.y > GALSIZE*QUADSIZE:
3895 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3904 if game.nkinks == 3:
3905 # Three strikes -- you're out!
3909 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3910 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3911 prout(_("YOU WILL BE DESTROYED."))
3912 # Compute final position in new quadrant
3913 if trbeam: # Don't bother if we are to be beamed
3915 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3916 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3917 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3918 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3920 prout(_("Entering Quadrant %s.") % game.quadrant)
3921 game.quad[game.sector.x][game.sector.y] = game.ship
3923 if game.skill>SKILL_NOVICE:
3926 iquad = game.quad[w.x][w.y]
3928 # object encountered in flight path
3929 stopegy = 50.0*game.dist/game.optime
3930 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3931 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3933 ram(False, iquad, game.sector)
3935 elif iquad == IHBLANK:
3937 prouts(_("***RED ALERT! RED ALERT!"))
3941 proutn(_(" pulled into black hole at Sector %s") % w)
3943 # Getting pulled into a black hole was certain
3944 # death in Almy's original. Stas Sergeev added a
3945 # possibility that you'll get timewarped instead.
3948 for m in range(NDEVICES):
3949 if game.damage[m]>0:
3951 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3952 if (game.options & OPTION_BLKHOLE) and random.random()>probf:
3962 proutn(_(" encounters Tholian web at %s;") % w)
3964 proutn(_(" blocked by object at %s;") % w)
3965 proutn(_("Emergency stop required "))
3966 prout(_("%2d units of energy.") % int(stopegy))
3967 game.energy -= stopegy
3968 final.x = x-deltax+0.5
3969 final.y = y-deltay+0.5
3971 if game.energy <= 0:
3977 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3984 # dock our ship at a starbase
3986 if game.condition == "docked" and verbose:
3987 prout(_("Already docked."))
3990 prout(_("You must first leave standard orbit."))
3992 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3994 prout(_(" not adjacent to base."))
3996 game.condition = "docked"
4000 if game.energy < game.inenrg:
4001 game.energy = game.inenrg
4002 game.shield = game.inshld
4003 game.torps = game.intorps
4004 game.lsupres = game.inlsr
4005 game.state.crew = FULLCREW
4006 if not damaged(DRADIO) and \
4007 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4008 # get attack report from base
4009 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4013 # This program originally required input in terms of a (clock)
4014 # direction and distance. Somewhere in history, it was changed to
4015 # cartesian coordinates. So we need to convert. Probably
4016 # "manual" input should still be done this way -- it's a real
4017 # pain if the computer isn't working! Manual mode is still confusing
4018 # because it involves giving x and y motions, yet the coordinates
4019 # are always displayed y - x, where +y is downward!
4021 def getcd(isprobe, akey):
4022 # get course and distance
4023 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
4024 navmode = "unspecified"
4029 # Get course direction and distance. If user types bad values, return
4030 # with DIREC = -1.0.
4033 if game.landed and not isprobe:
4034 prout(_("Dummy! You can't leave standard orbit until you"))
4035 proutn(_("are back aboard the ship."))
4038 while navmode == "unspecified":
4039 if damaged(DNAVSYS):
4041 prout(_("Computer damaged; manual navigation only"))
4043 prout(_("Computer damaged; manual movement only"))
4048 if isprobe and akey != -1:
4049 # For probe launch, use pre-scanned value first time
4056 proutn(_("Manual or automatic- "))
4059 elif key == IHALPHA:
4064 elif isit("automatic"):
4065 navmode = "automatic"
4074 prout(_("(Manual navigation assumed.)"))
4076 prout(_("(Manual movement assumed.)"))
4080 if navmode == "automatic":
4083 proutn(_("Target quadrant or quadrant§or- "))
4085 proutn(_("Destination sector or quadrant§or- "))
4093 xi = int(aaitem-0.05)
4098 xj = int(aaitem-0.5)
4101 # both quadrant and sector specified
4115 # only quadrant specified -- go to center of dest quad
4123 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
4130 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
4132 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4133 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
4134 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
4137 proutn(_("X and Y displacements- "))
4151 # Check for zero movement
4152 if deltax == 0 and deltay == 0:
4155 if itemp == "verbose" and not isprobe:
4157 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4158 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4159 game.direc = math.atan2(deltax, deltay)*1.90985932
4160 if game.direc < 0.0:
4166 # move under impulse power
4168 if damaged(DIMPULS):
4171 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4173 if game.energy > 30.0:
4175 if game.direc == -1.0:
4177 power = 20.0 + 100.0*game.dist
4180 if power >= game.energy:
4181 # Insufficient power for trip
4183 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4184 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4185 if game.energy > 30:
4186 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4187 int(0.01 * (game.energy-20.0)-0.05))
4188 prout(_(" quadrants.\""))
4190 prout(_("quadrant. They are, therefore, useless.\""))
4193 # Make sure enough time is left for the trip
4194 game.optime = game.dist/0.095
4195 if game.optime >= game.state.remtime:
4196 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4197 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4198 proutn(_("we dare spend the time?\" "))
4201 # Activate impulse engines and pay the cost
4206 power = 20.0 + 100.0*game.dist
4207 game.energy -= power
4208 game.optime = game.dist/0.095
4209 if game.energy <= 0:
4214 # move under warp drive
4215 blooey = False; twarp = False
4216 if not timewarp: # Not WARPX entry
4218 if game.damage[DWARPEN] > 10.0:
4221 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4223 if damaged(DWARPEN) and game.warpfac > 4.0:
4226 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4227 prout(_(" is repaired, I can only give you warp 4.\""))
4229 # Read in course and distance
4231 if game.direc == -1.0:
4233 # Make sure starship has enough energy for the trip
4234 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4235 if power >= game.energy:
4236 # Insufficient power for trip
4239 prout(_("Engineering to bridge--"))
4240 if not game.shldup or 0.5*power > game.energy:
4241 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4243 prout(_("We can't do it, Captain. We don't have enough energy."))
4245 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4248 prout(_("if you'll lower the shields."))
4252 prout(_("We haven't the energy to go that far with the shields up."))
4255 # Make sure enough time is left for the trip
4256 game.optime = 10.0*game.dist/game.wfacsq
4257 if game.optime >= 0.8*game.state.remtime:
4259 prout(_("First Officer Spock- \"Captain, I compute that such"))
4260 proutn(_(" a trip would require approximately %2.0f") %
4261 (100.0*game.optime/game.state.remtime))
4262 prout(_(" percent of our"))
4263 proutn(_(" remaining time. Are you sure this is wise?\" "))
4269 if game.warpfac > 6.0:
4270 # Decide if engine damage will occur
4271 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4272 if prob > random.random():
4274 game.dist = random.random()*game.dist
4275 # Decide if time warp will occur
4276 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
4278 if idebug and game.warpfac==10 and not twarp:
4280 proutn("=== Force time warp? ")
4284 # If time warp or engine damage, check path
4285 # If it is obstructed, don't do warp or damage
4286 angle = ((15.0-game.direc)*0.5235998)
4287 deltax = -math.sin(angle)
4288 deltay = math.cos(angle)
4289 if math.fabs(deltax) > math.fabs(deltay):
4290 bigger = math.fabs(deltax)
4292 bigger = math.fabs(deltay)
4296 n = 10.0 * game.dist * bigger +0.5
4299 for l in range(1, n+1):
4304 if not VALID_SECTOR(ix, iy):
4306 if game.quad[ix][iy] != IHDOT:
4309 # Activate Warp Engines and pay the cost
4313 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4314 if game.energy <= 0:
4316 game.optime = 10.0*game.dist/game.wfacsq
4320 game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
4322 prout(_("Engineering to bridge--"))
4323 prout(_(" Scott here. The warp engines are damaged."))
4324 prout(_(" We'll have to reduce speed to warp 4."))
4329 # change the warp factor
4335 proutn(_("Warp factor- "))
4340 if game.damage[DWARPEN] > 10.0:
4341 prout(_("Warp engines inoperative."))
4343 if damaged(DWARPEN) and aaitem > 4.0:
4344 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4345 prout(_(" but right now we can only go warp 4.\""))
4348 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4351 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4353 oldfac = game.warpfac
4354 game.warpfac = aaitem
4355 game.wfacsq=game.warpfac*game.warpfac
4356 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4357 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4360 if game.warpfac < 8.00:
4361 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4363 if game.warpfac == 10.0:
4364 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4366 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4370 # cope with being tossed out of quadrant by supernova or yanked by beam
4372 # is captain on planet?
