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Many small port fixes in the Python.
[super-star-trek.git]
/
src
/
sst.py
diff --git
a/src/sst.py
b/src/sst.py
index 9093a8085282e65960fa9f7021d1be0ef16e5f6e..41d6c0f5094de61f26dd4319c74070517f1bc5c1 100644
(file)
--- a/
src/sst.py
+++ b/
src/sst.py
@@
-173,7
+173,7
@@
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).
"""
setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
"""
-import os,
sys, math, curses, time, atexit, readline, cPickle, random, getopt
+import os,
sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
@@
-244,7
+244,16
@@
class coord:
def distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
def distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
+ s = coord()
+ if self.x == 0:
+ s.x = 0
+ else:
+ s.x = self.x / abs(self.x)
+ if self.y == 0:
+ s.y = 0
+ else:
+ s.y = self.y / abs(self.y)
+ return s
def __hash__(self):
return hash((x, y))
def __str__(self):
def __hash__(self):
return hash((x, y))
def __str__(self):
@@
-423,7
+432,6
@@
class gamestate:
self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
- self.ithere = False # Tholian is here
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
@@
-1021,9
+1029,8
@@
def supercommander():
def movetholian():
# move the Tholian
def movetholian():
# move the Tholian
- if not game.
ithere
or game.justin:
+ if not game.
tholian
or game.justin:
return
return
-
if game.tholian.x == 0 and game.tholian.y == 0:
idx = 0; idy = QUADSIZE-1
elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
if game.tholian.x == 0 and game.tholian.y == 0:
idx = 0; idy = QUADSIZE-1
elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
@@
-1036,12
+1043,10
@@
def movetholian():
# something is wrong!
game.ithere = False
return
# something is wrong!
game.ithere = False
return
-
# do nothing if we are blocked
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
game.quad[game.tholian.x][game.tholian.y] = IHWEB
# do nothing if we are blocked
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
game.quad[game.tholian.x][game.tholian.y] = IHWEB
-
if game.tholian.x != idx:
# move in x axis
im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
if game.tholian.x != idx:
# move in x axis
im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
@@
-1074,7
+1079,7
@@
def movetholian():
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
- game.
ithere = Fals
e
+ game.
tholian = Non
e
game.nenhere -= 1
return
game.nenhere -= 1
return
@@
-1260,7
+1265,7
@@
def ram(ibumpd, ienm, w):
proutn("***")
crmshp()
prout(_(" heavily damaged."))
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10
.0+20.0*random.random(
)
+ icas = 10
+ random.randrange(20
)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
@@
-1486,7
+1491,7
@@
def torpedo(course, r, incoming, i, n):
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
- game.
ithere = Fals
e
+ game.
tholian = Non
e
deadkl(w, iquad, w)
return None
skip(1)
deadkl(w, iquad, w)
return None
skip(1)
@@
-1496,7
+1501,7
@@
def torpedo(course, r, incoming, i, n):
return None
prout(_(" disappears."))
game.quad[w.x][w.y] = IHWEB
return None
prout(_(" disappears."))
game.quad[w.x][w.y] = IHWEB
- game.
ithere = Fals
e
+ game.
tholian = Non
e
game.nenhere -= 1
dropin(IHBLANK)
return None
game.nenhere -= 1
dropin(IHBLANK)
return None
@@
-1569,7
+1574,7
@@
def attack(torps_ok):
if idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
if idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
- if game.
ithere
:
+ 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
movetholian()
# if you have just entered the RNZ, you'll get a warning
if game.neutz: # The one chance not to be attacked
@@
-1721,7
+1726,7
@@
def deadkl(w, type, mv):
game.state.nromrem -= 1
elif type == IHT:
# Killed a Tholian
game.state.nromrem -= 1
elif type == IHT:
# Killed a Tholian
- game.
ithere = Fals
e
+ game.
