X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=dff69d5235b98837f1d9530aaf557042992c6db9;hp=2ad02411b701b35920fc09269cd8872a03fbbf4f;hb=e216123ea61430150dab0ed9623b5cbf53071479;hpb=2e04509ec9be1e3ad2a1f8a7e84552d6896f89ab diff --git a/src/sst.py b/src/sst.py index 2ad0241..dff69d5 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,44 +1,242 @@ +#!/usr/bin/env python """ sst.py =-- Super Star Trek in Python -Control flow of this translation is pretty much identical to the C version -(and thus like the ancestral FORTRAN) but the data structures are -radically different -- the Python code makes heavy use of objects. +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 a lot of +parallel arrays where a more modern language would use structures +or objects. (However, 1-origin array indexing was fixed.) -Note that the game.quad, game.snap.galaxy and game.snap.chart members -are not actually arrays but dictioaries indixed by coord tuples. Be setting -the hash of a coord equal to the hash of a literal tuple containing its -coordinate data, we ensure these can be indexed both ways. +Dave Matuszek says: +SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, +LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE +were in the original non-"super" version of UT FORTRAN Star Trek. + +Tholians were not in the original. Dave is dubious about their merits. +(They are now controlled by OPTION_THOLIAN and turned off if the game +type is "plain".) + +Planets and dilithium crystals were not in the original. Dave is OK +with this idea. (It's now controlled by OPTION_PLANETS and turned +off if the game type is "plain".) + +Dave says the bit about the Galileo getting turned into a +McDonald's is "consistant with our original vision". (This has been +left permanently enabled, as it can only happen if OPTION_PLANETS +is on.) + +Dave also says the Space Thingy should not be preserved across saved +games, so you can't prove to others that you've seen it. He says it +shouldn't fire back, either. It should do nothing except scream and +disappear when hit by photon torpedos. It's OK that it may move +when attacked, but it didn't in the original. (Whether the Thingy +can fire back is now controlled by OPTION_THINGY and turned off if the +game type is "plain" or "almy". The no-save behavior has been restored.) + +The Faerie Queen, black holes, and time warping were in the original. + +Here are Tom Almy's changes: + +In early 1997, I got the bright idea to look for references to +"Super Star Trek" on the World Wide Web. There weren't many hits, +but there was one that came up with 1979 Fortran sources! This +version had a few additional features that mine didn't have, +however mine had some feature it didn't have. So I merged its +features that I liked. I also took a peek at the DECUS version (a +port, less sources, to the PDP-10), and some other variations. + +1, Compared to the original UT version, I've changed the "help" command to +"call" and the "terminate" command to "quit" to better match +user expectations. The DECUS version apparently made those changes +as well as changing "freeze" to "save". However I like "freeze". +(Both "freeze" and "save" work in SST2K.) + +2. The experimental deathray originally had only a 5% chance of +success, but could be used repeatedly. I guess after a couple +years of use, it was less "experimental" because the 1979 +version had a 70% success rate. However it was prone to breaking +after use. I upgraded the deathray, but kept the original set of +failure modes (great humor!). (Now controlled by OPTION_DEATHRAY +and turned off if game type is "plain".) + +3. The 1979 version also mentions srscan and lrscan working when +docked (using the starbase's scanners), so I made some changes here +to do this (and indicating that fact to the player), and then realized +the base would have a subspace radio as well -- doing a Chart when docked +updates the star chart, and all radio reports will be heard. The Dock +command will also give a report if a base is under attack. + +4. Tholian Web from the 1979 version. (Now controlled by +OPTION_THOLIAN and turned off if game type is "plain".) + +5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING +and turned off if game type is "plain".) + +6. Regular Klingons and Romulans can move in Expert and Emeritus games. +This code could use improvement. (Now controlled by OPTION_MVBADDY +and turned off if game type is "plain".) + +7. The deep-space probe feature from the DECUS version. (Now controlled +by OPTION_PROBE and turned off if game type is "plain"). + +8. 'emexit' command from the 1979 version. + +9. Bugfix: Klingon commander movements are no longer reported if long-range +sensors are damaged. + +10. Bugfix: Better base positioning at startup (more spread out). +That made sense to add because most people abort games with +bad base placement. + +In June 2002, I fixed two known bugs and a documentation typo. +In June 2004 I fixed a number of bugs involving: 1) parsing invalid +numbers, 2) manual phasers when SR scan is damaged and commander is +present, 3) time warping into the future, 4) hang when moving +klingons in crowded quadrants. (These fixes are in SST2K.) + +Here are Stas Sergeev's changes: + +1. The Space Thingy can be shoved, if you ram it, and can fire back if +fired upon. (Now controlled by OPTION_THINGY and turned off if game +type is "plain" or "almy".) + +2. When you are docked, base covers you with an almost invincible shield. +(A commander can still ram you, or a Romulan can destroy the base, +or a SCom can even succeed with direct attack IIRC, but this rarely +happens.) (Now controlled by OPTION_BASE and turned off if game +type is "plain" or "almy".) + +3. Ramming a black hole is no longer instant death. There is a +chance you might get timewarped instead. (Now controlled by +OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) + +4. The Tholian can be hit with phasers. + +5. SCom can't escape from you if no more enemies remain +(without this, chasing SCom can take an eternity). + +6. Probe target you enter is now the destination quadrant. Before I don't +remember what it was, but it was something I had difficulty using. + +7. Secret password is now autogenerated. + +8. "Plaque" is adjusted for A4 paper :-) + +9. Phasers now tells you how much energy needed, but only if the computer +is alive. + +10. Planets are auto-scanned when you enter the quadrant. + +11. Mining or using crystals in presense of enemy now yields an attack. +There are other minor adjustments to what yields an attack +and what does not. + +12. "freeze" command reverts to "save", most people will understand this +better anyway. (SST2K recognizes both.) + +13. Screen-oriented interface, with sensor scans always up. (SST2K +supports both screen-oriented and TTY modes.) + +Eric Raymond's changes: + +Mainly, I translated this C code out of FORTRAN into C -- created #defines +for a lot of magic numbers and refactored the heck out of it. + +1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. + +2. Status report now indicates when dilithium crystals are on board. + +3. Per Dave Matuszek's remarks, Thingy state is never saved across games. + +4. Added game option selection so you can play a close (but not bug-for- +bug identical) approximation of older versions. + +5. Half the quadrants now have inhabited planets, from which one +cannot mine dilithium (there will still be the same additional number +of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. +There is BSD-Trek-like logic for Klingons to attack and enslave +inhabited worlds, producing more ships (only is skill is 'good' or +better). (Controlled by OPTION_WORLDS and turned off if game +type is "plain" or "almy".) + +6. User input is now logged so we can do regression testing. + +7. More BSD-Trek features: You can now lose if your entire crew +dies in battle. When abandoning ship in a game with inhabited +worlds enabled, they must have one in the quadrant to beam down +to; otherwise they die in space and this counts heavily against +your score. Docking at a starbase replenishes your crew. + +8. Still more BSD-Trek: we now have a weighted damage table. +Also, the nav subsystem (enabling automatic course +setting) can be damaged separately from the main computer (which +handles weapons targeting, ETA calculation, and self-destruct). + +After these features were added, I translated this into Python and added +more: + +9. A long-range scan is done silently whenever you call CHART; thus +the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN +and turned off if game type is "plain" or "almy".) """ -import math +import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy + +SSTDOC = "/usr/share/doc/sst/sst.doc" +DOC_NAME = "sst.doc" + +# Stub to be replaced +def _(str): return str PHASEFAC = 2.0 GALSIZE = 8 -NINHAB = GALSIZE * GALSIZE / 2 +NINHAB = (GALSIZE * GALSIZE / 2) MAXUNINHAB = 10 -PLNETMAB = NINHAB + MAXUNINHAB +PLNETMAX = (NINHAB + MAXUNINHAB) QUADSIZE = 10 -BASEMAX = 5 -FULLCREW = 428 # BSD Trek was 387, that's wrong +BASEMIN = 2 +BASEMAX = (GALSIZE * GALSIZE / 12) MAXKLGAME = 127 MAXKLQUAD = 9 +FULLCREW = 428 # BSD Trek was 387, that's wrong FOREVER = 1e30 +MAXBURST = 3 -# These macros hide the difference between 0-origin and 1-origin addressing. -# They're a step towards de-FORTRANizing the code. -def VALID_QUADRANT(x,y): ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE) -def VALID_SECTOR(x, y): ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE) +# These functions hide the difference between 0-origin and 1-origin addressing. +def VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y)" % (self.kloc, self.kpower) # For debugging + +class gamestate: def __init__(self): - self.options = [] # List of option strings - self.state = snapshot() # State of the universe - self.snapsht = snapshot() # For backwards timetravel - self.quad = {} # contents of our quadrant - self.kpower = {} # enemy energy levels - self.kdist = {} # enemy distances - self.kavgd = {} # average distances - self.damage = {} # damage encountered + self.options = None # Game options + self.state = snapshot() # A snapshot structure + self.snapsht = snapshot() # Last snapshot taken for time-travel purposes + self.quad = None # contents of our quadrant + self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events - self.passwd = None # Self Destruct password - # Coordinate members start here - self.enemies = {} # enemy sector locations - self.quadrant = None # where we are - self.sector = None - 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 - # Flag members start here - self.gamewon = None # Finished! - self.ididit = None # action taken -- allows enemy to attack - self.alive = None # we are alive (not killed) - self.justin = None # just entered quadrant - self.shldup = None # shields are up - self.shldchg = None # shield changing (affects efficiency) - self.comhere = None # commander here - self.ishere = None # super-commander in quadrant - self.iscate = None # super commander is here - self.ientesc = None # attempted escape from supercommander - self.ithere = None # Tholian is here - self.resting = None # rest time - self.icraft = None # Kirk in Galileo - self.landed = None # party on planet or on ship - self.alldone = None # game is now finished - self.neutz = None # Romulan Neutral Zone - self.isarmed = None # probe is armed - self.inorbit = None # orbiting a planet - self.imine = None # mining - self.icrystl = None # dilithium crystals aboard - self.iseenit = None # seen base attack report - self.thawed = None # thawed game - # String members start here - self.condition = None # green, yellow, red, docked, dead, - self.iscraft = None # onship, offship, removed - self.skill = None # levels: none, novice, fair, good, - # expert, emeritus - # Integer nembers sart here - self.inkling = None # initial number of klingons - self.inbase = None # initial number of bases - self.incom = None # initial number of commanders - self.inscom = None # initial number of commanders - self.inrom = None # initial number of commanders - self.instar = None # initial stars - self.intorps = None # initial/max torpedoes - self.torps = None # number of torpedoes - self.ship = None # ship type -- 'E' is Enterprise - self.abandoned = None # count of crew abandoned in space - self.length = None # length of game - self.klhere = None # klingons here - self.casual = None # causalties - self.nhelp = None # calls for help - self.nkinks = None # count of energy-barrier crossings - self.iplnet = None # planet # in quadrant - self.inplan = None # initial planets - self.irhere = None # Romulans in quadrant - self.isatb = None # =1 if super commander is attacking base - self.tourn = None # tournament number - self.proben = None # number of moves for probe - self.nprobes = None # number of probes available - # Float members start here - self.inresor = None # initial resources - self.intime = None # initial time - self.inenrg = None # initial/max energy - self.inshld = None # initial/max shield - self.inlsr = None # initial life support resources - self.indate = None # initial date - self.energy = None # energy level - self.shield = None # shield level - self.warpfac = None # warp speed - self.wfacsq = None # squared warp factor - self.lsupres = None # life support reserves - self.dist = None # movement distance - self.direc = None # movement direction - self.optime = None # time taken by current operation - self.docfac = None # repair factor when docking (constant?) - self.damfac = None # damage factor - self.lastchart = None # time star chart was last updated - self.cryprob = None # probability that crystal will work - self.probex = None # location of probe - self.probey = None # - self.probeinx = None # probe x,y increment - self.probeiny = None # - self.height = None # height of orbit around planet - -def communicating(): - "Are we in communication with Starfleet Command?" - return (not damaged("DRADIO")) or game.condition == "docked" - -# Code corresponding to ai.c begins here - -def tryexit(look, ship, irun): - # a bad guy attempts to bug out of the quadrant + for i in range(NEVENTS): + self.future.append(event()) + self.passwd = None; # Self Destruct password + self.enemies = [] + self.quadrant = None # where we are in the large + self.sector = None # where we are in the small + self.tholian = None # Tholian enemy object + 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.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 = None # planet # in quadrant + self.inplan = 0 # initial planets + self.irhere = 0 # Romulans in quadrant + self.isatb = 0 # =1 if super commander is attacking base + self.tourn = None # 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 + +# Log the results of pulling random numbers so we can check determinism. + +import traceback + +def withprob(p): + v = random.random() + #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v + +def randreal(*args): + v = random.random() + if len(args) == 1: + v *= args[0] # returns from [0, a1) + elif len(args) == 2: + v = args[0] + v*args[1] # returns from [a1, a2) + #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v + +# Code from ai.c begins here + +def tryexit(enemy, look, 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) or \ - game.state.galaxy[iq].supernova or \ - game.state.galaxy[iq].klingons > MAXKLQUAD-1: - return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons - if ship.type == "Romulan": - return False # Romulans cannot escape + 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 enemy.type == IHR: + return False; # Romulans cannot escape! if not irun: - # avoid intruding on another commander's territory - if ship.type == "Commander": - if iq in gamestate.kcmdr: - 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 ship.power > 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, "sector", ship) - prout(" escapes to quadrant %s (and regains strength)." % iq) + # avoid intruding on another commander's territory + if enemy.type == IHC: + for n in range(game.state.remcom): + 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 enemy.kpower > 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, enemy.type, "sector", enemy.kloc) + prout(_(" escapes to Quadrant %s (and regains strength).") % q) # handle local matters related to escape - game.quad[ship.location] = None; + enemy.move(None) + game.klhere -= 1 if game.condition != "docked": - newcnd() - # Handle global matters related to escape - game.state.galaxy[game.quadrant].klingons -= 1 - game.state.galaxy[iq].klingons += 1 - if ship.type == "Super-Commander": + 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 enemy.type==IHS: game.ishere = False game.iscate = False game.ientesc = False game.isatb = 0 - schedule("FSCMOVE", 0.2777) - unschedule("FSCDBAS") - game.state.kscmdr = iq + schedule(FSCMOVE, 0.2777) + unschedule(FSCDBAS) + game.state.kscmdr=iq else: - for (n, cmdr) in enumerate(game.state.kcmdr): - if cmdr == game.quadrant: - game.state.kcmdr[n] = iq + for n in range(game.state.remcom): + if game.state.kcmdr[n] == game.quadrant: + game.state.kcmdr[n]=iq break game.comhere = False - return True # successful exit - -def sgn(n): n / abs(n) - -''' -Algorithm for moving bad guys: - - * 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. - - * 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. - - * If Enterprise is not docked, an agressive action is taken if enemy - forces are 1000 greater than Enterprise. + return True; # success - Agressive action on average cuts the distance between the ship and - the enemy to 1/4 the original. +# +# 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. +# - * 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. - - * Motion is limited to skill level, except for SC hi-tailing it out. -''' - -def movebaddy(ship): - # tactical movement for the bad guys - bugout = False - # This should probably be just game.comhere + game.ishere +def movebaddy(enemy): + # 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 = int((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) + nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = game.comhere + game.ishere - dist1 = ship.distance() - mdist = round(dist1 + 0.5) # Nearest integer distance - # If SC, check with spy to see if should high-tail it - if ship.type == "Super-Commander" and \ - (ship.power <= 500.0 or (game.condition==docked and not damaged("DPHOTON"))): - bugout = True; - motion = -QUADSIZE; - else: - # decide whether to advance, retreat, or hold position - forces = ship.power + 100.0*len(game.quad.enemies()) + 400*(nbaddys-1) - if not game.shldup: - forces += 1000.0 # Good for enemy if shield is down! - if not damaged("DPHASER") or not damaged("DPHOTON"): - if damaged(DPHASER): + dist1 = enemy.kdist + mdist = int(dist1 + 0.5); # Nearest integer distance + # If SC, check with spy to see if should hi-tail it + if enemy.type==IHS and \ + (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + irun = True + motion = -QUADSIZE + else: + # decide whether to advance, retreat, or hold position + forces = enemy.kpower+100.0*len(game.enemies)+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"): + 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! + # phasers and photon tubes both out! forces += 1000.0 - motion = 0; - if forces <= 1000.0 and game.condition != "docked": # Typical case - 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 "base" in game.options: - # protected by base -- back off ! - motion -= game.skill * (2.0-Rand()**2) + motion = 0 + if forces <= 1000.0 and game.condition != "docked": # Typical situation + motion = ((forces + randreal(200))/150.0) - 5.0 + else: + if forces > 1000.0: # Very strong -- move in for kill + motion = (1.0-square(randreal()))*dist1 + 1.0 + if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! + motion -= game.skill*(2.0-square(randreal())) if idebug: - proutn("=== MOTION = %1.2f, 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: + 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.kill + motion = -game.skill else: motion = game.skill - # calculate preferred number of steps - nsteps = abs(motion) - if motion > 0 and nsteps > mdist: # don't overshoot - nsteps = mdist - if nsteps > QUADSIZE: # This shouldn't be necessary - nsteps = QUADSIZE - if nsteps < 1: # This shouldn't be necessary - nsteps = 1 + # calculate preferred number of steps + if motion < 0: + nsteps = -motion + else: + nsteps = 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 - me = game.sector - com; - if 2.0 * abs(me.x) < abs(me.y): - me.x = 0; - if 2.0 * abs(me.y) < abs(game.sector.x-com.x): - me.y = 0; - if me.x != 0: me.x = sgn(me.x*motion) - if me.y != 0: me.y = sgn(me.y*motion) - next = com; - # main move loop + proutn("NSTEPS = %d:" % nsteps) + # Compute preferred values of delta X and Y + m = game.sector - enemy.kloc + if 2.0 * abs(m.x) < abs(m.y): + m.x = 0 + if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x): + m.y = 0 + if m.x != 0: + if m.x*motion < 0: + m.x = -1 + else: + m.x = 1 + if m.y != 0: + if m.y*motion < 0: + m.y = -1 + else: + m.y = 1 + next = enemy.kloc + # main move loop for ll in range(nsteps): - if idebug: - proutn(" %d", ll+1) - # Check if preferred position available - look = next + me - krawl = me.sgn() + if idebug: + proutn(" %d" % (ll+1)) + # Check if preferred position available + look = next + m + if m.x < 0: + krawlx = 1 + else: + krawlx = -1 + if m.y < 0: + krawly = 1 + else: + krawly = -1 success = False - attempts = 0 # Settle meysterious hang problem - while attempts < 20 and not success: + 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, ship, bugout): + if look.x < 0 or look.x >= QUADSIZE: + if motion < 0 and tryexit(enemy, look, irun): return - if krawl.x == me.x or me.y == 0: - break - look.x = next.x + krawl.x - krawl.x = -krawl.x - elif look.y < 1 or look.y > QUADSIZE: - if motion < 0 and tryexit(look, ship, bugout): - return - if krawl.y == me.y or me.x == 0: - break - look.y = next.y + krawl.y - krawl.y = -krawl.y - elif "ramming" in game.options and game.quad[look] != IHDOT: - # See if we should ram ship - if game.quad[look] == game.ship and ienm in (IHC, IHS): - ram(true, ienm, com) + if krawlx == m.x or m.y == 0: + break + look.x = next.x + krawlx + krawlx = -krawlx + elif look.y < 0 or look.y >= QUADSIZE: + if motion < 0 and tryexit(enemy, look, irun): return - if krawl.x != me.x and me.y != 0: + if krawly == m.y or m.x == 0: + break + look.y = next.y + krawly + krawly = -krawly + elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: + # See if enemy should ram ship + if game.quad[look.x][look.y] == game.ship and \ + (enemy.type == IHC or enemy.type == IHS): + collision(rammed=True, enemy=enemy) + return + if krawlx != m.x and m.y != 0: look.x = next.x + krawlx - krawl.x = -krawl.x - elif krawly != me.y and me.x != 0: + krawlx = -krawlx + elif krawly != m.y and m.x != 0: look.y = next.y + krawly - krawl.y = -krawl.y + krawly = -krawly else: - break # we have failed + break; # we have failed else: - success = True - if success: + success = True + if success: next = look - if idebug: - proutn(str(next)) + if idebug: + proutn(`next`) else: - break # done early + break; # done early if idebug: - prout("") - # Put ship in place within same quadrant - if next != ship.location: - # it moved - if not damaged("DSRSENS") or game.condition == "docked": - proutn("*** %s from sector %s" % (ship, ship.location)) - if ship.distance() < dist1: - prout(" advances to sector %s" % ship.location) - else: - prout(" retreats to sector %s" % ship.location) - ship.sectormove(next) - -def moveklings(): - "Allow enemies to move." - for enemy in self.quad.enemies(): - if enemy.type == "Commander": - movebaddy(enemy) - break - for enemy in self.quad.enemies(): - if enemy.type == "Super-Commander": - movebaddy(enemy) - break - # Ff skill level is high, move other Klingons and Romulans too! + skip(1) + if enemy.move(next): + if not damaged(DSRSENS) or game.condition == "docked": + proutn("***") + cramen(enemy.type) + proutn(_(" from Sector %s") % enemy.kloc) + if enemy.kdist < 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 enemy in game.enemies: + if enemy.type == IHC: + movebaddy(enemy) + if game.ishere: + for enemy in game.enemies: + if enemy.type == IHS: + movebaddy(enemy) + 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 "movebaddy" in game.options: - for enemy in self.quad.enemies(): - if enemy.type in ("Klingon", "Romulan"): - movebaddy(enemy) - break + if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): + for enemy in game.enemies: + if enemy.type in (IHK, IHR): + movebaddy(enemy) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) -def movescom(ship, avoid): - # commander movement helper - global ipage - if game.state.kscmdr == game.quadrant or \ - game.state.galaxy[iq].supernova or \ - game.state.galaxy[iq].klingons > MAXKLQUAD-1: - return True +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 base in game.state.starbases: - if base.location == ship.location: + # Avoid quadrants with bases if we want to avoid Enterprise + for i in range(game.state.rembase): + if game.state.baseq[i] == iq: return True if game.justin and not game.iscate: - return True - # Super-Commander has scooted, Remove him from current quadrant. - if game.state.kscmdr == game.quadrant: - game.iscate = False - game.isatb = 0 - game.ientesc = False - unschedule("FSCDBAS") - if game.condition != "docked": - newcnd() - ship.sectormove(None) - # do the actual move - game.state.galaxy[game.state.kscmdr].klingons -= 1 + 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].klingons += 1 - # check for a helpful planet in the destination quadrant - for planet in game.state.planets: - if planet.location == game.state.kscmdr and planet.crystals=="present": - # destroy the planet - del planet - if communicating(): - if not ipage: - pause_game(True) - ipage = true - prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports") - proutn(_(" a planet in ")) - proutn(cramlc(quadrant, game.state.kscmdr)) - prout(" has been destroyed") - prout(" by the Super-commander.\"") + 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 enemy in game.enemies: + if enemy.type == IHS: + break + enemy.move(None) + game.klhere -= 1 + if game.condition != "docked": + newcnd() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + # 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 = None + 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! + return False; # looks good! -def scom(): - # move the Super Commander - if (idebug): - prout("== SCOM") - - # Decide on being active or passive - passive = ((NKILLC+NKILLK)/(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 passive: - # coxmpute move away from Enterprise - delta = game.state.kscmdr - game.quadrant - if distance(game.state.kscmdr) > 2.0: - # circulate in space - delta.x = game.state.kscmdr.y-game.quadrant.y - delta.y = game.quadrant.x-game.state.kscmdr.x - else: - if len(game.state.bases): - unschedule("FSCMOVE") +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 - # compute distances to starbases - game.starbases.sort(lambda x, y: cmp(distance(x, game.quadrant), distance(y, game.quadrant))) + for i in range(game.state.rembase): + 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. - nearest = filter(game.starbases, - lambda x: game.state.galaxy[x].supernova \ - and game.state.galaxy[x].klingons <= MAXKLQUAD-1) - if game.quadrant in nearest: - nearest.remove(game.quadrant) - if game.battle in nearest: - nearest.remove(game.battle) - # if there is a commander, and no other base is appropriate, - # we will take the one with the commander - nocmd = filter(lambda x: x.location not in game.state.kcmdr, nearest) - if len(nocmd): - nearest = nocmd - ibq = nearest[0] - if len(nearest) == 0: - return # Nothing suitable -- wait until next time - # decide how to move toward base - delta = ibq - game.state.kscmdr - # maximum movement is 1 quadrant in either or both axis - delta = delta.sgn() + # without too many Klingons, and not already under attack. + ifindit = iwhichb = 0 + for i2 in range(game.state.rembase): + 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(game.state.remcom): + 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 - iq = game.state.kscmdr + delta - if movescom(iq, passive): - # failed -- try some other maneuvers - if delta.x==0 or delta.y==0: - # attempt angle move - if delta.x != 0: + # 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, passive): + if movescom(iq, avoid): iq.y = game.state.kscmdr.y - 1 - movescom(iq, passive) + movescom(iq, avoid) else: iq.x = game.state.kscmdr.x + 1 - if movescom(iq, passive): + if movescom(iq, avoid): iq.x = game.state.kscmdr.x - 1 - movescom(iq, passive) + movescom(iq, avoid) else: - # try moving just in x or y + # try moving just in x or y iq.y = game.state.kscmdr.y - if movescom(iq, passive): - iq.y = game.state.kscmdr.y + delta.y + if movescom(iq, avoid): + iq.y = game.state.kscmdr.y + idelta.y iq.x = game.state.kscmdr.x - movescom(iq, passive) - # check for a base - if len(game.state.bases) == 0: - unschedule("FSCMOVE") - else: - for ibq in game.bases: - if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: - # attack the base - if passive: - 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 - if not ipage: - pause_game(true) - ipage = True - proutn(_("Lt. Uhura- \"Captain, the starbase in ")) - proutn(cramlc(quadrant, game.state.kscmdr)) - skip(1) - 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 (Rand() > 0.2 or not communicating() or - not game.state.galaxy[game.state.kscmdr].charted): + movescom(iq, avoid) + # check for a base + if game.state.rembase == 0: + unschedule(FSCMOVE) + else: + for i in range(game.state.rembase): + 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, randreal(1.0, 3.0)) + 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 \ + (withprob(0.8) or \ + (not communicating()) or \ + not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return - if ipage: - pause_game(true) - ipage = true + announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" the Super-commander is in ")) - proutn(cramlc(quadrant, game.state.kscmdr)) - prout(".\"") + proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) return -def movetho(void): - "Move the Tholian (an instance of ship type pointed at by game.tholian)." +def movetholian(): + # move the Tholian if not game.tholian or game.justin: - return - next = coord() - if game.tholian.location.x == 1 and game.tholian.location.y == 1: - next.x = 1 - next.y = QUADSIZE - elif game.tholian.location.x == 1 and game.tholian.location.y == QUADSIZE: - next.x = next.y = QUADSIZE - elif game.tholian.location.x == QUADSIZE and game.tholian.location.y == QUADSIZE: - next.x = QUADSIZE - next.y = 1 - elif game.tholian.location.x == QUADSIZE and game.tholian.location.y == 1: - next.x = next.y = 1 - else: - # something is wrong! - game.tholian = None - return - # Do nothing if we are blocked - if not (isinstance(game.quad[next], space) or isinstance(game.quad[next], web)): - return - # Now place some web - im = (next - game.tholian.location).sgn() - if game.tholian.x != next.x: - # move in x axis - while game.tholian.location.x != next.x: - game.tholian.location.x += im.x - if isinstance(game.quad[game.tholian.location], space): - game.quad[game.tholian.location] = web() - elif game.tholian.y != next.y: - # move in y axis - while game.tholian.y != next.y: - game.tholian.y += im.y - if isinstance(game.quad[game.tholian.location], space): - game.quad[game.tholian.location] = web() - # web is done, move ship - game.tholian.movesector(next) - # check to see if all holes plugged - for i in range(1, QUADSIZE+1): - if (not isinstance(game.quad[(1,i)],web)) and game.quad[(1,i)]!=game.tholian: - return - if (not isinstance(game.quad[(QUADSIZE,i)],web)) and game.quad[(QUADSIZE,i)]!=game.tholian: - return - if (not isinstance(game.quad[(i,1)],web)) and game.quad[(i,1)]!=game.tholian: + return + id = coord() + if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: + id.x = 0; id.y = QUADSIZE-1 + elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: + id.x = QUADSIZE-1; id.y = QUADSIZE-1 + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1: + id.x = QUADSIZE-1; id.y = 0 + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0: + id.x = 0; id.y = 0 + else: + # something is wrong! + game.tholian.move(None) + prout("***Internal error: Tholian in a bad spot.") + return + # do nothing if we are blocked + if game.quad[id.x][id.y] not in (IHDOT, IHWEB): + return + here = copy.copy(game.tholian.kloc) + delta = (id - game.tholian.kloc).sgn() + # move in x axis + while here.x != id.x: + #print "Moving in X", delta + here.x += delta.x + if game.quad[here.kloc.x][here.y]==IHDOT: + game.tholian.move(here) + # move in y axis + while here.y != id.y: + #print "Moving in Y", delta + here.y += delta.y + if game.quad[here.x][here.y]==IHDOT: + game.tholian.move(here) + # check to see if all holes plugged + for i in range(QUADSIZE): + if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: + return + if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT: + return + if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT: + return + if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: + return + # All plugged up -- Tholian splits + game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB + dropin(IHBLANK) + crmena(True, IHT, "sector", game.tholian) + prout(_(" completes web.")) + game.tholian.move(None) + print "Tholian movement ends" + 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 randrange(NDEVICES) + # 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 = randrange(1000) # 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 collision(rammed, enemy): + # collision handling + 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(enemy.type, 1.0) + if rammed: + proutn(_(" rammed by ")) + else: + proutn(_(" rams ")) + crmena(False, enemy.type, "sector", enemy.kloc) + if rammed: + proutn(_(" (original position)")) + skip(1) + deadkl(enemy.kloc, enemy.type, game.sector) + proutn("***") + crmshp() + prout(_(" heavily damaged.")) + icas = randrange(10, 30) + 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 = randrange(NDEVICES/2) + for m in range(ncrits): + dev = randdevice() + if game.damage[dev] < 0: + continue + extradm = (10.0*hardness*randreal()+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, dispersion, origin, number, nburst): + # let a photon torpedo fly + iquad = 0 + shoved = False + ac = course + 0.25*dispersion + angle = (15.0-ac)*0.5235988 + bullseye = (15.0 - course)*0.5235988 + deltax = -math.sin(angle); + deltay = math.cos(angle); + x = origin.x; y = origin.