4374 if damaged(DTRANSP):
4377 prout(_("Scotty rushes to the transporter controls."))
4379 prout(_("But with the shields up it's hopeless."))
4381 prouts(_("His desperate attempt to rescue you . . ."))
4382 if random.random() <= 0.5:
4386 prout(_("SUCCEEDS!"))
4389 proutn(_("The crystals mined were "))
4390 if random.random() <= 0.25:
4397 # Check to see if captain in shuttle craft
4402 # Inform captain of attempt to reach safety
4406 prouts(_("***RED ALERT! RED ALERT!"))
4410 prout(_(" has stopped in a quadrant containing"))
4411 prouts(_(" a supernova."))
4413 proutn(_("***Emergency automatic override attempts to hurl "))
4416 prout(_("safely out of quadrant."))
4417 if not damaged(DRADIO):
4418 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4419 # Try to use warp engines
4420 if damaged(DWARPEN):
4422 prout(_("Warp engines damaged."))
4425 game.warpfac = 6.0+2.0*random.random()
4426 game.wfacsq = game.warpfac * game.warpfac
4427 prout(_("Warp factor set to %d") % int(game.warpfac))
4428 power = 0.75*game.energy
4429 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4430 distreq = 1.4142+random.random()
4431 if distreq < game.dist:
4433 game.optime = 10.0*game.dist/game.wfacsq
4434 game.direc = 12.0*random.random() # How dumb!
4436 game.inorbit = False
4439 # This is bad news, we didn't leave quadrant.
4443 prout(_("Insufficient energy to leave quadrant."))
4446 # Repeat if another snova
4447 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4449 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4450 finish(FWON) # Snova killed remaining enemy.
4453 # let's do the time warp again
4454 prout(_("***TIME WARP ENTERED."))
4455 if game.state.snap and random.random() < 0.5:
4457 prout(_("You are traveling backwards in time %d stardates.") %
4458 int(game.state.date-game.snapsht.date))
4459 game.state = game.snapsht
4460 game.state.snap = False
4461 if game.state.remcom:
4462 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4463 schedule(FBATTAK, expran(0.3*game.intime))
4464 schedule(FSNOVA, expran(0.5*game.intime))
4465 # next snapshot will be sooner
4466 schedule(FSNAP, expran(0.25*game.state.remtime))
4468 if game.state.nscrem:
4469 schedule(FSCMOVE, 0.2777)
4473 invalidate(game.battle)
4475 # Make sure Galileo is consistant -- Snapshot may have been taken
4476 # when on planet, which would give us two Galileos!
4478 for l in range(game.inplan):
4479 if game.state.planets[l].known == "shuttle_down":
4481 if game.iscraft == "onship" and game.ship==IHE:
4482 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4483 game.iscraft = "offship"
4484 # Likewise, if in the original time the Galileo was abandoned, but
4485 # was on ship earlier, it would have vanished -- let's restore it.
4486 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4487 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4488 game.iscraft = "onship"
4490 # * There used to be code to do the actual reconstrction here,
4491 # * but the starchart is now part of the snapshotted galaxy state.
4493 prout(_("Spock has reconstructed a correct star chart from memory"))
4495 # Go forward in time
4496 game.optime = -0.5*game.intime*math.log(random.random())
4497 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4498 # cheat to make sure no tractor beams occur during time warp
4499 postpone(FTBEAM, game.optime)
4500 game.damage[DRADIO] += game.optime
4502 events() # Stas Sergeev added this -- do pending events
4505 # launch deep-space probe
4506 # New code to launch a deep space probe
4507 if game.nprobes == 0:
4510 if game.ship == IHE:
4511 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4513 prout(_("Ye Faerie Queene has no deep space probes."))
4518 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4520 if is_scheduled(FDSPROB):
4523 if damaged(DRADIO) and game.condition != "docked":
4524 prout(_("Spock- \"Records show the previous probe has not yet"))
4525 prout(_(" reached its destination.\""))
4527 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4531 # slow mode, so let Kirk know how many probes there are left
4532 if game.nprobes == 1:
4533 prout(_("1 probe left."))
4535 prout(_("%d probes left") % game.nprobes)
4536 proutn(_("Are you sure you want to fire a probe? "))
4539 game.isarmed = False
4540 if key == IHALPHA and citem == "armed":
4544 proutn(_("Arm NOVAMAX warhead? "))
4547 if game.direc == -1.0:
4550 angle = ((15.0 - game.direc) * 0.5235988)
4551 game.probeinx = -math.sin(angle)
4552 game.probeiny = math.cos(angle)
4553 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4554 bigger = math.fabs(game.probeinx)
4556 bigger = math.fabs(game.probeiny)
4557 game.probeiny /= bigger
4558 game.probeinx /= bigger
4559 game.proben = 10.0*game.dist*bigger +0.5
4560 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4561 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4562 game.probec = game.quadrant
4563 schedule(FDSPROB, 0.01) # Time to move one sector
4564 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4568 # Here's how the mayday code works:
4570 # First, the closest starbase is selected. If there is a a starbase
4571 # in your own quadrant, you are in good shape. This distance takes
4572 # quadrant distances into account only.
4574 # A magic number is computed based on the distance which acts as the
4575 # probability that you will be rematerialized. You get three tries.
4577 # When it is determined that you should be able to be rematerialized
4578 # (i.e., when the probability thing mentioned above comes up
4579 # positive), you are put into that quadrant (anywhere). Then, we try
4580 # to see if there is a spot adjacent to the star- base. If not, you
4581 # can't be rematerialized!!! Otherwise, it drops you there. It only
4582 # tries five times to find a spot to drop you. After that, it's your
4586 # yell for help from nearest starbase
4587 # There's more than one way to move in this game!
4590 # Test for conditions which prevent calling for help
4591 if game.condition == "docked":
4592 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4595 prout(_("Subspace radio damaged."))
4597 if game.state.rembase==0:
4598 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4601 proutn(_("You must be aboard the "))
4605 # OK -- call for help from nearest starbase
4608 # There's one in this quadrant
4609 ddist = distance(game.base, game.sector)
4612 for m in range(game.state.rembase):
4613 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4617 # Since starbase not in quadrant, set up new quadrant
4618 game.quadrant = game.state.baseq[line]
4620 # dematerialize starship
4621 game.quad[game.sector.x][game.sector.y]=IHDOT
4622 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4624 prout(_(" dematerializes."))
4626 for m in range(1, 5+1):
4627 ix = game.base.x+3.0*random.random()-1
4628 iy = game.base.y+3.0*random.random()-1
4629 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4630 # found one -- finish up
4634 if not is_valid(game.sector):
4635 prout(_("You have been lost in space..."))
4636 finish(FMATERIALIZE)
4638 # Give starbase three chances to rematerialize starship
4639 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4640 for m in range(1, 3+1):
4641 if m == 1: proutn(_("1st"))
4642 elif m == 2: proutn(_("2nd"))
4643 elif m == 3: proutn(_("3rd"))
4644 proutn(_(" attempt to re-materialize "))
4646 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4649 if random.random() > probf:
4652 curses.delay_output(500)
4655 game.quad[ix][iy]=IHQUEST
4658 setwnd(message_window)
4659 finish(FMATERIALIZE)
4661 game.quad[ix][iy]=game.ship
4663 prout(_("succeeds."))
4667 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4669 # Abandon Ship (the BSD-Trek description)
4671 # The ship is abandoned. If your current ship is the Faire
4672 # Queene, or if your shuttlecraft is dead, you're out of
4673 # luck. You need the shuttlecraft in order for the captain
4674 # (that's you!!) to escape.
4676 # Your crew can beam to an inhabited starsystem in the
4677 # quadrant, if there is one and if the transporter is working.
4678 # If there is no inhabited starsystem, or if the transporter
4679 # is out, they are left to die in outer space.
4681 # If there are no starbases left, you are captured by the
4682 # Klingons, who torture you mercilessly. However, if there
4683 # is at least one starbase, you are returned to the
4684 # Federation in a prisoner of war exchange. Of course, this
4685 # can't happen unless you have taken some prisoners.
4690 if game.condition=="docked":
4692 prout(_("You cannot abandon Ye Faerie Queene."))
4695 # Must take shuttle craft to exit
4696 if game.damage[DSHUTTL]==-1:
4697 prout(_("Ye Faerie Queene has no shuttle craft."))
4699 if game.damage[DSHUTTL]<0:
4700 prout(_("Shuttle craft now serving Big Macs."))