tholian = Non
e
elif type == IHQUEST:
# Killed a Thingy
global iqengry
elif type == IHQUEST:
# Killed a Thingy
global iqengry
@@
-1946,7
+1951,7
@@
def checkshctrl(rpow):
def hittem(hits):
# register a phaser hit on Klingons and Romulans
def hittem(hits):
# register a phaser hit on Klingons and Romulans
- nenhr2
=
game.nenhere; kk=1
+ nenhr2
=
game.nenhere; kk=1
w = coord()
skip(1)
for k in range(nenhr2):
w = coord()
skip(1)
for k in range(nenhr2):
@@
-1995,9
+2000,9
@@
def hittem(hits):
def phasers():
# fire phasers
def phasers():
# fire phasers
- hits = []
; rpow=0
+ hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True
+ ifast = False; no = False; itarg = True; msgflag = True
; rpow=0
automode = "NOTSET"
key=0
skip(1)
automode = "NOTSET"
key=0
skip(1)
@@
-2066,7
+2071,8
@@
def phasers():
elif not itarg:
automode = "FORCEMAN"
else:
elif not itarg:
automode = "FORCEMAN"
else:
- proutn(_("Manual or automatic? "))
+ proutn(_("Manual or automatic? "))
+ chew()
avail = game.energy
if ifast:
avail -= 200.0
avail = game.energy
if ifast:
avail -= 200.0
@@
-2114,7
+2120,7
@@
def phasers():
extra = 0.0
powrem = rpow
for i in range(game.nenhere):
extra = 0.0
powrem = rpow
for i in range(game.nenhere):
- hits
[i] = 0.0
+ hits
.append(0.0)
if powrem <= 0:
continue
hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
if powrem <= 0:
continue
hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
@@
-2131,7
+2137,7
@@
def phasers():
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
- if game.
ithere
:
+ if game.
tholian
:
proutn(_("*** Tholian web absorbs "))
if game.nenhere>0:
proutn(_("excess "))
proutn(_("*** Tholian web absorbs "))
if game.nenhere>0:
proutn(_("excess "))
@@
-2288,9
+2294,8
@@
def events():
w = coord(); hold = coord()
ev = event(); ev2 = event()
w = coord(); hold = coord()
ev = event(); ev2 = event()
- def tractorbeam():
+ def tractorbeam(
yank
):
# tractor beaming cases merge here
# tractor beaming cases merge here
- yank = math.sqrt(yank)
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
@@
-2314,7
+2319,7
@@
def events():
game.iscraft = "removed"
else:
prout(_("Galileo, left on the planet surface, is well hidden."))
game.iscraft = "removed"
else:
prout(_("Galileo, left on the planet surface, is well hidden."))
- if evcode
==0
:
+ if evcode
== FSPY
:
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
@@
-2327,8
+2332,8
@@
def events():
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(True) # raise shields
- game.shldchg
=
False
+ doshield(
shraise=
True) # raise shields
+ game.shldchg
=
False
else:
prout(_("(Shields not currently useable.)"))
newqad(False)
else:
prout(_("(Shields not currently useable.)"))
newqad(False)
@@
-2469,27
+2474,25
@@
def events():
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
- istract = True
- yank = distance(game.state.kscmdr, game.quadrant)
- ictbeam = True
- tractorbeam()
+ 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
else:
return
elif evcode == FTBEAM: # Tractor beam
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.rand
om()*game.state.remcom+1.0
- yank =
square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y
)
+ i = random.rand
range(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
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()
+ tractorbeam(
yank
)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht =
game.state
+ game.snapsht =
copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
@@
-2610,7
+2613,7
@@
def events():
q = game.state.galaxy[w.x][w.y]
if not (game.quadrant == w or q.planet == None or \
not q.planet.inhabited or \
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):
+ q.supernova or q.status!=
"secure"
or q.klingons<=0):
break
else:
# can't seem to find one; ignore this call
break
else:
# can't seem to find one; ignore this call
@@
-2902,7
+2905,7
@@
def nova(nov):
game.optime = 10.0*game.dist/16.0
skip(1)
prout(_("Force of nova displaces starship."))
game.optime = 10.0*game.dist/16.0
skip(1)
prout(_("Force of nova displaces starship."))
