"""
import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
-version="2.0"
+version="2.1"
docpath = (".", "../doc", "/usr/share/doc/sst")
YELLOW = 14
WHITE = 15
-class TrekError:
+class TrekError(Exception):
pass
-class coord:
+class JumpOut(Exception):
+ pass
+
+class Coord:
def __init__(self, x=None, y=None):
self.i = x
self.j = y
def __ne__(self, other):
return other == None or self.i != other.i or self.j != other.j
def __add__(self, other):
- return coord(self.i+other.i, self.j+other.j)
+ return Coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
- return coord(self.i-other.i, self.j-other.j)
+ return Coord(self.i-other.i, self.j-other.j)
def __mul__(self, other):
- return coord(self.i*other, self.j*other)
+ return Coord(self.i*other, self.j*other)
def __rmul__(self, other):
- return coord(self.i*other, self.j*other)
+ return Coord(self.i*other, self.j*other)
def __div__(self, other):
- return coord(self.i/other, self.j/other)
+ return Coord(self.i/other, self.j/other)
def __mod__(self, other):
- return coord(self.i % other, self.j % other)
+ return Coord(self.i % other, self.j % other)
def __rdiv__(self, other):
- return coord(self.i/other, self.j/other)
+ return Coord(self.i/other, self.j/other)
def roundtogrid(self):
- return coord(int(round(self.i)), int(round(self.j)))
+ return Coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
- if not other: other = coord(0, 0)
+ if not other: other = Coord(0, 0)
return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
def bearing(self):
return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
- s = coord()
+ s = Coord()
if self.i == 0:
s.i = 0
else:
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
- s = coord()
+ s = Coord()
s.i = self.i + randrange(-1, 2)
s.j = self.j + randrange(-1, 2)
return s
return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
-class planet:
+class Planet:
def __init__(self):
self.name = None # string-valued if inhabited
- self.quadrant = coord() # quadrant located
+ self.quadrant = Coord() # quadrant located
self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
self.known = "unknown" # could be "unknown", "known", "shuttle_down"
def __str__(self):
return self.name
-class quadrant:
+class Quadrant:
def __init__(self):
self.stars = 0
self.planet = None
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
-class page:
+class Page:
def __init__(self):
self.stars = None
self.starbase = None
lst[i].append(fillfun(i, j))
return lst
-class snapshot:
+class Snapshot:
def __init__(self):
self.snap = False # snapshot taken
self.crew = 0 # crew complement
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = coord() # Supercommander quadrant coordinates
+ self.kscmdr = Coord() # Supercommander quadrant coordinates
# the galaxy
- self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+ self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
- self.chart = fill2d(GALSIZE, lambda i, j: page())
+ self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
-class event:
+class Event:
def __init__(self):
self.date = None # A real number
self.quadrant = None # A coord structure
# when we implement stateful events
def findevent(evtype): return game.future[evtype]
-class enemy:
+class Enemy:
def __init__(self, type=None, loc=None, power=None):
self.type = type
- self.location = coord()
+ self.location = Coord()
if loc:
self.move(loc)
self.power = power # enemy energy level
game.quad[self.location.i][self.location.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
- self.location = coord()
+ self.location = Coord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
def __repr__(self):
return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
-class gamestate:
+class Gamestate:
def __init__(self):
self.options = None # Game options
- self.state = snapshot() # A snapshot structure
- self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
+ 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
- for i in range(NEVENTS):
- self.future.append(event())
+ self.future = [] # future events
+ i = NEVENTS
+ while i > 0:
+ i -= 1
+ self.future.append(Event())
self.passwd = None; # Self Destruct password
self.enemies = []
self.quadrant = None # where we are in the large
self.cryprob = 0.0 # probability that crystal will work
self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
+ self.score = 0.0 # overall score
+ self.perdate = 0.0 # rate of kills
+ self.idebug = False # Debugging instrumentation enabled?
