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Minor bug fixes, preparatory to finding out why replay doesn't work.
[super-star-trek.git]
/
src
/
sst.py
diff --git
a/src/sst.py
b/src/sst.py
index 0c47c96064bc3f6f0a8fe2195fe0a6160f679e9f..89e2cce46225144fb9b906a2e6789325d831737a 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
@@
-1527,7
+1532,6
@@
def fry(hit):
# a critical hit occured
if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
return
# a critical hit occured
if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
return
-
ncrit = 1.0 + hit/(500.0+100.0*random.random())
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
ncrit = 1.0 + hit/(500.0+100.0*random.random())
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
@@
-1564,42
+1568,32
@@
def attack(torps_ok):
hitmax=0.0; hittot=0.0; chgfac=1.0
jay = coord()
where = "neither"
hitmax=0.0; hittot=0.0; chgfac=1.0
jay = coord()
where = "neither"
-
# game could be over at this point, check
if game.alldone:
return
# game could be over at this point, check
if game.alldone:
return
-
if idebug:
prout("=== ATTACK!")
if idebug:
prout("=== ATTACK!")
-
- # Tholian gewts to move before attacking
- if game.ithere:
+ # Tholian gets to move before attacking
+ if game.tholian:
movetholian()
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
# 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()
# commanders get a chance to tac-move towards you
if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
-
# if no enemies remain after movement, we're done
if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
return
# if no enemies remain after movement, we're done
if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
return
-
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
chgfac = 0.25+0.5*random.random()
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
chgfac = 0.25+0.5*random.random()
-
skip(1)
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
for loop in range(game.nenhere):
if game.kpower[loop] < 0:
continue; # too weak to attack
for loop in range(game.nenhere):
if game.kpower[loop] < 0:
continue; # too weak to attack
@@
-1723,7
+1717,6
@@
def attack(torps_ok):
def deadkl(w, type, mv):
# kill a Klingon, Tholian, Romulan, or Thingy
# Added mv to allow enemy to "move" before dying
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:
crmena(True, type, sector, mv)
# Decide what kind of enemy it is and update appropriately
if type == IHR:
@@
-1733,7
+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
@@
-1766,7
+1759,6
@@
def deadkl(w, type, mv):
unschedule(FSCDBAS)
else:
prout("*** Internal error, deadkl() called on %s\n" % type)
unschedule(FSCDBAS)
else:
prout("*** Internal error, deadkl() called on %s\n" % type)
-
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
game.quad[w.x][w.y] = IHDOT
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
game.quad[w.x][w.y] = IHDOT
@@
-1923,7
+1915,6
@@
def overheat(rpow):
def checkshctrl(rpow):
# check shield control
def checkshctrl(rpow):
# check shield control
-
skip(1)
if random.random() < 0.998:
prout(_("Shields lowered."))
skip(1)
if random.random() < 0.998:
prout(_("Shields lowered."))
@@
-1960,7
+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):
@@
-2001,7
+1992,7
@@
def hittem(hits):
else: # decide whether or not to emasculate klingon
if kpow > 0 and random.random() >= 0.9 and \
kpow <= ((0.4 + 0.4*random.random())*kpini):
else: # decide whether or not to emasculate klingon
if kpow > 0 and random.random() >= 0.9 and \
kpow <= ((0.4 + 0.4*random.random())*kpini):
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")
,
w)
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")
%
w)
prout(_(" has just lost its firepower.\""))
game.kpower[kk] = -kpow
kk += 1
prout(_(" has just lost its firepower.\""))
game.kpower[kk] = -kpow
kk += 1
@@
-2009,12
+2000,11
@@
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
automode = "NOTSET"
key=0
-
skip(1)
# SR sensors and Computer are needed fopr automode
if damaged(DSRSENS) or damaged(DCOMPTR):
skip(1)
# SR sensors and Computer are needed fopr automode
if damaged(DSRSENS) or damaged(DCOMPTR):
@@
-2038,8
+2028,8
@@
def phasers():
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
-
- #
Original code so convoluted, I re-did it all
+ # 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:
while automode=="NOTSET":
key=scan()
if key == IHALPHA:
@@
-2081,7
+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
@@
-2129,7
+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]))
@@
-2146,7
+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 "))
@@
-2262,8
+2253,6
@@
def phasers():