4702 if game.damage[DSHUTTL]>0:
4703 prout(_("Shuttle craft damaged."))
4706 prout(_("You must be aboard the ship."))
4708 if game.iscraft != "onship":
4709 prout(_("Shuttle craft not currently available."))
4711 # Print abandon ship messages
4713 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4715 prouts(_("***ALL HANDS ABANDON SHIP!"))
4717 prout(_("Captain and crew escape in shuttle craft."))
4718 if game.state.rembase==0:
4719 # Oops! no place to go...
4722 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4724 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4725 prout(_("Remainder of ship's complement beam down"))
4726 prout(_("to nearest habitable planet."))
4727 elif q.planet != None and not damaged(DTRANSP):
4728 prout(_("Remainder of ship's complement beam down to %s.") %
4731 prout(_("Entire crew of %d left to die in outer space.") %
4733 game.casual += game.state.crew
4734 game.abandoned += game.state.crew
4736 # If at least one base left, give 'em the Faerie Queene
4738 game.icrystl = False # crystals are lost
4739 game.nprobes = 0 # No probes
4740 prout(_("You are captured by Klingons and released to"))
4741 prout(_("the Federation in a prisoner-of-war exchange."))
4742 nb = random.random()*game.state.rembase+1
4743 # Set up quadrant and position FQ adjacient to base
4744 if not game.quadrant == game.state.baseq[nb]:
4745 game.quadrant = game.state.baseq[nb]
4746 game.sector.x = game.sector.y = 5
4749 # position next to base by trial and error
4750 game.quad[game.sector.x][game.sector.y] = IHDOT
4751 for l in range(QUADSIZE):
4752 game.sector.x = 3.0*random.random() - 1.0 + game.base.x
4753 game.sector.y = 3.0*random.random() - 1.0 + game.base.y
4754 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4755 game.quad[game.sector.x][game.sector.y] == IHDOT:
4758 break # found a spot
4759 game.sector.x=QUADSIZE/2
4760 game.sector.y=QUADSIZE/2
4762 # Get new commission
4763 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4764 game.state.crew = FULLCREW
4765 prout(_("Starfleet puts you in command of another ship,"))
4766 prout(_("the Faerie Queene, which is antiquated but,"))
4767 prout(_("still useable."))
4769 prout(_("The dilithium crystals have been moved."))
4771 game.iscraft = "offship" # Galileo disappears
4773 game.condition="docked"
4774 for l in range(NDEVICES):
4775 game.damage[l] = 0.0
4776 game.damage[DSHUTTL] = -1
4777 game.energy = game.inenrg = 3000.0
4778 game.shield = game.inshld = 1250.0
4779 game.torps = game.intorps = 6
4780 game.lsupres=game.inlsr=3.0
4786 # Code from planets.c begins here.
4789 # abort a lengthy operation if an event interrupts it
4792 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4797 # report on (uninhabited) planets in the galaxy
4801 prout(_("Spock- \"Planet report follows, Captain.\""))
4803 for i in range(game.inplan):
4804 if game.state.planets[i].pclass == "destroyed":
4806 if (game.state.planets[i].known != "unknown" \
4807 and not game.state.planets[i].inhabited) \
4810 if idebug and game.state.planets[i].known=="unknown":
4811 proutn("(Unknown) ")
4812 proutn(_("Quadrant %s") % game.state.planets[i].w)
4813 proutn(_(" class "))
4814 proutn(game.state.planets[i].pclass)
4816 if game.state.planets[i].crystals != present:
4818 prout(_("dilithium crystals present."))
4819 if game.state.planets[i].known=="shuttle_down":
4820 prout(_(" Shuttle Craft Galileo on surface."))
4822 prout(_("No information available."))
4825 # enter standard orbit
4829 prout(_("Already in standard orbit."))
4831 if damaged(DWARPEN) and damaged(DIMPULS):
4832 prout(_("Both warp and impulse engines damaged."))
4834 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4836 prout(_(" not adjacent to planet."))
4839 game.optime = 0.02+0.03*random.random()
4840 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4844 game.height = (1400.0+7200.0*random.random())
4845 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4850 # examine planets in this quadrant
4851 if damaged(DSRSENS):
4852 if game.options & OPTION_TTY:
4853 prout(_("Short range sensors damaged."))
4855 if game.iplnet == None:
4856 if game.options & OPTION_TTY:
4857 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4859 if game.iplnet.known == "unknown":
4860 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4862 prout(_(" Planet at Sector %s is of class %s.") %
4863 (game.plnet, game.iplnet.pclass))
4864 if game.iplnet.known=="shuttle_down":
4865 prout(_(" Sensors show Galileo still on surface."))
4866 proutn(_(" Readings indicate"))
4867 if game.iplnet.crystals != present:
4869 prout(_(" dilithium crystals present.\""))
4870 if game.iplnet.known == "unknown":
4871 game.iplnet.known = "known"
4872 elif game.iplnet.inhabited:
4873 prout(_("Spock- \"The inhabited planet %s is located at Sector %s, Captain.\"") % (game.iplnet.name, game.plnet))
4876 # use the transporter
4880 if damaged(DTRANSP):
4881 prout(_("Transporter damaged."))
4882 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4884 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4888 if not game.inorbit:
4890 prout(_(" not in standard orbit."))
4893 prout(_("Impossible to transport through shields."))
4895 if game.iplnet.known=="unknown":
4896 prout(_("Spock- \"Captain, we have no information on this planet"))
4897 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4898 prout(_(" you may not go down.\""))
4900 if not game.landed and game.iplnet.crystals=="absent":
4901 prout(_("Spock- \"Captain, I fail to see the logic in"))
4902 prout(_(" exploring a planet with no dilithium crystals."))
4903 proutn(_(" Are you sure this is wise?\" "))
4907 if not (game.options & OPTION_PLAIN):
4908 nrgneed = 50 * game.skill + game.height / 100.0
4909 if nrgneed > game.energy:
4910 prout(_("Engineering to bridge--"))
4911 prout(_(" Captain, we don't have enough energy for transportation."))
4913 if not game.landed and nrgneed * 2 > game.energy:
4914 prout(_("Engineering to bridge--"))
4915 prout(_(" Captain, we have enough energy only to transport you down to"))
4916 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4917 if game.iplnet.known == "shuttle_down":
4918 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4919 proutn(_(" Are you sure this is wise?\" "))
4924 # Coming from planet
4925 if game.iplnet.known=="shuttle_down":
4926 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4930 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4931 prout(_("Landing party assembled, ready to beam up."))
4933 prout(_("Kirk whips out communicator..."))
4934 prouts(_("BEEP BEEP BEEP"))
4936 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4939 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4941 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4943 prout(_("Kirk- \"Energize.\""))
4946 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4948 if random.random() > 0.98:
4949 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4951 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4954 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4955 game.landed = not game.landed
4956 game.energy -= nrgneed
4958 prout(_("Transport complete."))
4959 if game.landed and game.iplnet.known=="shuttle_down":
4960 prout(_("The shuttle craft Galileo is here!"))
4961 if not game.landed and game.imine:
4968 # strip-mine a world for dilithium
4972 prout(_("Mining party not on planet."))
4974 if game.iplnet.crystals == "mined":
4975 prout(_("This planet has already been strip-mined for dilithium."))
4977 elif game.iplnet.crystals == "absent":
4978 prout(_("No dilithium crystals on this planet."))
4981 prout(_("You've already mined enough crystals for this trip."))
4983 if game.icrystl and game.cryprob == 0.05:
4984 proutn(_("With all those fresh crystals aboard the "))
4987 prout(_("there's no reason to mine more at this time."))
4989 game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
4992 prout(_("Mining operation complete."))
4993 game.iplnet.crystals = "mined"
4994 game.imine = game.ididit = True
4997 # use dilithium crystals
5001 if not game.icrystl:
5002 prout(_("No dilithium crystals available."))
5004 if game.energy >= 1000:
5005 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
5006 prout(_(" except when Condition Yellow exists."))
5008 prout(_("Spock- \"Captain, I must warn you that loading"))
5009 prout(_(" raw dilithium crystals into the ship's power"))
5010 prout(_(" system may risk a severe explosion."))
5011 proutn(_(" Are you sure this is wise?\" "))
5016 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5017 prout(_(" Mr. Spock and I will try it.\""))
5019 prout(_("Spock- \"Crystals in place, Sir."))