def recompute(self):
# Stas thinks this should be (C expression):
# game.state.remkl + len(game.state.kcmdr) > 0 ?
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
- iq = coord()
+ iq = Coord()
iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
if not welcoming(iq):
if not damaged(DSRSENS) or not damaged(DLRSENS) or \
game.condition == "docked":
prout(crmena(True, enemy.type, "sector", enemy.location) + \
- (_(" escapes to Quadrant %s (and regains strength).") % q))
+ (_(" escapes to Quadrant %s (and regains strength).") % iq))
# handle local matters related to escape
enemy.move(None)
game.klhere -= 1
else:
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
- game.state.kcmdr[n] = iq
+ game.state.kcmdr.append(iq)
break
return True; # success
def movebaddy(enemy):
"Tactical movement for the bad guys."
- next = coord(); look = coord()
+ goto = Coord(); look = Coord()
irun = False
# This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
motion = (1.0 - randreal())**2 * dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
motion -= game.skill*(2.0-randreal()**2)
- if idebug:
+ if game.idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
if motion==0:
nsteps = QUADSIZE; # This shouldn't be necessary
if nsteps < 1:
nsteps = 1; # This shouldn't be necessary
- if idebug:
+ if game.idebug:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
m = game.sector - enemy.location
if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
m.j = 0
m = (motion * m).sgn()
- next = enemy.location
+ goto = enemy.location
# main move loop
for ll in range(nsteps):
- if idebug:
+ if game.idebug:
proutn(" %d" % (ll+1))
# Check if preferred position available
- look = next + m
+ look = goto + m
if m.i < 0:
krawli = 1
else:
return
if krawli == m.i or m.j == 0:
break
- look.i = next.i + krawli
+ look.i = goto.i + krawli
krawli = -krawli
elif look.j < 0 or look.j >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
if krawlj == m.j or m.i == 0:
break
- look.j = next.j + krawlj
+ look.j = goto.j + krawlj
krawlj = -krawlj
elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
# See if enemy should ram ship
collision(rammed=True, enemy=enemy)
return
if krawli != m.i and m.j != 0:
- look.i = next.i + krawli
+ look.i = goto.i + krawli
krawli = -krawli
elif krawlj != m.j and m.i != 0:
- look.j = next.j + krawlj
+ look.j = goto.j + krawlj
krawlj = -krawlj
else:
break; # we have failed
else:
success = True
if success:
- next = look
- if idebug:
- proutn(`next`)
+ goto = look
+ if game.idebug:
+ proutn(`goto`)
else:
break; # done early
- if idebug:
+ if game.idebug:
skip(1)
- if enemy.move(next):
+ if enemy.move(goto):
if not damaged(DSRSENS) or game.condition == "docked":
proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
- prout("Sector %s." % next)
+ prout("Sector %s." % goto)
def moveklings():
"Sequence Klingon tactical movement."
- if idebug:
+ if game.idebug:
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
movebaddy(enemy)
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
def movescom(iq, avoid):
"Commander movement helper."
game.klhere -= 1
if game.condition != "docked":
newcnd()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
# check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
def supercommander():
"Move the Super Commander."
- iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
+ iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
basetbl = []
- if idebug:
+ if game.idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for base in game.state.baseq:
+ for (i, base) in enumerate(game.state.baseq):
basetbl.append((i, (base - sc).distance()))
if game.state.baseq > 1:
- basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
+ basetbl.sort(lambda x, y: cmp(x[1], y[1]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
if not game.resting:
return
prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
- if ja() == False:
+ if not ja():
return
game.resting = False
game.optime = 0.0; # actually finished
return
# Check for intelligence report
- if not idebug and \
+ if not game.idebug and \
(withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
"Move the Tholian."
