""" sst.py =-- Super Star Trek in Python This code is a Python translation of a C translation of a FORTRAN original. The FORTRANness still shows in many ways, notably the use of 1-origin index an a lot of parallel arrays where a more modern language would use structures or objects. """ import os, sys, math, curses, time, atexit, readline, cPickle, random SSTDOC = "/usr/share/doc/sst/sst.doc" # Stub to be replaced def _(str): return str PHASEFAC = 2.0 GALSIZE = 8 NINHAB = (GALSIZE * GALSIZE / 2) MAXUNINHAB = 10 PLNETMAX = (NINHAB + MAXUNINHAB) QUADSIZE = 10 BASEMAX = (GALSIZE * GALSIZE / 12) MAXKLGAME = 127 MAXKLQUAD = 9 FULLCREW = 428 # BSD Trek was 387, that's wrong FOREVER = 1e30 # These functions hide the difference between 0-origin and 1-origin addressing. def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE) def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE) def square(i): return ((i)*(i)) def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y)) def invalidate(w): w.x = w.y = 0 def is_valid(w): return (w.x != 0 and w.y != 0) # How to represent features IHR = 'R', IHK = 'K', IHC = 'C', IHS = 'S', IHSTAR = '*', IHP = 'P', IHW = '@', IHB = 'B', IHBLANK = ' ', IHDOT = '.', IHQUEST = '?', IHE = 'E', IHF = 'F', IHT = 'T', IHWEB = '#', IHMATER0 = '-', IHMATER1 = 'o', IHMATER2 = '0' class coord: def __init(self, x=None, y=None): self.x = x self.y = y def invalidate(self): self.x = self.y = None def is_valid(self): return self.x != None and self.y != None def __eq__(self, other): return self.x == other.y and self.x == other.y def __add__(self, other): return coord(self.x+self.x, self.y+self.y) def __sub__(self, other): return coord(self.x-self.x, self.y-self.y) def distance(self, other): return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2) def sgn(self): return coord(self.x / abs(x), self.y / abs(y)); def __hash__(self): return hash((x, y)) def __str__(self): return "%d - %d" % (self.x, self.y) class planet: def __init(self): self.name = None # string-valued if inhabited self.w = coord() # quadrant located self.pclass = None # could be ""M", "N", "O", or "destroyed" self.crystals = None # could be "mined", "present", "absent" self.known = None # could be "unknown", "known", "shuttle_down" self.inhabited # is it inhabites? def __str__(self): return self.name NOPLANET = None class quadrant: def __init(self): self.stars = None self.planet = None self.starbase = None self.klingons = None self.romulans = None self.supernova = None self.charted = None self.status = None # Could be "secure", "distressed", "enslaved" class page: def __init(self): self.stars = None self.starbase = None self.klingons = None class snapshot: def __init(self): self.snap = False # snapshot taken self.crew = None # crew complement self.remkl = None # remaining klingons self.remcom = None # remaining commanders self.nscrem = None # remaining super commanders self.rembase = None # remaining bases self.starkl = None # destroyed stars self.basekl = None # destroyed bases self.nromrem = None # Romulans remaining self.nplankl = None # destroyed uninhabited planets self.nworldkl = None # destroyed inhabited planets self.planets = [] # Planet information self.date = None # stardate self.remres = None # remaining resources self.remtime = None # remaining time self.baseq = [] # Base quadrant coordinates for i in range(BASEMAX+1): self.baseq.append(coord()) self.kcmdr = [] # Commander quadrant coordinates for i in range(QUADSIZE+1): self.kcmdr.append(coord()) self.kscmdr = coord() # Supercommander quadrant coordinates self.galaxy = [] # The Galaxy (subscript 0 not used) for i in range(GALSIZE+1): self.chart.append([]) for j in range(GALSIZE+1): self.galaxy[i].append(quadrant()) self.chart = [] # the starchart (subscript 0 not used) for i in range(GALSIZE+1): self.chart.append([]) for j in range(GALSIZE+1): self.chart[i].append(page()) class event: def __init__(self): self.date = None # A real number self.quadrant = None # A coord structure # game options OPTION_ALL = 0xffffffff OPTION_TTY = 0x00000001 # old interface OPTION_CURSES = 0x00000002 # new interface OPTION_IOMODES = 0x00000003 # cover both interfaces OPTION_PLANETS = 0x00000004 # planets and mining OPTION_THOLIAN = 0x00000008 # Tholians and their webs OPTION_THINGY = 0x00000010 # Space Thingy can shoot back OPTION_PROBE = 0x00000020 # deep-space probes OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise OPTION_MVBADDY = 0x00000100 # more enemies can move OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you OPTION_BASE = 0x00000400 # bases have good shields OPTION_WORLDS = 0x00000800 # logic for inhabited worlds OPTION_PLAIN = 0x01000000 # user chose plain game OPTION_ALMY = 0x02000000 # user chose Almy variant # Define devices DSRSENS = 0 DLRSENS = 1 DPHASER = 2 DPHOTON = 3 DLIFSUP = 4 DWARPEN = 5 DIMPULS = 6 DSHIELD = 7 DRADIO = 0 DSHUTTL = 9 DCOMPTR = 10 DNAVSYS = 11 DTRANSP = 12 DSHCTRL = 13 DDRAY = 14 DDSP = 15 NDEVICES= 16 # Number of devices SKILL_NONE = 0 SKILL_NOVICE = 1 SKILL_FAIR = 2 SKILL_GOOD = 3 SKILL_EXPERT = 4 SKILL_EMERITUS = 5 def damaged(dev): return (game.damage[dev] != 0.0) def communicating(): return not damaged(DRADIO) or game.condition=="docked" # Define future events FSPY = 0 # Spy event happens always (no future[] entry) # can cause SC to tractor beam Enterprise FSNOVA = 1 # Supernova FTBEAM = 2 # Commander tractor beams Enterprise FSNAP = 3 # Snapshot for time warp FBATTAK = 4 # Commander attacks base FCDBAS = 5 # Commander destroys base FSCMOVE = 6 # Supercommander moves (might attack base) FSCDBAS = 7 # Supercommander destroys base FDSPROB = 8 # Move deep space probe FDISTR = 9 # Emit distress call from an inhabited world FENSLV = 10 # Inhabited word is enslaved */ FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 # # abstract out the event handling -- underlying data structures will change # when we implement stateful events # def findevent(evtype): return game.future[evtype] class gamestate: def __init__(self): self.options = None # Game options self.state = None # A snapshot structure self.snapsht = None # Last snapshot taken for time-travel purposes self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances self.damage = [0.0] * NDEVICES # damage encountered self.future = [0.0] * NEVENTS # future events for i in range(NEVENTS): self.future.append(event()) self.passwd = None; # Self Destruct password self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations self.quadrant = None # where we are in the large self.sector = None # where we are in the small self.tholian = None # coordinates of Tholian self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant self.probec = None # current probe quadrant self.gamewon = False # Finished! self.ididit = False # action taken -- allows enemy to attack self.alive = False # we are alive (not killed) self.justin = False # just entered quadrant self.shldup = False # shields are up self.shldchg = False # shield is changing (affects efficiency) self.comhere = False # commander here self.ishere = False # super-commander in quadrant self.iscate = False # super commander is here self.ientesc = False # attempted escape from supercommander self.ithere = False # Tholian is here self.resting = False # rest time self.icraft = False # Kirk in Galileo self.landed = False # party on planet (true), on ship (false) self.alldone = False # game is now finished self.neutz = False # Romulan Neutral Zone self.isarmed = False # probe is armed self.inorbit = False # orbiting a planet self.imine = False # mining self.icrystl = False # dilithium crystals aboard self.iseenit = False # seen base attack report self.thawed = False # thawed game self.condition = None # "green", "yellow", "red", "docked", "dead" self.iscraft = None # "onship", "offship", "removed" self.skill = None # Player skill level self.inkling = 0 # initial number of klingons self.inbase = 0 # initial number of bases self.incom = 0 # initial number of commanders self.inscom = 0 # initial number of commanders self.inrom = 0 # initial number of commanders self.instar = 0 # initial stars self.intorps = 0 # initial/max torpedoes self.torps = 0 # number of torpedoes self.ship = 0 # ship type -- 'E' is Enterprise self.abandoned = 0 # count of crew abandoned in space self.length = 0 # length of game self.klhere = 0 # klingons here self.casual = 0 # causalties self.nhelp = 0 # calls for help self.nkinks = 0 # count of energy-barrier crossings self.iplnet = 0 # planet # in quadrant self.inplan = 0 # initial planets self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base self.tourn = 0 # tournament number self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources self.intime = 0.0 # initial time self.inenrg = 0.0 # initial/max energy self.inshld = 0.0 # initial/max shield self.inlsr = 0.0 # initial life support resources self.indate = 0.0 # initial date self.energy = 0.0 # energy level self.shield = 0.0 # shield level self.warpfac = 0.0 # warp speed self.wfacsq = 0.0 # squared warp factor self.lsupres = 0.0 # life support reserves self.dist = 0.0 # movement distance self.direc = 0.0 # movement direction self.optime = 0.0 # time taken by current operation self.docfac = 0.0 # repair factor when docking (constant?) self.damfac = 0.0 # damage factor self.lastchart = 0.0 # time star chart was last updated self.cryprob = 0.0 # probability that crystal will work self.probex = 0.0 # location of probe self.probey = 0.0 # self.probeinx = 0.0 # probe x,y increment self.probeiny = 0.0 # self.height = 0.0 # height of orbit around planet def recompute(self): # Stas thinks this should be (C expression): # game.state.remkl + game.state.remcom > 0 ? # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99 # He says the existing expression is prone to divide-by-zero errors # after killing the last klingon when score is shown -- perhaps also # if the only remaining klingon is SCOM. game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom) # From enumerated type 'feature' IHR = 'R' IHK = 'K' IHC = 'C' IHS = 'S' IHSTAR = '*' IHP = 'P' IHW = '@' IHB = 'B' IHBLANK = ' ' IHDOT = '.' IHQUEST = '?' IHE = 'E' IHF = 'F' IHT = 'T' IHWEB = '#' IHMATER0 = '-' IHMATER1 = 'o' IHMATER2 = '0' # From enumerated type 'FINTYPE' FWON = 0 FDEPLETE = 1 FLIFESUP = 2 FNRG = 3 FBATTLE = 4 FNEG3 = 5 FNOVA = 6 FSNOVAED = 7 FABANDN = 8 FDILITHIUM = 9 FMATERIALIZE = 10 FPHASER = 11 FLOST = 12 FMINING = 13 FDPLANET = 14 FPNOVA = 15 FSSC = 16 FSTRACTOR = 17 FDRAY = 18 FTRIBBLE = 19 FHOLE = 20 FCREW = 21 # From enumerated type 'COLORS' DEFAULT = 0 BLACK = 1 BLUE = 2 GREEN = 3 CYAN = 4 RED = 5 MAGENTA = 6 BROWN = 7 LIGHTGRAY = 8 DARKGRAY = 9 LIGHTBLUE = 10 LIGHTGREEN = 11 LIGHTCYAN = 12 LIGHTRED = 13 LIGHTMAGENTA = 14 YELLOW = 15 WHITE = 16 # Code from ai.c begins here def tryexit(look, ienm, loccom, irun): # a bad guy attempts to bug out iq = coord() iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1 if not VALID_QUADRANT(iq.x,iq.y) or \ game.state.galaxy[iq.x][iq.y].supernova or \ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons if ienm == IHR: return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory if ienm == IHC: for n in range(1, game.state.remcom+1): if game.state.kcmdr[n] == iq: return False # refuse to leave if currently attacking starbase if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy if game.kpower[loccom] > 1000.0: return False # print escape message and move out of quadrant. # we know this if either short or long range sensors are working if not damaged(DSRSENS) or not damaged(DLRSENS) or \ game.condition == docked: crmena(True, ienm, "sector", game.ks[loccom]) prout(_(" escapes to Quadrant %s (and regains strength).") % q) # handle local matters related to escape game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT game.ks[loccom] = game.ks[game.nenhere] game.kavgd[loccom] = game.kavgd[game.nenhere] game.kpower[loccom] = game.kpower[game.nenhere] game.kdist[loccom] = game.kdist[game.nenhere] game.klhere -= 1 game.nenhere -= 1 if game.condition != docked: newcnd() # Handle global matters related to escape game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 game.state.galaxy[iq.x][iq.y].klingons += 1 if ienm==IHS: game.ishere = False game.iscate = False game.ientesc = False game.isatb = 0 schedule(FSCMOVE, 0.2777) unschedule(FSCDBAS) game.state.kscmdr=iq else: for n in range(1, game.state.remcom+1): if game.state.kcmdr[n] == game.quadrant: game.state.kcmdr[n]=iq break game.comhere = False return True; # success # # The bad-guy movement algorithm: # # 1. Enterprise has "force" based on condition of phaser and photon torpedoes. # If both are operating full strength, force is 1000. If both are damaged, # force is -1000. Having shields down subtracts an additional 1000. # # 2. Enemy has forces equal to the energy of the attacker plus # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus. # # Attacker Initial energy levels (nominal): # Klingon Romulan Commander Super-Commander # Novice 400 700 1200 # Fair 425 750 1250 # Good 450 800 1300 1750 # Expert 475 850 1350 1875 # Emeritus 500 900 1400 2000 # VARIANCE 75 200 200 200 # # Enemy vessels only move prior to their attack. In Novice - Good games # only commanders move. In Expert games, all enemy vessels move if there # is a commander present. In Emeritus games all enemy vessels move. # # 3. If Enterprise is not docked, an aggressive action is taken if enemy # forces are 1000 greater than Enterprise. # # Agressive action on average cuts the distance between the ship and # the enemy to 1/4 the original. # # 4. At lower energy advantage, movement units are proportional to the # advantage with a 650 advantage being to hold ground, 800 to move forward # 1, 950 for two, 150 for back 4, etc. Variance of 100. # # If docked, is reduced by roughly 1.75*game.skill, generally forcing a # retreat, especially at high skill levels. # # 5. Motion is limited to skill level, except for SC hi-tailing it out. # def movebaddy(com, loccom, ienm): # tactical movement for the bad guys next = coord(); look = coord() irun = False # This should probably be just game.comhere + game.ishere if game.skill >= SKILL_EXPERT: nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = game.comhere + game.ishere dist1 = game.kdist[loccom] mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it if ienm==IHS and \ (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): if damaged(DPHASER): # phasers damaged forces += 300.0 else: forces -= 0.2*(game.energy - 2500.0) if damaged(DPHOTON): # photon torpedoes damaged forces += 300.0 else: forces -= 50.0*game.torps else: # phasers and photon tubes both out! forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation motion = ((forces+200.0*Rand())/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill motion = (1.0-square(Rand()))*dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-square(Rand())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion if motion==0: return # Limit motion according to skill if abs(motion) > game.skill: if motion < 0: motion = -game.skill else: motion = game.skill # calculate preferred number of steps if motion < 0: msteps = -motion else: msteps = motion if motion > 0 and nsteps > mdist: nsteps = mdist; # don't overshoot if nsteps > QUADSIZE: nsteps = QUADSIZE; # This shouldn't be necessary if nsteps < 1: nsteps = 1; # This shouldn't be necessary if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y mx = game.sector.x - com.x my = game.sector.y - com.y if 2.0 * abs(mx) < abs(my): mx = 0 if 2.0 * abs(my) < abs(game.sector.x-com.x): my = 0 if mx != 0: if mx*motion < 0: mx = -1 else: mx = 1 if my != 0: if my*motion < 0: my = -1 else: my = 1 next = com # main move loop for ll in range(nsteps): if idebug: proutn(" %d" % (ll+1)) # Check if preferred position available look.x = next.x + mx look.y = next.y + my if mx < 0: krawlx = 1 else: krawlx = -1 if my < 0: krawly = 1 else: krawly = -1 success = False attempts = 0; # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 if look.x < 1 or look.x > QUADSIZE: if motion < 0 and tryexit(look, ienm, loccom, irun): return if krawlx == mx or my == 0: break look.x = next.x + krawlx krawlx = -krawlx elif look.y < 1 or look.y > QUADSIZE: if motion < 0 and tryexit(look, ienm, loccom, irun): return if krawly == my or mx == 0: break look.y = next.y + krawly krawly = -krawly elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: # See if we should ram ship if game.quad[look.x][look.y] == game.ship and \ (ienm == IHC or ienm == IHS): ram(True, ienm, com) return if krawlx != mx and my != 0: look.x = next.x + krawlx krawlx = -krawlx elif krawly != my and mx != 0: look.y = next.y + krawly krawly = -krawly else: break; # we have failed else: success = True if success: next = look if idebug: proutn(`next`) else: break; # done early if idebug: skip(1) # Put commander in place within same quadrant game.quad[com.x][com.y] = IHDOT game.quad[next.x][next.y] = ienm if next != com: # it moved game.ks[loccom] = next game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) if not damaged(DSRSENS) or game.condition == docked: proutn("***") cramen(ienm) proutn(_(" from Sector %s") % com) if game.kdist[loccom] < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) prout("Sector %s." % next) def moveklings(): # Klingon tactical movement if idebug: prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move if game.comhere: for i in range(1, game.nenhere+1): w = game.ks[i] if game.quad[w.x][w.y] == IHC: movebaddy(w, i, IHC) break if game.ishere: for i in range(1, game.nenhere+1): w = game.ks[i] if game.quad[w.x][w.y] == IHS: movebaddy(w, i, IHS) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for i in range(1, game.nenhere+1): w = game.ks[i] if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: movebaddy(w, i, game.quad[w.x][w.y]) sortklings(); def movescom(iq, avoid): # commander movement helper if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \ game.state.galaxy[iq.x][iq.y].supernova or \ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: return 1 if avoid: # Avoid quadrants with bases if we want to avoid Enterprise for i in range(1, game.state.rembase+1): if game.state.baseq[i] == iq: return True if game.justin and not game.iscate: return True # do the move game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1 game.state.kscmdr = iq game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1 if game.ishere: # SC has scooted, Remove him from current quadrant game.iscate=False game.isatb=0 game.ishere = False game.ientesc = False unschedule(FSCDBAS) for i in range(1, game.nenhere+1): if game.quad[game.ks[i].x][game.ks[i].y] == IHS: break game.quad[game.ks[i].x][game.ks[i].y] = IHDOT game.ks[i] = game.ks[game.nenhere] game.kdist[i] = game.kdist[game.nenhere] game.kavgd[i] = game.kavgd[game.nenhere] game.kpower[i] = game.kpower[game.nenhere] game.klhere -= 1 game.nenhere -= 1 if game.condition!