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 step in range(1, 15+1): + x += deltax + w.x = int(x + 0.5) + y += deltay + w.y = int(y + 0.5) + if not VALID_SECTOR(w.x, w.y): + break + iquad=game.quad[w.x][w.y] + tracktorpedo(w, step, number, nburst, 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 + randreal(100) - \ + 1000.0 * distance(w, origin) * 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*(randreal()-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 = int(w.x+xx+0.5) + jw.y = int(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 withprob(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 enemy in game.enemies: + if w == game.enemies[ll].kloc: + break + kp = math.fabs(e.kpower) + h1 = 700.0 + randrange(100) - \ + 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle)) + h1 = math.fabs(h1) + if kp < h1: + h1 = kp + if enemy.kpower < 0: + enemy.kpower -= -h1 + else: + enemy.kpower -= h1 + if enemy.kpower == 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*(randreal()-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 = int(w.x+xx+0.5) + jw.y = int(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--")) + enemy.kloc = jw + shoved = True + break + elif iquad == IHB: # Hit a base + skip(1) + prout(_("***STARBASE DESTROYED..")) + for ll in range(game.state.rembase): + 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 = None + game.iplnet.pclass = "destroyed" + game.iplnet = None + 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 = None + game.iplnet.pclass = "destroyed" + game.iplnet = None + 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 withprob(0.9): + nova(w) + else: + 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 withprob(0.3): + 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. + # + thing.angry = 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 + randrange(100) - \ + 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle)) + h1 = math.fabs(h1) + if h1 >= 600: + game.quad[w.x][w.y] = IHDOT + deadkl(w, iquad, w) + game.tholian = None + return None + skip(1) + crmena(True, IHT, "sector", w) + if withprob(0.05): + prout(_(" survives photon blast.")) + return None + prout(_(" disappears.")) + game.tholian.move(None) + game.quad[w.x][w.y] = IHWEB + 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(len(game.enemies)): + game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None + skip(1) + prout(_("Torpedo missed.")) + return None; + +def fry(hit): + # critical-hit resolution + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): + return + ncrit = int(1.0 + hit/(500.0+randreal(100))) + 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*randreal(75, 100)) + game.damage[j] += extradm + skipcount = 0 + for (i, j) in enumerate(cdam): + proutn(device[j]) + if skipcount % 3 == 2 and i < len(cdam)-1: + skip() + skipcount += 1 + if i < len(cdam)-1: + proutn(_(" and ")) + 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 + attempt = False; ihurt = False; + hitmax=0.0; hittot=0.0; chgfac=1.0 + where = "neither" + # game could be over at this point, check + if game.alldone: + return + if idebug: + prout("=== ATTACK!") + # Tholian gets to move before attacking + if game.tholian: + 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 len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): + return + # set up partial hits if attack happens during shield status change + pfac = 1.0/game.inshld + if game.shldchg: + chgfac = 0.25 + randreal(0.5) + skip(1) + # message verbosity control + if game.skill <= SKILL_FAIR: + where = "sector" + for enemy in game.enemies: + if enemy.kpower < 0: + continue; # too weak to attack + # compute hit strength and diminish shield power + r = randreal() + # Increase chance of photon torpedos if docked or enemy energy is low + if game.condition == "docked": + r *= 0.25 + if enemy.kpower < 500: + r *= 0.25; + if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): + continue + # different enemies have different probabilities of throwing a torp + usephasers = not torps_ok or \ + (enemy.type == IHK and r > 0.0005) or \ + (enemy.type==IHC and r > 0.015) or \ + (enemy.type==IHR and r > 0.3) or \ + (enemy.type==IHS and r > 0.07) or \ + (enemy.type==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 + randreal(0.5) + hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) + enemy.kpower *= 0.75 + else: # Enemy uses photon torpedo + course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x) + hit = 0 + proutn(_("***TORPEDO INCOMING")) + if not damaged(DSRSENS): + proutn(_(" From ")) + crmena(False, enemy.type, where, enemy.kloc) + attempt = True + prout(" ") + dispersion = (randreal()+randreal())*0.5 - 0.5 + dispersion += 0.002*enemy.kpower*dispersion + hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=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, enemy.type, where, enemy.kloc) + 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.")) + 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 = randrange(int(hittot * 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 enemy in game.enemies: + enemy.kavgd = enemy.kdist + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + 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.tholian = None + elif type == IHQUEST: + # Killed a Thingy + global thing + thing = None + 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(game.state.remcom): + 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)) + if is_scheduled(FCDBAS) and game.battle == game.quadrant: + unschedule(FCDBAS) + 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) + # For each kind of enemy, finish message to player + prout(_(" destroyed.")) + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + return + game.recompute() + # Remove enemy ship from arrays describing local conditions + for e in game.enemies: + if e.kloc == w: + e.move(None) + break + return + +def targetcheck(w): + # Return None if target is invalid + if not VALID_SECTOR(w.x, w.y): + huh() + return None + deltx = 0.1*(w.y - game.sector.y) + delty = 0.1*(w.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 + course = [0.0] * MAXBURST + 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) + chew() + proutn(_("Number of torpedoes to fire- ")) + key = scan() + else: # key == IHREAL { + n = int(round(aaitem + 0.5)) + if n <= 0: # abort command + chew() + return + if n > MAXBURST: + chew() + prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) + key = IHEOL + return + if n <= game.torps: + break + chew() + key = IHEOL + targ = [] + for i in range(MAXBURST): + targ.append(coord()) + for i in range(n): + key = scan() + if i==0 and key == IHEOL: + break; # we will try prompting + if i==1 and key == IHEOL: + # direct all torpedoes at one target + while i <= n: + targ[i] = targ[0] + course[i] = course[0] + i += 1 + break + if key != IHREAL: + huh() + return + targ[i].x = aaitem + key = scan() + if key != IHREAL: + huh() + return + targ[i].y = aaitem + course[i] = targetcheck(targ[i]) + if course[i] == None: + return + chew() + if i == 1 and key == IHEOL: + # prompt for each one + for i in range(n): + proutn(_("Target sector for torpedo number %d- ") % (i+1)) + key = scan() + if key != IHREAL: + huh() + return + targ[i].x = int(aaitem-0.5) + key = scan() + if key != IHREAL: + huh() + return + targ[i].y = int(aaitem-0.5) + chew() + course[i] = targetcheck(targ[i]) + if course[i] == None: + return + game.ididit = True + # Loop for moving torpedoes + for i in range(n): + if game.condition != "docked": + game.torps -= 1 + dispersion = (randreal()+randreal())*0.5 -0.5 + if math.fabs(dispersion) >= 0.47: + # misfire! + dispersion *= randreal(1.2, 2.2) + if n > 0: + prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) + else: + prouts(_("***TORPEDO MISFIRES.")) + skip(1) + if i < n: + prout(_(" Remainder of burst aborted.")) + if withprob(0.2): + prout(_("***Photon tubes damaged by misfire.")) + game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) + break + if game.shldup or game.condition == "docked": + dispersion *= 1.0 + 0.0001*game.shield + torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=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: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): + prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) + +def checkshctrl(rpow): + # check shield control + skip(1) + if withprob(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 = randrange(int(hit*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(hits): + # register a phaser hit on Klingons and Romulans + nenhr2 = len(game.enemies); kk=0 + w = coord() + skip(1) + for (k, wham) in enumerate(hits): + if wham==0: + continue + dustfac = randreal(0.9, 1.0) + hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + kpini = game.enemies[kk].kpower + kp = math.fabs(kpini) + if PHASEFAC*hit < kp: + kp = PHASEFAC*hit + if game.enemies[kk].kpower < 0: + game.enemies[kk].kpower -= -kp + else: + game.enemies[kk].kpower -= kp + kpow = game.enemies[kk].kpower + w = game.enemies[kk].kloc + 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: + thing.angry = 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 + continue + else: # decide whether or not to emasculate klingon + if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) + prout(_(" has just lost its firepower.