if not game.tholian or game.justin:
return
- id = coord()
+ tid = Coord()
if game.tholian.location.i == 0 and game.tholian.location.j == 0:
- id.i = 0; id.j = QUADSIZE-1
+ tid.i = 0; tid.j = QUADSIZE-1
elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
- id.i = QUADSIZE-1; id.j = QUADSIZE-1
+ tid.i = QUADSIZE-1; tid.j = QUADSIZE-1
elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
- id.i = QUADSIZE-1; id.j = 0
+ tid.i = QUADSIZE-1; tid.j = 0
elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
- id.i = 0; id.j = 0
+ tid.i = 0; tid.j = 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.i][id.j] not in ('.', '#'):
+ if game.quad[tid.i][tid.j] not in ('.', '#'):
return
here = copy.copy(game.tholian.location)
- delta = (id - game.tholian.location).sgn()
+ delta = (tid - game.tholian.location).sgn()
# move in x axis
- while here.i != id.i:
+ while here.i != tid.i:
here.i += delta.i
if game.quad[here.i][here.j]=='.':
game.tholian.move(here)
# move in y axis
- while here.j != id.j:
+ while here.j != tid.j:
here.j += delta.j
if game.quad[here.i][here.j]=='.':
game.tholian.move(here)
action = "SHDN"
if action=="NONE":
proutn(_("Do you wish to change shield energy? "))
- if ja() == True:
+ if ja():
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:
+ if ja():
action = "SHDN"
else:
scanner.chew()
return
else:
proutn(_("Shields are down. Do you want them up? "))
- if ja() == True:
+ if ja():
action = "SHUP"
else:
scanner.chew()
)
assert(sum(weights) == 1000)
idx = randrange(1000)
- sum = 0
+ wsum = 0
for (i, w) in enumerate(weights):
- sum += w
- if idx < sum:
+ wsum += w
+ if idx < wsum:
return i
return None; # we should never get here
proutn(_(" (original position)"))
skip(1)
deadkl(enemy.location, enemy.type, game.sector)
- proutn("***" + crmship() + " heavily damaged.")
+ proutn("***" + crmshp() + " heavily damaged.")
icas = randrange(10, 30)
- prout(_("***Sickbay reports %d casualties"), icas)
+ 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):
+ while ncrits > 0:
+ ncrits -= 1
dev = randdevice()
if game.damage[dev] < 0:
continue
ac = bearing + 0.25*dispersion # dispersion is a random variable
bullseye = (15.0 - bearing)*0.5235988
track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
- bumpto = coord(0, 0)
+ bumpto = Coord(0, 0)
# Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
if not w.valid_sector():
break
iquad=game.quad[w.i][w.j]
- tracktorpedo(origin, w, step, number, nburst, iquad)
+ tracktorpedo(w, step, number, nburst, iquad)
if iquad=='.':
continue
# hit something
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
return None
elif iquad == 'B': # Hit a base
skip(1)
# 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 == ' ': # Black hole
skip(1)
return None
elif iquad == 'T': # Hit a Tholian
h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.i][w.j] = '.'
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
- for loop1 in range(ncrit):
+ while ncrit > 0:
+ ncrit -= 1
while True:
j = randdevice()
# Cheat to prevent shuttle damage unless on ship
attempt = False; ihurt = False;
hitmax=0.0; hittot=0.0; chgfac=1.0
where = "neither"
- if idebug:
+ if game.idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
if game.tholian:
enemy.power *= 0.75
else: # Enemy uses photon torpedo
# We should be able to make the bearing() method work here
- course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
+ pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
prout(" ")
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.power*dispersion
- hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
+ hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
# shields will take hits
propor = pfac * game.shield
if game.condition =="docked":
- propr *= 2.1
+ propor *= 2.1
if propor < 0.1:
propor = 0.1
hitsh = propor*chgfac*hit+1.0
# 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))
+ sortenemies()
return
def deadkl(w, type, mv):
if not w.valid_sector():
huh()
return None
- delta = coord()
+ delta = Coord()
# FIXME: C code this was translated from is wacky -- why the sign reversal?
delta.j = (w.j - game.sector.j);
delta.i = (game.sector.i - w.i);
- if delta == coord(0, 0):
+ if delta == Coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
def torps():
"Launch photon torpedo salvo."