5020 prout(_(" Ready to activate circuit.\""))
5022 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5024 if random.random() <= game.cryprob:
5025 prouts(_(" \"Activating now! - - No good! It's***"))
5027 prouts(_("***RED ALERT! RED A*L********************************"))
5030 prouts(_("****************** KA-BOOM!!!! *******************"))
5034 game.energy += 5000.0*(1.0 + 0.9*random.random())
5035 prouts(_(" \"Activating now! - - "))
5036 prout(_("The instruments"))
5037 prout(_(" are going crazy, but I think it's"))
5038 prout(_(" going to work!! Congratulations, Sir!\""))
5043 # use shuttlecraft for planetary jaunt
5046 if damaged(DSHUTTL):
5047 if game.damage[DSHUTTL] == -1.0:
5048 if game.inorbit and game.iplnet.known == "shuttle_down":
5049 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5051 prout(_("Ye Faerie Queene had no shuttle craft."))
5052 elif game.damage[DSHUTTL] > 0:
5053 prout(_("The Galileo is damaged."))
5054 else: # game.damage[DSHUTTL] < 0
5055 prout(_("Shuttle craft is now serving Big Macs."))
5057 if not game.inorbit:
5059 prout(_(" not in standard orbit."))
5061 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5062 prout(_("Shuttle craft not currently available."))
5064 if not game.landed and game.iplnet.known=="shuttle_down":
5065 prout(_("You will have to beam down to retrieve the shuttle craft."))
5067 if game.shldup or game.condition == "docked":
5068 prout(_("Shuttle craft cannot pass through shields."))
5070 if game.iplnet.known=="unknown":
5071 prout(_("Spock- \"Captain, we have no information on this planet"))
5072 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5073 prout(_(" you may not fly down.\""))
5075 game.optime = 3.0e-5*game.height
5076 if game.optime >= 0.8*game.state.remtime:
5077 prout(_("First Officer Spock- \"Captain, I compute that such"))
5078 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5079 int(100*game.optime/game.state.remtime))
5080 prout(_("remaining time."))
5081 proutn(_("Are you sure this is wise?\" "))
5087 if game.iscraft == "onship":
5089 if not damaged(DTRANSP):
5090 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5094 proutn(_("Shuttle crew"))
5096 proutn(_("Rescue party"))
5097 prout(_(" boards Galileo and swoops toward planet surface."))
5098 game.iscraft = "offship"
5102 game.iplnet.known="shuttle_down"
5103 prout(_("Trip complete."))
5106 # Ready to go back to ship
5107 prout(_("You and your mining party board the"))
5108 prout(_("shuttle craft for the trip back to the Enterprise."))
5110 prouts(_("The short hop begins . . ."))
5112 game.iplnet.known="known"
5118 game.iscraft = "onship"
5124 prout(_("Trip complete."))
5129 prout(_("Mining party assembles in the hangar deck,"))
5130 prout(_("ready to board the shuttle craft \"Galileo\"."))
5132 prouts(_("The hangar doors open; the trip begins."))
5135 game.iscraft = "offship"
5138 game.iplnet.known = "shuttle_down"
5141 prout(_("Trip complete."))
5145 # use the big zapper
5151 if game.ship != IHE:
5152 prout(_("Ye Faerie Queene has no death ray."))
5155 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5158 prout(_("Death Ray is damaged."))
5160 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5161 prout(_(" is highly unpredictible. Considering the alternatives,"))
5162 proutn(_(" are you sure this is wise?\" "))
5165 prout(_("Spock- \"Acknowledged.\""))
5168 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5170 prout(_("Crew scrambles in emergency preparation."))
5171 prout(_("Spock and Scotty ready the death ray and"))
5172 prout(_("prepare to channel all ship's power to the device."))
5174 prout(_("Spock- \"Preparations complete, sir.\""))
5175 prout(_("Kirk- \"Engage!\""))
5177 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5180 if game.options & OPTION_PLAIN:
5183 prouts(_("Sulu- \"Captain! It's working!\""))
5185 while game.nenhere > 0:
5186 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5187 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5188 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5190 if (game.options & OPTION_PLAIN) == 0:
5191 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5192 if random.random() <= 0.05:
5193 prout(_(" is still operational.\""))
5195 prout(_(" has been rendered nonfunctional.\""))
5196 game.damage[DDRAY] = 39.95
5198 r = random.random() # Pick failure method
5200 prouts(_("Sulu- \"Captain! It's working!\""))
5202 prouts(_("***RED ALERT! RED ALERT!"))
5204 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5206 prouts(_("***RED ALERT! RED A*L********************************"))
5209 prouts(_("****************** KA-BOOM!!!! *******************"))
5214 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5216 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5218 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5219 prout(_(" have apparently been transformed into strange mutations."))
5220 prout(_(" Vulcans do not seem to be affected."))
5222 prout(_("Kirk- \"Raauch! Raauch!\""))
5227 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5229 proutn(_("Spock- \"I believe the word is"))
5230 prouts(_(" *ASTONISHING*"))
5231 prout(_(" Mr. Sulu."))
5232 for i in range(QUADSIZE):
5233 for j in range(QUADSIZE):
5234 if game.quad[i][j] == IHDOT:
5235 game.quad[i][j] = IHQUEST
5236 prout(_(" Captain, our quadrant is now infested with"))
5237 prouts(_(" - - - - - - *THINGS*."))
5239 prout(_(" I have no logical explanation.\""))
5241 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5243 prout(_("Scotty- \"There are so many tribbles down here"))
5244 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5248 # Code from reports.c begins here
5250 def attackreport(curt):
5251 # report status of bases under attack
5253 if is_scheduled(FCDBAS):
5254 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5255 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5256 elif game.isatb == 1:
5257 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5258 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5260 prout(_("No Starbase is currently under attack."))
5262 if is_scheduled(FCDBAS):
5263 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5265 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5269 # report on general game status
5271 s1 = "" and game.thawed and _("thawed ")
5272 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5273 s3 = (None, _("novice"). _("fair"),
5274 _("good"), _("expert"), _("emeritus"))[game.skill]
5275 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5276 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5277 prout(_("No plaque is allowed."))
5279 prout(_("This is tournament game %d.") % game.tourn)
5280 prout(_("Your secret password is \"%s\"") % game.passwd)
5281 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5282 (game.inkling + game.incom + game.inscom)))
5283 if game.incom - game.state.remcom:
5284 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5285 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5286 prout(_(", but no Commanders."))
5289 if game.skill > SKILL_FAIR:
5290 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5291 if game.state.rembase != game.inbase:
5293 if game.inbase-game.state.rembase==1:
5294 proutn(_("has been 1 base"))
5296 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5297 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5299 prout(_("There are %d bases.") % game.inbase)
5300 if communicating() or game.iseenit:
5301 # Don't report this if not seen and
5302 # either the radio is dead or not at base!
5306 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5308 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5309 if game.ship == IHE:
5310 proutn(_("You have "))
5312 proutn("%d" % (game.nprobes))
5315 proutn(_(" deep space probe"))
5319 if communicating() and is_scheduled(FDSPROB):
5321 proutn(_("An armed deep space probe is in "))
5323 proutn(_("A deep space probe is in "))
5324 prout("Quadrant %s." % game.probec)
5326 if game.cryprob <= .05:
5327 prout(_("Dilithium crystals aboard ship... not yet used."))
5331 while game.cryprob > ai:
5334 prout(_("Dilithium crystals have been used %d time%s.") % \
5335 (i, (_("s"), "")[i==1]))
5339 # long-range sensor scan
5340 if damaged(DLRSENS):
5341 # Now allow base's sensors if docked
5342 if game.condition != "docked":
5343 prout(_("LONG-RANGE SENSORS DAMAGED."))
5345 prout(_("Starbase's long-range scan"))
5347 prout(_("Long-range scan"))
5348 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5350 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5351 if not VALID_QUADRANT(x, y):
5354 if not damaged(DRADIO):
5355 game.state.galaxy[x][y].charted = True
5356 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5357 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5358 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5359 if game.state.galaxy[x][y].supernova:
5362 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5370 for i in range(NDEVICES):
5373 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5374 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5376 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5377 game.damage[i]+0.05,
5378 game.docfac*game.damage[i]+0.005))
5380 prout(_("All devices functional."))