- imove(True)
+ imove(
novapush=
True)
game.optime = 10.0*game.dist/16.0
return
game.optime = 10.0*game.dist/16.0
return
@@
-2922,7
+2925,7
@@
def supernova(induced, w=None):
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.rand
om()*stars
+ 1
+ num = random.rand
range(stars)
+ 1
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
@@
-2943,7
+2946,7
@@
def supernova(induced, w=None):
else:
ns = coord()
# we are in the quadrant!
else:
ns = coord()
# we are in the quadrant!
- num = random.rand
om()* game.state.galaxy[nq.x][nq.y].stars
+ 1
+ num = random.rand
range(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:
for ns.x in range(QUADSIZE):
for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
@@
-3595,13
+3598,13
@@
def prout(line):
def prouts(line):
"print slowly!"
for c in line:
def prouts(line):
"print slowly!"
for c in line:
-
curses.delay_output(30
)
+
time.sleep(0.03
)
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
-
curses.delay_output(300
)
+
time.sleep(0.03
)
def cgetline():
"Get a line of input."
def cgetline():
"Get a line of input."
@@
-3614,7
+3617,7
@@
def cgetline():
else:
line = raw_input()
if logfp:
else:
line = raw_input()
if logfp:
- logfp.write(line)
+ logfp.write(line
+ "\n"
)
return line
def setwnd(wnd):
return line
def setwnd(wnd):
@@
-3721,7
+3724,7
@@
def boom(w):
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
- #
delay(100
0)
+ #
time.sleep(1.
0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
@@
-3757,18
+3760,18
@@
def tracktorpedo(w, l, i, n, iquad):
if not damaged(DSRSENS) or game.condition=="docked":
if i != 1 and l == 1:
drawmaps(2)
if not damaged(DSRSENS) or game.condition=="docked":
if i != 1 and l == 1:
drawmaps(2)
-
curses.delay_output(400
)
+
time.sleep(0.4
)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
#sound(l*10)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
#sound(l*10)
- #
curses.delay_output(100
)
+ #
time.sleep(0.1
)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
- #
curses.delay_output(100
0)
+ #
time.sleep(1.
0)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
@@
-3806,7
+3809,7
@@
def imove(novapush):
trbeam = False
def no_quad_change():
trbeam = False
def no_quad_change():
- # No quadrant change -- compute new av
g
enemy distances
+ # No quadrant change -- compute new av
erage
enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
for m in range(game.nenhere):
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
for m in range(game.nenhere):
@@
-3821,12
+3824,10
@@
def imove(novapush):
newcnd()
drawmaps(0)
setwnd(message_window)
newcnd()
drawmaps(0)
setwnd(message_window)
-
w.x = w.y = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
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)
angle = ((15.0 - game.direc) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
@@
-3834,10
+3835,8
@@
def imove(novapush):
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
-
deltay /= bigger
deltax /= bigger
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
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
@@
-3848,14
+3847,13
@@
def imove(novapush):
game.quad[game.sector.x][game.sector.y] = IHDOT
x = game.sector.x
y = game.sector.y
game.quad[game.sector.x][game.sector.y] = IHDOT
x = game.sector.x
y = game.sector.y
- n = 10.0*game.dist*bigger+0.5
-
+ n = int(10.0*game.dist*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
- w.x =
x + 0.5
- w.y =
y + 0.5
+ 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 not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
@@
-3874,31
+3872,30
@@
def imove(novapush):
if game.alldone:
return
# compute final position -- new quadrant and sector
if game.alldone:
return
# compute final position -- new quadrant and sector
- x =
QUADSIZE*(game.quadrant.x-1
)+game.sector.x
- y =
QUADSIZE*(game.quadrant.y-1
)+game.sector.y
- w.x =
x+10.0*game.dist*bigger*deltax+0.5
- w.y =
y+10.0*game.dist*bigger*deltay+0.5
+ 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:
# check for edge of galaxy
kinks = 0
while True:
- kink =
0
- if w.x <
=
0:
- w.x = -w.x
+ 1
- kink =
1
- if w.y <
=
0:
- w.y = -w.y
+ 1
- kink =
1
- if w.x > GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2)
+1
- w.x
- kink =
1
- if w.y > GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2)
+1
- w.y
- kink =
1
+ 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:
if kink:
- kinks = 1
- if not kink:
- break
-
+ kinks += 1
+ else:
+ break
if kinks:
game.nkinks += 1
if game.nkinks == 3:
if kinks:
game.nkinks += 1
if game.nkinks == 3:
@@
-3912,10
+3909,10
@@
def imove(novapush):
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x =
(w.x+(QUADSIZE-1))
/QUADSIZE
- game.quadrant.y =
(w.y+(QUADSIZE-1))
/QUADSIZE
- game.sector.x = w.x -
QUADSIZE*(game.quadrant.x-1
)
- game.sector.y = w.y -
QUADSIZE*(game.quadrant.y-1
)
+ 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
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
@@
-3928,7
+3925,7
@@
def imove(novapush):
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT
.