- course = []
+ tcourse = []
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
# direct all torpedoes at one target
while i < n:
target.append(target[0])
- course.append(course[0])
+ tcourse.append(tcourse[0])
i += 1
break
scanner.push(scanner.token)
target.append(scanner.getcoord())
if target[-1] == None:
return
- course.append(targetcheck(target[-1]))
- if course[-1] == None:
+ tcourse.append(targetcheck(target[-1]))
+ if tcourse[-1] == None:
return
scanner.chew()
if len(target) == 0:
target.append(scanner.getcoord())
if target[-1] == None:
return
- course.append(targetcheck(target[-1]))
- if course[-1] == None:
+ tcourse.append(targetcheck(target[-1]))
+ if tcourse[-1] == None:
return
game.ididit = True
# Loop for moving <n> torpedoes
break
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
- torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
+ torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
finish(FWON);
def overheat(rpow):
def hittem(hits):
"Register a phaser hit on Klingons and Romulans."
- nenhr2 = len(game.enemies); kk=0
- w = coord()
+ kk = 0
+ w = Coord()
skip(1)
for (k, wham) in enumerate(hits):
if wham==0:
if game.resting:
skip(1)
proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
- if ja() == True:
+ if ja():
game.resting = False
game.optime = 0.0
return True
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
- w = coord(); hold = coord()
- ev = event(); ev2 = event()
+ w = Coord(); hold = Coord()
+ ev = Event(); ev2 = Event()
def tractorbeam(yank):
"Tractor-beaming cases merge here."
game.isatb = 0
else:
game.battle.invalidate()
- if idebug:
+ if game.idebug:
prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
for i in range(1, NEVENTS):
if i == FSNOVA: proutn("=== Supernova ")
for l in range(1, NEVENTS):
if game.future[l].date < datemin:
evcode = l
- if idebug:
+ if game.idebug:
prout("== Event %d fires" % evcode)
datemin = game.future[l].date
xtime = datemin-game.state.date
for ibq in game.state.baseq:
for cmdr in game.state.kcmdr:
if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
- raise ibq
+ raise JumpOut
else:
# no match found -- try later
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
continue
- except coord:
+ except JumpOut:
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
break
else:
# can't seem to find one; ignore this call
- if idebug:
+ if game.idebug:
prout("=== Couldn't find location for distress event.")
continue
# got one!! Schedule its enslavement
continue # full right now
# reproduce one Klingon
w = ev.quadrant
- m = coord()
+ m = Coord()
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
- raise "FOUNDIT"
+ raise JumpOut
else:
continue # search for eligible quadrant failed
- except "FOUNDIT":
+ except JumpOut:
w = m
# deliver the child
game.state.remkl += 1
return
if delay >= game.state.remtime or len(game.enemies) != 0:
proutn(_("Are you sure? "))
- if ja() == False:
+ if not ja():
return
# Alternate resting periods (events) with attacks
game.resting = True
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)
+ ncourse = (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(game.quadrant)
hits = [nov]
kount = 0
while hits:
- offset = coord()
+ offset = Coord()
start = hits.pop()
for offset.i in range(-1, 1+1):
for offset.j in range(-1, 1+1):
finish(FNOVA)
return
# add in course nova contributes to kicking starship
- bump += (game.sector-hits[mm]).sgn()
+ bump += (game.sector-hits[-1]).sgn()
elif iquad == 'K': # kill klingon
deadkl(neighbor, iquad, neighbor)
elif iquad in ('C','S','R'): # Damage/destroy big enemies
if game.enemies[ll].power <= 0.0:
deadkl(neighbor, iquad, neighbor)
break
- newc = neighbor + neighbor - hits[mm]
+ newc = neighbor + neighbor - hits[-1]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not newc.valid_sector():
# can't leave quadrant
game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
dist = kount*0.1
- direc = course[3*(bump.i+1)+bump.j+2]
+ direc = ncourse[3*(bump.i+1)+bump.j+2]
if direc == 0.0:
dist = 0.0
if dist == 0.0:
return
- course = course(bearing=direc, distance=dist)
- game.optime = course.time(warp=4)
+ scourse = course(bearing=direc, distance=dist)
+ game.optime = scourse.time(warp=4)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(course, noattack=True)
- game.optime = course.time(warp=4)
+ imove(scourse, noattack=True)
+ game.optime = scourse.time(warp=4)
return
def supernova(w):
else:
# Scheduled supernova -- select star at random.
stars = 0
- nq = coord()
+ nq = Coord()
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
stars += game.state.galaxy[nq.i][nq.j].stars
break
if num <=0:
break
- if idebug:
+ if game.idebug:
proutn("=== Super nova here?")
- if ja() == True:
+ if ja():
nq = game.quadrant
if not nq == game.quadrant or game.justin:
# it isn't here, or we just entered (treat as enroute)
prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
- ns = coord()
+ ns = Coord()
# we are in the quadrant!
num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
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:
+ if game.thawed and not game.idebug:
prout(_("You cannot get a citation, so..."))
else:
proutn(_("Do you want your Commodore Emeritus Citation printed? "))
scanner.chew()
- if ja() == True:
+ if ja():
igotit = True
# Only grant long life if alive (original didn't!)
skip(1)
def score():
"Compute player's score."
timused = game.state.date - game.indate
- iskill = game.skill
if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
- perdate = killrate()
- ithperd = 500*perdate + 0.5
+ game.perdate = killrate()
+ ithperd = 500*game.perdate + 0.5
iwon = 0
if game.gamewon:
iwon = 100*game.skill
klship = 1
else:
klship = 2
- iscore = 10*(game.inkling - game.state.remkl) \
+ game.score = 10*(game.inkling - game.state.remkl) \
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
- game.state.nromrem \
- badpoints()
if not game.alive:
- iscore -= 200
+ game.score -= 200
skip(2)
prout(_("Your score --"))
if game.inrom - game.state.nromrem:
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
if ithperd:
prout(_("%6.2f Klingons per stardate %5d") %
- (perdate, ithperd))
+ (game.perdate, ithperd))
if game.state.starkl:
prout(_("%6d stars destroyed by your action %5d") %
(game.state.starkl, -5*game.state.starkl))
elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
prout(" %5d" % iwon)
skip(1)
- prout(_("TOTAL SCORE %5d") % iscore)
+ prout(_("TOTAL SCORE %5d") % game.score)
def plaque():
"Emit winner's commemmorative plaque."
timestring = time.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.write(_(" Your score: %d\n\n") % game.score)
+ fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
fp.close()
# Code from io.c begins here
sys.stdout.write('\n')
proutn(prompt)
raw_input()
- for j in range(rows):
- sys.stdout.write('\n')
+ sys.stdout.write('\n' * rows)
linecount = 0
def skip(i):
#nosound()
pass
-def tracktorpedo(origin, w, step, i, n, iquad):
+def tracktorpedo(w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
# Code from moving.c begins here
-def imove(course=None, noattack=False):
+def imove(icourse=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
- w = coord()
+ w = Coord()
def newquadrant(noattack):
# Leaving quadrant -- allow final enemy attack
kinks = 0
while True:
kink = False
- if course.final.i < 0:
- course.final.i = -course.final.i
+ if icourse.final.i < 0:
+ icourse.final.i = -icourse.final.i
kink = True
- if course.final.j < 0:
- course.final.j = -course.final.j
+ if icourse.final.j < 0:
+ icourse.final.j = -icourse.final.j
kink = True
- if course.final.i >= GALSIZE*QUADSIZE:
- course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+ if icourse.final.i >= GALSIZE*QUADSIZE:
+ icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
kink = True
- if course.final.j >= GALSIZE*QUADSIZE:
- course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+ if icourse.final.j >= GALSIZE*QUADSIZE:
+ icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
kink = True
if kink:
kinks += 1
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant = course.final.quadrant()
- game.sector = course.final.sector()
+ game.quadrant = icourse.final.quadrant()
+ game.sector = icourse.final.sector()
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.i][game.sector.j] = game.ship
iquad = game.quad[h.i][h.j]
if iquad != '.':
# object encountered in flight path
- stopegy = 50.0*course.distance/game.optime
+ stopegy = 50.0*icourse.distance/game.optime
if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
for enemy in game.enemies:
if enemy.location == game.sector:
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.condition = "red"
- course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move out
game.quad[game.sector.i][game.sector.j] = '.'