\"")) + game.enemies[kk].kpower = -kpow + kk += 1 + return + +def phasers(): + # fire phasers + hits = [] + kz = 0; k = 1; irec=0 # Cheating inhibitor + ifast = False; no = False; itarg = True; msgflag = True; rpow=0 + automode = "NOTSET" + key=0 + skip(1) + # SR sensors and Computer are needed for 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 + # (That was Tom Almy talking about the C code, I think -- ESR) + while automode=="NOTSET": + key=scan() + if key == IHALPHA: + if isit("manual"): + if len(game.enemies)==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 len(game.enemies) != 0: + automode = "FORCEMAN" + else: + if len(game.enemies)==0: + prout(_("Energy will be expended into space.")) + automode = "AUTOMATIC" + key = scan() + elif isit("no"): + no = True + else: + huh() + return + elif key == IHREAL: + if len(game.enemies)==0: + prout(_("Energy will be expended into space.")) + automode = "AUTOMATIC" + elif not itarg: + automode = "FORCEMAN" + else: + automode = "AUTOMATIC" + else: + # IHEOL + if len(game.enemies)==0: + prout(_("Energy will be expended into space.")) + automode = "AUTOMATIC" + elif not itarg: + automode = "FORCEMAN" + else: + proutn(_("Manual or automatic? ")) + chew() + 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 len(game.enemies) != 0: + prout(_("Phasers locked on target. Energy available: %.2f")%avail) + irec=0 + while True: + chew() + if not kz: + for i in range(len(game.enemies)): + irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 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 len(game.enemies): + extra = 0.0 + powrem = rpow + for i in range(len(game.enemies)): + hits.append(0.0) + if powrem <= 0: + continue + hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + over = randreal(1.01, 1.06) * 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.tholian: + proutn(_("*** Tholian web absorbs ")) + if len(game.enemies)>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(len(game.enemies)): + aim = game.enemies[k].kloc + 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 game.sector.distance(aim)<2**0.5 and ienm in (IHC, 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.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 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 withprob(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. + +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(yank): + # tractor beaming cases merge here + 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 (not isinstance(game.quad[(i.QUADSIZE)],web)) and game.quad[(i,QUADSIZE)]!=game.tholian: + if game.icraft: # Caught in Galileo? + finish(FSTRACTOR) return - # All plugged up -- Tholian splits - game.quad[game.tholian] = web() - ship.movesector(None) - crmena(True, IHT, sector, game.tholian) - prout(" completes web.") - game.tholian = None - return + # Check to see if shuttle is aboard + if game.iscraft == "offship": + skip(1) + if withprob(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 == FSPY: + 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(shraise=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(torps_ok=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(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 = ictbeam = True + tractorbeam(distance(game.state.kscmdr, game.quadrant)) + else: + return + elif evcode == FTBEAM: # Tractor beam + if game.state.remcom == 0: + unschedule(FTBEAM) + continue + i = randrange(game.state.remcom) + yank = distance(game.state.kcmdr[i], game.quadrant) + 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(yank) + elif evcode == FSNAP: # Snapshot of the universe (for time warp) + game.snapsht = copy.deepcopy(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(game.state.rembase): + for k in range(game.state.remcom): + 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, randreal(1.0, 4.0)) + 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) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_(" reports that it is under attack and that it can")) + prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) + 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(game.state.remcom): + 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 == None or \ + not 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 + game.enemies.append(newkling()) + # 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 != None: + 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 len(game.enemies) != 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 len(game.enemies): + rtime = randreal(1.0, 2.0) + if rtime < temp: + temp = rtime + game.optime = temp + if game.optime < delay: + attack(torps_ok=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(); neighbor = coord(); bump = coord(0, 0) + if withprob(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 queue to recursively trigger adjacent stars + hits = [nov] + kount = 0 + while hits: + offset = coord() + start = hits.pop() + for offset.x in range(-1, 1+1): + for offset.y in range(-1, 1+1): + if offset.y==0 and offset.x==0: + continue + neighbor = start + offset + if not VALID_SECTOR(neighbor.y, neighbor.x): + continue + iquad = game.quad[neighbor.x][neighbor.y] + # Empty space ends reaction + if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + pass + elif iquad == IHSTAR: # Affect another star + if withprob(0.05): + # This star supernovas + supernova(False) + return + else: + hits.append(neighbor) + game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + game.state.starkl += 1 + crmena(True, IHSTAR, "sector", neighbor) + prout(_(" novas.")) + game.quad[neighbor.x][neighbor.y] = IHDOT + kount += 1 + elif iquad in (IHP, IHW): # Destroy planet + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + if iquad == IHP: + game.state.nplankl += 1 + else: + game.state.worldkl += 1 + crmena(True, iquad, "sector", neighbor) + prout(_(" destroyed.")) + game.iplnet.pclass = "destroyed" + game.iplnet = None + invalidate(game.plnet) + if game.landed: + finish(FPNOVA) + return + game.quad[neighbor.x][neighbor.y] = IHDOT + elif iquad == IHB: # Destroy base + game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False + for i in range(game.state.rembase): + 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", neighbor) + prout(_(" destroyed.")) + game.quad[neighbor.x][neighbor.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*randreal()*diff + else: + game.energy -= 2000.0 + if game.energy <= 0: + finish(FNOVA) + return + # add in course nova contributes to kicking starship + bump += (game.sector-hits[mm]).sgn() + elif iquad == IHK: # kill klingon + deadkl(neighbor, iquad, neighbor) + elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + for ll in range(len(game.enemies)): + if game.enemies[ll].kloc == neighbor: + break + game.enemies[ll].kpower -= 800.0 # If firepower is lost, die + if game.enemies[ll].kpower <= 0.0: + deadkl(neighbor, iquad, neighbor) + break + newc = neighbor + neighbor - hits[mm] + crmena(True, iquad, "sector", neighbor) + 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(neighbor, iquad, newc) + break + if iquad1 != IHDOT: + # can't move into something else + skip(1) + break + proutn(_(", buffeted to Sector %s") % newc) + game.quad[neighbor.x][neighbor.y] = IHDOT + game.quad[newc.x][newc.y] = iquad + game.enemies[ll].move(newc) + # Starship affected by nova -- kick it away. + game.dist = kount*0.1 + game.direc = course[3*(bump.x+1)+bump.y+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(novapush=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(GALSIZE): + for nq.y in range(GALSIZE): + stars += game.state.galaxy[nq.x][nq.y].stars + if stars == 0: + return # nothing to supernova exists + num = randrange(stars) + 1 + for nq.x in range(GALSIZE): + for nq.y in range(GALSIZE): + 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 = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 + for ns.x in range(QUADSIZE): + for ns.y in range(QUADSIZE): + 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(maxloop): + 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(maxloop): + 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 withprob(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 len(game.enemies) != 0: + whammo = 25.0 * game.energy + l=1 + while l <= len(game.enemies): + if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: + deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc) + l += 1 + finish(FDILITHIUM) + +def killrate(): + "Compute our rate of kils over time." + elapsed = game.state.date - game.indate + if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 + return 0 + else: + starting = (game.inkling + game.incom + game.inscom) + remaining = (game.state.remkl + game.state.remcom + game.state.nscrem) + return (starting - remaining)/elapsed + +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 >= randreal(1.0, 1.5): + 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 >= randreal(3.0): + 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: ")) + winner = cgetline() + try: + fp = open(winner, "w") + break + except IOError: + prout(_("Invalid name.")) + + proutn(_("Enter name to go on plaque (up to 30 characters): ")) + winner = cgetline() + # 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 +replayfp = None +fullscreen_window = None +srscan_window = None +report_window = None +status_window = None +lrscan_window = None +message_window = None +prompt_window = None +curwnd = 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() + sys.stdout.write('\n') + if logfp: + logfp.close() + +def iostart(): + global stdscr, rows + #setlocale(LC_ALL, "") + #bindtextdomain(PACKAGE, LOCALEDIR) + #textdomain(PACKAGE) + if atexit.register(outro): + sys.stderr.write("Unable to register outro(), exiting...\n") + raise SysExit,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 + (rows, columns) = stdscr.getmaxyx() + 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 textcolor(color): + "Set text foreground color. Presently a stub." + pass # FIXME + +def ioend(): + "Wrap up I/O. Presently a stub." + pass + +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 + sys.stdout.write('\n') + proutn(prompt) + raw_input() + for j in range(rows): + sys.stdout.write('\n') + linecount = 0 + +def skip(i): + "Skip i lines. Pause game if this would cause a scrolling event." + for 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 rows and linecount >= rows: + pause_game() + else: + sys.