IHK, OHC, IHS, IHR, IHQUEST):
+ if iquad in (IHT
,
IHK, OHC, IHS, IHR, IHQUEST):
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
@@
-4018,23
+4015,19
@@
def dock(verbose):
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-def getcd(isprobe, akey):
- # get course and distance
- irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+def getcourse(isprobe, akey):
+ # get course and distance
+ key = 0
+ dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
navmode = "unspecified"
itemp = "curt"
-
incr
= coord()
+
dsect
= coord()
iprompt = False
iprompt = False
-
- # Get course direction and distance. If user types bad values, return
- # with DIREC = -1.0.
- game.direc = -1.0
-
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
chew()
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
chew()
- return
+ return
False
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
@@
-4051,7
+4044,6
@@
def getcd(isprobe, akey):
akey = -1
else:
key = scan()
akey = -1
else:
key = scan()
-
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
@@
-4068,7
+4060,7
@@
def getcd(isprobe, akey):
else:
huh()
chew()
else:
huh()
chew()
- return
+ return
False
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
@@
-4076,7
+4068,6
@@
def getcd(isprobe, akey):
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
-
if navmode == "automatic":
while key == IHEOL:
if isprobe:
if navmode == "automatic":
while key == IHEOL:
if isprobe:
@@
-4086,52
+4077,53
@@
def getcd(isprobe, akey):
chew()
iprompt = True
key = scan()
chew()
iprompt = True
key = scan()
-
if key != IHREAL:
huh()
if key != IHREAL:
huh()
- return
- xi = int(
aaitem-0.05)
+ return
False
+ xi = int(
round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
key = scan()
if key != IHREAL:
huh()
- return
- xj = int(
aaitem-0.5)
+ return
False
+ xj = int(
round(aaitem))-1
key = scan()
if key == IHREAL:
# both quadrant and sector specified
key = scan()
if key == IHREAL:
# both quadrant and sector specified
- xk =
aaitem
+ xk =
int(round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
key = scan()
if key != IHREAL:
huh()
- return
- xl = aaitem
-
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = xk + 0.5
- incr.x = xl + 0.5
+ return False
+ xl = int(round(aaitem))-1
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = xk
+ dsect.x = xl
else:
else:
+ # only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
if isprobe:
# only quadrant specified -- go to center of dest quad
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = incr.x = 5
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = dsect.x = 4 # preserves 1-origin behavior
else:
else:
- incr.y = xi + 0.5
- incr.x = xj + 0.5
+ # only sector specified
+ dsect.y = xi
+ dsect.x = xj
itemp = "normal"
itemp = "normal"
- if not VALID_QUADRANT(
icolq,irowq) or not VALID_SECTOR(incr.x,incr
.y):
+ if not VALID_QUADRANT(
dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect
.y):
huh()
huh()
- return
+ return
False
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") %
incr
)
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") %
dsect
)
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
- deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
- deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+ # 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- "))
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
@@
-4141,26
+4133,27
@@
def getcd(isprobe, akey):
itemp = "verbose"
if key != IHREAL:
huh()
itemp = "verbose"
if key != IHREAL:
huh()
- return
+ return
False
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
- return
+ return
False
deltay = aaitem
# Check for zero movement
if deltax == 0 and deltay == 0:
chew()
deltay = aaitem
# Check for zero movement
if deltax == 0 and deltay == 0:
chew()
- return
+ return
False
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
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()
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
+ return
True
def impulse():
# move under impulse power
def impulse():
# move under impulse power
@@
-4171,8
+4164,7
@@
def impulse():
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- getcd(False, 0)
- if game.direc == -1.0:
+ if not getcourse(isprobe=False, akey=0):
return
power = 20.0 + 100.0*game.dist
else:
return
power = 20.0 + 100.0*game.dist
else:
@@
-4199,7
+4191,7
@@
def impulse():
if ja() == False:
return
# Activate impulse engines and pay the cost
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(False)
+ imove(
novapush=
False)
game.ididit = True
if game.alldone:
return
game.ididit = True
if game.alldone:
return
@@
-4227,8
+4219,7
@@
def warp(timewarp):
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
- getcd(False, 0)
- if game.direc == -1.0:
+ 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)
return
# Make sure starship has enough energy for the trip
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
@@
-4307,7
+4298,7
@@
def warp(timewarp):
blooey = False
twarp = False