5383 # update the chart in the Enterprise's computer from galaxy data
5384 game.lastchart = game.state.date
5385 for i in range(GALSIZE):
5386 for j in range(GALSIZE):
5387 if game.state.galaxy[i][j].charted:
5388 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5389 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5390 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5393 # display the star chart
5395 if not damaged(DRADIO):
5397 if game.lastchart < game.state.date and game.condition == "docked":
5398 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5401 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5402 if game.state.date > game.lastchart:
5403 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5404 prout(" 1 2 3 4 5 6 7 8")
5405 for i in range(GALSIZE):
5406 proutn("%d |" % (i))
5407 for j in range(GALSIZE):
5408 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5412 if game.state.galaxy[i][j].supernova:
5414 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5416 elif game.state.galaxy[i][j].charted:
5417 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5421 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5429 def sectscan(goodScan, i, j):
5430 # light up an individual dot in a sector
5431 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5432 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):
5433 if game.condition == "red": textcolor(RED)
5434 elif game.condition == "green": textcolor(GREEN)
5435 elif game.condition == "yellow": textcolor(YELLOW)
5436 elif game.condition == "docked": textcolor(CYAN)
5437 elif game.condition == "dead": textcolor(BROWN)
5438 if game.quad[i][j] != game.ship:
5440 proutn("%c " % game.quad[i][j])
5446 # print status report lines
5448 if not req or req == 1:
5449 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5450 % (game.state.date, game.state.remtime))
5451 if not req or req == 2:
5452 if game.condition != "docked":
5455 for t in range(NDEVICES):
5456 if game.damage[t]>0:
5458 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5459 if not req or req == 3:
5460 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5461 if not req or req == 4:
5462 if damaged(DLIFSUP):
5463 if game.condition == "docked":
5464 s = _("DAMAGED, Base provides")
5466 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5469 prstat(_("Life Support"), s)
5470 if not req or req == 5:
5471 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5472 if not req or req == 6:
5474 if game.icrystl and (game.options & OPTION_SHOWME):
5475 extra = _(" (have crystals)")
5476 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5477 if not req or req == 7:
5478 prstat(_("Torpedoes"), "%d" % (game.torps))
5479 if not req or req == 8:
5480 if damaged(DSHIELD):
5486 data = _(" %d%% %.1f units") \
5487 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5488 prstat(_("Shields"), s+data)
5489 if not req or req == 9:
5490 prstat(_("Klingons Left"), "%d" \
5491 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5492 if not req or req == 10:
5493 if game.options & OPTION_WORLDS:
5494 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5495 if plnet and plnet.inhabited:
5496 prstat(_("Major system"), plnet.name)
5498 prout(_("Sector is uninhabited"))
5499 elif not req or req == 11:
5500 attackreport(not req)
5503 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5504 while scan() == IHEOL:
5505 proutn(_("Information desired? "))
5507 if citem in requests:
5508 status(requests.index(citem))
5510 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5511 prout((" date, condition, position, lsupport, warpfactor,"))
5512 prout((" energy, torpedoes, shields, klingons, system, time."))
5517 if damaged(DSRSENS):
5518 # Allow base's sensors if docked
5519 if game.condition != "docked":
5520 prout(_(" S.R. SENSORS DAMAGED!"))
5523 prout(_(" [Using Base's sensors]"))
5525 prout(_(" Short-range scan"))
5526 if goodScan and not damaged(DRADIO):
5527 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5528 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5529 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5530 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5531 prout(" 1 2 3 4 5 6 7 8 9 10")
5532 if game.condition != "docked":
5534 for i in range(QUADSIZE):
5535 proutn("%2d " % (i))
5536 for j in range(QUADSIZE):
5537 sectscan(goodScan, i, j)
5542 # use computer to get estimated time of arrival for a warp jump
5543 w1 = coord(); w2 = coord()
5545 if damaged(DCOMPTR):
5546 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5549 if scan() != IHREAL:
5552 proutn(_("Destination quadrant and/or sector? "))
5556 w1.y = int(aaitem-0.5)
5557 if scan() != IHREAL:
5560 w1.x = int(aaitem-0.5)
5561 if scan() == IHREAL:
5562 w2.y = int(aaitem-0.5)
5563 if scan() != IHREAL:
5566 w2.x = int(aaitem-0.5)
5568 if game.quadrant.y>w1.x:
5572 if game.quadrant.x>w1.y:
5576 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5579 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5580 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5583 prout(_("Answer \"no\" if you don't know the value:"))
5586 proutn(_("Time or arrival date? "))
5589 if ttime > game.state.date:
5590 ttime -= game.state.date # Actually a star date
5591 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5592 if ttime <= 1e-10 or twarp > 10:
5593 prout(_("We'll never make it, sir."))
5600 proutn(_("Warp factor? "))
5604 if twarp<1.0 or twarp > 10.0:
5608 prout(_("Captain, certainly you can give me one of these."))
5611 ttime = (10.0*game.dist)/square(twarp)
5612 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5613 if tpower >= game.energy:
5614 prout(_("Insufficient energy, sir."))
5615 if not game.shldup or tpower > game.energy*2.0:
5618 proutn(_("New warp factor to try? "))
5619 if scan() == IHREAL:
5622 if twarp<1.0 or twarp > 10.0:
5630 prout(_("But if you lower your shields,"))
5631 proutn(_("remaining"))
5634 proutn(_("Remaining"))
5635 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5637 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5639 prout(_("Any warp speed is adequate."))
5641 prout(_("Minimum warp needed is %.2f,") % (twarp))
5642 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5643 if game.state.remtime < ttime:
5644 prout(_("Unfortunately, the Federation will be destroyed by then."))
5646 prout(_("You'll be taking risks at that speed, Captain"))
5647 if (game.isatb==1 and game.state.kscmdr == w1 and \
5648 scheduled(FSCDBAS)< ttime+game.state.date) or \
5649 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5650 prout(_("The starbase there will be destroyed by then."))
5651 proutn(_("New warp factor to try? "))
5652 if scan() == IHREAL:
5655 if twarp<1.0 or twarp > 10.0:
5664 #ifdef BSD_BUG_FOR_BUG
5665 # A visual scan is made in a particular direction of three sectors
5666 # in the general direction specified. This takes time, and
5667 # Klingons can attack you, so it should be done only when sensors
5668 # are out. Code swiped from BSD-Trek. Not presently used, as we
5669 # automatically display all adjacent sectors on the short-range
5670 # scan even when short-range sensors are out.
5672 # This struct[] has the delta x, delta y for particular directions
5690 if scan() != IHREAL:
5692 proutn(_("Direction? "))
5696 if aaitem < 0.0 or aaitem > 360.0:
5698 co = (aaitem + 22) / 45
5700 ix = game.sector.x + v.x
5701 iy = game.sector.y + v.y
5702 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5705 co = game.quad[ix][iy]
5706 printf("%d,%d %c " % (ix+1, iy+1, co))
5708 ix = game.sector.x + v.x
5709 iy = game.sector.y + v.y
5710 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5713 co = game.quad[ix][iy]
5714 printf("%c " % (co))
5716 ix = game.sector.x + v.x
5717 iy = game.sector.y + v.y
5718 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5721 co = game.quad[ix][iy]
5722 prout("%c %d,%d\n" % (co, ix+1, iy+1))
5727 # Code from setup.c begins here
5730 # issue a historically correct banner
5732 prout(_("-SUPER- STAR TREK"))
5734 #ifdef __HISTORICAL__
5735 # prout(_("Latest update-21 Sept 78"))
5737 #endif __HISTORICAL__
5742 citem = "emsave.trk"
5746 proutn(_("File name: "))
5752 if '.' not in citem:
5755 fp = open(citem, "wb")
5757 prout(_("Can't freeze game as file %s") % citem)
5759 cPickle.dump(game, fp)
5763 # retrieve saved game
5764 game.passwd[0] = '\0'
5767 proutn(_("File name: "))
5773 if '.' not in citem:
5776 fp = open(citem, "rb")
5778 prout(_("Can't thaw game in %s") % citem)
5780 game = cPickle.load(fp)
5784 # I used <http://www.memory-alpha.org> to find planets
5785 # with references in ST:TOS. Eath and the Alpha Centauri
5786 # Colony have been omitted.
5788 # Some planets marked Class G and P here will be displayed as class M
5789 # because of the way planets are generated. This is a known bug.