- for m in range(course.moves):
- course.next()
- w = course.sector()
- if course.origin.quadrant() != course.location.quadrant():
+ for m in range(icourse.moves):
+ icourse.next()
+ w = icourse.sector()
+ if icourse.origin.quadrant() != icourse.location.quadrant():
newquadrant(noattack)
break
- elif check_collision(w):
+ elif check_collision(icourse, w):
print "Collision detected"
break
else:
finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
- dsect = coord()
+ dsect = Coord()
iprompt = False
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
- delta = coord()
+ delta = Coord()
if navmode == "automatic":
while key == "IHEOL":
if isprobe:
self.origin = cartesian(game.quadrant, game.sector)
else:
self.origin = cartesian(game.quadrant, origin)
- self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+ self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
self.moves = int(round(10*self.distance*bigger))
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:
+ if not ja():
return
# Activate impulse engines and pay the cost
imove(course, noattack=False)
finish(FNRG)
return
-def warp(course, involuntary):
+def warp(wcourse, involuntary):
"ove under warp drive."
blooey = False; twarp = False
if not involuntary: # Not WARPX entry
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
- if course==None:
+ if wcourse==None:
try:
- course = getcourse(isprobe=False)
+ wcourse = getcourse(isprobe=False)
except TrekError:
return
# Make sure starship has enough energy for the trip
# Note: this formula is slightly different from the C version,
# and lets you skate a bit closer to the edge.
- if course.power(game.warpfac) >= game.energy:
+ if wcourse.power(game.warpfac) >= 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 = (game.energy/(course.dist+0.05)) ** 0.333333333
+ if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
+ iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
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 = course.time(game.warpfac)
+ game.optime = wcourse.time(game.warpfac)
if game.optime >= 0.8*game.state.remtime:
skip(1)
prout(_("First Officer Spock- \"Captain, I compute that such"))
(100.0*game.optime/game.state.remtime))
prout(_(" percent of our"))
proutn(_(" remaining time. Are you sure this is wise?\" "))
- if ja() == False:
+ if not ja():
game.ididit = False
game.optime=0
return
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = course.distance*(6.0-game.warpfac)**2/66.666666666
+ prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
- course.distance = randreal(course.distance)
+ wcourse.distance = randreal(wcourse.distance)
# Decide if time warp will occur
- if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+ if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
- if idebug and game.warpfac==10 and not twarp:
+ if game.idebug and game.warpfac==10 and not twarp:
blooey = False
proutn("=== Force time warp? ")
- if ja() == True:
+ if ja():
twarp = True
if blooey or twarp:
# If time warp or engine damage, check path
- # If it is obstructed, don't do warp or damage
- for m in range(course.moves):
- course.next()
- w = course.sector()
+ # If it is obstructed, don't do warp or damage
+ look = wcourse.moves
+ while look > 0:
+ look -= 1
+ wcourse.next()
+ w = wcourse.sector()
if not w.valid_sector():
break
if game.quad[w.i][w.j] != '.':
blooey = False
twarp = False
- course.reset()
+ wcourse.reset()
# Activate Warp Engines and pay the cost
imove(course, noattack=False)
if game.alldone:
return
- game.energy -= course.power(game.warpfac)
+ game.energy -= wcourse.power(game.warpfac)
if game.energy <= 0:
finish(FNRG)
- game.optime = course.time(game.warpfac)
+ game.optime = wcourse.time(game.warpfac)
if twarp:
timwrp()
if blooey:
else:
prout(_("%d probes left") % game.nprobes)
proutn(_("Are you sure you want to fire a probe? "))
- if ja() == False:
+ if not ja():
return
game.isarmed = False
if key == "IHALPHA" and scanner.token == "armed":
elif m == 2: proutn(_("2nd"))
elif m == 3: proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[ix][iy]=('-','o','O')[m-1]
+ game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
warble()
if randreal() > probf:
textcolor(DEFAULT)
curses.delay_output(500)
if m > 3:
- game.quad[ix][iy]='?'