# Activate Warp Engines and pay the cost
blooey = False
twarp = False
# Activate Warp Engines and pay the cost
- imove(False)
+ imove(
novapush=
False)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
@@
-4543,8
+4534,7
@@
def probe():
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- getcd(True, key)
- if game.direc == -1.0:
+ if not getcourse(isprobe=True, akey=key):
return
game.nprobes -= 1
angle = ((15.0 - game.direc) * 0.5235988)
return
game.nprobes -= 1
angle = ((15.0 - game.direc) * 0.5235988)
@@
-4864,13
+4854,14
@@
def sensor():
if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
- if game.iplnet.crystals !=
present
:
+ if game.iplnet.crystals !=
"present"
:
proutn(_(" no"))
prout(_(" dilithium crystals present.\""))
if game.iplnet.known == "unknown":
game.iplnet.known = "known"
elif game.iplnet.inhabited:
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 is located at Sector %s, Captain.\"") % (game.iplnet.name, game.plnet))
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
def beam():
# use the transporter
def beam():
# use the transporter
@@
-4986,7
+4977,7
@@
def mine():
skip(1)
prout(_("there's no reason to mine more at this time."))
return
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*
game.iplnet.pclass
+ game.optime = (0.1+0.2*random.random())*
(ord(game.iplnet.pclass)-ord("M"))
if consumeTime():
return
prout(_("Mining operation complete."))
if consumeTime():
return
prout(_("Mining operation complete."))
@@
-5144,7
+5135,6
@@
def shuttle():
def deathray():
# use the big zapper
r = random.random()
def deathray():
# use the big zapper
r = random.random()
-
game.ididit = False
skip(1)
chew()
game.ididit = False
skip(1)
chew()
@@
-5403,7
+5393,7
@@
def chart():
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):
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))
+ 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("<")
for j in range(GALSIZE):
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
@@
-5532,7
+5522,7
@@
def srscan():
if game.condition != "docked":
newcnd()
for i in range(QUADSIZE):
if game.condition != "docked":
newcnd()
for i in range(QUADSIZE):
- proutn("%2d " % (i))
+ proutn("%2d " % (i
+1
))
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
@@
-6052,7
+6042,7
@@
def setup(needprompt):
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - (thing == game.quadrant) -
game.ithere
:
+ if game.nenhere - (thing == game.quadrant) -
(game.tholian != None)
:
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(False)
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(False)
@@
-6076,7
+6066,7
@@
def choose(needprompt):
if aaitem == 0:
chew()
continue # We don't want a blank entry
if aaitem == 0:
chew()
continue # We don't want a blank entry
- game.tourn = int(
aaitem
)
+ game.tourn = int(
round(aaitem)
)
random.seed(aaitem)
break
if isit("saved") or isit("frozen"):
random.seed(aaitem)
break
if isit("saved") or isit("frozen"):
@@
-6210,7
+6200,6
@@
def newqad(shutup):
game.inorbit = False
game.landed = False
game.ientesc = False
game.inorbit = False
game.landed = False
game.ientesc = False
- game.ithere = False
global iqengry
iqengry = False
game.iseenit = False
global iqengry
iqengry = False
game.iseenit = False
@@
-6242,7
+6231,7
@@
def newqad(shutup):
game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
game.comhere = True
# If we need a super-commander, promote a Klingon
game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
game.comhere = True
# If we need a super-commander, promote a Klingon
- if
same(game.quadrant, game.state.kscmdr)
:
+ if
game.quadrant == game.state.kscmdr
:
game.quad[game.ks[0].x][game.ks[0].y] = IHS
game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.quad[game.ks[0].x][game.ks[0].y] = IHS
game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
@@
-6299,13
+6288,13
@@
def newqad(shutup):
if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
(game.skill == SKILL_GOOD and random.random() <= 0.05) or \
(game.skill > SKILL_GOOD and random.random() <= 0.08):
if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
(game.skill == SKILL_GOOD and random.random() <= 0.05) or \
(game.skill > SKILL_GOOD and random.random() <= 0.08):
+ game.tholian = coord()
while True:
game.tholian.x = random.choice((0, QUADSIZE-1))
game.tholian.y = random.choice((0, QUADSIZE-1))
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
while True:
game.tholian.x = random.choice((0, QUADSIZE-1))
game.tholian.y = random.choice((0, QUADSIZE-1))
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ithere = True
game.nenhere += 1
game.ks[game.nenhere] = game.tholian
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
game.nenhere += 1
game.ks[game.nenhere] = game.tholian
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
@@
-6326,7
+6315,7
@@
def newqad(shutup):
if random.random() > 0.5:
dropin(IHBLANK)
# Take out X's in corners if Tholian present
if random.random() > 0.5:
dropin(IHBLANK)
# Take out X's in corners if Tholian present
- if game.