5792 _("Andoria (Fesoan)"), # several episodes
5793 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5794 _("Vulcan (T'Khasi)"), # many episodes
5795 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5796 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5797 _("Ardana"), # TOS: "The Cloud Minders"
5798 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5799 _("Gideon"), # TOS: "The Mark of Gideon"
5800 _("Aldebaran III"), # TOS: "The Deadly Years"
5801 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5802 _("Altair IV"), # TOS: "Amok Time
5803 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5804 _("Benecia"), # TOS: "The Conscience of the King"
5805 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5806 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5807 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5808 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5809 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5810 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5811 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5812 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5813 _("Ingraham B"), # TOS: "Operation: Annihilate"
5814 _("Janus IV"), # TOS: "The Devil in the Dark"
5815 _("Makus III"), # TOS: "The Galileo Seven"
5816 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5817 _("Omega IV"), # TOS: "The Omega Glory"
5818 _("Regulus V"), # TOS: "Amok Time
5819 _("Deneva"), # TOS: "Operation -- Annihilate!"
5820 # Worlds from BSD Trek
5821 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5822 _("Beta III"), # TOS: "The Return of the Archons"
5823 _("Triacus"), # TOS: "And the Children Shall Lead",
5824 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5826 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5827 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5828 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5829 # _("Izar"), # TOS: "Whom Gods Destroy"
5830 # _("Tiburon"), # TOS: "The Way to Eden"
5831 # _("Merak II"), # TOS: "The Cloud Minders"
5832 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5833 # _("Iotia"), # TOS: "A Piece of the Action"
5837 _("S. R. Sensors"), \
5838 _("L. R. Sensors"), \
5840 _("Photon Tubes"), \
5841 _("Life Support"), \
5842 _("Warp Engines"), \
5843 _("Impulse Engines"), \
5845 _("Subspace Radio"), \
5846 _("Shuttle Craft"), \
5848 _("Navigation System"), \
5850 _("Shield Control"), \
5855 def setup(needprompt):
5856 # prepare to play, set up cosmos
5858 # Decide how many of everything
5859 if choose(needprompt):
5860 return # frozen game
5861 # Prepare the Enterprise
5862 game.alldone = game.gamewon = False
5864 game.state.crew = FULLCREW
5865 game.energy = game.inenrg = 5000.0
5866 game.shield = game.inshld = 2500.0
5867 game.shldchg = False
5871 game.quadrant = randplace(GALSIZE)
5872 game.sector = randplace(QUADSIZE)
5873 game.torps = game.intorps = 10
5874 game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
5876 game.wfacsq = game.warpfac * game.warpfac
5877 for i in range(NDEVICES):
5878 game.damage[i] = 0.0
5879 # Set up assorted game parameters
5880 game.battle = coord()
5881 game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
5882 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5883 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5884 game.isatb = game.state.nplankl = 0
5885 game.state.starkl = game.state.basekl = 0
5886 game.iscraft = "onship"
5890 for i in range(GALSIZE):
5891 for j in range(GALSIZE):
5892 quad = game.state.galaxy[i][j]
5897 quad.starbase = False
5898 quad.supernova = False
5899 quad.status = "secure"
5900 # Initialize times for extraneous events
5901 schedule(FSNOVA, expran(0.5 * game.intime))
5902 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5903 schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
5904 schedule(FBATTAK, expran(0.3*game.intime))
5906 if game.state.nscrem:
5907 schedule(FSCMOVE, 0.2777)
5912 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5913 schedule(FDISTR, expran(1.0 + game.intime))
5918 # Starchart is functional but we've never seen it
5919 game.lastchart = FOREVER
5920 # Put stars in the galaxy
5922 for i in range(GALSIZE):
5923 for j in range(GALSIZE):
5924 k = int(random.random()*9.0 + 1.0)
5926 game.state.galaxy[i][j].stars = k
5927 # Locate star bases in galaxy
5928 for i in range(game.inbase):
5931 w = randplace(GALSIZE)
5932 if not game.state.galaxy[w.x][w.y].starbase:
5935 # C version: for (j = i-1; j > 0; j--)
5936 # so it did them in the opposite order.
5937 for j in range(1, i):
5938 # Improved placement algorithm to spread out bases
5939 distq = w.distance(game.state.baseq[j])
5940 if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
5943 prout("=== Abandoning base #%d at %s" % (i, w))
5945 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5947 prout("=== Saving base #%d, close to #%d" % (i, j))
5950 game.state.baseq[i] = w
5951 game.state.galaxy[w.x][w.y].starbase = True
5952 game.state.chart[w.x][w.y].starbase = True
5953 # Position ordinary Klingon Battle Cruisers
5955 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5956 if klumper > MAXKLQUAD:
5960 klump = (1.0 - r*r)*klumper
5965 w = randplace(GALSIZE)
5966 if not game.state.galaxy[w.x][w.y].supernova and \
5967 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5969 game.state.galaxy[w.x][w.y].klingons += int(klump)
5972 # Position Klingon Commander Ships
5973 for i in range(1, game.incom+1):
5975 w = randplace(GALSIZE)
5976 if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
5977 not game.state.galaxy[w.x][w.y].supernova and \
5978 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5979 not w in game.state.kcmdr[:i]:
5981 game.state.galaxy[w.x][w.y].klingons += 1
5982 game.state.kcmdr[i] = w
5983 # Locate planets in galaxy
5984 for i in range(game.inplan):
5986 w = randplace(GALSIZE)
5987 if game.state.galaxy[w.x][w.y].planet == None:
5991 new.crystals = "absent"
5992 if (game.options & OPTION_WORLDS) and i < NINHAB:
5993 new.pclass = "M" # All inhabited planets are class M
5994 new.crystals = "absent"
5996 new.name = systnames[i]
5997 new.inhabited = True
5999 new.pclass = ("M", "N", "O")[random.randint(0, 2)]
6000 if random.random()*1.5: # 1 in 3 chance of crystals
6001 new.crystals = "present"
6002 new.known = "unknown"
6003 new.inhabited = False
6004 game.state.galaxy[w.x][w.y].planet = new
6005 game.state.planets.append(new)
6007 for i in range(game.state.nromrem):
6008 w = randplace(GALSIZE)
6009 game.state.galaxy[w.x][w.y].romulans += 1
6010 # Locate the Super Commander
6011 if game.state.nscrem > 0:
6013 w = randplace(GALSIZE)
6014 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
6016 game.state.kscmdr = w
6017 game.state.galaxy[w.x][w.y].klingons += 1
6018 # Place thing (in tournament game, thingx == -1, don't want one!)
6021 thing = randplace(GALSIZE)
6023 game.state.snap = False
6024 if game.skill == SKILL_NOVICE:
6025 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
6026 prout(_("a deadly Klingon invasion force. As captain of the United"))
6027 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
6028 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
6029 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
6030 prout(_("your mission. As you proceed you may be given more time."))
6032 prout(_("You will have %d supporting starbases.") % (game.inbase))
6033 proutn(_("Starbase locations- "))
6035 prout(_("Stardate %d.") % int(game.state.date))
6037 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
6038 prout(_("An unknown number of Romulans."))
6039 if game.state.nscrem:
6040 prout(_("And one (GULP) Super-Commander."))
6041 prout(_("%d stardates.") % int(game.intime))
6042 proutn(_("%d starbases in ") % game.inbase)
6043 for i in range(game.inbase):
6044 proutn(`game.state.baseq[i]`)
6047 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
6048 proutn(_(" Sector %s") % game.sector)
6050 prout(_("Good Luck!"))
6051 if game.state.nscrem:
6052 prout(_(" YOU'LL NEED IT."))
6055 if game.nenhere - (thing == game.quadrant) - game.ithere:
6057 if game.neutz: # bad luck to start in a Romulan Neutral Zone
6060 def choose(needprompt):
6061 # choose your game type
6066 game.skill = SKILL_NONE
6068 if needprompt: # Can start with command line options
6069 proutn(_("Would you like a regular, tournament, or saved game? "))
6071 if len(citem)==0: # Try again
6073 if isit("tournament"):
6074 while scan() == IHEOL:
6075 proutn(_("Type in tournament number-"))
6078 continue # We don't want a blank entry
6079 game.tourn = int(aaitem)
6082 if isit("saved") or isit("frozen"):
6086 if game.passwd == None:
6088 if not game.alldone:
6089 game.thawed = True # No plaque if not finished
6095 proutn(_("What is \"%s\"?"), citem)
6097 while game.length==0 or game.skill==SKILL_NONE:
6098 if scan() == IHALPHA:
6101 elif isit("medium"):
6105 elif isit("novice"):
6106 game.skill = SKILL_NOVICE
6108 game.skill = SKILL_FAIR
6110 game.skill = SKILL_GOOD
6111 elif isit("expert"):
6112 game.skill = SKILL_EXPERT
6113 elif isit("emeritus"):
6114 game.skill = SKILL_EMERITUS
6116 proutn(_("What is \""))
6122 proutn(_("Would you like a Short, Medium, or Long game? "))
6123 elif game.skill == SKILL_NONE:
6124 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6125 # Choose game options -- added by ESR for SST2K
6126 if scan() != IHALPHA:
6128 proutn(_("Choose your game style (or just press enter): "))
6131 # Approximates the UT FORTRAN version.