+ game.quad[game.sector.i][game.sector.j]='?'
game.alive = False
drawmaps(1)
setwnd(message_window)
finish(FMATERIALIZE)
return
- game.quad[ix][iy]=game.ship
+ game.quad[game.sector.i][game.sector.j]=game.ship
textcolor(GREEN);
prout(_("succeeds."))
textcolor(DEFAULT);
continue
if (game.state.planets[i].known != "unknown" \
and not game.state.planets[i].inhabited) \
- or idebug:
+ or game.idebug:
iknow = True
- if idebug and game.state.planets[i].known=="unknown":
+ if game.idebug and game.state.planets[i].known=="unknown":
proutn("(Unknown) ")
proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
proutn(_(" class "))
proutn(game.state.planets[i].pclass)
proutn(" ")
- if game.state.planets[i].crystals != present:
+ if game.state.planets[i].crystals != "present":
proutn(_("no "))
prout(_("dilithium crystals present."))
if game.state.planets[i].known=="shuttle_down":
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:
+ if ja():
shuttle()
return
if not game.inorbit:
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:
+ if not ja():
scanner.chew()
return
if not (game.options & OPTION_PLAIN):
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:
+ if not ja():
scanner.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:
+ if ja():
scanner.chew()
return
prout(_("Your crew hides the Galileo to prevent capture by aliens."))
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:
+ if not ja():
scanner.chew()
return
skip(1)
int(100*game.optime/game.state.remtime))
prout(_("remaining time."))
proutn(_("Are you sure this is wise?\" "))
- if ja() == False:
+ if not ja():
game.optime = 0.0
return
if game.landed:
# Galileo on ship!
if not damaged(DTRANSP):
proutn(_("Spock- \"Would you rather use the transporter?\" "))
- if ja() == True:
+ if ja():
beam()
return
proutn(_("Shuttle crew"))
prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
prout(_(" is highly unpredictible. Considering the alternatives,"))
proutn(_(" are you sure this is wise?\" "))
- if ja() == False:
+ if not ja():
return
prout(_("Spock- \"Acknowledged.\""))
skip(1)
finish(FDRAY)
return
if r <= 0.75:
- intj
prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
skip(2)
proutn(_("Spock- \"I believe the word is"))
def report():
# report on general game status
scanner.chew()
- s1 = "" and game.thawed and _("thawed ")
+ s1 = (game.thawed and _("thawed ")) or ""
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
s3 = (None, _("novice"), _("fair"),
_("good"), _("expert"), _("emeritus"))[game.skill]
if not silent:
proutn(" ")
for y in range(game.quadrant.j-1, game.quadrant.j+2):
- if not coord(x, y).valid_quadrant():
+ if not Coord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
else:
def eta():
"Use computer to get estimated time of arrival for a warp jump."
- w1 = coord(); w2 = coord()
+ w1 = Coord(); w2 = Coord()
prompt = False
if damaged(DCOMPTR):
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
fp.close()
def thaw():
- "Retrieve saved game."
+ "Retrieve saved game."
+ global game
game.passwd[0] = '\0'
key = scanner.next()
if key == "IHEOL":
def setup():
"Prepare to play, set up cosmos."