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: + sys.stdout.write(line) + sys.stdout.flush() + +def prout(line): + proutn(line) + skip(1) + +def prouts(line): + "print slowly!" + for c in line: + if not replayfp or replayfp.closed: # Don't slow down replays + time.sleep(0.03) + proutn(c) + if game.options & OPTION_CURSES: + wrefresh(curwnd) + else: + sys.stdout.flush() + if not replayfp or replayfp.closed: + time.sleep(0.03) + +def cgetline(): + "Get a line of input." + if game.options & OPTION_CURSES: + line = curwnd.getstr() + "\n" + curwnd.refresh() + else: + if replayfp and not replayfp.closed: + while True: + line = replayfp.readline() + proutn(line) + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break + else: + line = raw_input() + "\n" + if logfp: + logfp.write(line) + return line + +def setwnd(wnd): + "Change windows -- OK for this to be a no-op in tty mode." + global curwnd + 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 highvideo(): + "Set highlight video, if this is reasonable." + if game.options & OPTION_CURSES: + curwnd.attron(curses.A_REVERSE) + +# +# 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() + setwnd(lrscan_window) + lrscan_window.clear() + lrscan_window.move(0, 0) + lrscan(silent=False) + +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) + #time.sleep(1.0) + #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, step, i, n, iquad): + "Torpedo-track animation." + if not game.options & OPTION_CURSES: + if step == 1: + if n != 1: + skip(1) + proutn(_("Track for torpedo number %d- ") % i) + else: + skip(1) + proutn(_("Torpedo track- ")) + elif step==4 or step==9: + skip(1) + proutn("%s " % w) + else: + if not damaged(DSRSENS) or game.condition=="docked": + if i != 0 and step == 1: + drawmaps(2) + time.sleep(0.4) + if (iquad==IHDOT) or (iquad==IHBLANK): + put_srscan_sym(w, '+') + #sound(step*10) + #time.sleep(0.1) + #nosound() + put_srscan_sym(w, iquad) + else: + curwnd.attron(curses.A_REVERSE) + put_srscan_sym(w, iquad) + #sound(500) + #time.sleep(1.0) + #nosound() + curwnd.attroff(curses.A_REVERSE) + put_srscan_sym(w, iquad) + else: + proutn("%s " % w) + +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(txt))) + proutn(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 average enemy distances + game.quad[game.sector.x][game.sector.y] = game.ship + if len(game.enemies): + for m in range(len(game.enemies)): + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) + game.enemies[m].kdist = finald + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + attack(torps_ok=False) + for m in range(len(game.enemies)): + game.enemies[m].kavgd = game.enemies[m].kdist + 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 = int(10.0*game.dist*bigger+0.5) + if n > 0: + for m in range(1, n+1): + x += deltax + y += deltay + w.x = int(round(x)) + w.y = int(round(y)) + if not VALID_SECTOR(w.x, w.y): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not novapush: + newcnd() + for m in range(len(game.enemies)): + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist) + # + # 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(torps_ok=False) + if game.alldone: + return + # compute final position -- new quadrant and sector + x = (QUADSIZE*game.quadrant.x)+game.sector.x + y = (QUADSIZE*game.quadrant.y)+game.sector.y + w.x = int(round(x+10.0*game.dist*bigger*deltax)) + w.y = int(round(y+10.0*game.dist*bigger*deltay)) + # check for edge of galaxy + kinks = 0 + while True: + kink = False + if w.x < 0: + w.x = -w.x + kink = True + if w.y < 0: + w.y = -w.y + kink = True + if w.x >= GALSIZE*QUADSIZE: + w.x = (GALSIZE*QUADSIZE*2) - w.x + kink = True + if w.y >= GALSIZE*QUADSIZE: + w.y = (GALSIZE*QUADSIZE*2) - w.y + kink = True + if kink: + kinks += 1 + else: + 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 + game.quadrant.y = w.y/QUADSIZE + game.sector.x = w.x - (QUADSIZE*game.quadrant.x) + game.sector.y = w.y - (QUADSIZE*game.quadrant.y) + 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(torps_ok=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, IHC, IHS, IHR, IHQUEST): + game.sector = w + for enemy in game.enemies: + if enemy.kloc == game.sector: + break + collision(rammed=False, enemy=enemy) + 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(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 withprob(1-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 getcourse(isprobe, akey): + # get course and distance + key = 0 + dquad = copy.copy(game.quadrant) + navmode = "unspecified" + itemp = "curt" + dsect = coord() + iprompt = False + if game.landed and not isprobe: + prout(_("Dummy! You can't leave standard orbit until you")) + proutn(_("are back aboard the ship.")) + chew() + return False + 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 False + 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 False + xi = int(round(aaitem))-1 + key = scan() + if key != IHREAL: + huh() + return False + xj = int(round(aaitem))-1 + key = scan() + if key == IHREAL: + # both quadrant and sector specified + xk = int(round(aaitem))-1 + key = scan() + if key != IHREAL: + huh() + return False + xl = int(round(aaitem))-1 + dquad.x = xi + dquad.y = xj + dsect.y = xk + dsect.x = xl + else: + # only one pair of numbers was specified + if isprobe: + # only quadrant specified -- go to center of dest quad + dquad.x = xi + dquad.y = xj + dsect.y = dsect.x = 4 # preserves 1-origin behavior + else: + # only sector specified + dsect.y = xi + dsect.x = xj + itemp = "normal" + if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y): + huh() + return False + skip(1) + if not isprobe: + if itemp > "curt": + if iprompt: + prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect) + else: + prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) + # the actual deltas get computed here + deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y) + deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y) + else: # manual + while key == IHEOL: + proutn(_("X and Y displacements- ")) + chew() + iprompt = True + key = scan() + itemp = "verbose" + if key != IHREAL: + huh() + return False + deltax = aaitem + key = scan() + if key != IHREAL: + huh() + return False + deltay = aaitem + # Check for zero movement + if deltax == 0 and deltay == 0: + chew() + return False + if itemp == "verbose" and not isprobe: + skip(1) + prout(_("Helmsman Sulu- \"Aye, Sir.\"")) + # Course actually laid in. + 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 True + +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: + if not getcourse(isprobe=False, akey=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(novapush=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 + if not getcourse(isprobe=False, akey=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 + # ESR: Seems wrong. Probability of damage goes *down* with distance? + prob = game.dist*square(6.0-game.warpfac)/66.666666666 + if prob > randreal(): + blooey = True + game.dist = randreal(game.dist) + # Decide if time warp will occur + if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): + 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(novapush=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 * randreal(1.0, 4.0) + 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 withprob(0.5): + prout(_("fails.")) + finish(FPNOVA) + return + prout(_("SUCCEEDS!")) + if game.imine: + game.imine = False + proutn(_("The crystals mined were ")) + if withprob(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 = randreal(6.0, 8.0) + 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 = randreal(math.sqrt(2)) + if distreq < game.dist: + game.dist = distreq + game.optime = 10.0*game.dist/game.wfacsq + game.direc = randreal(12) # 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 withprob(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(randreal()) + 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() + if not getcourse(isprobe=True, akey=key): + 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(game.state.rembase): + 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): + w = game.base.scatter() + if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: + # found one -- finish up + game.sector = w + 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 randreal() > probf: + break + prout(_("fails.")) + curses.delay_output(500) + textcolor(None) + 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(None) + 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 != None 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 = randrange(game.state.rembase) + # 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(QUADSIZE): + game.sector = game.base.scatter() + 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(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 = randreal(0.02, 0.05) + prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) + newcnd() + if consumeTime(): + return + game.height = randreal(1400, 8600) + 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 game.iplnet == None: + if game.options & OPTION_TTY: + prout(_("Spock- \"No planet in this quadrant, Captain.\"")) + return + if game.iplnet.known == "unknown": + prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) + skip(1) + prout(_(" Planet at Sector %s is of class %s.") % + (game.plnet, game.iplnet.pclass)) + if game.iplnet.known=="shuttle_down": + prout(_(" Sensors show Galileo still on surface.")) + proutn(_(" Readings indicate")) + if game.iplnet.crystals != "present": + proutn(_(" no")) + prout(_(" dilithium crystals present.\"")) + if game.iplnet.known == "unknown": + game.iplnet.known = "known" + elif game.iplnet.inhabited: + prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name) + prout(_(" is located at Sector %s, Captain.\"") % game.plnet) + +def beam(): + # use the transporter + nrgneed = 0 + chew() + skip(1) + if damaged(DTRANSP): + prout(_("Transporter damaged.")) + if not damaged(DSHUTTL) and (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.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.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.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.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 withprob(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.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.iplnet.crystals == "mined": + prout(_("This planet has already been strip-mined for dilithium.")) + return + elif 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 = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) + if consumeTime(): + return + prout(_("Mining operation complete.")) + 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 with(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 += randreal(5000.0, 5500.0) + 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.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.iplnet.known != "shuttle_down") and game.iscraft != "onship": + prout(_("Shuttle craft not currently available.")) + return + if not game.landed and 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.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.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.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.iplnet.known = "shuttle_down" + game.landed = True + game.icraft = False + prout(_("Trip complete.")) + return + +def deathray(): + # use the big zapper + game.ididit = False + skip(1) + chew() + if game.ship != IHE: + prout(_("Ye Faerie Queene has no death ray.")) + return + if len(game.enemies)==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 = 0.30 + if game.options & OPTION_PLAIN: + dprob = 0.5 + r = randreal() + if r > dprob: + prouts(_("Sulu- \"Captain! It's working!\"")) + skip(2) + while len(game.enemies) > 0: + deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc) + 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 withprob(0.05): + prout(_(" is still operational.\"")) + else: + prout(_(" has been rendered nonfunctional.