6132 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6133 game.options |= OPTION_PLAIN
6135 # Approximates Tom Almy's version.
6136 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6137 game.options |= OPTION_ALMY
6141 proutn(_("What is \"%s\"?") % citem)
6143 if game.passwd == "debug":
6145 fputs("=== Debug mode enabled\n", sys.stdout)
6147 # Use parameters to generate initial values of things
6148 game.damfac = 0.5 * game.skill
6149 game.state.rembase = random.randint(BASEMIN, BASEMAX)
6150 game.inbase = game.state.rembase
6152 if game.options & OPTION_PLANETS:
6153 game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
6154 if game.options & OPTION_WORLDS:
6155 game.inplan += int(NINHAB)
6156 game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
6157 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6158 game.state.remtime = 7.0 * game.length
6159 game.intime = game.state.remtime
6160 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
6161 game.incom = int(game.skill + 0.0625*game.inkling*random.random())
6162 game.state.remcom = min(10, game.incom)
6163 game.incom = game.state.remcom
6164 game.state.remres = (game.inkling+4*game.incom)*game.intime
6165 game.inresor = game.state.remres
6166 if game.inkling > 50:
6167 game.state.rembase += 1
6168 game.inbase = game.state.rembase
6172 # drop a feature on a random dot in the current quadrant
6175 w = randplace(QUADSIZE)
6176 if game.quad[w.x][w.y] == IHDOT:
6178 game.quad[w.x][w.y] = iquad
6182 # update our alert status
6183 game.condition = "green"
6184 if game.energy < 1000.0:
6185 game.condition = "yellow"
6186 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6187 game.condition = "red"
6189 game.condition="dead"
6192 # drop new Klingon into current quadrant
6195 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6196 game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
6200 # set up a new state of quadrant, for when we enter or re-enter it
6204 game.comhere = False
6210 game.inorbit = False
6212 game.ientesc = False
6216 game.iseenit = False
6218 # Attempt to escape Super-commander, so tbeam back!
6221 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6222 # cope with supernova
6225 game.klhere = q.klingons
6226 game.irhere = q.romulans
6227 game.nenhere = game.klhere + game.irhere
6229 game.quad[game.sector.x][game.sector.y] = game.ship
6231 w.x = w.y = 0 # quiet a gcc warning
6232 # Position ordinary Klingons
6233 for i in range(game.klhere):
6235 # If we need a commander, promote a Klingon
6236 for i in range(game.state.remcom):
6237 if game.state.kcmdr[i] == game.quadrant:
6240 if i <= game.state.remcom:
6241 game.quad[w.x][w.y] = IHC
6242 game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
6244 # If we need a super-commander, promote a Klingon
6245 if same(game.quadrant, game.state.kscmdr):
6246 game.quad[game.ks[0].x][game.ks[0].y] = IHS
6247 game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
6248 game.iscate = (game.state.remkl > 1)
6250 # Put in Romulans if needed
6251 for i in range(game.klhere, game.nenhere):
6254 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6255 game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
6256 # If quadrant needs a starbase, put it in
6258 game.base = dropin(IHB)
6259 # If quadrant needs a planet, put it in
6261 game.iplnet = q.planet
6262 if not q.planet.inhabited:
6263 game.plnet = dropin(IHP)
6265 game.plnet = dropin(IHW)
6266 # Check for condition
6268 # And finally the stars
6269 for i in range(q.stars):
6273 if game.irhere > 0 and game.klhere == 0:
6275 if not damaged(DRADIO):
6277 prout(_("LT. Uhura- \"Captain, an urgent message."))
6278 prout(_(" I'll put it on audio.\" CLICK"))
6280 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6281 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6283 # Put in THING if needed
6285 if thing == game.quadrant:
6287 thing = randplace(GALSIZE)
6289 game.ks[game.nenhere] = w
6290 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6291 distance(game.sector, w)
6292 game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
6293 if not damaged(DSRSENS):
6295 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6296 prout(_(" Please examine your short-range scan.\""))
6297 # Decide if quadrant needs a Tholian; lighten up if skill is low
6298 if game.options & OPTION_THOLIAN:
6299 if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
6300 (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
6301 (game.skill > SKILL_GOOD and random.random() <= 0.08):
6303 game.tholian.x = random.choice((0, QUADSIZE-1))
6304 game.tholian.y = random.choice((0, QUADSIZE-1))
6305 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6307 game.quad[game.tholian.x][game.tholian.y] = IHT
6310 game.ks[game.nenhere] = game.tholian
6311 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6312 distance(game.sector, game.tholian)
6313 game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
6314 # Reserve unoccupied corners
6315 if game.quad[0][0]==IHDOT:
6316 game.quad[0][0] = 'X'
6317 if game.quad[0][QUADSIZE-1]==IHDOT:
6318 game.quad[0][QUADSIZE-1] = 'X'
6319 if game.quad[QUADSIZE-1][0]==IHDOT:
6320 game.quad[QUADSIZE-1][0] = 'X'
6321 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6322 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6324 # Put in a few black holes
6325 for i in range(1, 3+1):
6326 if random.random() > 0.5:
6328 # Take out X's in corners if Tholian present
6330 if game.quad[0][0]=='X':
6331 game.quad[0][0] = IHDOT
6332 if game.quad[0][QUADSIZE-1]=='X':
6333 game.quad[0][QUADSIZE-1] = IHDOT
6334 if game.quad[QUADSIZE-1][0]=='X':
6335 game.quad[QUADSIZE-1][0] = IHDOT
6336 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6337 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6340 # sort Klingons by distance from us
6341 # The author liked bubble sort. So we will use it. :-(
6342 if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
6346 for j in range(game.nenhere):
6347 if game.kdist[j] > game.kdist[j+1]:
6350 game.kdist[j] = game.kdist[j+1]
6353 game.kavgd[j] = game.kavgd[j+1]
6356 game.ks[j].x = game.ks[j+1].x
6359 game.ks[j].y = game.ks[j+1].y
6362 game.kpower[j] = game.kpower[j+1]
6363 game.kpower[j+1] = t
6368 # set the self-destruct password
6369 if game.options & OPTION_PLAIN:
6372 proutn(_("Please type in a secret password- "))
6375 if game.passwd != None:
6380 game.passwd += chr(97+int(random.random()*25))
6382 # Code from sst.c begins here
6385 "SRSCAN": OPTION_TTY,
6386 "STATUS": OPTION_TTY,
6387 "REQUEST": OPTION_TTY,
6388 "LRSCAN": OPTION_TTY,
6401 "SENSORS": OPTION_PLANETS,
6402 "ORBIT": OPTION_PLANETS,
6403 "TRANSPORT": OPTION_PLANETS,
6404 "MINE": OPTION_PLANETS,
6405 "CRYSTALS": OPTION_PLANETS,
6406 "SHUTTLE": OPTION_PLANETS,
6407 "PLANETS": OPTION_PLANETS,
6412 "PROBE": OPTION_PROBE,
6414 "FREEZE": 0, # Synonym for SAVE
6420 "SOS": 0, # Synonym for MAYDAY
6421 "CALL": 0, # Synonym for MAYDAY
6428 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6431 # generate a list of legal commands
6433 proutn(_("LEGAL COMMANDS ARE:"))
6434 for key in commands:
6438 proutn("%-12s " % key)
6443 # browse on-line help
6444 # Give help on commands
6448 setwnd(prompt_window)
6449 proutn(_("Help on what command? "))
6451 setwnd(message_window)
6454 if citem in commands or citem == "ABBREV":
6463 fp = open(SSTDOC, "r")
6466 fp = open(DOC_NAME, "r")
6468 prout(_("Spock- \"Captain, that information is missing from the"))
6469 proutn(_(" computer. You need to find "))
6471 prout(_(" and put it in the"))
6472 proutn(_(" current directory or to "))
6476 # This used to continue: "You need to find SST.DOC and put
6477 # it in the current directory."