=docked: newcnd() sortklings() # check for a helpful planet for i in range(game.inplan): if game.state.planets[i].w == game.state.kscmdr and \ game.state.planets[i].crystals == "present": # destroy the planet game.state.planets[i].pclass = "destroyed" game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break return False; # looks good! def supercommander(): # move the Super Commander iq = coord(); sc = coord(); ibq = coord(); idelta = coord() basetbl = [] if idebug: prout("== SUPERCOMMANDER") # Decide on being active or passive 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 \ (game.state.date-game.indate) < 3.0) if not game.iscate and avoid: # compute move away from Enterprise idelta = game.state.kscmdr-game.quadrant if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0: # circulate in space idelta.x = game.state.kscmdr.y-game.quadrant.y idelta.y = game.quadrant.x-game.state.kscmdr.x else: # compute distances to starbases if game.state.rembase <= 0: # nothing left to do unschedule(FSCMOVE) return sc = game.state.kscmdr for i in range(1, game.state.rembase+1): basetbl.append((i, distance(game.state.baseq[i], sc))) if game.state.rembase > 1: basetbl.sort(lambda x, y: cmp(x[1]. y[1])) # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 for i2 in range(1, game.state.rembase+1): i = basetbl[i2][0]; # bug in original had it not finding nearest ibq = game.state.baseq[i] if ibq == game.quadrant or ibq == game.battle or \ game.state.galaxy[ibq.x][ibq.y].supernova or \ game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1: continue # if there is a commander, and no other base is appropriate, # we will take the one with the commander for j in range(1, game.state.remcom+1): if ibq == game.state.kcmdr[j] and ifindit!= 2: ifindit = 2 iwhichb = i break if j > game.state.remcom: # no commander -- use this one ifindit = 1 iwhichb = i break if ifindit==0: return; # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr # Maximum movement is 1 quadrant in either or both axes idelta = idelta.sgn() # try moving in both x and y directions # there was what looked like a bug in the Almy C code here, # but it might be this translation is just wrong. iq = game.state.kscmdr + idelta if movescom(iq, avoid): # failed -- try some other maneuvers if idelta.x==0 or idelta.y==0: # attempt angle move if idelta.x != 0: iq.y = game.state.kscmdr.y + 1 if movescom(iq, avoid): iq.y = game.state.kscmdr.y - 1 movescom(iq, avoid) else: iq.x = game.state.kscmdr.x + 1 if movescom(iq, avoid): iq.x = game.state.kscmdr.x - 1 movescom(iq, avoid) else: # try moving just in x or y iq.y = game.state.kscmdr.y if movescom(iq, avoid): iq.y = game.state.kscmdr.y + idelta.y iq.x = game.state.kscmdr.x movescom(iq, avoid) # check for a base if game.state.rembase == 0: unschedule(FSCMOVE) else: for i in range(1, game.state.rembase+1): ibq = game.state.baseq[i] if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: return; # no, don't attack base! game.iseenit = False game.isatb = 1 schedule(FSCDBAS, 1.0 +2.0*Rand()) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): return; # no warning game.iseenit = True announce() prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ % game.state.kscmdr) prout(_(" reports that it is under attack from the Klingon Super-commander.")) proutn(_(" It can survive until stardate %d.\"") \ % int(scheduled(FSCDBAS))) if not game.resting: return prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) if ja() == False: return game.resting = False game.optime = 0.0; # actually finished return # Check for intelligence report if not idebug and \ (Rand() > 0.2 or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) return; def movetholian(): # move the Tholian if not game.ithere or game.justin: return if game.tholian.x == 1 and game.tholian.y == 1: idx = 1; idy = QUADSIZE elif game.tholian.x == 1 and game.tholian.y == QUADSIZE: idx = QUADSIZE; idy = QUADSIZE elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE: idx = QUADSIZE; idy = 1 elif game.tholian.x == QUADSIZE and game.tholian.y == 1: idx = 1; idy = 1 else: # something is wrong! game.ithere = False return # do nothing if we are blocked if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB: return game.quad[game.tholian.x][game.tholian.y] = IHWEB if game.tholian.x != idx: # move in x axis im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) while game.tholian.x != idx: game.tholian.x += im if game.quad[game.tholian.x][game.tholian.y]==IHDOT: game.quad[game.tholian.x][game.tholian.y] = IHWEB elif game.tholian.y != idy: # move in y axis im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y) while game.tholian.y != idy: game.tholian.y += im if game.quad[game.tholian.x][game.tholian.y]==IHDOT: game.quad[game.tholian.x][game.tholian.y] = IHWEB game.quad[game.tholian.x][game.tholian.y] = IHT game.ks[game.nenhere] = game.tholian # check to see if all holes plugged for i in range(1, QUADSIZE+1): if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT: return if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT: return if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT: return if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: return # All plugged up -- Tholian splits game.quad[game.tholian.x][game.tholian.y]=IHWEB dropin(IHBLANK) crmena(True, IHT, "sector", game.tholian) prout(_(" completes web.")) game.ithere = False game.nenhere -= 1 return # Code from battle.c begins here def doshield(shraise): # change shield status action = "NONE" game.ididit = False if shraise: action = "SHUP" else: key = scan() if key == IHALPHA: if isit("transfer"): action = "NRG" else: chew() if damaged(DSHIELD): prout(_("Shields damaged and down.")) return if isit("up"): action = "SHUP" elif isit("down"): action = "SHDN" if action=="NONE": proutn(_("Do you wish to change shield energy? ")) if ja() == True: proutn(_("Energy to transfer to shields- ")) action = "NRG" elif damaged(DSHIELD): prout(_("Shields damaged and down.")) return elif game.shldup: proutn(_("Shields are up. Do you want them down? ")) if ja() == True: action = "SHDN" else: chew() return else: proutn(_("Shields are down. Do you want them up? ")) if ja() == True: action = "SHUP" else: chew() return if action == "SHUP": # raise shields if game.shldup: prout(_("Shields already up.")) return game.shldup = True game.shldchg = True if game.condition != "docked": game.energy -= 50.0 prout(_("Shields raised.")) if game.energy <= 0: skip(1) prout(_("Shields raising uses up last of energy.")) finish(FNRG) return game.ididit=True return elif action == "SHDN": if not game.shldup: prout(_("Shields already down.")) return game.shldup=False game.shldchg=True prout(_("Shields lowered.")) game.ididit = True return elif action == "NRG": while scan() != IHREAL: chew() proutn(_("Energy to transfer to shields- ")) chew() if aaitem==0: return if aaitem > game.energy: prout(_("Insufficient ship energy.")) return game.ididit = True if game.shield+aaitem >= game.inshld: prout(_("Shield energy maximized.")) if game.shield+aaitem > game.inshld: prout(_("Excess energy requested returned to ship energy")) game.energy -= game.inshld-game.shield game.shield = game.inshld return if aaitem < 0.0 and game.energy-aaitem > game.inenrg: # Prevent shield drain loophole skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. Power circuit problem, Captain.")) prout(_(" I can't drain the shields.")) game.ididit = False return if game.shield+aaitem < 0: prout(_("All shield energy transferred to ship.")) game.energy += game.shield game.shield = 0.0 return proutn(_("Scotty- \"")) if aaitem > 0: prout(_("Transferring energy to shields.\"")) else: prout(_("Draining energy from shields.\"")) game.shield += aaitem game.energy -= aaitem return def randdevice(): # choose a device to damage, at random. # # Quoth Eric Allman in the code of BSD-Trek: # "Under certain conditions you can get a critical hit. This # sort of hit damages devices. The probability that a given # device is damaged depends on the device. Well protected # devices (such as the computer, which is in the core of the # ship and has considerable redundancy) almost never get # damaged, whereas devices which are exposed (such as the # warp engines) or which are particularly delicate (such as # the transporter) have a much higher probability of being # damaged." # # This is one place where OPTION_PLAIN does not restore the # original behavior, which was equiprobable damage across # all devices. If we wanted that, we'd return NDEVICES*Rand() # and have done with it. Also, in the original game, DNAVYS # and DCOMPTR were the same device. # # Instead, we use a table of weights similar to the one from BSD Trek. # BSD doesn't have the shuttle, shield controller, death ray, or probes. # We don't have a cloaking device. The shuttle got the allocation # for the cloaking device, then we shaved a half-percent off # everything to have some weight to give DSHCTRL/DDRAY/DDSP. # weights = ( 105, # DSRSENS: short range scanners 10.5% 105, # DLRSENS: long range scanners 10.5% 120, # DPHASER: phasers 12.0% 120, # DPHOTON: photon torpedoes 12.0% 25, # DLIFSUP: life support 2.5% 65, # DWARPEN: warp drive 6.5% 70, # DIMPULS: impulse engines 6.5% 145, # DSHIELD: deflector shields 14.5% 30, # DRADIO: subspace radio 3.0% 45, # DSHUTTL: shuttle 4.5% 15, # DCOMPTR: computer 1.5% 20, # NAVCOMP: navigation system 2.0% 75, # DTRANSP: transporter 7.5% 20, # DSHCTRL: high-speed shield controller 2.0% 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) idx = Rand() * 1000.0 # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w if idx < sum: return i return None; # we should never get here def ram(ibumpd, ienm, w): # make our ship ram something prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***COLLISION IMMINENT.")) skip(2) proutn("***") crmshp() hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0) if ibumpd: proutn(_(" rammed by ")) else: proutn(_(" rams ")) crmena(False, ienm, sector, w) if ibumpd: proutn(_(" (original position)")) skip(1) deadkl(w, ienm, game.sector) proutn("***") crmshp() prout(_(" heavily damaged.")) icas = 10.0+20.0*Rand() prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas # # In the pre-SST2K version, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, # ncrits = Rand() * (NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue extradm = (10.0*hardness*Rand()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False prout(_("***Shields are down.")) if game.state.remkl + game.state.remcom + game.state.nscrem: announce() damagereport() else: finish(FWON) return; def torpedo(course, r, incoming, i, n): # let a photon torpedo fly iquad = 0 shoved = False ac = course + 0.25*r angle = (15.0-ac)*0.5235988 bullseye = (15.0 - course)*0.5235988 deltax = -math.sin(angle); deltay = math.cos(angle); x = incoming.x; y = incoming.y w = coord(); jw = coord() w.x = w.y = jw.x = jw.y = 0 bigger = max(math.fabs(deltax), math.fabs(deltay)) deltax /= bigger deltay /= bigger if not damaged(DSRSENS) or game.condition=="docked": setwnd(srscan_window) else: setwnd(message_window) # Loop to move a single torpedo for l in range(1, 15+1): x += deltax w.x = x + 0.5 y += deltay w.y = y + 0.5 if not VALID_SECTOR(w.x, w.y): break iquad=game.quad[w.x][w.y] tracktorpedo(w, l, i, n, iquad) if iquad==IHDOT: continue # hit something setwnd(message_window) if damaged(DSRSENS) and not game.condition=="docked": skip(1); # start new line after text track if iquad in (IHE, IHF): # Hit our ship skip(1) proutn(_("Torpedo hits ")) crmshp() prout(".") hit = 700.0 + 100.0*Rand() - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) newcnd(); # we're blown out of dock # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet ang = angle + 2.5*(Rand()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp jw.x=w.x+xx+0.5 jw.y=w.y+yy+0.5 if not VALID_SECTOR(jw.x, jw.y): return hit if game.quad[jw.x][jw.y]==IHBLANK: finish(FHOLE) return hit if game.quad[jw.x][jw.y]!=IHDOT: # can't move into object return hit game.sector = jw crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander if Rand() <= 0.05: crmena(True, iquad, sector, w) prout(_(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy for ll in range(1, game.nenhere+1): if w == game.ks[ll]: break kp = math.fabs(game.kpower[ll]) h1 = 700.0 + 100.0*Rand() - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp if game.kpower[ll] < 0: game.kpower[ll] -= -h1 else: game.kpower[ll] -= h1 if game.kpower[ll] == 0: deadkl(w, iquad, w) return None crmena(True, iquad, "sector", w) # If enemy damaged but not destroyed, try to displace ang = angle + 2.5*(Rand()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp jw.x=w.x+xx+0.5 jw.y=w.y+yy+0.5 if not VALID_SECTOR(jw.x, jw.y): prout(_(" damaged but not destroyed.")) return if game.quad[jw.x][jw.y]==IHBLANK: prout(_(" buffeted into black hole.")) deadkl(w, iquad, jw) return None if game.quad[jw.x][jw.y]!=IHDOT: # can't move into object prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) game.ks[ll] = jw shoved = True break elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) for ll in range(1, game.state.rembase+1): if game.state.baseq[ll] == game.quadrant: game.state.baseq[ll]=game.state.baseq[game.state.rembase] break game.quad[w.x][w.y]=IHDOT game.state.rembase -= 1 game.base.x=game.base.y=0 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1 game.state.basekl += 1 newcnd() return None elif iquad == IHP: # Hit a planet crmena(True, iquad, sector, w) prout(_(" destroyed.")) game.state.nplankl += 1 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET game.state.planets[game.iplnet].pclass = destroyed game.iplnet = 0 invalidate(game.plnet) game.quad[w.x][w.y] = IHDOT if game.landed: # captain perishes on planet finish(FDPLANET) return None elif iquad == IHW: # Hit an inhabited world -- very bad! crmena(True, iquad, sector, w) prout(_(" destroyed.")) game.state.nworldkl += 1 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET game.state.planets[game.iplnet].pclass = destroyed game.iplnet = 0 invalidate(game.plnet) game.quad[w.x][w.y] = IHDOT if game.landed: # captain perishes on planet finish(FDPLANET) prout(_("You have just destroyed an inhabited planet.")) prout(_("Celebratory rallies are being held on the Klingon homeworld.")) return None elif iquad == IHSTAR: # Hit a star if Rand() > 0.10: nova(w) return None crmena(True, IHSTAR, sector, w) prout(_(" unaffected by photon blast.")) return None elif iquad == IHQUEST: # Hit a thingy if not (game.options & OPTION_THINGY) or Rand()>0.7: skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) prouts(_(" HACK! HACK! HACK! *CHOKE!* ")) skip(1) proutn(_("Mr. Spock-")) prouts(_(" \"Fascinating!\"")) skip(1) deadkl(w, iquad, w) else: # # Stas Sergeev added the possibility that # you can shove the Thingy and piss it off. # It then becomes an enemy and may fire at you. # iqengry = True shoved = True return None elif iquad == IHBLANK: # Black hole skip(1) crmena(True, IHBLANK, sector, w) prout(_(" swallows torpedo.")) return None elif iquad == IHWEB: # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == IHT: # Hit a Tholian h1 = 700.0 + 100.0*Rand() - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: game.quad[w.x][w.y] = IHDOT game.ithere = False deadkl(w, iquad, w) return None skip(1) crmena(True, IHT, sector, w) if Rand() > 0.05: prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.quad[w.x][w.y] = IHWEB game.ithere = False game.nenhere -= 1 dropin(IHBLANK) return None else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") crmena(True, iquad, sector, w) skip(1) return None break if curwnd!=message_window: setwnd(message_window) if shoved: game.quad[w.x][w.y]=IHDOT game.quad[jw.x][jw.y]=iquad prout(_(" displaced by blast to Sector %s ") % jw) for ll in range(1, game.nenhere+1): game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) sortklings() return None skip(1) prout(_("Torpedo missed.")) return None; def fry(hit): # critical-hit resolution ktr=1 # a critical hit occured if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()): return ncrit = 1.0 + hit/(500.0+100.0*Rand()) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] for loop1 in range(ncrit): while True: j = randdevice() # Cheat to prevent shuttle damage unless on ship if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())) game.damage[j] += extradm if loop1 > 0: for loop2 in range(loop1): if j == cdam[loop2]: break if loop2 < loop1: continue ktr += 1 if ktr==3: skip(1) proutn(_(" and ")) proutn(device[j]) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) game.shldup=False def attack(torps_ok): # bad guy attacks us # torps_ok == false forces use of phasers in an attack atackd = False; attempt = False; ihurt = False; hitmax=0.0; hittot=0.0; chgfac=1.0 jay = coord() where = "neither" # game could be over at this point, check if game.alldone: return if idebug: prout("=== ATTACK!") # Tholian gewts to move before attacking if game.ithere: movetholian() # if you have just entered the RNZ, you'll get a warning if game.neutz: # The one chance not to be attacked game.neutz = False return # commanders get a chance to tac-move towards you if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: moveklings() # if no enemies remain after movement, we're done if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: chgfac = 0.25+0.5*Rand() skip(1) # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" for loop in range(1, game.nenhere+1): if game.kpower[loop] < 0: continue; # too weak to attack # compute hit strength and diminish shield power r = Rand() # Increase chance of photon torpedos if docked or enemy energy low if game.condition == "docked": r *= 0.25 if game.kpower[loop] < 500: r *= 0.25; jay = game.ks[loop] iquad = game.quad[jay.x][jay.y] if iquad==IHT or (iquad==IHQUEST and not iqengry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ (iquad == IHK and r > 0.0005) or \ (iquad==IHC and r > 0.015) or \ (iquad==IHR and r > 0.3) or \ (iquad==IHS and r > 0.07) or \ (iquad==IHQUEST and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack dustfac = 0.8+0.05*Rand() hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) game.kpower[loop] *= 0.75 else: # Enemy uses photon torpedo course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): proutn(_(" From ")) crmena(False, iquad, where, jay) attempt = True prout(" ") r = (Rand()+Rand())*0.5 -0.5 r += 0.002*game.kpower[loop]*r hit = torpedo(course, r, jay, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: return; # Supernova or finished if hit == None: continue # incoming phaser or torpedo, shields may dissipate it if game.shldup or game.shldchg or game.condition=="docked": # shields will take hits propor = pfac * game.shield if game.condition =="docked": propr *= 2.1 if propor < 0.1: propor = 0.1 hitsh = propor*chgfac*hit+1.0 absorb = 0.8*hitsh if absorb > game.shield: absorb = game.shield game.shield -= absorb hit -= hitsh # taking a hit blasts us out of a starbase dock if game.condition == "docked": dock(False) # but the shields may take care of it if propor > 0.1 and hit < 0.005*game.energy: continue # hit from this opponent got through shields, so take damage ihurt = True proutn(_("%d unit hit") % int(hit)) if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: proutn(_(" on the ")) crmshp() if not damaged(DSRSENS) and usephasers: proutn(_(" from ")) crmena(False, iquad, where, jay) skip(1) # Decide if hit is critical if hit > hitmax: hitmax = hit hittot += hit fry(hit) game.energy -= hit if game.energy <= 0: # Returning home upon your shield, not with it... finish(FBATTLE) return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) if not atackd: return percent = 100.0*pfac*game.shield+0.5 if not ihurt: # Shields fully protect ship proutn(_("Enemy attack reduces shield strength to ")) else: # Print message if starship suffered hit(s) skip(1) proutn(_("Energy left %2d shields ") % int(game.energy)) if game.shldup: proutn(_("up ")) elif not damaged(DSHIELD): proutn(_("down ")) else: proutn(_("damaged, ")) prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: icas= hittot*Rand()*0.015 if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) prout(_(" in that last attack.