\"")) + game.damage[DDRAY] = 39.95 + return + r = randreal() # Pick failure method + if r <= 0.30: + 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 <= 0.55: + 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(QUADSIZE): + for j in range(QUADSIZE): + 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(silent): + # long-range sensor scan + if damaged(DLRSENS): + # Now allow base's sensors if docked + if game.condition != "docked": + if not silent: + prout(_("LONG-RANGE SENSORS DAMAGED.")) + return + if not silent: + prout(_("Starbase's long-range scan")) + elif not silent: + prout(_("Long-range scan")) + for x in range(game.quadrant.x-1, game.quadrant.x+2): + if not silent: + proutn(" ") + for y in range(game.quadrant.y-1, game.quadrant.y+2): + if not VALID_QUADRANT(x, y): + if not silent: + 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 not silent and game.state.galaxy[x][y].supernova: + proutn(" ***") + elif not silent: + 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(GALSIZE): + for j in range(GALSIZE): + 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 (game.options & OPTION_AUTOSCAN): + lrscan(silent=True) + 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(GALSIZE): + proutn("%d |" % (i+1)) + for j in range(GALSIZE): + 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: + show = "***" + elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: + show = ".1." + elif game.state.galaxy[i][j].charted: + show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) + else: + show = "..." + proutn(show) + 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)) + if not req or req == 3: + prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) + if not req or req == 4: + if damaged(DLIFSUP): + if game.condition == "docked": + s = _("DAMAGED, Base provides") + else: + s = _("DAMAGED, reserves=%4.2f") % game.lsupres + else: + s = _("ACTIVE") + prstat(_("Life Support"), s) + if not req or req == 5: + prstat(_("Warp Factor"), "%.1f" % game.warpfac) + if not req or req == 6: + extra = "" + if game.icrystl and (game.options & OPTION_SHOWME): + extra = _(" (have crystals)") + prstat(_("Energy"), "%.2f%s" % (game.energy, extra)) + if not req or req == 7: + prstat(_("Torpedoes"), "%d" % (game.torps)) + if not req or req == 8: + if damaged(DSHIELD): + s = _("DAMAGED,") + elif game.shldup: + s = _("UP,") + else: + s = _("DOWN,") + data = _(" %d%% %.1f units") \ + % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) + prstat(_("Shields"), s+data) + if not req or req == 9: + prstat(_("Klingons Left"), "%d" \ + % (game.state.remkl + game.state.remcom + game.state.nscrem)) + if not req or req == 10: + if game.options & OPTION_WORLDS: + plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet + if plnet and 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(QUADSIZE): + proutn("%2d " % (i+1)) + for j in range(QUADSIZE): + 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 = int(aaitem-0.5) + if scan() != IHREAL: + huh() + return + w1.x = int(aaitem-0.5) + if scan() == IHREAL: + w2.y = int(aaitem-0.5) + if scan() != IHREAL: + huh() + return + w2.x = int(aaitem-0.5) + else: + if game.quadrant.y>w1.x: + w2.x = 0 + else: + w2.x=QUADSIZE-1 + if game.quadrant.x>w1.y: + w2.y = 0 + else: + w2.y=QUADSIZE-1 + 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 + + +# Code from setup.c begins here + +def prelim(): + # issue a historically correct banner + skip(2) + prout(_("-SUPER- STAR TREK")) + skip(1) +# From the FORTRAN original +# prout(_("Latest update-21 Sept 78")) +# skip(1) + +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 + 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 = randrange(2, 5) + game.warpfac = 5.0 + game.wfacsq = game.warpfac * game.warpfac + for i in range(NDEVICES): + game.damage[i] = 0.0 + # Set up assorted game parameters + game.battle = coord() + game.state.date = game.indate = 100.0 * randreal(20, 51) + 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(GALSIZE): + for j in range(GALSIZE): + quad = game.state.galaxy[i][j] + quad.charted = 0 + quad.planet = None + 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, randreal(1.0, 2.0)) # 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(GALSIZE): + for j in range(GALSIZE): + k = randrange(1, QUADSIZE**2/10+1) + game.instar += k + game.state.galaxy[i][j].stars = k + # Locate star bases in galaxy + for i in range(game.inbase): + 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(1, i): + # Improved placement algorithm to spread out bases + distq = w.distance(game.state.baseq[j]) + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(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 = randreal() + 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 += int(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 withprob(0.25)) 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 == None: + 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")[randrange(0, 3)] + if withprob(0.33): + new.crystals = "present" + new.known = "unknown" + new.inhabited = False + game.state.galaxy[w.x][w.y].planet = new + game.state.planets.append(new) + # Locate Romulans + for i in range(game.state.nromrem): + 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 <= MAXKLQUAD: + break + game.state.kscmdr = w + game.state.galaxy[w.x][w.y].klingons += 1 + # Place thing (in tournament game, we don't want one!) + global thing + if game.tourn is None: + thing = randplace(GALSIZE) + 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(game.inbase): + 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 len(game.enemies) - (thing == game.quadrant) - (game.tholian != None): + game.shldup = True + if game.neutz: # bad luck to start in a Romulan Neutral Zone + attack(torps_ok=False) + +def choose(needprompt): + # choose your game type + global thing + 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? ")) + print "About to call 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(round(aaitem)) + random.seed(aaitem) + if logfp: + logfp.write("# random.seed(%d)\n" % 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 \"%s\"?"), citem) + 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 = randrange(BASEMIN, BASEMAX+1) + game.inbase = game.state.rembase + game.inplan = 0 + if game.options & OPTION_PLANETS: + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) + if game.options & OPTION_WORLDS: + game.inplan += int(NINHAB) + game.state.nromrem = game.inrom = randrange(2 *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*randreal())*game.skill*0.1+.15) + game.incom = int(game.skill + 0.0625*game.inkling*randreal()) + 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=None): + # 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 + if iquad is not None: + 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(): + # drop new Klingon into current quadrant + return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) + +def newqad(shutup): + # set up a new state of quadrant, for when we enter or re-enter it + w = coord() + game.justin = True + game.klhere = 0 + game.comhere = False + game.ishere = False + game.irhere = 0 + game.iplnet = 0 + game.neutz = False + game.inorbit = False + game.landed = False + game.ientesc = False + game.iseenit = False + # Create a blank quadrant + game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) + if game.iscate: + # Attempt to escape Super-commander, so tbeam back! + game.iscate = False + game.ientesc = True + 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 + # Position Starship + game.quad[game.sector.x][game.sector.y] = game.ship + game.enemies = [] + if q.klingons: + # Position ordinary Klingons + for i in range(game.klhere): + newkling() + # If we need a commander, promote a Klingon + for i in range(game.state.remcom): + if game.state.kcmdr[i] == game.quadrant: + e = game.enemies[game.klhere-1] + game.quad[e.kloc.x][e.kloc.y] = IHC + e.kpower = randreal(950,1350) + 50.0*game.skill + game.comhere = True + break + # If we need a super-commander, promote a Klingon + if game.quadrant == game.state.kscmdr: + e = game.enemies[0] + game.quad[e.kloc.x][e.kloc.y] = IHS + e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill + game.iscate = (game.state.remkl > 1) + game.ishere = True + # Put in Romulans if needed + for i in range(game.klhere, len(game.enemies)): + enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+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: + game.iplnet = q.planet + if not q.planet.inhabited: + game.plnet = dropin(IHP) + else: + game.plnet = dropin(IHW) + # Check for condition + newcnd() + # 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 thing == game.quadrant: + enemy(type=IHQUEST, loc=dropin(), + power=randreal(6000,6500.0)+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 withprob(0.02)) or \ + (game.skill == SKILL_GOOD and withprob(0.05)) or \ + (game.skill > SKILL_GOOD and withprob(0.08)): + w = coord() + while True: + w.x = withprob(0.5) * (QUADSIZE-1) + w.y = withprob(0.5) * (QUADSIZE-1) + if game.quad[w.x][w.y] == IHDOT: + break + game.tholian = enemy(type=IHT, loc=w, + power=randrange(100, 500) + 25.0*game.skill) + # Reserve unoccupied corners + if game.quad[0][0]==IHDOT: + game.quad[0][0] = 'X' + if game.quad[0][QUADSIZE-1]==IHDOT: + game.quad[0][QUADSIZE-1] = 'X' + if game.quad[QUADSIZE-1][0]==IHDOT: + game.quad[QUADSIZE-1][0] = 'X' + if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + # And finally the stars + for i in range(q.stars): + dropin(IHSTAR) + # Put in a few black holes + for i in range(1, 3+1): + if withprob(0.5): + dropin(IHBLANK) + # Take out X's in corners if Tholian present + if game.tholian: + if game.quad[0][0]=='X': + game.quad[0][0] = IHDOT + if game.quad[0][QUADSIZE-1]=='X': + game.quad[0][QUADSIZE-1] = IHDOT + if game.quad[QUADSIZE-1][0]=='X': + game.quad[QUADSIZE-1][0] = IHDOT + if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': + game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + +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 += chr(ord('a')+randrange(26)) + +# Code from sst.c begins here + +commands = { + "SRSCAN": OPTION_TTY, + "STATUS": OPTION_TTY, + "REQUEST": OPTION_TTY, + "LRSCAN": OPTION_TTY, + "PHASERS": 0, + "TORPEDO": 0, + "PHOTONS": 0, + "MOVE": 0, + "SHIELDS": 0, + "DOCK": 0, + "DAMAGES": 0, + "CHART": 0, + "IMPULSE": 0, + "REST": 0, + "WARP": 0, + "SCORE": 0, + "SENSORS": OPTION_PLANETS, + "ORBIT": OPTION_PLANETS, + "TRANSPORT": OPTION_PLANETS, + "MINE": OPTION_PLANETS, + "CRYSTALS": OPTION_PLANETS, + "SHUTTLE": OPTION_PLANETS, + "PLANETS": OPTION_PLANETS, + "REPORT": 0, + "COMPUTER": 0, + "COMMANDS": 0, + "EMEXIT": 0, + "PROBE": OPTION_PROBE, + "SAVE": 0, + "FREEZE": 0, # Synonym for SAVE + "ABANDON": 0, + "DESTRUCT": 0, + "DEATHRAY": 0, + "DEBUG": 0, + "MAYDAY": 0, + "SOS": 0, # Synonym for MAYDAY + "CALL": 0, # Synonym for MAYDAY + "QUIT": 0, + "HELP": 0, + "SEED": 0, + "VISUAL": 0, +} + +def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options)) + +def listCommands(): + # generate a list of legal commands + k = 0 + proutn(_("LEGAL COMMANDS ARE:")) + for key in commands: + if ACCEPT(key): + if k % 5 == 0: + skip(1) + proutn("%-12s " % key) + k += 1 + skip(1) + +def helpme(): + # browse on-line help + # Give help on commands + key = scan() + while True: + if key == IHEOL: + setwnd(prompt_window) + proutn(_("Help on what command? ")) + key = scan() + setwnd(message_window) + if key == IHEOL: + return + if citem in commands or citem == "ABBREV": + break + skip(1) + listCommands() + key = IHEOL + chew() + skip(1) + cmd = citem.upper() + try: + fp = open(SSTDOC, "r") + except IOError: + try: + fp = open(DOC_NAME, "r") + except IOError: + prout(_("Spock- \"Captain, that information is missing from the")) + proutn(_(" computer. You need to find ")) + proutn(DOC_NAME) + prout(_(" and put it in the")) + proutn(_(" current directory or to ")) + proutn(SSTDOC) + prout(".