6481 linebuf = fp.readline()
6483 prout(_("Spock- \"Captain, there is no information on that command.\""))
6486 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6487 linebuf = linebuf[3:].strip()
6491 prout(_("Spock- \"Captain, I've found the following information:\""))
6493 while linebuf in fp:
6494 if "******" in linebuf:
6500 # command-interpretation loop
6503 setwnd(message_window)
6504 while True: # command loop
6506 while True: # get a command
6511 setwnd(prompt_window)
6515 if game.options & OPTION_CURSES:
6520 setwnd(message_window)
6522 candidates = filter(lambda x: x.startswith(citem.upper()),
6524 if len(candidates) == 1:
6527 elif candidates and not (game.options & OPTION_PLAIN):
6528 prout("Commands with that prefix: " + " ".join(candidates))
6532 if cmd == "SRSCAN": # srscan
6534 elif cmd == "STATUS": # status
6536 elif cmd == "REQUEST": # status request
6538 elif cmd == "LRSCAN": # long range scan
6540 elif cmd == "PHASERS": # phasers
6544 elif cmd == "TORPEDO": # photon torpedos
6548 elif cmd == "MOVE": # move under warp
6550 elif cmd == "SHIELDS": # shields
6554 game.shldchg = False
6555 elif cmd == "DOCK": # dock at starbase
6559 elif cmd == "DAMAGES": # damage reports
6561 elif cmd == "CHART": # chart
6563 elif cmd == "IMPULSE": # impulse
6565 elif cmd == "REST": # rest
6569 elif cmd == "WARP": # warp
6571 elif cmd == "SCORE": # score
6573 elif cmd == "SENSORS": # sensors
6575 elif cmd == "ORBIT": # orbit
6579 elif cmd == "TRANSPORT": # transport "beam"
6581 elif cmd == "MINE": # mine
6585 elif cmd == "CRYSTALS": # crystals
6589 elif cmd == "SHUTTLE": # shuttle
6593 elif cmd == "PLANETS": # Planet list
6595 elif cmd == "REPORT": # Game Report
6597 elif cmd == "COMPUTER": # use COMPUTER!
6599 elif cmd == "COMMANDS":
6601 elif cmd == "EMEXIT": # Emergency exit
6602 clrscr() # Hide screen
6603 freeze(True) # forced save
6604 os.exit(1) # And quick exit
6605 elif cmd == "PROBE":
6606 probe() # Launch probe
6609 elif cmd == "ABANDON": # Abandon Ship
6611 elif cmd == "DESTRUCT": # Self Destruct
6613 elif cmd == "SAVE": # Save Game
6616 if game.skill > SKILL_GOOD:
6617 prout(_("WARNING--Saved games produce no plaques!"))
6618 elif cmd == "DEATHRAY": # Try a desparation measure
6622 elif cmd == "DEBUGCMD": # What do we want for debug???
6624 elif cmd == "MAYDAY": # Call for help
6629 game.alldone = True # quit the game
6632 elif cmd == "SEED": # set random-number seed
6636 #ifdef BSD_BUG_FOR_BUG
6637 # elif cmd == "VISUAL":
6638 # visual() # perform visual scan
6642 break # Game has ended
6643 if game.optime != 0.0:
6646 break # Events did us in
6647 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6650 if hitme and not game.justin:
6654 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6666 if cmd == IHR: s = _("Romulan")
6667 elif cmd == IHK: s = _("Klingon")
6668 elif cmd == IHC: s = _("Commander")
6669 elif cmd == IHS: s = _("Super-commander")
6670 elif cmd == IHSTAR: s = _("Star")
6671 elif cmd == IHP: s = _("Planet")
6672 elif cmd == IHB: s = _("Starbase")
6673 elif cmd == IHBLANK: s = _("Black hole")
6674 elif cmd == IHT: s = _("Tholian")
6675 elif cmd == IHWEB: s = _("Tholian web")
6676 elif cmd == IHQUEST: s = _("Stranger")
6677 elif cmd == IHW: s = _("Inhabited World")
6678 else: s = "Unknown??"
6681 def crmena(stars, enemy, loctype, w):
6682 # print an enemy and his location
6687 if loctype == "quadrant":
6688 buf = _("Quadrant ")
6689 elif loctype == "sector":
6694 # print our ship name
6695 if game.ship == IHE:
6697 elif game.ship == IHF:
6698 s = _("Faerie Queene")
6704 # print a line of stars
6705 prouts("******************************************************")
6709 return -avrage*math.log(1e-7 + random.random())
6711 def randplace(size):
6712 # choose a random location
6714 w.x = random.randint(0, size-1)
6715 w.y = random.randint(0, size-1)
6719 # Demand input for next scan
6724 # return IHEOL next time
6729 # Get a token from the user
6730 global inqueue, line, citem
6734 # Read a line if nothing here
6737 if curwnd==prompt_window:
6739 setwnd(message_window)
6741 # Skip leading white space
6742 line = line.lstrip()
6744 inqueue = line.split()
6750 # From here on in it's all looking at the queue
6751 citem = inqueue.pop(0)
6755 aaitem = float(citem)
6760 citem = citem.lower()
6764 # yes-or-no confirmation
6773 proutn(_("Please answer with \"y\" or \"n\": "))
6776 # complain about unparseable input
6779 prout(_("Beg your pardon, Captain?"))
6782 # compares s to citem and returns true if it matches to the length of s
6783 return s.startswith(citem)
6786 # access to the internals for debugging
6787 proutn("Reset levels? ")
6789 if game.energy < game.inenrg:
6790 game.energy = game.inenrg
6791 game.shield = game.inshld
6792 game.torps = game.intorps
6793 game.lsupres = game.inlsr
6794 proutn("Reset damage? ")
6796 for i in range(NDEVICES):
6797 if game.damage[i] > 0.0:
6798 game.damage[i] = 0.0
6799 proutn("Toggle debug flag? ")
6803 prout("Debug output ON")
6805 prout("Debug output OFF")
6806 proutn("Cause selective damage? ")
6808 for i in range(NDEVICES):
6814 if key == IHALPHA and isit("y"):
6815 game.damage[i] = 10.0
6816 proutn("Examine/change events? ")
6821 FSNOVA: "Supernova ",
6824 FBATTAK: "Base Attack ",
6825 FCDBAS: "Base Destroy ",
6826 FSCMOVE: "SC Move ",
6827 FSCDBAS: "SC Base Destroy ",
6828 FDSPROB: "Probe Move ",
6829 FDISTR: "Distress Call ",
6830 FENSLV: "Enslavement ",
6831 FREPRO: "Klingon Build ",
6833 for i in range(1, NEVENTS):
6836 proutn("%.2f" % (scheduled(i)-game.state.date))
6837 if i == FENSLV or i == FREPRO:
6839 proutn(" in %s" % ev.quadrant)
6849 ev = schedule(i, aaitem)
6850 if i == FENSLV or i == FREPRO:
6852 proutn("In quadrant- ")
6854 # IHEOL says to leave coordinates as they are
6857 prout("Event %d canceled, no x coordinate." % (i))
6863 prout("Event %d canceled, no y coordinate." % (i))
6869 proutn("Induce supernova here? ")
6871 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6874 if __name__ == '__main__':
6875 global line, thing, game, idebug, iqengry
6876 game = citem = aaitem = inqueue = None
6882 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
6883 # Disable curses mode until the game logic is working.
6884 # if os.getenv("TERM"):
6885 # game.options |= OPTION_CURSES | OPTION_SHOWME
6887 game.options |= OPTION_TTY
6889 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6890 for (switch, val) in options:
6893 replayfp = open(optarg, "r")
6895 sys.stderr.write("sst: can't open replay file %s\n" % optarg)
6897 line = replayfp.readline().strip()
6899 (key, seed) = line.split()
6902 sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
6904 game.options |= OPTION_TTY
6905 game.options &=~ OPTION_CURSES
6906 elif switch == '-t':
6907 game.options |= OPTION_TTY
6908 game.options &=~ OPTION_CURSES
6909 elif switch == '-x':
6912 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6914 # where to save the input in case of bugs
6916 logfp = open("/usr/tmp/sst-input.log", "w")
6918 sys.stderr.write("sst: warning, can't open logfile\n")
6921 logfp.write("seed %d\n" % (seed))
6928 while True: # Play a game
6929 setwnd(fullscreen_window)
6932 setup(needprompt=not inqueue)
6935 game.alldone = False
6941 if game.tourn and game.alldone:
6942 proutn(_("Do you want your score recorded?"))
6946 proutn(_("Do you want to play again? "))
6950 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))