\"")) game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies for loop in range(1, game.nenhere+1): game.kavgd[loop] = game.kdist[loop] sortklings() return; def deadkl(w, type, mv): # kill a Klingon, Tholian, Romulan, or Thingy # Added mv to allow enemy to "move" before dying crmena(True, type, sector, mv) # Decide what kind of enemy it is and update appropriately if type == IHR: # chalk up a Romulan game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 elif type == IHT: # Killed a Tholian game.ithere = False elif type == IHQUEST: # Killed a Thingy iqhere = iqengry = False invalidate(thing) else: # Some type of a Klingon game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 game.klhere -= 1 if type == IHC: game.comhere = False for i in range(1, game.state.remcom+1): if game.state.kcmdr[i] == game.quadrant: break game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] game.state.kcmdr[game.state.remcom].x = 0 game.state.kcmdr[game.state.remcom].y = 0 game.state.remcom -= 1 unschedule(FTBEAM) if game.state.remcom != 0: schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) elif type == IHK: game.state.remkl -= 1 elif type == IHS: game.state.nscrem -= 1 game.ishere = False game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) else: prout("*** Internal error, deadkl() called on %s\n" % type) # For each kind of enemy, finish message to player prout(_(" destroyed.")) game.quad[w.x][w.y] = IHDOT if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: return game.recompute() # Remove enemy ship from arrays describing local conditions if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: unschedule(FCDBAS) for i in range(1, game.nenhere+1): if game.ks[i] == w: break game.nenhere -= 1 if i <= game.nenhere: for j in range(i, game.nenhere+1): game.ks[j] = game.ks[j+1] game.kpower[j] = game.kpower[j+1] game.kavgd[j] = game.kdist[j] = game.kdist[j+1] game.ks[game.nenhere+1].x = 0 game.ks[game.nenhere+1].x = 0 game.kdist[game.nenhere+1] = 0 game.kavgd[game.nenhere+1] = 0 game.kpower[game.nenhere+1] = 0 return; def targetcheck(x, y): # Return None if target is invalid if not VALID_SECTOR(x, y): huh() return None deltx = 0.1*(y - game.sector.y) delty = 0.1*(x - game.sector.x) if deltx==0 and delty== 0: skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) prout(_(" the Captain's psychological profile.\"")) chew() return None return 1.90985932*math.atan2(deltx, delty) def photon(): # launch photon torpedo game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) chew() return if game.torps == 0: prout(_("No torpedoes left.")) chew() return key = scan() while True: if key == IHALPHA: huh() return elif key == IHEOL: prout(_("%d torpedoes left.") % game.torps) proutn(_("Number of torpedoes to fire- ")) key = scan() else: # key == IHREAL { n = aaitem + 0.5 if n <= 0: # abort command chew() return if n > 3: chew() prout(_("Maximum of 3 torpedoes per burst.")) key = IHEOL return if n <= game.torps: break chew() key = IHEOL for i in range(1, n+1): key = scan() if i==1 and key == IHEOL: break; # we will try prompting if i==2 and key == IHEOL: # direct all torpedoes at one target while i <= n: targ[i][1] = targ[1][1] targ[i][2] = targ[1][2] course[i] = course[1] i += 1 break if key != IHREAL: huh() return targ[i][1] = aaitem key = scan() if key != IHREAL: huh() return targ[i][2] = aaitem course[i] = targetcheck(targ[i][1], targ[i][2]) if course[i] == None: return chew() if i == 1 and key == IHEOL: # prompt for each one for i in range(1, n+1): proutn(_("Target sector for torpedo number %d- ") % i) key = scan() if key != IHREAL: huh() return targ[i][1] = aaitem key = scan() if key != IHREAL: huh() return targ[i][2] = aaitem chew() course[i] = targetcheck(targ[i][1], targ[i][2]) if course[i] == None: return game.ididit = True # Loop for moving torpedoes for i in range(1, n+1): if game.condition != "docked": game.torps -= 1 r = (Rand()+Rand())*0.5 -0.5 if math.fabs(r) >= 0.47: # misfire! r = (Rand()+1.2) * r if n>1: prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) if i < n: prout(_(" Remainder of burst aborted.")) if Rand() <= 0.2: prout(_("***Photon tubes damaged by misfire.")) game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()) break if game.shldup or game.condition == "docked": r *= 1.0 + 0.0001*game.shield torpedo(course[i], r, game.sector, i, n) if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: return if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); def overheat(rpow): # check for phasers overheating if rpow > 1500: chekbrn = (rpow-1500.)*0.00038 if Rand() <= chekbrn: prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn) def checkshctrl(rpow): # check shield control skip(1) if Rand() < 0.998: prout(_("Shields lowered.")) return False # Something bad has happened prouts(_("***RED ALERT! RED ALERT!")) skip(2) hit = rpow*game.shield/game.inshld game.energy -= rpow+hit*0.8 game.shield -= hit*0.2 if game.energy <= 0.0: prouts(_("Sulu- \"Captain! Shield malf***********************\"")) skip(1) stars() finish(FPHASER) return True prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) icas = hit*Rand()*0.012 skip(1) fry(0.8*hit) if icas: skip(1) prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")) prout(_(" %d casualties so far.\"") % icas) game.casual += icas game.state.crew -= icas skip(1) prout(_("Phaser energy dispersed by shields.")) prout(_("Enemy unaffected.")) overheat(rpow) return True; def hittem(doublehits): # register a phaser hit on Klingons and Romulans nenhr2=game.nenhere; kk=1 w = coord() skip(1) for k in range(1, nenhr2+1): wham = hits[k] if wham==0: continue dustfac = 0.9 + 0.01*Rand() hit = wham*math.pow(dustfac,game.kdist[kk]) kpini = game.kpower[kk] kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit if game.kpower[kk] < 0: game.kpower[kk] -= -kp else: game.kpower[kk] -= kp kpow = game.kpower[kk] w = game.ks[kk] if hit > 0.005: if not damaged(DSRSENS): boom(w) proutn(_("%d unit hit on ") % int(hit)) else: proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: iqengry = True crmena(False, ienm, "sector", w) skip(1) if kpow == 0: deadkl(w, ienm, w) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); if game.alldone: return kk -= 1; # don't do the increment else: # decide whether or not to emasculate klingon if kpow > 0 and Rand() >= 0.9 and \ kpow <= ((0.4 + 0.4*Rand())*kpini): prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) prout(_(" has just lost its firepower.\"")) game.kpower[kk] = -kpow kk += 1 return; def phasers(): # fire phasers hits = []; rpow=0 kz = 0; k = 1; irec=0 # Cheating inhibitor ifast = False; no = False; itarg = True; msgflag = True automode = "NOTSET" key=0 skip(1) # SR sensors and Computer are needed fopr automode if damaged(DSRSENS) or damaged(DCOMPTR): itarg = False if game.condition == "docked": prout(_("Phasers can't be fired through base shields.")) chew() return if damaged(DPHASER): prout(_("Phaser control damaged.")) chew() return if game.shldup: if damaged(DSHCTRL): prout(_("High speed shield control damaged.")) chew() return if game.energy <= 200.0: prout(_("Insufficient energy to activate high-speed shield control.")) chew() return prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) ifast = True # Original code so convoluted, I re-did it all while automode=="NOTSET": key=scan() if key == IHALPHA: if isit("manual"): if game.nenhere==0: prout(_("There is no enemy present to select.")) chew() key = IHEOL automode="AUTOMATIC" else: automode = "MANUAL" key = scan() elif isit("automatic"): if (not itarg) and game.nenhere != 0: automode = "FORCEMAN" else: if game.nenhere==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" key = scan() elif isit("no"): no = True else: huh() return elif key == IHREAL: if game.nenhere==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: automode = "FORCEMAN" else: automode = "AUTOMATIC" else: # IHEOL if game.nenhere==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: automode = "FORCEMAN" else: proutn(_("Manual or automatic? ")) avail = game.energy if ifast: avail -= 200.0 if automode == "AUTOMATIC": if key == IHALPHA and isit("no"): no = True key = scan() if key != IHREAL and game.nenhere != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: chew() if not kz: for i in range(1, game.nenhere+1): irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() proutn(_("Units to fire= ")) key = scan() if key!=IHREAL: return rpow = aaitem if rpow > avail: proutn(_("Energy available= %.2f") % avail) skip(1) key = IHEOL if not rpow > avail: break if rpow<=0: # chicken out chew() return key=scan() if key == IHALPHA and isit("no"): no = True if ifast: game.energy -= 200; # Go and do it! if checkshctrl(rpow): return chew() game.energy -= rpow extra = rpow if game.nenhere: extra = 0.0 powrem = rpow for i in range(1, game.nenhere+1): hits[i] = 0.0 if powrem <= 0: continue hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) over = (0.01 + 0.05*Rand())*hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: hits[i] = temp if powrem <= 0: over = 0.0 extra += over if powrem > 0.0: extra += powrem hittem(hits) game.ididit = True if extra > 0 and not game.alldone: if game.ithere: proutn(_("*** Tholian web absorbs ")) if game.nenhere>0: proutn(_("excess ")) prout(_("phaser energy.")) else: prout(_("%d expended on empty space.") % int(extra)) elif automode == "FORCEMAN": chew() key = IHEOL if damaged(DCOMPTR): prout(_("Battle computer damaged, manual fire only.")) else: skip(1) prouts(_("---WORKING---")) skip(1) prout(_("Short-range-sensors-damaged")) prout(_("Insufficient-data-for-automatic-phaser-fire")) prout(_("Manual-fire-must-be-used")) skip(1) elif automode == "MANUAL": rpow = 0.0 for k in range(1, game.nenhere+1): aim = game.ks[k] ienm = game.quad[aim.x][aim.y] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) skip(1) msgflag = False rpow = 0.0 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \ (ienm == IHC or ienm == IHS): cramen(ienm) prout(_(" can't be located without short range scan.")) chew() key = IHEOL hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko k += 1 continue if key == IHEOL: chew() if itarg and k > kz: irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): proutn("%d" % irec) else: proutn("??") proutn(") ") proutn(_("units to fire at ")) crmena(False, ienm, sector, aim) proutn("- ") key = scan() if key == IHALPHA and isit("no"): no = True key = scan() continue if key == IHALPHA: huh() return if key == IHEOL: if k==1: # Let me say I'm baffled by this msgflag = True continue if aaitem < 0: # abort out chew() return hits[k] = aaitem rpow += aaitem # If total requested is too much, inform and start over if rpow > avail: prout(_("Available energy exceeded -- try again.")) chew() return key = scan(); # scan for next value k += 1 if rpow == 0.0: # zero energy -- abort chew() return if key == IHALPHA and isit("no"): no = True game.energy -= rpow chew() if ifast: game.energy -= 200.0 if checkshctrl(rpow): return hittem(hits) game.ididit = True # Say shield raised or malfunction, if necessary if game.alldone: return if ifast: skip(1) if no == 0: if Rand() >= 0.99: prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) game.shldup = False else: prout(_("Shields raised.")) else: game.shldup = False overheat(rpow); # Code from events,c begins here. # This isn't a real event queue a la BSD Trek yet -- you can only have one # event of each type active at any given time. Mostly these means we can # only have one FDISTR/FENSLV/FREPRO sequence going at any given time # BSD Trek, from which we swiped the idea, can have up to 5. import math def unschedule(evtype): # remove an event from the schedule game.future[evtype].date = FOREVER return game.future[evtype] def is_scheduled(evtype): # is an event of specified type scheduled return game.future[evtype].date != FOREVER def scheduled(evtype): # when will this event happen? return game.future[evtype].date def schedule(evtype, offset): # schedule an event of specified type game.future[evtype].date = game.state.date + offset return game.future[evtype] def postpone(evtype, offset): # postpone a scheduled event game.future[evtype].date += offset def cancelrest(): # rest period is interrupted by event if game.resting: skip(1) proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) if ja() == True: game.resting = False game.optime = 0.0 return True return False def events(): # run through the event queue looking for things to do i=0 fintim = game.state.date + game.optime; yank=0 ictbeam = False; istract = False w = coord(); hold = coord() ev = event(); ev2 = event() def tractorbeam(): # tractor beaming cases merge here yank = math.sqrt(yank) announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) proutn("***") crmshp() prout(_(" caught in long range tractor beam--")) # If Kirk & Co. screwing around on planet, handle atover(True) # atover(true) is Grab if game.alldone: return if game.icraft: # Caught in Galileo? finish(FSTRACTOR) return # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) if Rand() > 0.5: prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 game.iscraft = "removed" else: prout(_("Galileo, left on the planet surface, is well hidden.")) if evcode==0: game.quadrant = game.state.kscmdr else: game.quadrant = game.state.kcmdr[i] game.sector = randplace(QUADSIZE) crmshp() prout(_(" is pulled to Quadrant %s, Sector %s") \ % (game.quadrant, game.sector)) if game.resting: prout(_("(Remainder of rest/repair period cancelled.)")) game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: doshield(True) # raise shields game.shldchg=False else: prout(_("(Shields not currently useable.)")) newqad(False) # Adjust finish time to time of tractor beaming fintim = game.state.date+game.optime attack(False) if game.state.remcom <= 0: unschedule(FTBEAM) else: schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom)) def destroybase(): # Code merges here for any commander destroying base # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.base.x=game.base.y=0 newcnd() skip(1) prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) elif game.state.rembase != 1 and communicating(): # Get word via subspace radio announce() skip(1) prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")) proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle) if game.isatb == 2: prout(_("the Klingon Super-Commander")) else: prout(_("a Klingon Commander")) game.state.chart[game.battle.x][game.battle.y].starbase = False # Remove Starbase from galaxy game.state.galaxy[game.battle.x][game.battle.y].starbase = False for i in range(1, game.state.rembase+1): if game.state.baseq[i] == game.battle: game.state.baseq[i] = game.state.baseq[game.state.rembase] game.state.rembase -= 1 if game.isatb == 2: # reinstate a commander's base attack game.battle = hold game.isatb = 0 else: invalidate(game.battle) if idebug: prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim)) for i in range(1, NEVENTS): if i == FSNOVA: proutn("=== Supernova ") elif i == FTBEAM: proutn("=== T Beam ") elif i == FSNAP: proutn("=== Snapshot ") elif i == FBATTAK: proutn("=== Base Attack ") elif i == FCDBAS: proutn("=== Base Destroy ") elif i == FSCMOVE: proutn("=== SC Move ") elif i == FSCDBAS: proutn("=== SC Base Destroy ") elif i == FDSPROB: proutn("=== Probe Move ") elif i == FDISTR: proutn("=== Distress Call ") elif i == FENSLV: proutn("=== Enslavement ") elif i == FREPRO: proutn("=== Klingon Build ") if is_scheduled(i): prout("%.2f" % (scheduled(i))) else: prout("never") radio_was_broken = damaged(DRADIO) hold.x = hold.y = 0 while True: # Select earliest extraneous event, evcode==0 if no events evcode = FSPY if game.alldone: return datemin = fintim for l in range(1, NEVENTS): if game.future[l].date < datemin: evcode = l if idebug: prout("== Event %d fires" % evcode) datemin = game.future[l].date xtime = datemin-game.state.date game.state.date = datemin # Decrement Federation resources and recompute remaining time game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime game.recompute() if game.state.remtime <=0: finish(FDEPLETE) return # Any crew left alive? if game.state.crew <=0: finish(FCREW) return # Is life support adequate? if damaged(DLIFSUP) and game.condition != "docked": if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres: finish(FLIFESUP) return game.lsupres -= xtime if game.damage[DLIFSUP] <= xtime: game.lsupres = game.inlsr # Fix devices repair = xtime if game.condition == "docked": repair /= game.docfac # Don't fix Deathray here for l in range(0, NDEVICES): if game.damage[l] > 0.0 and l != DDRAY: if game.damage[l]-repair > 0.0: game.damage[l] -= repair else: game.damage[l] = 0.0 # If radio repaired, update star chart and attack reports if radio_was_broken and not damaged(DRADIO): prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and")) prout(_(" surveillance reports are coming in.")) skip(1) if not game.iseenit: attackreport(False) game.iseenit = True rechart() prout(_(" The star chart is now up to date.\"")) skip(1) # Cause extraneous event EVCODE to occur game.optime -= xtime if evcode == FSNOVA: # Supernova announce() supernova(False) schedule(FSNOVA, expran(0.5*game.intime)) if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: return elif evcode == FSPY: # Check with spy to see if SC should tractor beam if game.state.nscrem == 0 or \ ictbeam or istract or \ game.condition=="docked" or game.isatb==1 or game.iscate: return if game.ientesc or \ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \ (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \ (damaged(DSHIELD) and \ (game.energy < 2500 or damaged(DPHASER)) and \ (game.torps < 5 or damaged(DPHOTON))): # Tractor-beam her! istract = True yank = distance(game.state.kscmdr, game.quadrant) ictbeam = True tractorbeam() else: return elif evcode == FTBEAM: # Tractor beam if game.state.remcom == 0: unschedule(FTBEAM) continue i = Rand()*game.state.remcom+1.0 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule schedule(FTBEAM, game.optime + expran(1.5*game.intime/game.state.remcom)) continue ictbeam = True tractorbeam() elif evcode == FSNAP: # Snapshot of the universe (for time warp) game.snapsht = game.state game.state.snap = True schedule(FSNAP, expran(0.5 * game.intime)) elif evcode == FBATTAK: # Commander attacks starbase if game.state.remcom==0 or game.state.rembase==0: # no can do unschedule(FBATTAK) unschedule(FCDBAS) continue i = 0 for j in range(1, game.state.rembase+1): for k in range(1, game.state.remcom+1): if game.state.baseq[j] == game.state.kcmdr[k] and \ not game.state.baseq[j] == game.quadrant and \ not game.state.baseq[j] == game.state.kscmdr: i = 1 if i == 1: continue if j>game.state.rembase: # no match found -- try later schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] schedule(FCDBAS, 1.0+3.0*Rand()) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) game.iseenit = False if not communicating(): continue # No warning :-( game.iseenit = True announce() skip(1) proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS)))) prout(".