ithere
:
+ if game.
tholian
:
if game.quad[0][0]=='X':
game.quad[0][0] = IHDOT
if game.quad[0][QUADSIZE-1]=='X':
if game.quad[0][0]=='X':
game.quad[0][0] = IHDOT
if game.quad[0][QUADSIZE-1]=='X':
@@
-6339,7
+6328,7
@@
def newqad(shutup):
def sortklings():
# sort Klingons by distance from us
# The author liked bubble sort. So we will use it. :-(
def sortklings():
# sort Klingons by distance from us
# The author liked bubble sort. So we will use it. :-(
- if game.nenhere-(thing==game.quadrant)-
game.ithere
< 2:
+ if game.nenhere-(thing==game.quadrant)-
(game.tholian!=None)
< 2:
return
while True:
sw = False
return
while True:
sw = False
@@
-6548,7
+6537,7
@@
def makemoves():
elif cmd == "MOVE": # move under warp
warp(False)
elif cmd == "SHIELDS": # shields
elif cmd == "MOVE": # move under warp
warp(False)
elif cmd == "SHIELDS": # shields
- doshield(False)
+ doshield(
shraise=
False)
if game.ididit:
hitme = True
game.shldchg = False
if game.ididit:
hitme = True
game.shldchg = False
@@
-6632,7
+6621,7
@@
def makemoves():
elif cmd == "SEED": # set random-number seed
key = scan()
if key == IHREAL:
elif cmd == "SEED": # set random-number seed
key = scan()
if key == IHREAL:
- seed = int(
aaitem
)
+ seed = int(
round(aaitem)
)
#ifdef BSD_BUG_FOR_BUG
# elif cmd == "VISUAL":
# visual() # perform visual scan
#ifdef BSD_BUG_FOR_BUG
# elif cmd == "VISUAL":
# visual() # perform visual scan
@@
-6684,6
+6673,7
@@
def crmena(stars, enemy, loctype, w):
proutn("***")
cramen(enemy)
proutn(_(" at "))
proutn("***")
cramen(enemy)
proutn(_(" at "))
+ buf = ""
if loctype == "quadrant":
buf = _("Quadrant ")
elif loctype == "sector":
if loctype == "quadrant":
buf = _("Quadrant ")
elif loctype == "sector":
@@
-6727,7
+6717,7
@@
def chew2():
def scan():
# Get a token from the user
def scan():
# Get a token from the user
- global inqueue, line, citem
+ global inqueue, line, citem
, aaitem
aaitem = 0.0
citem = ''
aaitem = 0.0
citem = ''
@@
-6857,13
+6847,13
@@
def debugme():
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
- w.x = int(
aaitem
)
+ w.x = int(
round(aaitem)
)
key = scan()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
key = scan()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(
aaitem
)
+ w.y = int(
round(aaitem)
)
ev.quadrant = w
chew()
proutn("Induce supernova here? ")
ev.quadrant = w
chew()
proutn("Induce supernova here? ")