\"") + # + # This used to continue: "You need to find SST.DOC and put + # it in the current directory." + # + return + while True: + linebuf = fp.readline() + if linebuf == '': + prout(_("Spock- \"Captain, there is no information on that command.\"")) + fp.close() + return + if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ': + linebuf = linebuf[3:].strip() + if cmd == linebuf: + break + skip(1) + prout(_("Spock- \"Captain, I've found the following information:\"")) + skip(1) + while linebuf in fp: + if "******" in linebuf: + break + proutn(linebuf) + fp.close() + +def makemoves(): + # command-interpretation loop + v = 0 + clrscr() + setwnd(message_window) + while True: # command loop + drawmaps(1) + while True: # get a command + hitme = False + game.justin = False + game.optime = 0.0 + chew() + setwnd(prompt_window) + clrscr() + proutn("COMMAND> ") + if scan() == IHEOL: + if game.options & OPTION_CURSES: + makechart() + continue + game.ididit = False + clrscr() + setwnd(message_window) + clrscr() + candidates = filter(lambda x: x.startswith(citem.upper()), + commands) + if len(candidates) == 1: + cmd = candidates[0] + break + elif candidates and not (game.options & OPTION_PLAIN): + prout("Commands with that prefix: " + " ".join(candidates)) + else: + listCommands() + continue + if cmd == "SRSCAN": # srscan + srscan() + elif cmd == "STATUS": # status + status() + elif cmd == "REQUEST": # status request + request() + elif cmd == "LRSCAN": # long range scan + lrscan(silent=False) + elif cmd == "PHASERS": # phasers + phasers() + if game.ididit: + hitme = True + elif cmd == "TORPEDO": # photon torpedos + photon() + if game.ididit: + hitme = True + elif cmd == "MOVE": # move under warp + warp(False) + elif cmd == "SHIELDS": # shields + doshield(shraise=False) + if game.ididit: + hitme = True + game.shldchg = False + elif cmd == "DOCK": # dock at starbase + dock(True) + if game.ididit: + attack(torps_ok=False) + elif cmd == "DAMAGES": # damage reports + damagereport() + elif cmd == "CHART": # chart + makechart() + elif cmd == "IMPULSE": # impulse + impulse() + elif cmd == "REST": # rest + wait() + if game.ididit: + hitme = True + elif cmd == "WARP": # warp + setwarp() + elif cmd == "SCORE": # score + score() + elif cmd == "SENSORS": # sensors + sensor() + elif cmd == "ORBIT": # orbit + orbit() + if game.ididit: + hitme = True + elif cmd == "TRANSPORT": # transport "beam" + beam() + elif cmd == "MINE": # mine + mine() + if game.ididit: + hitme = True + elif cmd == "CRYSTALS": # crystals + usecrystals() + if game.ididit: + hitme = True + elif cmd == "SHUTTLE": # shuttle + shuttle() + if game.ididit: + hitme = True + elif cmd == "PLANETS": # Planet list + survey() + elif cmd == "REPORT": # Game Report + report() + elif cmd == "COMPUTER": # use COMPUTER! + eta() + elif cmd == "COMMANDS": + listCommands() + elif cmd == "EMEXIT": # Emergency exit + clrscr() # Hide screen + freeze(True) # forced save + raise SysExit,1 # And quick exit + elif cmd == "PROBE": + probe() # Launch probe + if game.ididit: + hitme = True + elif cmd == "ABANDON": # Abandon Ship + abandon() + elif cmd == "DESTRUCT": # Self Destruct + selfdestruct() + elif cmd == "SAVE": # Save Game + freeze(False) + clrscr() + if game.skill > SKILL_GOOD: + prout(_("WARNING--Saved games produce no plaques!")) + elif cmd == "DEATHRAY": # Try a desparation measure + deathray() + if game.ididit: + hitme = True + elif cmd == "DEBUGCMD": # What do we want for debug??? + debugme() + elif cmd == "MAYDAY": # Call for help + mayday() + if game.ididit: + hitme = True + elif cmd == "QUIT": + game.alldone = True # quit the game + elif cmd == "HELP": + helpme() # get help + while True: + if game.alldone: + break # Game has ended + if game.optime != 0.0: + events() + if game.alldone: + break # Events did us in + if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + atover(False) + continue + if hitme and not game.justin: + attack(torps_ok=True) + if game.alldone: + break + if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + atover(False) + hitme = True + continue + break + if game.alldone: + break + if idebug: + prout("=== Ending") + +def cramen(cmd): + # return an enemy + if cmd == IHR: s = _("Romulan") + elif cmd == IHK: s = _("Klingon") + elif cmd == IHC: s = _("Commander") + elif cmd == IHS: s = _("Super-commander") + elif cmd == IHSTAR: s = _("Star") + elif cmd == IHP: s = _("Planet") + elif cmd == IHB: s = _("Starbase") + elif cmd == IHBLANK: s = _("Black hole") + elif cmd == IHT: s = _("Tholian") + elif cmd == IHWEB: s = _("Tholian web") + elif cmd == IHQUEST: s = _("Stranger") + elif cmd == IHW: s = _("Inhabited World") + else: s = "Unknown??" + proutn(s) + +def crmena(stars, enemy, loctype, w): + # print an enemy and his location + if stars: + proutn("***") + cramen(enemy) + proutn(_(" at ")) + buf = "" + if loctype == "quadrant": + buf = _("Quadrant ") + elif loctype == "sector": + buf = _("Sector ") + proutn(buf + `w`) + +def crmshp(): + # print our ship name + if game.ship == IHE: + s = _("Enterprise") + elif game.ship == IHF: + s = _("Faerie Queene") + else: + s = "Ship???" + proutn(s) + +def stars(): + # print a line of stars + prouts("******************************************************") + skip(1) + +def expran(avrage): + return -avrage*math.log(1e-7 + randreal()) + +def randplace(size): + # choose a random location + w = coord() + w.x = randrange(size) + w.y = randrange(size) + return w + +def chew(): + # Demand input for next scan + global inqueue + inqueue = None + +def chew2(): + # return IHEOL next time + global inqueue + inqueue = [] + +def scan(): + # Get a token from the user + global inqueue, line, citem, aaitem + aaitem = 0.0 + citem = '' + + # Read a line if nothing here + if inqueue == None: + line = cgetline() + if curwnd==prompt_window: + clrscr() + setwnd(message_window) + clrscr() + # Skip leading white space + line = line.lstrip() + if line: + inqueue = line.split() + else: + inqueue = [] + return IHEOL + elif not inqueue: + return IHEOL + # From here on in it's all looking at the queue + citem = inqueue.pop(0) + if citem == IHEOL: + return IHEOL + try: + aaitem = float(citem) + return IHREAL + except ValueError: + pass + # Treat as alpha + citem = citem.lower() + return IHALPHA + +def ja(): + # yes-or-no confirmation + chew() + while True: + scan() + chew() + if citem == 'y': + return True + if citem == 'n': + return False + proutn(_("Please answer with \"y\" or \"n\": ")) + +def huh(): + # complain about unparseable input + chew() + skip(1) + prout(_("Beg your pardon, Captain?")) + +def isit(s): + # compares s to citem and returns true if it matches to the length of s + return s.startswith(citem) + +def debugme(): + # access to the internals for debugging + proutn("Reset levels? ") + if ja() == True: + if game.energy < game.inenrg: + game.energy = game.inenrg + game.shield = game.inshld + game.torps = game.intorps + game.lsupres = game.inlsr + proutn("Reset damage? ") + if ja() == True: + for i in range(NDEVICES): + if game.damage[i] > 0.0: + game.damage[i] = 0.0 + proutn("Toggle debug flag? ") + if ja() == True: + idebug = not idebug + if idebug: + prout("Debug output ON") + else: + prout("Debug output OFF") + proutn("Cause selective damage? ") + if ja() == True: + for i in range(NDEVICES): + proutn("Kill ") + proutn(device[i]) + proutn("? ") + chew() + key = scan() + if key == IHALPHA and isit("y"): + game.damage[i] = 10.0 + proutn("Examine/change events? ") + if ja() == True: + ev = event() + w = coord() + legends = { + FSNOVA: "Supernova ", + FTBEAM: "T Beam ", + FSNAP: "Snapshot ", + FBATTAK: "Base Attack ", + FCDBAS: "Base Destroy ", + FSCMOVE: "SC Move ", + FSCDBAS: "SC Base Destroy ", + FDSPROB: "Probe Move ", + FDISTR: "Distress Call ", + FENSLV: "Enslavement ", + FREPRO: "Klingon Build ", + } + for i in range(1, NEVENTS): + proutn(legends[i]) + if is_scheduled(i): + proutn("%.2f" % (scheduled(i)-game.state.date)) + if i == FENSLV or i == FREPRO: + ev = findevent(i) + proutn(" in %s" % ev.quadrant) + else: + proutn("never") + proutn("? ") + chew() + key = scan() + if key == 'n': + unschedule(i) + chew() + elif key == IHREAL: + ev = schedule(i, aaitem) + if i == FENSLV or i == FREPRO: + chew() + proutn("In quadrant- ") + key = scan() + # IHEOL says to leave coordinates as they are + if key != IHEOL: + if key != IHREAL: + prout("Event %d canceled, no x coordinate." % (i)) + unschedule(i) + continue + w.x = int(round(aaitem)) + key = scan() + if key != IHREAL: + prout("Event %d canceled, no y coordinate." % (i)) + unschedule(i) + continue + w.y = int(round(aaitem)) + ev.quadrant = w + chew() + proutn("Induce supernova here? ") + if ja() == True: + game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True + atover(True) + +if __name__ == '__main__': + try: + global line, thing, game, idebug + game = citem = aaitem = inqueue = None + line = '' + thing = coord() + thing.angry = False + game = gamestate() + idebug = 0 + game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) + # Disable curses mode until the game logic is working. + # if os.getenv("TERM"): + # game.options |= OPTION_CURSES | OPTION_SHOWME + # else: + game.options |= OPTION_TTY + seed = int(time.time()) + (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") + for (switch, val) in options: + if switch == '-r': + try: + replayfp = open(val, "r") + except IOError: + sys.stderr.write("sst: can't open replay file %s\n" % val) + raise SystemExit, 1 + try: + line = replayfp.readline().strip() + (leader, key, seed) = line.split() + seed = eval(seed) + sys.stderr.write("sst2k: seed set to %s\n" % seed) + line = replayfp.readline().strip() + arguments += line.split()[2:] + except ValueError: + sys.stderr.write("sst: replay file %s is ill-formed\n"% val) + raise SystemExit(1) + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-t': + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-x': + idebug = True + else: + sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") + raise SystemExit, 1 + # where to save the input in case of bugs + try: + logfp = open("/usr/tmp/sst-input.log", "w") + except IOError: + sys.stderr.write("sst: warning, can't open logfile\n") + if logfp: + logfp.write("# seed %s\n" % seed) + logfp.write("# options %s\n" % " ".join(arguments)) + random.seed(seed) + if arguments: + inqueue = arguments + else: + inqueue = None + try: + iostart() + while True: # Play a game + setwnd(fullscreen_window) + clrscr() + prelim() + setup(needprompt=not inqueue) + if game.alldone: + score() + game.alldone = False + else: + makemoves() + skip(1) + stars() + skip(1) + if game.tourn and game.alldone: + proutn(_("Do you want your score recorded?")) + if ja() == True: + chew2() + freeze(False) + chew() + proutn(_("Do you want to play again? ")) + if not ja(): + break + skip(1) + prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) + finally: + ioend() + raise SystemExit, 0 + except KeyboardInterrupt: + print"" + pass