\"") if cancelrest(): return elif evcode == FSCDBAS: # Supercommander destroys base unschedule(FSCDBAS) game.isatb = 2 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: continue # WAS RETURN! hold = game.battle game.battle = game.state.kscmdr destroybase() elif evcode == FCDBAS: # Commander succeeds in destroying base if evcode==FCDBAS: unschedule(FCDBAS) # find the lucky pair for i in range(1, game.state.remcom+1): if game.state.kcmdr[i] == game.battle: break if i > game.state.remcom or game.state.rembase == 0 or \ not game.state.galaxy[game.battle.x][game.battle.y].starbase: # No action to take after all invalidate(game.battle) continue destroybase() elif evcode == FSCMOVE: # Supercommander moves schedule(FSCMOVE, 0.2777) if not game.ientesc and not istract and game.isatb != 1 and \ (not game.iscate or not game.justin): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) game.probex += game.probeinx game.probey += game.probeiny i = (int)(game.probex/QUADSIZE +0.05) j = (int)(game.probey/QUADSIZE + 0.05) if game.probec.x != i or game.probec.y != j: game.probec.x = i game.probec.y = j if not VALID_QUADRANT(i, j) or \ game.state.galaxy[game.probec.x][game.probec.y].supernova: # Left galaxy or ran into supernova if comunicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) if not VALID_QUADRANT(j, i): proutn(_("has left the galaxy")) else: proutn(_("is no longer transmitting")) prout(".\"") unschedule(FDSPROB) continue if not communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec) pdest = game.state.galaxy[game.probec.x][game.probec.y] # Update star chart if Radio is working or have access to radio if communicating(): chp = game.state.chart[game.probec.x][game.probec.y] chp.klingons = pdest.klingons chp.starbase = pdest.starbase chp.stars = pdest.stars pdest.charted = True game.proben -= 1 # One less to travel if game.proben == 0 and game.isarmed and pdest.stars: # lets blow the sucker! supernova(True, game.probec) unschedule(FDSPROB) if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) # try a whole bunch of times to find something suitable for i in range(100): # need a quadrant which is not the current one, # which has some stars which are inhabited and # not already under attack, which is not # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) q = game.state.galaxy[w.x][w.y] if not (game.quadrant == w or q.planet == NOPLANET or \ not game.state.planets[q.planet].inhabited or \ q.supernova or q.status!=secure or q.klingons<=0): break else: # can't seem to find one; ignore this call if idebug: prout("=== Couldn't find location for distress event.") continue # got one!! Schedule its enslavement ev = schedule(FENSLV, expran(game.intime)) ev.quadrant = w q.status = distressed # tell the captain about it if we can if communicating(): prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ % (q.planet, `w`)) prout(_("by a Klingon invasion fleet.")) if cancelrest(): return elif evcode == FENSLV: # starsystem is enslaved ev = unschedule(FENSLV) # see if current distress call still active q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] if q.klingons <= 0: q.status = "secure" continue q.status = "enslaved" # play stork and schedule the first baby ev2 = schedule(FREPRO, expran(2.0 * game.intime)) ev2.quadrant = ev.quadrant # report the disaster if we can if communicating(): prout(_("Uhura- We've lost contact with starsystem %s") % \ q.planet) prout(_("in Quadrant %s.\n") % ev.quadrant) elif evcode == FREPRO: # Klingon reproduces # If we ever switch to a real event queue, we'll need to # explicitly retrieve and restore the x and y. ev = schedule(FREPRO, expran(1.0 * game.intime)) # see if current distress call still active q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] if q.klingons <= 0: q.status = "secure" continue if game.state.remkl >=MAXKLGAME: continue # full right now # reproduce one Klingon w = ev.quadrant if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one for i in range(w.x - 1, w.x + 2): for j in range(w.y - 1, w.y + 2): if not VALID_QUADRANT(i, j): continue q = game.state.galaxy[w.x][w.y] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue raise "FOUNDIT" else: continue # search for eligible quadrant failed except "FOUNDIT": w.x = i w.y = j # deliver the child game.state.remkl += 1 q.klingons += 1 if game.quadrant == w: game.klhere += 1 newkling(game.klhere) # recompute time left game.recompute() # report the disaster if we can if communicating(): if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) if q.planet != NOPLANET: proutn(_("near %s") % q.planet) prout(_("in Quadrant %s.") % w) def wait(): # wait on events game.ididit = False while True: key = scan() if key != IHEOL: break proutn(_("How long? ")) chew() if key != IHREAL: huh() return origTime = delay = aaitem if delay <= 0.0: return if delay >= game.state.remtime or game.nenhere != 0: proutn(_("Are you sure? ")) if ja() == False: return # Alternate resting periods (events) with attacks game.resting = True while True: if delay <= 0: game.resting = False if not game.resting: prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay if game.nenhere: rtime = 1.0 + Rand() if rtime < temp: temp = rtime game.optime = temp if game.optime < delay: attack(False) if game.alldone: return events() game.ididit = True if game.alldone: return delay -= temp # Repair Deathray if long rest at starbase if origTime-delay >= 9.99 and game.condition == "docked": game.damage[DDRAY] = 0.0 # leave if quadrant supernovas if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: break game.resting = False game.optime = 0 # A nova occurs. It is the result of having a star hit with a # photon torpedo, or possibly of a probe warhead going off. # Stars that go nova cause stars which surround them to undergo # the same probabilistic process. Klingons next to them are # destroyed. And if the starship is next to it, it gets zapped. # If the zap is too much, it gets destroyed. def nova(nov): # star goes nova course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); scratch = coord() if Rand() < 0.05: # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT crmena(False, IHSTAR, sector, nov) prout(_(" novas.")) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 # Set up stack to recursively trigger adjacent stars bot = top = top2 = 1 kount = 0 icx = icy = 0 hits[1][1] = nov.x hits[1][2] = nov.y while True: for mm in range(bot, top+1): for nn in range(1, 3+1): # nn,j represents coordinates around current for j in range(1, 3+1): if j==2 and nn== 2: continue scratch.x = hits[mm][1]+nn-2 scratch.y = hits[mm][2]+j-2 if not VALID_SECTOR(scratch.y, scratch.x): continue iquad = game.quad[scratch.x][scratch.y] # Empty space ends reaction if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): break elif iquad == IHSTAR: # Affect another star if Rand() < 0.05: # This star supernovas scratch = supernova(False) return top2 += 1 hits[top2][1]=scratch.x hits[top2][2]=scratch.y game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 crmena(True, IHSTAR, sector, scratch) prout(_(" novas.")) game.quad[scratch.x][scratch.y] = IHDOT elif iquad == IHP: # Destroy planet game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET game.state.nplankl += 1 crmena(True, IHP, sector, scratch) prout(_(" destroyed.")) game.state.planets[game.iplnet].pclass = destroyed game.iplnet = 0 invalidate(game.plnet) if game.landed: finish(FPNOVA) return game.quad[scratch.x][scratch.y] = IHDOT elif iquad == IHB: # Destroy base game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False for i in range(1, game.state.rembase+1): if game.state.baseq[i] == game.quadrant: break game.state.baseq[i] = game.state.baseq[game.state.rembase] game.state.rembase -= 1 invalidate(game.base) game.state.basekl += 1 newcnd() crmena(True, IHB, sector, scratch) prout(_(" destroyed.")) game.quad[scratch.x][scratch.y] = IHDOT elif iquad in (IHE, IHF): # Buffet ship prout(_("***Starship buffeted by nova.")) if game.shldup: if game.shield >= 2000.0: game.shield -= 2000.0 else: diff = 2000.0 - game.shield game.energy -= diff game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff else: game.energy -= 2000.0 if game.energy <= 0: finish(FNOVA) return # add in course nova contributes to kicking starship icx += game.sector.x-hits[mm][1] icy += game.sector.y-hits[mm][2] kount += 1 elif iquad == IHK: # kill klingon deadkl(scratch,iquad, scratch) elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies for ll in range(1, game.nenhere+1): if game.ks[ll] == scratch: break game.kpower[ll] -= 800.0 # If firepower is lost, die if game.kpower[ll] <= 0.0: deadkl(scratch, iquad, scratch) break newc.x = scratch.x + scratch.x - hits[mm][1] newc.y = scratch.y + scratch.y - hits[mm][2] crmena(True, iquad, sector, scratch) proutn(_(" damaged")) if not VALID_SECTOR(newc.x, newc.y): # can't leave quadrant skip(1) break iquad1 = game.quad[newc.x][newc.y] if iquad1 == IHBLANK: proutn(_(", blasted into ")) crmena(False, IHBLANK, sector, newc) skip(1) deadkl(scratch, iquad, newc) break if iquad1 != IHDOT: # can't move into something else skip(1) break proutn(_(", buffeted to Sector %s") % newc) game.quad[scratch.x][scratch.y] = IHDOT game.quad[newc.x][newc.y] = iquad game.ks[ll] = newc game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) skip(1) if top == top2: break bot = top + 1 top = top2 if kount==0: return # Starship affected by nova -- kick it away. game.dist = kount*0.1 icx = sgn(icx) icy = sgn(icy) game.direc = course[3*(icx+1)+icy+2] if game.direc == 0.0: game.dist = 0.0 if game.dist == 0.0: return game.optime = 10.0*game.dist/16.0 skip(1) prout(_("Force of nova displaces starship.")) imove(True) game.optime = 10.0*game.dist/16.0 return def supernova(induced, w=None): # star goes supernova num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(1, GALSIZE+1): for nq.y in range(1, GALSIZE+1): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists num = Rand()*stars + 1 for nq.x in range(1, GALSIZE+1): for nq.y in range(1, GALSIZE+1): num -= game.state.galaxy[nq.x][nq.y].stars if num <= 0: break if num <=0: break if idebug: proutn("=== Super nova here?") if ja() == True: nq = game.quadrant if not nq == game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) if communicating(): skip(1) prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date) prout(_(" Supernova in Quadrant %s; caution advised.") % nq) else: ns = coord() # we are in the quadrant! num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1 for ns.x in range(1, QUADSIZE+1): for ns.y in range(1, QUADSIZE+1): if game.quad[ns.x][ns.y]==IHSTAR: num -= 1 if num==0: break if num==0: break skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***Incipient supernova detected at Sector %s") % ns) if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1: proutn(_("Emergency override attempts t")) prouts("***************") skip(1) stars() game.alldone = True # destroy any Klingons in supernovaed quadrant kldead = game.state.galaxy[nq.x][nq.y].klingons game.state.galaxy[nq.x][nq.y].klingons = 0 if nq == game.state.kscmdr: # did in the Supercommander! game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) if game.state.remcom: maxloop = game.state.remcom for l in range(1, maxloop+1): if game.state.kcmdr[l] == nq: game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom] invalidate(game.state.kcmdr[game.state.remcom]) game.state.remcom -= 1 kldead -= 1 if game.state.remcom==0: unschedule(FTBEAM) break game.state.remkl -= kldead # destroy Romulans and planets in supernovaed quadrant nrmdead = game.state.galaxy[nq.x][nq.y].romulans game.state.galaxy[nq.x][nq.y].romulans = 0 game.state.nromrem -= nrmdead # Destroy planets for loop in range(game.inplan): if game.state.planets[loop].w == nq: game.state.planets[loop].pclass = destroyed npdead += 1 # Destroy any base in supernovaed quadrant if game.state.rembase: maxloop = game.state.rembase for loop in range(1, maxloop+1): if game.state.baseq[loop] == nq: game.state.baseq[loop] = game.state.baseq[game.state.rembase] invalidate(game.state.baseq[game.state.rembase]) game.state.rembase -= 1 break # If starship caused supernova, tally up destruction if induced: game.state.starkl += game.state.galaxy[nq.x][nq.y].stars game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase game.state.nplankl += npdead # mark supernova in galaxy and in star chart if game.quadrant == nq or communicating(): game.state.galaxy[nq.x][nq.y].supernova = True # If supernova destroys last Klingons give special message if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant: skip(2) if not induced: prout(_("Lucky you!")) proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq) finish(FWON) return # if some Klingons remain, continue or die in supernova if game.alldone: finish(FSNOVAED) return # Code from finish.c ends here. def selfdestruct(): # self-destruct maneuver # Finish with a BANG! chew() if damaged(DCOMPTR): prout(_("Computer damaged; cannot execute destruct sequence.")) return prouts(_("---WORKING---")); skip(1) prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1) prouts(" 10"); skip(1) prouts(" 9"); skip(1) prouts(" 8"); skip(1) prouts(" 7"); skip(1) prouts(" 6"); skip(1) skip(1) prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-")) skip(1) prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-")) skip(1) prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED")) skip(1) scan() chew() if game.passwd != citem: prouts(_("PASSWORD-REJECTED;")) skip(1) prouts(_("CONTINUITY-EFFECTED")) skip(2) return prouts(_("PASSWORD-ACCEPTED")); skip(1) prouts(" 5"); skip(1) prouts(" 4"); skip(1) prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) if Rand() < 0.15: prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() def kaboom(): stars() if game.ship==IHE: prouts("***") prouts(_("********* Entropy of ")) crmshp() prouts(_(" maximized *********")) skip(1) stars() skip(1) if game.nenhere != 0: whammo = 25.0 * game.energy l=1 while l <= game.nenhere: if game.kpower[l]*game.kdist[l] <= whammo: deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l]) l += 1 finish(FDILITHIUM) def killrate(): "Compute our rate of kils over time." return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate) def badpoints(): "Compute demerits." badpt = 5.0*game.state.starkl + \ game.casual + \ 10.0*game.state.nplankl + \ 300*game.state.nworldkl + \ 45.0*game.nhelp +\ 100.0*game.state.basekl +\ 3.0*game.abandoned if game.ship == IHF: badpt += 100.0 elif game.ship == None: badpt += 200.0 return badpt def finish(ifin): # end the game, with appropriate notfications igotit = False game.alldone = True skip(3) prout(_("It is stardate %.1f.") % game.state.date) skip(1) if ifin == FWON: # Game has been won if game.state.nromrem != 0: prout(_("The remaining %d Romulans surrender to Starfleet Command.") % game.state.nromrem) prout(_("You have smashed the Klingon invasion fleet and saved")) prout(_("the Federation.")) game.gamewon = True if game.alive: badpt = badpoints() if badpt < 100.0: badpt = 0.0 # Close enough! # killsPerDate >= RateMax if game.state.date-game.indate < 5.0 or \ killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt: skip(1) prout(_("In fact, you have done so well that Starfleet Command")) if game.skill == SKILL_NOVICE: prout(_("promotes you one step in rank from \"Novice\" to \"Fair\".")) elif game.skill == SKILL_FAIR: prout(_("promotes you one step in rank from \"Fair\" to \"Good\".")) elif game.skill == SKILL_GOOD: prout(_("promotes you one step in rank from \"Good\" to \"Expert\".")) elif game.skill == SKILL_EXPERT: prout(_("promotes you to Commodore Emeritus.")) skip(1) prout(_("Now that you think you're really good, try playing")) prout(_("the \"Emeritus\" game. It will splatter your ego.")) elif game.skill == SKILL_EMERITUS: skip(1) proutn(_("Computer- ")) prouts(_("ERROR-ERROR-ERROR-ERROR")) skip(2) prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM")) skip(1) prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) skip(1) prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) skip(1) prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) skip(1) prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI")) skip(2) prout(_("Now you can retire and write your own Star Trek game!")) skip(1) elif game.skill >= SKILL_EXPERT: if game.thawed and not idebug: prout(_("You cannot get a citation, so...")) else: proutn(_("Do you want your Commodore Emeritus Citation printed? ")) chew() if ja() == True: igotit = True # Only grant long life if alive (original didn't!) skip(1) prout(_("LIVE LONG AND PROSPER.")) score() if igotit: plaque() return elif ifin == FDEPLETE: # Federation Resources Depleted prout(_("Your time has run out and the Federation has been")) prout(_("conquered. Your starship is now Klingon property,")) prout(_("and you are put on trial as a war criminal. On the")) proutn(_("basis of your record, you are ")) if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom): prout(_("acquitted.")) skip(1) prout(_("LIVE LONG AND PROSPER.")) else: prout(_("found guilty and")) prout(_("sentenced to death by slow torture.")) game.alive = False score() return elif ifin == FLIFESUP: prout(_("Your life support reserves have run out, and")) prout(_("you die of thirst, starvation, and asphyxiation.")) prout(_("Your starship is a derelict in space.")) elif ifin == FNRG: prout(_("Your energy supply is exhausted.")) skip(1) prout(_("Your starship is a derelict in space.")) elif ifin == FBATTLE: proutn(_("The ")) crmshp() prout(_("has been destroyed in battle.")) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: prout(_("You have made three attempts to cross the negative energy")) prout(_("barrier which surrounds the galaxy.")) skip(1) prout(_("Your navigation is abominable.")) score() elif ifin == FNOVA: prout(_("Your starship has been destroyed by a nova.")) prout(_("That was a great shot.")) skip(1) elif ifin == FSNOVAED: proutn(_("The ")) crmshp() prout(_(" has been fried by a supernova.")) prout(_("...Not even cinders remain...")) elif ifin == FABANDN: prout(_("You have been captured by the Klingons. If you still")) prout(_("had a starbase to be returned to, you would have been")) prout(_("repatriated and given another chance. Since you have")) prout(_("no starbases, you will be mercilessly tortured to death.")) elif ifin == FDILITHIUM: prout(_("Your starship is now an expanding cloud of subatomic particles")) elif ifin == FMATERIALIZE: prout(_("Starbase was unable to re-materialize your starship.")) prout(_("Sic transit gloria mundi")) elif ifin == FPHASER: proutn(_("The ")) crmshp() prout(_(" has been cremated by its own phasers.")) elif ifin == FLOST: prout(_("You and your landing party have been")) prout(_("converted to energy, disipating through space.")) elif ifin == FMINING: prout(_("You are left with your landing party on")) prout(_("a wild jungle planet inhabited by primitive cannibals.")) skip(1) prout(_("They are very fond of \"Captain Kirk\" soup.")) skip(1) proutn(_("Without your leadership, the ")) crmshp() prout(_(" is destroyed.")) elif ifin == FDPLANET: prout(_("You and your mining party perish.")) skip(1) prout(_("That was a great shot.")) skip(1) elif ifin == FSSC: prout(_("The Galileo is instantly annihilated by the supernova.")) prout(_("You and your mining party are atomized.")) skip(1) proutn(_("Mr. Spock takes command of the ")) crmshp() prout(_(" and")) prout(_("joins the Romulans, reigning terror on the Federation.")) elif ifin == FPNOVA: prout(_("You and your mining party are atomized.")) skip(1) proutn(_("Mr. Spock takes command of the ")) crmshp() prout(_(" and")) prout(_("joins the Romulans, reigning terror on the Federation.")) elif ifin == FSTRACTOR: prout(_("The shuttle craft Galileo is also caught,")) prout(_("and breaks up under the strain.")) skip(1) prout(_("Your debris is scattered for millions of miles.")) proutn(_("Without your leadership, the ")) crmshp() prout(_(" is destroyed.")) elif ifin == FDRAY: prout(_("The mutants attack and kill Spock.")) prout(_("Your ship is captured by Klingons, and")) prout(_("your crew is put on display in a Klingon zoo.")) elif ifin == FTRIBBLE: prout(_("Tribbles consume all remaining water,")) prout(_("food, and oxygen on your ship.")) skip(1) prout(_("You die of thirst, starvation, and asphyxiation.")) prout(_("Your starship is a derelict in space.")) elif ifin == FHOLE: prout(_("Your ship is drawn to the center of the black hole.")) prout(_("You are crushed into extremely dense matter.")) elif ifin == FCREW: prout(_("Your last crew member has died.")) if game.ship == IHF: game.ship = None elif game.ship == IHE: game.ship = IHF game.alive = False if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom) if goodies/baddies >= 1.0+0.5*Rand(): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) if goodies/baddies >= 3.0+Rand(): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) else: prout(_("highly unfavorable to the Federation.")) else: prout(_("The Federation will be destroyed.")) else: prout(_("Since you took the last Klingon with you, you are a")) prout(_("martyr and a hero. Someday maybe they'll erect a")) prout(_("statue in your memory. Rest in peace, and try not")) prout(_("to think about pigeons.")) game.gamewon = True score() def score(): # compute player's score timused = game.state.date - game.indate iskill = game.skill if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0: timused = 5.0 perdate = killrate() ithperd = 500*perdate + 0.5 iwon = 0 if game.gamewon: iwon = 100*game.skill if game.ship == IHE: klship = 0 elif game.ship == IHF: klship = 1 else: klship = 2 if not game.gamewon: game.state.nromrem = 0 # None captured if no win iscore = 10*(game.inkling - game.state.remkl) \ + 50*(game.incom - game.state.remcom) \ + ithperd + iwon \ + 20*(game.inrom - game.state.nromrem) \ + 200*(game.inscom - game.state.nscrem) \ - game.state.nromrem \ - badpoints() if not game.alive: iscore -= 200 skip(2) prout(_("Your score --")) if game.inrom - game.state.nromrem: prout(_("%6d Romulans destroyed %5d") % (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem))) if game.state.nromrem: prout(_("%6d Romulans captured %5d") % (game.state.nromrem, game.state.nromrem)) if game.inkling - game.state.remkl: prout(_("%6d ordinary Klingons destroyed %5d") % (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl))) if game.incom - game.state.remcom: prout(_("%6d Klingon commanders destroyed %5d") % (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom))) if game.inscom - game.state.nscrem: prout(_("%6d Super-Commander destroyed %5d") % (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))) if ithperd: prout(_("%6.2f Klingons per stardate %5d") % (perdate, ithperd)) if game.state.starkl: prout(_("%6d stars destroyed by your action %5d") % (game.state.starkl, -5*game.state.starkl)) if game.state.nplankl: prout(_("%6d planets destroyed by your action %5d") % (game.state.nplankl, -10*game.state.nplankl)) if (game.options & OPTION_WORLDS) and game.state.nworldkl: prout(_("%6d inhabited planets destroyed by your action %5d") % (game.state.nplankl, -300*game.state.nworldkl)) if game.state.basekl: prout(_("%6d bases destroyed by your action %5d") % (game.state.basekl, -100*game.state.basekl)) if game.nhelp: prout(_("%6d calls for help from starbase %5d") % (game.nhelp, -45*game.nhelp)) if game.casual: prout(_("%6d casualties incurred %5d") % (game.casual, -game.casual)) if game.abandoned: prout(_("%6d crew abandoned in space %5d") % (game.abandoned, -3*game.abandoned)) if klship: prout(_("%6d ship(s) lost or destroyed %5d") % (klship, -100*klship)) if not game.alive: prout(_("Penalty for getting yourself killed -200")) if game.gamewon: proutn(_("Bonus for winning ")) if game.skill == SKILL_NOVICE: proutn(_("Novice game ")) elif game.skill == SKILL_FAIR: proutn(_("Fair game ")) elif game.skill == SKILL_GOOD: proutn(_("Good game ")) elif game.skill == SKILL_EXPERT: proutn(_("Expert game ")) elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game")) prout(" %5d" % iwon) skip(1) prout(_("TOTAL SCORE %5d") % iscore) def plaque(): # emit winner's commemmorative plaque skip(2) while True: proutn(_("File or device name for your plaque: ")) cgetline(winner, sizeof(winner)) try: fp = open(winner, "w") break except IOError: prout(_("Invalid name.")) proutn(_("Enter name to go on plaque (up to 30 characters): ")) cgetline(winner, sizeof(winner)) # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 fp.write("\n\n\n\n") # --------DRAW ENTERPRISE PICTURE. fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" ) fp.write(" EEE E : : : E\n" ) fp.write(" EE EEE E : : NCC-1701 : E\n") fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n") fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n") fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n") fp.write(" EEEEEEE EEEEE E E E E\n") fp.write(" EEE E E E E\n") fp.write(" E E E E\n") fp.write(" EEEEEEEEEEEEE E E\n") fp.write(" EEE : EEEEEEE EEEEEEEE\n") fp.write(" :E : EEEE E\n") fp.write(" .-E -:----- E\n") fp.write(" :E : E\n") fp.write(" EE : EEEEEEEE\n") fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n") fp.write("\n\n\n") fp.write(_(" U. S. S. ENTERPRISE\n")) fp.write("\n\n\n\n") fp.write(_(" For demonstrating outstanding ability as a starship captain\n")) fp.write("\n") fp.write(_(" Starfleet Command bestows to you\n")) fp.write("\n") fp.write("%*s%s\n\n" % (nskip, "", winner)) fp.write(_(" the rank of\n\n")) fp.write(_(" \"Commodore Emeritus\"\n\n")) fp.write(" ") if game.skill == SKILL_EXPERT: fp.write(_(" Expert level\n\n")) elif game.skill == SKILL_EMERITUS: fp.write(_("Emeritus level\n\n")) else: fp.write(_(" Cheat level\n\n")) timestring = ctime() fp.write(_(" This day of %.6s %.4s, %.8s\n\n") % (timestring+4, timestring+20, timestring+11)) fp.write(_(" Your score: %d\n\n") % iscore) fp.write(_(" Klingons per stardate: %.2f\n") % perdate) fp.close() # Code from io.c begins here rows = linecount = 0 # for paging stdscr = None fullscreen_window = None srscan_window = None report_window = None status_window = None lrscan_window = None message_window = None prompt_window = None def outro(): "wrap up, either normally or due to signal" if game.options & OPTION_CURSES: #clear() #curs_set(1) #refresh() #resetterm() #echo() curses.endwin() stdout.write('\n') if logfp: logfp.close() def iostart(): global stdscr #setlocale(LC_ALL, "") #bindtextdomain(PACKAGE, LOCALEDIR) #textdomain(PACKAGE) if atexit.register(outro): sys.stderr.write("Unable to register outro(), exiting...\n") os.exit(1) if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: rows = ln_env else: rows = 25 else: stdscr = curses.initscr() stdscr.keypad(True) #saveterm() curses.nonl() curses.cbreak() curses.start_color() curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK) curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK) #noecho() global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window fullscreen_window = stdscr srscan_window = curses.newwin(12, 25, 0, 0) report_window = curses.newwin(11, 0, 1, 25) status_window = curses.newwin(10, 0, 1, 39) lrscan_window = curses.newwin(5, 0, 0, 64) message_window = curses.newwin(0, 0, 12, 0) prompt_window = curses.newwin(1, 0, rows-2, 0) message_window.scrollok(True) setwnd(fullscreen_window) textcolor(DEFAULT) def waitfor(): "wait for user action -- OK to do nothing if on a TTY" if game.options & OPTION_CURSES: stsdcr.getch() def announce(): skip(1) if game.skill > SKILL_FAIR: prouts(_("[ANOUNCEMENT ARRIVING...]")) else: prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]")) skip(1) def pause_game(): if game.skill > SKILL_FAIR: prompt = _("[CONTINUE?]") else: prompt = _("[PRESS ENTER TO CONTINUE]") if game.options & OPTION_CURSES: drawmaps(0) setwnd(prompt_window) prompt_window.wclear() prompt_window.addstr(prompt) prompt_window.getstr() prompt_window.clear() prompt_window.refresh() setwnd(message_window) else: global linecount stdout.write('\n') proutn(prompt) raw_input() for j in range(0, rows): stdout.write('\n') linecount = 0 def skip(i): "Skip i lines. Pause game if this would cause a scrolling event." while dummy in range(i): if game.options & OPTION_CURSES: (y, x) = curwnd.getyx() (my, mx) = curwnd.getmaxyx() if curwnd == message_window and y >= my - 3: pause_game() clrscr() else: proutn("\n") else: global linecount linecount += 1 if linecount >= rows: pause_game() else: stdout.write('\n') def proutn(line): "Utter a line with no following line feed." if game.options & OPTION_CURSES: curwnd.addstr(line) curwnd.refresh() else: stdout.write(line) def prout(line): proutn(line) skip(1) def prouts(line): "print slowly!" for c in line: curses.delay_output(30) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() curses.delay_output(300) def cgetline(line, max): "Get a line of input." if game.options & OPTION_CURSES: line = curwnd.getstr() + "\n" curwnd.refresh() else: if replayfp and not replayfp.closed: line = replayfp.readline() else: sys.stdin.readline() if logfp: logfp.write(line) def setwnd(wnd): "Change windows -- OK for this to be a no-op in tty mode." if game.options & OPTION_CURSES: curwnd = wnd curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window) def clreol(): "Clear to end of line -- can be a no-op in tty mode" if game.options & OPTION_CURSES: wclrtoeol(curwnd) wrefresh(curwnd) def clrscr(): "Clear screen -- can be a no-op in tty mode." global linecount if game.options & OPTION_CURSES: curwnd.clear() curwnd.move(0, 0) curwnd.refresh() linecount = 0 def textcolor(color): "Set the current text color" if game.options & OPTION_CURSES: if color == DEFAULT: curwnd.attrset(0) elif color == BLACK: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK)) elif color == BLUE: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE)) elif color == GREEN: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN)) elif color == CYAN: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN)) elif color == RED: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED)) elif color == MAGENTA: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA)) elif color == BROWN: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW)) elif color == LIGHTGRAY: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE)) elif color == DARKGRAY: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD) elif color == LIGHTBLUE: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD) elif color == LIGHTGREEN: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD) elif color == LIGHTCYAN: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD) elif color == LIGHTRED: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD) elif color == LIGHTMAGENTA: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD) elif color == YELLOW: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD) elif color == WHITE: curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD) def highvideo(): "Set highlight video, if this is reasonable." if game.options & OPTION_CURSES: curwnd.attron(curses.A_REVERSE) def commandhook(cmd, before): pass # # Things past this point have policy implications. # def drawmaps(mode): "Hook to be called after moving to redraw maps." if game.options & OPTION_CURSES: if mode == 1: sensor() setwnd(srscan_window) curwnd.move(0, 0) srscan() if mode != 2: setwnd(status_window) status_window.clear() status_window.move(0, 0) setwnd(report_window) report_window.clear() report_window.move(0, 0) status(0) setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) lrscan() def put_srscan_sym(w, sym): "Emit symbol for short-range scan." srscan_window.move(w.x+1, w.y*2+2) srscan_window.addch(sym) srscan_window.refresh() def boom(w): "Enemy fall down, go boom." if game.options & OPTION_CURSES: drawmaps(2) setwnd(srscan_window) srscan_window.attron(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) #sound(500) #delay(1000) #nosound() srscan_window.attroff(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) curses.delay_output(500) setwnd(message_window) def warble(): "Sound and visual effects for teleportation." if game.options & OPTION_CURSES: drawmaps(2) setwnd(message_window) #sound(50) prouts(" . . . . . ") if game.options & OPTION_CURSES: #curses.delay_output(1000) #nosound() pass def tracktorpedo(w, l, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: if l == 1: if n != 1: skip(1) proutn(_("Track for torpedo number %d- ") % i) else: skip(1) proutn(_("Torpedo track- ")) elif l==4 or l==9: skip(1) proutn("%d - %d " % (w.x, w.y)) else: if not damaged(DSRSENS) or game.condition=="docked": if i != 1 and l == 1: drawmaps(2) curses.delay_output(400) if (iquad==IHDOT) or (iquad==IHBLANK): put_srscan_sym(w, '+') #sound(l*10) #curses.delay_output(100) #nosound() put_srscan_sym(w, iquad) else: curwnd.attron(curses.A_REVERSE) put_srscan_sym(w, iquad) #sound(500) #curses.delay_output(1000) #nosound() curwnd.attroff(curses.A_REVERSE) put_srscan_sym(w, iquad) else: proutn("%d - %d " % (w.x, w.y)) def makechart(): "Display the current galaxy chart." if game.options & OPTION_CURSES: setwnd(message_window) message_window.clear() chart() if game.options & OPTION_TTY: skip(1) NSYM = 14 def prstat(txt, data): proutn(txt) if game.options & OPTION_CURSES: skip(1) setwnd(status_window) else: proutn(" " * NSYM - len(tx)) vproutn(data) skip(1) if game.options & OPTION_CURSES: setwnd(report_window) # Code from moving.c begins here def imove(novapush): # movement execution for warp, impulse, supernova, and tractor-beam events w = coord(); final = coord() trbeam = False def no_quad_change(): # No quadrant change -- compute new avg enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.nenhere: for m in range(1, game.nenhere+1): finald = distance(w, game.ks[m]) game.kavgd[m] = 0.5 * (finald+game.kdist[m]) game.kdist[m] = finald sortklings() if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(False) for m in range(1, game.nenhere+1): game.kavgd[m] = game.kdist[m] newcnd() drawmaps(0) setwnd(message_window) w.x = w.y = 0 if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False angle = ((15.0 - game.direc) * 0.5235988) deltax = -math.sin(angle) deltay = math.cos(angle) if math.fabs(deltax) > math.fabs(deltay): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) deltay /= bigger deltax /= bigger # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True game.condition = "red" game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move within the quadrant game.quad[game.sector.x][game.sector.y] = IHDOT x = game.sector.x y = game.sector.y n = 10.0*game.dist*bigger+0.5 if n > 0: for m in range(1, n+1): x += deltax y += deltay w.x = x + 0.5 w.y = y + 0.5 if not VALID_SECTOR(w.x, w.y): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova if game.nenhere != 0 and not novapush: newcnd() for m in range(1, game.nenhere+1): finald = distance(w, game.ks[m]) game.kavgd[m] = 0.5 * (finald + game.kdist[m]) # # Stas Sergeev added the condition # that attacks only happen if Klingons # are present and your skill is good. # if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(False) if game.alldone: return # compute final position -- new quadrant and sector x = QUADSIZE*(game.quadrant.x-1)+game.sector.x y = QUADSIZE*(game.quadrant.y-1)+game.sector.y w.x = x+10.0*game.dist*bigger*deltax+0.5 w.y = y+10.0*game.dist*bigger*deltay+0.5 # check for edge of galaxy kinks = 0 while True: kink = 0 if w.x <= 0: w.x = -w.x + 1 kink = 1 if w.y <= 0: w.y = -w.y + 1 kink = 1 if w.x > GALSIZE*QUADSIZE: w.x = (GALSIZE*QUADSIZE*2)+1 - w.x kink = 1 if w.y > GALSIZE*QUADSIZE: w.y = (GALSIZE*QUADSIZE*2)+1 - w.y kink = 1 if kink: kinks = 1 if not kink: break if kinks: game.nkinks += 1 if game.nkinks == 3: # Three strikes -- you're out! finish(FNEG3) return skip(1) prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) prout(_("YOU WILL BE DESTROYED.")) # Compute final position in new quadrant if trbeam: # Don't bother if we are to be beamed return game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1) game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1) skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.x][game.sector.y] = game.ship newqad(False) if game.skill>SKILL_NOVICE: attack(False) return iquad = game.quad[w.x][w.y] if iquad != IHDOT: # object encountered in flight path stopegy = 50.0*game.dist/game.optime game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST): game.sector = w ram(False, iquad, game.sector) final = game.sector elif iquad == IHBLANK: skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) proutn("***") crmshp() proutn(_(" pulled into black hole at Sector %s") % w) # # Getting pulled into a black hole was certain # death in Almy's original. Stas Sergeev added a # possibility that you'll get timewarped instead. # n=0 for m in range(0, NDEVICES): if game.damage[m]>0: n += 1 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) if (game.options & OPTION_BLKHOLE) and Rand()>probf: timwrp() else: finish(FHOLE) return else: # something else skip(1) crmshp() if iquad == IHWEB: proutn(_(" encounters Tholian web at %s;") % w) else: proutn(_(" blocked by object at %s;") % w) proutn(_("Emergency stop required ")) prout(_("%2d units of energy.") % int(stopegy)) game.energy -= stopegy final.x = x-deltax+0.5 final.y = y-deltay+0.5 game.sector = final if game.energy <= 0: finish(FNRG) return # We're here! no_quad_change() return game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) game.sector = w final = game.sector no_quad_change() return def dock(verbose): # dock our ship at a starbase chew() if game.condition == "docked" and verbose: prout(_("Already docked.")) return if game.inorbit: prout(_("You must first leave standard orbit.")) return if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: crmshp() prout(_(" not adjacent to base.")) return game.condition = "docked" if "verbose": prout(_("Docked.")) game.ididit = True if game.energy < game.inenrg: game.energy = game.inenrg game.shield = game.inshld game.torps = game.intorps game.lsupres = game.inlsr game.state.crew = FULLCREW if not damaged(DRADIO) and \ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit): # get attack report from base prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) attackreport(False) game.iseenit = True # # This program originally required input in terms of a (clock) # direction and distance. Somewhere in history, it was changed to # cartesian coordinates. So we need to convert. Probably # "manual" input should still be done this way -- it's a real # pain if the computer isn't working! Manual mode is still confusing # because it involves giving x and y motions, yet the coordinates # are always displayed y - x, where +y is downward! # def getcd(isprobe, akey): # get course and distance irowq=game.quadrant.x; icolq=game.quadrant.y; key=0 navmode = "unspecified" itemp = "curt" incr = coord() iprompt = False # Get course direction and distance. If user types bad values, return # with DIREC = -1.0. game.direc = -1.0 if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) chew() return while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: prout(_("Computer damaged; manual navigation only")) else: prout(_("Computer damaged; manual movement only")) chew() navmode = "manual" key = IHEOL break if isprobe and akey != -1: # For probe launch, use pre-scanned value first time key = akey akey = -1 else: key = scan() if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True chew() elif key == IHALPHA: if isit("manual"): navmode = "manual" key = scan() break elif isit("automatic"): navmode = "automatic" key = scan() break else: huh() chew() return else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) else: prout(_("(Manual movement assumed.)")) navmode = "manual" break if navmode == "automatic": while key == IHEOL: if isprobe: proutn(_("Target quadrant or quadrant§or- ")) else: proutn(_("Destination sector or quadrant§or- ")) chew() iprompt = True key = scan() if key != IHREAL: huh() return xi = aaitem key = scan() if key != IHREAL: huh() return xj = aaitem key = scan() if key == IHREAL: # both quadrant and sector specified xk = aaitem key = scan() if key != IHREAL: huh() return xl = aaitem irowq = xi + 0.5 icolq = xj + 0.5 incr.y = xk + 0.5 incr.x = xl + 0.5 else: if isprobe: # only quadrant specified -- go to center of dest quad irowq = xi + 0.5 icolq = xj + 0.5 incr.y = incr.x = 5 else: incr.y = xi + 0.5 incr.x = xj + 0.5 itemp = "normal" if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y): huh() return skip(1) if not isprobe: if itemp > "curt": if iprompt: prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr) else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y) deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y) else: # manual while key == IHEOL: proutn(_("X and Y displacements- ")) chew() iprompt = True key = scan() itemp = "verbose" if key != IHREAL: huh() return deltax = aaitem key = scan() if key != IHREAL: huh() return deltay = aaitem # Check for zero movement if deltax == 0 and deltay == 0: chew() return if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) game.dist = math.sqrt(deltax*deltax + deltay*deltay) game.direc = math.atan2(deltax, deltay)*1.90985932 if game.direc < 0.0: game.direc += 12.0 chew() return def impulse(): # move under impulse power game.ididit = False if damaged(DIMPULS): chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: getcd(False, 0) if game.direc == -1.0: return power = 20.0 + 100.0*game.dist else: power = 30.0 if power >= game.energy: # Insufficient power for trip skip(1) prout(_("First Officer Spock- \"Captain, the impulse engines")) prout(_("require 20.0 units to engage, plus 100.0 units per")) if game.energy > 30: proutn(_("quadrant. We can go, therefore, a maximum of %d") % int(0.01 * (game.energy-20.0)-0.05)) prout(_(" quadrants.\"")) else: prout(_("quadrant. They are, therefore, useless.\"")) chew() return # Make sure enough time is left for the trip game.optime = game.dist/0.095 if game.optime >= game.state.remtime: prout(_("First Officer Spock- \"Captain, our speed under impulse")) prout(_("power is only 0.95 sectors per stardate. Are you sure")) proutn(_("we dare spend the time?\" ")) if ja() == False: return # Activate impulse engines and pay the cost imove(False) game.ididit = True if game.alldone: return power = 20.0 + 100.0*game.dist game.energy -= power game.optime = game.dist/0.095 if game.energy <= 0: finish(FNRG) return def warp(timewarp): # move under warp drive blooey = False; twarp = False if not timewarp: # Not WARPX entry game.ididit = False if game.damage[DWARPEN] > 10.0: chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: chew() skip(1) prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) return # Read in course and distance getcd(False, 0) if game.direc == -1.0: return # Make sure starship has enough energy for the trip power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) if power >= game.energy: # Insufficient power for trip game.ididit = False skip(1) prout(_("Engineering to bridge--")) if not game.shldup or 0.5*power > game.energy: iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333) if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp) if game.shldup: prout(",") prout(_("if you'll lower the shields.")) else: prout(".") else: prout(_("We haven't the energy to go that far with the shields up.")) return # Make sure enough time is left for the trip game.optime = 10.0*game.dist/game.wfacsq if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) proutn(_(" a trip would require approximately %2.0f") % (100.0*game.optime/game.state.remtime)) prout(_(" percent of our")) proutn(_(" remaining time. Are you sure this is wise?\" ")) if ja() == False: game.ididit = False game.optime=0 return # Entry WARPX if game.warpfac > 6.0: # Decide if engine damage will occur prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 if prob > Rand(): blooey = True game.dist = Rand()*game.dist # Decide if time warp will occur if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False proutn("=== Force time warp? ") if ja() == True: twarp = True if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage angle = ((15.0-game.direc)*0.5235998) deltax = -math.sin(angle) deltay = math.cos(angle) if math.fabs(deltax) > math.fabs(deltay): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) deltax /= bigger deltay /= bigger n = 10.0 * game.dist * bigger +0.5 x = game.sector.x y = game.sector.y for l in range(1, n+1): x += deltax ix = x + 0.5 y += deltay iy = y +0.5 if not VALID_SECTOR(ix, iy): break if game.quad[ix][iy] != IHDOT: blooey = False twarp = False # Activate Warp Engines and pay the cost imove(False) if game.alldone: return game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) if game.energy <= 0: finish(FNRG) game.optime = 10.0*game.dist/game.wfacsq if twarp: timwrp() if blooey: game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) prout(_(" We'll have to reduce speed to warp 4.")) game.ididit = True return def setwarp(): # change the warp factor while True: key=scan() if key != IHEOL: break chew() proutn(_("Warp factor- ")) chew() if key != IHREAL: huh() return if game.damage[DWARPEN] > 10.0: prout(_("Warp engines inoperative.")) return if damaged(DWARPEN) and aaitem > 4.0: prout(_("Engineer Scott- \"I'm doing my best, Captain,")) prout(_(" but right now we can only go warp 4.\"")) return if aaitem > 10.0: prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) return if aaitem < 1.0: prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) return oldfac = game.warpfac game.warpfac = aaitem game.wfacsq=game.warpfac*game.warpfac if game.warpfac <= oldfac or game.warpfac <= 6.0: prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % int(game.warpfac)) return if game.warpfac < 8.00: prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")) return if game.warpfac == 10.0: prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\"")) return prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")) return def atover(igrab): # cope with being tossed out of quadrant by supernova or yanked by beam chew() # is captain on planet? if game.landed: if damaged(DTRANSP): finish(FPNOVA) return prout(_("Scotty rushes to the transporter controls.")) if game.shldup: prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) if Rand() <= 0.5: prout(_("fails.")) finish(FPNOVA) return prout(_("SUCCEEDS!")) if game.imine: game.imine = False proutn(_("The crystals mined were ")) if Rand() <= 0.25: prout(_("lost.")) else: prout(_("saved.")) game.icrystl = True if igrab: return # Check to see if captain in shuttle craft if game.icraft: finish(FSTRACTOR) if game.alldone: return # Inform captain of attempt to reach safety skip(1) while True: if game.justin: prouts(_("***RED ALERT! RED ALERT!")) skip(1) proutn(_("The ")) crmshp() prout(_(" has stopped in a quadrant containing")) prouts(_(" a supernova.")) skip(2) proutn(_("***Emergency automatic override attempts to hurl ")) crmshp() skip(1) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True # Try to use warp engines if damaged(DWARPEN): skip(1) prout(_("Warp engines damaged.")) finish(FSNOVAED) return game.warpfac = 6.0+2.0*Rand() game.wfacsq = game.warpfac * game.warpfac prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) distreq = 1.4142+Rand() if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq game.direc = 12.0*Rand() # How dumb! game.justin = False game.inorbit = False warp(True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: return skip(1) prout(_("Insufficient energy to leave quadrant.")) finish(FSNOVAED) return # Repeat if another snova if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: break if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON) # Snova killed remaining enemy. def timwrp(): # let's do the time warp again prout(_("***TIME WARP ENTERED.")) if game.state.snap and Rand() < 0.5: # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) game.state = game.snapsht game.state.snap = False if game.state.remcom: schedule(FTBEAM, expran(game.intime/game.state.remcom)) schedule(FBATTAK, expran(0.3*game.intime)) schedule(FSNOVA, expran(0.5*game.intime)) # next snapshot will be sooner schedule(FSNAP, expran(0.25*game.state.remtime)) if game.state.nscrem: schedule(FSCMOVE, 0.2777) game.isatb = 0 unschedule(FCDBAS) unschedule(FSCDBAS) invalidate(game.battle) # Make sure Galileo is consistant -- Snapshot may have been taken # when on planet, which would give us two Galileos! gotit = False for l in range(game.inplan): if game.state.planets[l].known == "shuttle_down": gotit = True if game.iscraft == "onship" and game.ship==IHE: prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) game.iscraft = "offship" # Likewise, if in the original time the Galileo was abandoned, but # was on ship earlier, it would have vanished -- let's restore it. if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")) game.iscraft = "onship" # # * There used to be code to do the actual reconstrction here, # * but the starchart is now part of the snapshotted galaxy state. # prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time game.optime = -0.5*game.intime*math.log(Rand()) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) game.damage[DRADIO] += game.optime newqad(False) events() # Stas Sergeev added this -- do pending events def probe(): # launch deep-space probe # New code to launch a deep space probe if game.nprobes == 0: chew() skip(1) if game.ship == IHE: prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) else: prout(_("Ye Faerie Queene has no deep space probes.")) return if damaged(DDSP): chew() skip(1) prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) return if is_scheduled(FDSPROB): chew() skip(1) if damaged(DRADIO) and game.condition != "docked": prout(_("Spock- \"Records show the previous probe has not yet")) prout(_(" reached its destination.\"")) else: prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) return key = scan() if key == IHEOL: # slow mode, so let Kirk know how many probes there are left if game.nprobes == 1: prout(_("1 probe left.")) else: prout(_("%d probes left") % game.nprobes) proutn(_("Are you sure you want to fire a probe? ")) if ja() == False: return game.isarmed = False if key == IHALPHA and citem == "armed": game.isarmed = True key = scan() elif key == IHEOL: proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() getcd(True, key) if game.direc == -1.0: return game.nprobes -= 1 angle = ((15.0 - game.direc) * 0.5235988) game.probeinx = -math.sin(angle) game.probeiny = math.cos(angle) if math.fabs(game.probeinx) > math.fabs(game.probeiny): bigger = math.fabs(game.probeinx) else: bigger = math.fabs(game.probeiny) game.probeiny /= bigger game.probeinx /= bigger game.proben = 10.0*game.dist*bigger +0.5 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1 game.probec = game.quadrant schedule(FDSPROB, 0.01) # Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) game.ididit = True return # Here's how the mayday code works: # # First, the closest starbase is selected. If there is a a starbase # in your own quadrant, you are in good shape. This distance takes # quadrant distances into account only. # # A magic number is computed based on the distance which acts as the # probability that you will be rematerialized. You get three tries. # # When it is determined that you should be able to be rematerialized # (i.e., when the probability thing mentioned above comes up # positive), you are put into that quadrant (anywhere). Then, we try # to see if there is a spot adjacent to the star- base. If not, you # can't be rematerialized!!! Otherwise, it drops you there. It only # tries five times to find a spot to drop you. After that, it's your # problem. def mayday(): # yell for help from nearest starbase # There's more than one way to move in this game! line = 0 chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) return if damaged(DRADIO): prout(_("Subspace radio damaged.")) return if game.state.rembase==0: prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")) return if game.landed: proutn(_("You must be aboard the ")) crmshp() prout(".") return # OK -- call for help from nearest starbase game.nhelp += 1 if game.base.x!=0: # There's one in this quadrant ddist = distance(game.base, game.sector) else: ddist = FOREVER for m in range(1, game.state.rembase+1): xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant) if xdist < ddist: ddist = xdist line = m # Since starbase not in quadrant, set up new quadrant game.quadrant = game.state.baseq[line] newqad(True) # dematerialize starship game.quad[game.sector.x][game.sector.y]=IHDOT proutn(_("Starbase in Quadrant %s responds--") % game.quadrant) crmshp() prout(_(" dematerializes.")) game.sector.x=0 for m in range(1, 5+1): ix = game.base.x+3.0*Rand()-1 iy = game.base.y+3.0*Rand()-1 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: # found one -- finish up game.sector.x=ix game.sector.y=iy break if not is_valid(game.sector): prout(_("You have been lost in space...")) finish(FMATERIALIZE) return # Give starbase three chances to rematerialize starship probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333) for m in range(1, 3+1): if m == 1: proutn(_("1st")) elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ")) crmshp() game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] textcolor(RED) warble() if Rand() > probf: break prout(_("fails.")) curses.delay_output(500) textcolor(DEFAULT) if m > 3: game.quad[ix][iy]=IHQUEST game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return game.quad[ix][iy]=game.ship textcolor(GREEN) prout(_("succeeds.")) textcolor(DEFAULT) dock(False) skip(1) prout(_("Lt. Uhura- \"Captain, we made it!\"")) # Abandon Ship (the BSD-Trek description) # # The ship is abandoned. If your current ship is the Faire # Queene, or if your shuttlecraft is dead, you're out of # luck. You need the shuttlecraft in order for the captain # (that's you!!) to escape. # # Your crew can beam to an inhabited starsystem in the # quadrant, if there is one and if the transporter is working. # If there is no inhabited starsystem, or if the transporter # is out, they are left to die in outer space. # # If there are no starbases left, you are captured by the # Klingons, who torture you mercilessly. However, if there # is at least one starbase, you are returned to the # Federation in a prisoner of war exchange. Of course, this # can't happen unless you have taken some prisoners. def abandon(): # abandon ship chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle craft now serving Big Macs.")) return if game.damage[DSHUTTL]>0: prout(_("Shuttle craft damaged.")) return if game.landed: prout(_("You must be aboard the ship.")) return if game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return # Print abandon ship messages skip(1) prouts(_("***ABANDON SHIP! ABANDON SHIP!")) skip(1) prouts(_("***ALL HANDS ABANDON SHIP!")) skip(2) prout(_("Captain and crew escape in shuttle craft.")) if game.state.rembase==0: # Oops! no place to go... finish(FABANDN) return q = game.state.galaxy[game.quadrant.x][game.quadrant.y] # Dispose of crew if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down")) prout(_("to nearest habitable planet.")) elif q.planet != NOPLANET and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down to %s.") % q.planet) else: prout(_("Entire crew of %d left to die in outer space.") % game.state.crew) game.casual += game.state.crew game.abandoned += game.state.crew # If at least one base left, give 'em the Faerie Queene skip(1) game.icrystl = False # crystals are lost game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) nb = Rand()*game.state.rembase+1 # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] game.sector.x = game.sector.y = 5 newqad(True) while True: # position next to base by trial and error game.quad[game.sector.x][game.sector.y] = IHDOT for l in range(1, QUADSIZE+1): game.sector.x = 3.0*Rand() - 1.0 + game.base.x game.sector.y = 3.0*Rand() - 1.0 + game.base.y if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: break if l < QUADSIZE+1: break # found a spot game.sector.x=QUADSIZE/2 game.sector.y=QUADSIZE/2 newqad(True) # Get new commission game.quad[game.sector.x][game.sector.y] = game.ship = IHF game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) prout(_("still useable.")) if game.icrystl: prout(_("The dilithium crystals have been moved.")) game.imine = False game.iscraft = "offship" # Galileo disappears # Resupply ship game.condition="docked" for l in range(0, NDEVICES): game.damage[l] = 0.0 game.damage[DSHUTTL] = -1 game.energy = game.inenrg = 3000.0 game.shield = game.inshld = 1250.0 game.torps = game.intorps = 6 game.lsupres=game.inlsr=3.0 game.shldup=False game.warpfac=5.0 game.wfacsq=25.0 return # Code from planets.c begins here. def consumeTime(): # abort a lengthy operation if an event interrupts it game.ididit = True events() if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: return True return False def survey(): # report on (uninhabited) planets in the galaxy iknow = False skip(1) chew() prout(_("Spock- \"Planet report follows, Captain.\"")) skip(1) for i in range(game.inplan): if game.state.planets[i].pclass == destroyed: continue if (game.state.planets[i].known != "unknown" \ and not game.state.planets[i].inhabited) \ or idebug: iknow = True if idebug and game.state.planets[i].known=="unknown": proutn("(Unknown) ") proutn(_("Quadrant %s") % game.state.planets[i].w) proutn(_(" class ")) proutn(game.state.planets[i].pclass) proutn(" ") if game.state.planets[i].crystals != present: proutn(_("no ")) prout(_("dilithium crystals present.")) if game.state.planets[i].known=="shuttle_down": prout(_(" Shuttle Craft Galileo on surface.")) if not iknow: prout(_("No information available.")) def orbit(): # enter standard orbit skip(1) chew() if game.inorbit: prout(_("Already in standard orbit.")) return if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1: crmshp() prout(_(" not adjacent to planet.")) skip(1) return game.optime = 0.02+0.03*Rand() prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return game.height = (1400.0+7200.0*Rand()) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True def sensor(): # examine planets in this quadrant if damaged(DSRSENS): if game.options & OPTION_TTY: prout(_("Short range sensors damaged.")) return if not is_valid(game.plnet): if game.options & OPTION_TTY: prout(_("Spock- \"No planet in this quadrant, Captain.