- w = coord()
+ w = Coord()
# Decide how many of everything
if choose():
return # frozen game
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
- game.battle = coord()
+ 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
distq = (w - game.state.baseq[j]).distance()
if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
- if idebug:
+ if game.idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
break
elif distq < 6.0 * (BASEMAX+1-game.inbase):
- if idebug:
+ if game.idebug:
prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
w = randplace(GALSIZE)
if game.state.galaxy[w.i][w.j].planet == None:
break
- new = planet()
+ new = Planet()
new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
game.options &=~ OPTION_COLOR
setpassword()
if game.passwd == "debug":
- idebug = True
+ game.idebug = True
prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
def newkling():
"Drop new Klingon into current quadrant."
- return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+ return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+
+def sortenemies():
+ "Sort enemies by distance so 'nearest' is meaningful."
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
for i in range(q.romulans):
- enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+ Enemy('R', 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('B')
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
- enemy(type='?', loc=dropin(),
+ Enemy(type='?', loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
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()
+ w = Coord()
while True:
w.i = withprob(0.5) * (QUADSIZE-1)
w.j = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
- game.tholian = enemy(type='T', loc=w,
+ game.tholian = Enemy(type='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
# And finally the stars
for i in range(q.stars):
dropin('*')
break
else:
game.passwd = ""
- for i in range(3):
- game.passwd += chr(ord('a')+randrange(26))
+ game.passwd += chr(ord('a')+randrange(26))
+ game.passwd += chr(ord('a')+randrange(26))
+ game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
if game.ididit:
hitme = True
elif cmd == "MOVE": # move under warp
- warp(course=None, involuntary=False)
+ warp(wcourse=None, involuntary=False)
elif cmd == "SHIELDS": # shields
doshield(shraise=False)
if game.ididit:
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
- raise SysExit,1 # And quick exit
+ raise SystemExit,1 # And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
break
if game.alldone:
break
- if idebug:
+ if game.idebug:
prout("=== Ending")
def cramen(type):
def randplace(size):
"Choose a random location."
- w = coord()
+ w = Coord()
w.i = randrange(size)
w.j = randrange(size)
return w
# Round token value to nearest integer
return int(round(scanner.real))
def getcoord(self):
- s = coord()
+ s = Coord()
scanner.next()
if scanner.type != "IHREAL":
huh()
return None
s.j = scanner.int()-1
return s
- def __repr__(str):
+ def __repr__(self):
return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
def ja():
def debugme():
"Access to the internals for debugging."
proutn("Reset levels? ")
- if ja() == True:
+ if ja():
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:
+ if ja():
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:
+ if ja():
+ game.idebug = not game.idebug
+ if game.idebug:
prout("Debug output ON")
else:
prout("Debug output OFF")
proutn("Cause selective damage? ")
- if ja() == True:
+ if ja():
for i in range(NDEVICES):
proutn("Kill %s?" % device[i])
scanner.chew()
if key == "IHALPHA" and scanner.sees("y"):
game.damage[i] = 10.0
proutn("Examine/change events? ")
- if ja() == True:
- ev = event()
- w = coord()
+ if ja():
+ ev = Event()
+ w = Coord()
legends = {
FSNOVA: "Supernova ",
FTBEAM: "T Beam ",
ev.quadrant = w
scanner.chew()
proutn("Induce supernova here? ")
- if ja() == True:
+ if ja():
game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
atover(True)
if __name__ == '__main__':
import getopt, socket
try:
- global line, thing, game, idebug
+ global line, thing, game
game = None
- thing = coord()
+ thing = Coord()
thing.angry = False
- game = gamestate()
- idebug = 0
+ game = Gamestate()
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_CURSES
game.options |= OPTION_TTY
game.options &=~ OPTION_CURSES
elif switch == '-x':
- idebug = True
+ game.idebug = True
elif switch == '-V':
print "SST2K", version
raise SystemExit, 0
skip(1)
if game.tourn and game.alldone:
proutn(_("Do you want your score recorded?"))
- if ja() == True:
+ if ja():
scanner.chew()
scanner.push("\n")
freeze(False)
if logfp:
logfp.close()
print ""
+
+# End.