\"")) return if game.state.planets[game.iplnet].known == "unknown": prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) skip(1) prout(_(" Planet at Sector %s is of class %s.") % (sector,game.plnet, game.state.planets[game.iplnet])) if game.state.planets[game.iplnet].known=="shuttle_down": prout(_(" Sensors show Galileo still on surface.")) proutn(_(" Readings indicate")) if game.state.planets[game.iplnet].crystals != present: proutn(_(" no")) prout(_(" dilithium crystals present.\"")) if game.state.planets[game.iplnet].known == "unknown": game.state.planets[game.iplnet].known = "known" def beam(): # use the transporter nrgneed = 0 chew() skip(1) if damaged(DTRANSP): prout(_("Transporter damaged.")) if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"): skip(1) proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" ")) if ja() == True: shuttle() return if not game.inorbit: crmshp() prout(_(" not in standard orbit.")) return if game.shldup: prout(_("Impossible to transport through shields.")) return if game.state.planets[game.iplnet].known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not go down.\"")) return if not game.landed and game.state.planets[game.iplnet].crystals==absent: prout(_("Spock- \"Captain, I fail to see the logic in")) prout(_(" exploring a planet with no dilithium crystals.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: chew() return if not (game.options & OPTION_PLAIN): nrgneed = 50 * game.skill + game.height / 100.0 if nrgneed > game.energy: prout(_("Engineering to bridge--")) prout(_(" Captain, we don't have enough energy for transportation.")) return if not game.landed and nrgneed * 2 > game.energy: prout(_("Engineering to bridge--")) prout(_(" Captain, we have enough energy only to transport you down to")) prout(_(" the planet, but there wouldn't be an energy for the trip back.")) if game.state.planets[game.iplnet].known == "shuttle_down": prout(_(" Although the Galileo shuttle craft may still be on a surface.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: chew() return if game.landed: # Coming from planet if game.state.planets[game.iplnet].known=="shuttle_down": proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) if ja() == True: chew() return prout(_("Your crew hides the Galileo to prevent capture by aliens.")) prout(_("Landing party assembled, ready to beam up.")) skip(1) prout(_("Kirk whips out communicator...")) prouts(_("BEEP BEEP BEEP")) skip(2) prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\"")) else: # Going to planet prout(_("Scotty- \"Transporter room ready, Sir.\"")) skip(1) prout(_("Kirk and landing party prepare to beam down to planet surface.")) skip(1) prout(_("Kirk- \"Energize.\"")) game.ididit = True skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) if Rand() > 0.98: prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) finish(FLOST) return prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW") game.landed = not game.landed game.energy -= nrgneed skip(2) prout(_("Transport complete.")) if game.landed and game.state.planets[game.iplnet].known=="shuttle_down": prout(_("The shuttle craft Galileo is here!")) if not game.landed and game.imine: game.icrystl = True game.cryprob = 0.05 game.imine = False return def mine(): # strip-mine a world for dilithium skip(1) chew() if not game.landed: prout(_("Mining party not on planet.")) return if game.state.planets[game.iplnet].crystals == mined: prout(_("This planet has already been strip-mined for dilithium.")) return elif game.state.planets[game.iplnet].crystals == absent: prout(_("No dilithium crystals on this planet.")) return if game.imine: prout(_("You've already mined enough crystals for this trip.")) return if game.icrystl and game.cryprob == 0.05: proutn(_("With all those fresh crystals aboard the ")) crmshp() skip(1) prout(_("there's no reason to mine more at this time.")) return game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass if consumeTime(): return prout(_("Mining operation complete.")) game.state.planets[game.iplnet].crystals = mined game.imine = game.ididit = True def usecrystals(): # use dilithium crystals game.ididit = False skip(1) chew() if not game.icrystl: prout(_("No dilithium crystals available.")) return if game.energy >= 1000: prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation")) prout(_(" except when Condition Yellow exists.")) return prout(_("Spock- \"Captain, I must warn you that loading")) prout(_(" raw dilithium crystals into the ship's power")) prout(_(" system may risk a severe explosion.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: chew() return skip(1) prout(_("Engineering Officer Scott- \"(GULP) Aye Sir.")) prout(_(" Mr. Spock and I will try it.\"")) skip(1) prout(_("Spock- \"Crystals in place, Sir.")) prout(_(" Ready to activate circuit.\"")) skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) if Rand() <= game.cryprob: prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) skip(1) stars() prouts(_("****************** KA-BOOM!!!! *******************")) skip(1) kaboom() return game.energy += 5000.0*(1.0 + 0.9*Rand()) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) prout(_(" going to work!! Congratulations, Sir!\"")) game.cryprob *= 2.0 game.ididit = True def shuttle(): # use shuttlecraft for planetary jaunt chew() skip(1) if damaged(DSHUTTL): if game.damage[DSHUTTL] == -1.0: if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down": prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at.")) else: prout(_("Ye Faerie Queene had no shuttle craft.")) elif game.damage[DSHUTTL] > 0: prout(_("The Galileo is damaged.")) else: # game.damage[DSHUTTL] < 0 prout(_("Shuttle craft is now serving Big Macs.")) return if not game.inorbit: crmshp() prout(_(" not in standard orbit.")) return if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down": prout(_("You will have to beam down to retrieve the shuttle craft.")) return if game.shldup or game.condition == "docked": prout(_("Shuttle craft cannot pass through shields.")) return if game.state.planets[game.iplnet].known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not fly down.\"")) return game.optime = 3.0e-5*game.height if game.optime >= 0.8*game.state.remtime: prout(_("First Officer Spock- \"Captain, I compute that such")) proutn(_(" a maneuver would require approximately %2d%% of our") % \ int(100*game.optime/game.state.remtime)) prout(_("remaining time.")) proutn(_("Are you sure this is wise?\" ")) if ja() == False: game.optime = 0.0 return if game.landed: # Kirk on planet if game.iscraft == "onship": # Galileo on ship! if not damaged(DTRANSP): proutn(_("Spock- \"Would you rather use the transporter?\" ")) if ja() == True: beam() return proutn(_("Shuttle crew")) else: proutn(_("Rescue party")) prout(_(" boards Galileo and swoops toward planet surface.")) game.iscraft = "offship" skip(1) if consumeTime(): return game.state.planets[game.iplnet].known="shuttle_down" prout(_("Trip complete.")) return else: # Ready to go back to ship prout(_("You and your mining party board the")) prout(_("shuttle craft for the trip back to the Enterprise.")) skip(1) prouts(_("The short hop begins . . .")) skip(1) game.state.planets[game.iplnet].known="known" game.icraft = True skip(1) game.landed = False if consumeTime(): return game.iscraft = "onship" game.icraft = False if game.imine: game.icrystl = True game.cryprob = 0.05 game.imine = False prout(_("Trip complete.")) return else: # Kirk on ship # and so is Galileo prout(_("Mining party assembles in the hangar deck,")) prout(_("ready to board the shuttle craft \"Galileo\".")) skip(1) prouts(_("The hangar doors open; the trip begins.")) skip(1) game.icraft = True game.iscraft = "offship" if consumeTime(): return game.state.planets[game.iplnet].known = "shuttle_down" game.landed = True game.icraft = False prout(_("Trip complete.")) return def deathray(): # use the big zapper r = Rand() game.ididit = False skip(1) chew() if game.ship != IHE: prout(_("Ye Faerie Queene has no death ray.")) return if game.nenhere==0: prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) return if damaged(DDRAY): prout(_("Death Ray is damaged.")) return prout(_("Spock- \"Captain, the 'Experimental Death Ray'")) prout(_(" is highly unpredictible. Considering the alternatives,")) proutn(_(" are you sure this is wise?\" ")) if ja() == False: return prout(_("Spock- \"Acknowledged.\"")) skip(1) game.ididit = True prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE")) skip(1) prout(_("Crew scrambles in emergency preparation.")) prout(_("Spock and Scotty ready the death ray and")) prout(_("prepare to channel all ship's power to the device.")) skip(1) prout(_("Spock- \"Preparations complete, sir.\"")) prout(_("Kirk- \"Engage!\"")) skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) dprob = .30 if game.options & OPTION_PLAIN: dprob = .5 if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) while game.nenhere > 0: deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1]) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0: finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) if Rand() <= 0.05: prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return r = Rand() # Pick failure method if r <= .30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!")) skip(1) prouts(_("***RED ALERT! RED A*L********************************")) skip(1) stars() prouts(_("****************** KA-BOOM!!!! *******************")) skip(1) kaboom() return if r <= .55: prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) skip(1) prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) skip(1) prout(_("Spock- \"Fascinating! . . . All humans aboard")) prout(_(" have apparently been transformed into strange mutations.")) prout(_(" Vulcans do not seem to be affected.")) skip(1) prout(_("Kirk- \"Raauch! Raauch!\"")) finish(FDRAY) return if r <= 0.75: intj prouts(_("Sulu- \"Captain! It's --WHAT?!?!\"")) skip(2) proutn(_("Spock- \"I believe the word is")) prouts(_(" *ASTONISHING*")) prout(_(" Mr. Sulu.")) for i in range(1, QUADSIZE+1): for j in range(1, QUADSIZE+1): if game.quad[i][j] == IHDOT: game.quad[i][j] = IHQUEST prout(_(" Captain, our quadrant is now infested with")) prouts(_(" - - - - - - *THINGS*.")) skip(1) prout(_(" I have no logical explanation.\"")) return prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\"")) skip(1) prout(_("Scotty- \"There are so many tribbles down here")) prout(_(" in Engineering, we can't move for 'em, Captain.\"")) finish(FTRIBBLE) return # Code from reports.c begins here def attackreport(curt): # report status of bases under attack if not curt: if is_scheduled(FCDBAS): prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS))) elif game.isatb == 1: prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr) prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS))) else: prout(_("No Starbase is currently under attack.")) else: if is_scheduled(FCDBAS): proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS))) if game.isatb: proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS))) clreol() def report(): # report on general game status chew() s1 = "" and game.thawed and _("thawed ") s2 = {1:"short", 2:"medium", 4:"long"}[game.length] s3 = (None, _("novice"). _("fair"), _("good"), _("expert"), _("emeritus"))[game.skill] prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3)) if game.skill>SKILL_GOOD and game.thawed and not game.alldone: prout(_("No plaque is allowed.")) if game.tourn: prout(_("This is tournament game %d.") % game.tourn) prout(_("Your secret password is \"%s\"") % game.passwd) proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)), (game.inkling + game.incom + game.inscom))) if game.incom - game.state.remcom: prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1])) elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0: prout(_(", but no Commanders.")) else: prout(".") if game.skill > SKILL_FAIR: prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem]) if game.state.rembase != game.inbase: proutn(_("There ")) if game.inbase-game.state.rembase==1: proutn(_("has been 1 base")) else: proutn(_("have been %d bases") % (game.inbase-game.state.rembase)) prout(_(" destroyed, %d remaining.") % game.state.rembase) else: prout(_("There are %d bases.") % game.inbase) if communicating() or game.iseenit: # Don't report this if not seen and # either the radio is dead or not at base! attackreport(False) game.iseenit = True if game.casual: prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) if game.nhelp: prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) if game.ship == IHE: proutn(_("You have ")) if game.nprobes: proutn("%d" % (game.nprobes)) else: proutn(_("no")) proutn(_(" deep space probe")) if game.nprobes!=1: proutn(_("s")) prout(".") if communicating() and is_scheduled(FDSPROB): if game.isarmed: proutn(_("An armed deep space probe is in ")) else: proutn(_("A deep space probe is in ")) prout("Quadrant %s." % game.probec) if game.icrystl: if game.cryprob <= .05: prout(_("Dilithium crystals aboard ship... not yet used.")) else: i=0 ai = 0.05 while game.cryprob > ai: ai *= 2.0 i += 1 prout(_("Dilithium crystals have been used %d time%s.") % \ (i, (_("s"), "")[i==1])) skip(1) def lrscan(): # long-range sensor scan if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": prout(_("LONG-RANGE SENSORS DAMAGED.")) return prout(_("Starbase's long-range scan")) else: prout(_("Long-range scan")) for x in range(game.quadrant.x-1, game.quadrant.x+2): proutn(" ") for y in range(game.quadrant.y-1, game.quadrant.y+2): if not VALID_QUADRANT(x, y): proutn(" -1") else: if not damaged(DRADIO): game.state.galaxy[x][y].charted = True game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase game.state.chart[x][y].stars = game.state.galaxy[x][y].stars if game.state.galaxy[x][y].supernova: proutn(" ***") else: proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)) prout(" ") def damagereport(): # damage report jdam = False chew() for i in range(NDEVICES): if damaged(i): if not jdam: prout(_("\tDEVICE\t\t\t-REPAIR TIMES-")) prout(_("\t\t\tIN FLIGHT\t\tDOCKED")) jdam = True prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i], game.damage[i]+0.05, game.docfac*game.damage[i]+0.005)) if not jdam: prout(_("All devices functional.")) def rechart(): # update the chart in the Enterprise's computer from galaxy data game.lastchart = game.state.date for i in range(1, GALSIZE+1): for j in range(1, GALSIZE+1): if game.state.galaxy[i][j].charted: game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase game.state.chart[i][j].stars = game.state.galaxy[i][j].stars def chart(): # display the star chart chew() if not damaged(DRADIO): rechart() if game.lastchart < game.state.date and game.condition == "docked": prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) rechart() prout(_(" STAR CHART FOR THE KNOWN GALAXY")) if game.state.date > game.lastchart: prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) prout(" 1 2 3 4 5 6 7 8") for i in range(1, GALSIZE+1): proutn("%d |" % (i)) for j in range(1, GALSIZE+1): if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn("<") else: proutn(" ") if game.state.galaxy[i][j].supernova: strcpy(buf, "***") elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: strcpy(buf, ".1.") elif game.state.galaxy[i][j].charted: sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)) else: strcpy(buf, "...") proutn(buf) if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn(">") else: proutn(" ") proutn(" |") if i0: dam += 1 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) elif not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) elif not req or req == 4: if damaged(DLIFSUP): if game.condition == "docked": sprintf(s, _("DAMAGED, Base provides")) else: sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres) else: sprintf(s, _("ACTIVE")) prstat(_("Life Support"), s) elif not req or req == 5: prstat(_("Warp Factor"), "%.1f" % (game.warpfac)) elif not req or req == 6: extra = "" if game.icrystl and (game.options & OPTION_SHOWME): extra = _(" (have crystals)") prstat(_("Energy"), "%.2f%s" % game.energy, extra) elif not req or req == 7: prstat(_("Torpedoes"), "%d" % (game.torps)) elif not req or req == 8: if damaged(DSHIELD): strcpy(s, _("DAMAGED,")) elif game.shldup: strcpy(s, _("UP,")) else: strcpy(s, _("DOWN,")) data = _(" %d%% %.1f units") \ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) prstat(_("Shields"), s) elif not req or req == 9: prstat(_("Klingons Left"), "%d" \ % (game.state.remkl + game.state.remcom + game.state.nscrem)) elif not req or req == 10: if game.options & OPTION_WORLDS: plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet if plnet != NOPLANET and game.state.planets[plnet].inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) elif not req or req == 11: attackreport(not req) def request(): requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") while scan() == IHEOL: proutn(_("Information desired? ")) chew() if citem in requests: status(requests.index(citem)) else: prout(_("UNRECOGNIZED REQUEST. Legal requests are:")) prout((" date, condition, position, lsupport, warpfactor,")) prout((" energy, torpedoes, shields, klingons, system, time.")) def srscan(): # short-range scan goodScan=True if damaged(DSRSENS): # Allow base's sensors if docked if game.condition != "docked": prout(_(" S.R. SENSORS DAMAGED!")) goodScan=False else: prout(_(" [Using Base's sensors]")) else: prout(_(" Short-range scan")) if goodScan and not damaged(DRADIO): game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True prout(" 1 2 3 4 5 6 7 8 9 10") if game.condition != "docked": newcnd() for i in range(1, QUADSIZE+1): proutn("%2d " % (i)) for j in range(1, QUADSIZE+1): sectscan(goodScan, i, j) skip(1) def eta(): # use computer to get estimated time of arrival for a warp jump w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scan() != IHREAL: prompt = True chew() proutn(_("Destination quadrant and/or sector? ")) if scan()!=IHREAL: huh() return w1.y = aaitem +0.5 if scan() != IHREAL: huh() return w1.x = aaitem + 0.5 if scan() == IHREAL: w2.y = aaitem + 0.5 if scan() != IHREAL: huh() return w2.x = aaitem + 0.5 else: if game.quadrant.y>w1.x: w2.x = 1 else: w2.x=QUADSIZE if game.quadrant.x>w1.y: w2.y = 1 else: w2.y=QUADSIZE if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y): huh() return game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+ square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))) wfl = False if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: chew() proutn(_("Time or arrival date? ")) if scan()==IHREAL: ttime = aaitem if ttime > game.state.date: ttime -= game.state.date # Actually a star date twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) chew() return if twarp < 1.0: twarp = 1.0 break chew() proutn(_("Warp factor? ")) if scan()== IHREAL: wfl = True twarp = aaitem if twarp<1.0 or twarp > 10.0: huh() return break prout(_("Captain, certainly you can give me one of these.")) while True: chew() ttime = (10.0*game.dist)/square(twarp) tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) if not game.shldup or tpower > game.energy*2.0: if not wfl: return proutn(_("New warp factor to try? ")) if scan() == IHREAL: wfl = True twarp = aaitem if twarp<1.0 or twarp > 10.0: huh() return continue else: chew() skip(1) return prout(_("But if you lower your shields,")) proutn(_("remaining")) tpower /= 2 else: proutn(_("Remaining")) prout(_(" energy will be %.2f.") % (game.energy-tpower)) if wfl: prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime)) elif twarp==1.0: prout(_("Any warp speed is adequate.")) else: prout(_("Minimum warp needed is %.2f,") % (twarp)) prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime)) if game.state.remtime < ttime: prout(_("Unfortunately, the Federation will be destroyed by then.")) if twarp > 6.0: prout(_("You'll be taking risks at that speed, Captain")) if (game.isatb==1 and game.state.kscmdr == w1 and \ scheduled(FSCDBAS)< ttime+game.state.date) or \ (scheduled(FCDBAS) 10.0: huh() return else: chew() skip(1) return #ifdef BSD_BUG_FOR_BUG # A visual scan is made in a particular direction of three sectors # in the general direction specified. This takes time, and # Klingons can attack you, so it should be done only when sensors # are out. Code swiped from BSD-Trek. Not presently used, as we # automatically display all adjacent sectors on the short-range # scan even when short-range sensors are out. # This struct[] has the delta x, delta y for particular directions visdelta = ( (-1,-1), (-1, 0), (-1, 1), (0, 1), (1, 1), (1, 0), (1, -1), (0, -1), (-1,-1), (-1, 0), (-1, 1), ) def visual(): v = coord() if scan() != IHREAL: chew() proutn(_("Direction? ")) if scan()!=IHREAL: huh() return if aaitem < 0.0 or aaitem > 360.0: return co = (aaitem + 22) / 45 v = visdelta[co] ix = game.sector.x + v.x iy = game.sector.y + v.y if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: co = '?' else: co = game.quad[ix][iy] printf("%d,%d %c " % (ix, iy, co)) v += 1 ix = game.sector.x + v.x iy = game.sector.y + v.y if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: co = '?' else: co = game.quad[ix][iy] printf("%c " % (co)) v += 1 ix = game.sector.x + v.x iy = game.sector.y + v.y if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: co = '?' else: co = game.quad[ix][iy] prout("%c %d,%d\n" % (co, ix, iy)) game.optime = 0.5 game.ididit = True #endif # Code from setup.c begins here def filelength(fd): return os.fstat(fd).st_size def prelim(): # issue a historically correct banner skip(2) prout(_("-SUPER- STAR TREK")) skip(1) #ifdef __HISTORICAL__ # prout(_("Latest update-21 Sept 78")) # skip(1) #endif __HISTORICAL__ def freeze(boss): # save game if boss: citem = "emsave.trk" else: key = scan() if key == IHEOL: proutn(_("File name: ")) key = scan() if key != IHALPHA: huh() return chew() if '.' not in citem: citem += ".trk" try: fp = open(citem, "wb") except IOError: prout(_("Can't freeze game as file %s") % citem) return cPickle.dump(game, fp) fp.close() def thaw(): # retrieve saved game game.passwd[0] = '\0' key = scan() if key == IHEOL: proutn(_("File name: ")) key = scan() if key != IHALPHA: huh() return True chew() if '.' not in citem: citem += ".trk" try: fp = open(citem, "rb") except IOError: prout(_("Can't thaw game in %s") % citem) return game = cPickle.load(fp) fp.close() return False # I used to find planets # with references in ST:TOS. Eath and the Alpha Centauri # Colony have been omitted. # # Some planets marked Class G and P here will be displayed as class M # because of the way planets are generated. This is a known bug. systnames = ( # Federation Worlds _("Andoria (Fesoan)"), # several episodes _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" _("Vulcan (T'Khasi)"), # many episodes _("Medusa"), # TOS: "Is There in Truth No Beauty?" _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD) _("Ardana"), # TOS: "The Cloud Minders" _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" _("Gideon"), # TOS: "The Mark of Gideon" _("Aldebaran III"), # TOS: "The Deadly Years" _("Alpha Majoris I"), # TOS: "Wolf in the Fold" _("Altair IV"), # TOS: "Amok Time _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" _("Benecia"), # TOS: "The Conscience of the King" _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" _("Alpha Carinae II"), # TOS: "The Ultimate Computer" _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) _("Eminiar VII"), # TOS: "A Taste of Armageddon" _("Gamma Canaris IV"), # TOS: "Metamorphosis" _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" _("Ingraham B"), # TOS: "Operation: Annihilate" _("Janus IV"), # TOS: "The Devil in the Dark" _("Makus III"), # TOS: "The Galileo Seven" _("Marcos XII"), # TOS: "And the Children Shall Lead", _("Omega IV"), # TOS: "The Omega Glory" _("Regulus V"), # TOS: "Amok Time _("Deneva"), # TOS: "Operation -- Annihilate!" # Worlds from BSD Trek _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) _("Beta III"), # TOS: "The Return of the Archons" _("Triacus"), # TOS: "And the Children Shall Lead", _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) # # Others # _("Hansen's Planet"), # TOS: "The Galileo Seven" # _("Taurus IV"), # TOS: "The Galileo Seven" (class G) # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" # _("Izar"), # TOS: "Whom Gods Destroy" # _("Tiburon"), # TOS: "The Way to Eden" # _("Merak II"), # TOS: "The Cloud Minders" # _("Coridan (Desotriana)"), # TOS: "Journey to Babel" # _("Iotia"), # TOS: "A Piece of the Action" ) device = ( _("S. R. Sensors"), \ _("L. R. Sensors"), \ _("Phasers"), \ _("Photon Tubes"), \ _("Life Support"), \ _("Warp Engines"), \ _("Impulse Engines"), \ _("Shields"), \ _("Subspace Radio"), \ _("Shuttle Craft"), \ _("Computer"), \ _("Navigation System"), \ _("Transporter"), \ _("Shield Control"), \ _("Death Ray"), \ _("D. S. Probe"), \ ) def setup(needprompt): # prepare to play, set up cosmos intj, krem, klumper w = coord() # Decide how many of everything if choose(needprompt): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False game.shldup = False game.inlsr = 4.0 game.lsupres = 4.0 game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 game.nprobes = int(3.0*Rand() + 2.0) # Give them 2-4 of these game.warpfac = 5.0 game.wfacsq = game.warpfac * game.warpfac for i in range(0, NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters invalidate(game.battle) game.state.date = game.indate = 100.0*int(31.0*Rand()+20.0) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 game.state.starkl = game.state.basekl = 0 game.iscraft = "onship" game.landed = False game.alive = True game.docfac = 0.25 for i in range(1, GALSIZE+1): for j in range(1, GALSIZE+1): quad = game.state.galaxy[i][j] quad.charted = 0 quad.planet = NOPLANET quad.romulans = 0 quad.klingons = 0 quad.starbase = False quad.supernova = False quad.status = "secure" # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom))) schedule(FSNAP, 1.0 + Rand()) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: schedule(FSCMOVE, 0.2777) else: unschedule(FSCMOVE) unschedule(FSCDBAS) unschedule(FDSPROB) if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: schedule(FDISTR, expran(1.0 + game.intime)) else: unschedule(FDISTR) unschedule(FENSLV) unschedule(FREPRO) # Starchart is functional but we've never seen it game.lastchart = FOREVER # Put stars in the galaxy game.instar = 0 for i in range(1, GALSIZE+1): for j in range(1, GALSIZE+1): k = Rand()*9.0 + 1.0 game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy for i in range(1, game.inbase+1): while True: while True: w = randplace(GALSIZE) if not game.state.galaxy[w.x][w.y].starbase: break contflag = False # C version: for (j = i-1; j > 0; j--) # so it did them in the opposite order. for j in range(i): # Improved placement algorithm to spread out bases distq = w.distance(baseq[j]) if distq < 6.0*(BASEMAX+1-game.inbase) and Rand() < 0.75: contflag = True if idebug: prout("=== Abandoning base #%d at %s" % (i, w)) break elif distq < 6.0 * (BASEMAX+1-game.inbase): if idebug: prout("=== Saving base #%d, close to #%d" % (i, j)) if not contflag: break game.state.baseq[i] = w game.state.galaxy[w.x][w.y].starbase = True game.state.chart[w.x][w.y].starbase = True # Position ordinary Klingon Battle Cruisers krem = game.inkling klumper = 0.25*game.skill*(9.0-game.length)+1.0 if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: r = Rand() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem krem -= klump while True: w = randplace(GALSIZE) if not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD: break game.state.galaxy[w.x][w.y].klingons += klump if krem <= 0: break # Position Klingon Commander Ships for i in range(1, game.incom+1): while True: w = randplace(GALSIZE) if (game.state.galaxy[w.x][w.y].klingons or Rand()>=0.75) and \ not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \ not w in game.state.kcmdr[:i]: break game.state.galaxy[w.x][w.y].klingons += 1 game.state.kcmdr[i] = w # Locate planets in galaxy for i in range(game.inplan): while True: w = randplace(GALSIZE) if game.state.galaxy[w.x][w.y].planet == NOPLANET: break new = planet() new.w = w new.crystals = "absent" if (game.options & OPTION_WORLDS) and i < NINHAB: new.pclass = "M" # All inhabited planets are class M new.crystals = "absent" new.known = "known" new.name = systnames[i] new.inhabited = True else: new.pclass = ("M", "N", "O")[Rand()*3.0] if Rand()*1.5: # 1 in 3 chance of crystals new.crystals = "present" new.known = "unknown" new.inhabited = False game.state.galaxy[w.x][w.y].planet = new game.state.plnets.append(new) # Locate Romulans for i in range(1, game.state.nromrem+1): w = randplace(GALSIZE) game.state.galaxy[w.x][w.y].romulans += 1 # Locate the Super Commander if game.state.nscrem > 0: while True: w = randplace(GALSIZE) if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MXKLQUAD: break game.state.kscmdr = w game.state.galaxy[w.x][w.y].klingons += 1 # Place thing (in tournament game, thingx == -1, don't want one!) if thing.x != -1: thing = randplace(GALSIZE) else: invalidate(thing) skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date)) prout(_("a deadly Klingon invasion force. As captain of the United")) prout(_("Starship U.S.S. Enterprise, it is your mission to seek out")) prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom))) prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime)) prout(_("your mission. As you proceed you may be given more time.")) skip(1) prout(_("You will have %d supporting starbases.") % (game.inbase)) proutn(_("Starbase locations- ")) else: prout(_("Stardate %d.") % int(game.state.date)) skip(1) prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom)) prout(_("An unknown number of Romulans.")) if game.state.nscrem: prout(_("And one (GULP) Super-Commander.")) prout(_("%d stardates.") % int(game.intime)) proutn(_("%d starbases in ") % game.inbase) for i in range(1, game.inbase+1): proutn(`game.state.baseq[i]`) proutn(" ") skip(2) proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant) proutn(_(" Sector %s") % game.sector) skip(2) prout(_("Good Luck!")) if game.state.nscrem: prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) if game.nenhere - iqhere-game.ithere: game.shldup = True if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(False) def choose(needprompt): # choose your game type while True: game.tourn = 0 game.thawed = False game.skill = SKILL_NONE game.length = 0 if needprompt: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) scan() if len(citem)==0: # Try again continue if isit("tournament"): while scan() == IHEOL: proutn(_("Type in tournament number-")) if aaitem == 0: chew() continue # We don't want a blank entry game.tourn = int(aaitem) thing.x = -1 random.seed(aaitem) break if isit("saved") or isit("frozen"): if thaw(): continue chew() if game.passwd == None: continue if not game.alldone: game.thawed = True # No plaque if not finished report() waitfor() return True if isit("regular"): break proutn(_("What is \"")) proutn(citem) prout("\"?") chew() while game.length==0 or game.skill==SKILL_NONE: if scan() == IHALPHA: if isit("short"): game.length = 1 elif isit("medium"): game.length = 2 elif isit("long"): game.length = 4 elif isit("novice"): game.skill = SKILL_NOVICE elif isit("fair"): game.skill = SKILL_FAIR elif isit("good"): game.skill = SKILL_GOOD elif isit("expert"): game.skill = SKILL_EXPERT elif isit("emeritus"): game.skill = SKILL_EMERITUS else: proutn(_("What is \"")) proutn(citem) prout("\"?") else: chew() if game.length==0: proutn(_("Would you like a Short, Medium, or Long game? ")) elif game.skill == SKILL_NONE: proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) # Choose game options -- added by ESR for SST2K if scan() != IHALPHA: chew() proutn(_("Choose your game style (or just press enter): ")) scan() if isit("plain"): # Approximates the UT FORTRAN version. game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) game.options |= OPTION_PLAIN elif isit("almy"): # Approximates Tom Almy's version. game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) game.options |= OPTION_ALMY elif isit("fancy"): pass elif len(citem): proutn(_("What is \"%s\"?") % citem) setpassword() if game.passwd == "debug": idebug = True fputs("=== Debug mode enabled\n", sys.stdout) # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0) game.inbase = game.state.rembase game.inplan = 0 if game.options & OPTION_PLANETS: game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand() if game.options & OPTION_WORLDS: game.inplan += NINHAB game.state.nromrem = game.inrom = (2.0+Rand())*game.skill game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15) game.incom = game.skill + 0.0625*game.inkling*Rand() game.state.remcom = min(10, game.incom) game.incom = game.state.remcom game.state.remres = (game.inkling+4*game.incom)*game.intime game.inresor = game.state.remres if game.inkling > 50: game.state.rembase += 1 game.inbase = game.state.rembase return False def dropin(iquad): # drop a feature on a random dot in the current quadrant w = coord() while True: w = randplace(QUADSIZE) if game.quad[w.x][w.y] == IHDOT: break game.quad[w.x][w.y] = iquad return w def newcnd(): # update our alert status game.condition = "green" if game.energy < 1000.0: game.condition = "yellow" if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans: game.condition = "red" if not game.alive: game.condition="dead" def newkling(i): # drop new Klingon into current quadrant pi = dropin(IHK) game.ks[i] = pi game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill return pi def newqad(shutup): # set up a new state of quadrant, for when we enter or re-enter it w = coord() game.justin = True invalidate(game.base) game.klhere = 0 game.comhere = False invalidate(game.plnet) game.ishere = False game.irhere = 0 game.iplnet = 0 game.nenhere = 0 game.neutz = False game.inorbit = False game.landed = False game.ientesc = False game.ithere = False iqhere = False iqengry = False game.iseenit = False if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False game.ientesc = True # Clear quadrant for i in range(1, QUADSIZE+1): for j in range(1, QUADSIZE+1): game.quad[i][j] = IHDOT q = game.state.galaxy[game.quadrant.x][game.quadrant.y] # cope with supernova if q.supernova: return game.klhere = q.klingons game.irhere = q.romulans game.nenhere = game.klhere + game.irhere # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship if q.klingons: w.x = w.y = 0 # quiet a gcc warning # Position ordinary Klingons for i in range(1, game.klhere+1): w = newkling(i) # If we need a commander, promote a Klingon for i in range(1, game.state.remcom+1): if same(game.state.kcmdr[i], game.quadrant): break if i <= game.state.remcom: game.quad[w.x][w.y] = IHC game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill game.comhere = True # If we need a super-commander, promote a Klingon if same(game.quadrant, game.state.kscmdr): game.quad[game.ks[1].x][game.ks[1].y] = IHS game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed for i in range(game.klhere+1, game.nenhere+1): w = dropin(IHR) game.ks[i] = w game.kdist[i] = game.kavgd[i] = distance(game.sector, w) game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) # If quadrant needs a planet, put it in if q.planet != NOPLANET: game.iplnet = q.planet if game.state.planets[q.planet].inhabited == UNINHABITED: game.plnet = dropin(IHP) else: game.plnet = dropin(IHW) # Check for condition newcnd() # And finally the stars for i in range(1, q.stars+1): dropin(IHSTAR) # Check for RNZ if game.irhere > 0 and game.klhere == 0: game.neutz = True if not damaged(DRADIO): skip(1) prout(_("LT. Uhura- \"Captain, an urgent message.")) prout(_(" I'll put it on audio.\" CLICK")) skip(1) prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) if shutup==0: # Put in THING if needed if same(thing, game.quadrant): w = dropin(IHQUEST) thing = randplace(GALSIZE) game.nenhere += 1 iqhere = True game.ks[game.nenhere] = w game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, w) game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: if (game.skill < SKILL_GOOD and Rand() <= 0.02) or \ (game.skill == SKILL_GOOD and Rand() <= 0.05) or \ (game.skill > SKILL_GOOD and Rand() <= 0.08): while True: game.tholian.x = random.choice((1, QUADSIZE)) game.tholian.y = random.choice((1, QUADSIZE)) if game.quad[game.tholian.x][game.tholian.y] == IHDOT: break game.quad[game.tholian.x][game.tholian.y] = IHT game.ithere = True game.nenhere += 1 game.ks[game.nenhere] = game.tholian game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, game.tholian) game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill # Reserve unoccupied corners if game.quad[1][1]==IHDOT: game.quad[1][1] = 'X' if game.quad[1][QUADSIZE]==IHDOT: game.quad[1][QUADSIZE] = 'X' if game.quad[QUADSIZE][1]==IHDOT: game.quad[QUADSIZE][1] = 'X' if game.quad[QUADSIZE][QUADSIZE]==IHDOT: game.quad[QUADSIZE][QUADSIZE] = 'X' sortklings() # Put in a few black holes for i in range(1, 3+1): if Rand() > 0.5: dropin(IHBLANK) # Take out X's in corners if Tholian present if game.ithere: if game.quad[1][1]=='X': game.quad[1][1] = IHDOT if game.quad[1][QUADSIZE]=='X': game.quad[1][QUADSIZE] = IHDOT if game.quad[QUADSIZE][1]=='X': game.quad[QUADSIZE][1] = IHDOT if game.quad[QUADSIZE][QUADSIZE]=='X': game.quad[QUADSIZE][QUADSIZE] = IHDOT def sortklings(): # sort Klingons by distance from us # The author liked bubble sort. So we will use it. :-( if game.nenhere-iqhere-game.ithere < 2: return while True: sw = False for j in range(1, game.nenhere): if game.kdist[j] > game.kdist[j+1]: sw = True t = game.kdist[j] game.kdist[j] = game.kdist[j+1] game.kdist[j+1] = t t = game.kavgd[j] game.kavgd[j] = game.kavgd[j+1] game.kavgd[j+1] = t k = game.ks[j].x game.ks[j].x = game.ks[j+1].x game.ks[j+1].x = k k = game.ks[j].y game.ks[j].y = game.ks[j+1].y game.ks[j+1].y = k t = game.kpower[j] game.kpower[j] = game.kpower[j+1] game.kpower[j+1] = t if not sw: break def setpassword(): # set the self-destruct password if game.options & OPTION_PLAIN: while True: chew() proutn(_("Please type in a secret password- ")) scan() game.passwd = citem if game.passwd != None: break else: game.passwd = "" for i in range(3): game.passwd[i] += chr(97+int(Rand()*25))