# 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.
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
-import math
-
def unschedule(evtype):
# remove an event from the schedule
game.future[evtype].date = FOREVER
def unschedule(evtype):
# remove an event from the schedule
game.future[evtype].date = FOREVER
@@
-2295,7
+2284,6
@@
def cancelrest():
game.resting = False
game.optime = 0.0
return True
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
return False
def events():
@@
-2306,9
+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)
@@
-2332,7
+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]
@@
-2345,8
+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)
@@
-2487,27
+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
@@
-2628,7
+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
@@
-2733,9
+2718,7
@@
def wait():
proutn(_("Are you sure? "))
if ja() == False:
return
proutn(_("Are you sure? "))
if ja() == False:
return
-
# Alternate resting periods (events) with attacks
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
game.resting = True
while True:
if delay <= 0:
@@
-2778,12
+2761,10
@@
def nova(nov):
# star goes nova
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); scratch = coord()
# star goes nova
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); scratch = coord()
-
if random.random() < 0.05:
# Wow! We've supernova'ed
supernova(False, nov)
return
if random.random() < 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)
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
crmena(False, IHSTAR, sector, nov)
@@
-2924,7
+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
@@
-2932,7
+2913,6
@@
def supernova(induced, w=None):
# star goes supernova
num = 0; npdead = 0
nq = coord()
# star goes supernova
num = 0; npdead = 0
nq = coord()
-
if w != None:
nq = w
else:
if w != None:
nq = w
else:
@@
-2945,7
+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
@@
-2957,7
+2937,6
@@
def supernova(induced, w=None):
proutn("=== Super nova here?")
if ja() == True:
nq = game.quadrant
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():
if not nq == game.quadrant or game.justin:
# it isn't here, or we just entered (treat as enroute)
if communicating():
@@
-2967,7
+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:
@@
-2976,7
+2955,6
@@
def supernova(induced, w=None):
break
if num==0:
break
break
if num==0:
break
-
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
@@
-3111,7
+3089,13
@@
def kaboom():
def killrate():
"Compute our rate of kils over time."
def killrate():
"Compute our rate of kils over time."
- return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+ 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."
def badpoints():
"Compute demerits."
@@
-3128,7
+3112,6
@@
def badpoints():
badpt += 200.0
return badpt
badpt += 200.0
return badpt
-
def finish(ifin):
# end the game, with appropriate notfications
igotit = False
def finish(ifin):
# end the game, with appropriate notfications
igotit = False
@@
-3339,7
+3322,6
@@
def finish(ifin):
def score():
# compute player's score
timused = game.state.date - game.indate
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
iskill = game.skill
if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
@@
-3438,7
+3420,6
@@
def plaque():
winner = cgetline()
# The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
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("\n\n\n\n")
# --------DRAW ENTERPRISE PICTURE.
fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
@@
-3515,7
+3496,7
@@
def iostart():
#textdomain(PACKAGE)
if atexit.register(outro):
sys.stderr.write("Unable to register outro(), exiting...\n")
#textdomain(PACKAGE)
if atexit.register(outro):
sys.stderr.write("Unable to register outro(), exiting...\n")
- os.exit(1)
+ raise SysExit,1
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
@@
-3551,7
+3532,6
@@
def iostart():
setwnd(fullscreen_window)
textcolor(DEFAULT)
setwnd(fullscreen_window)
textcolor(DEFAULT)
-
def waitfor():
"wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
def waitfor():
"wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
@@
-3624,13
+3604,13
@@
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."
@@
-3640,10
+3620,13
@@
def cgetline():
else:
if replayfp and not replayfp.closed:
line = replayfp.readline()
else:
if replayfp and not replayfp.closed:
line = replayfp.readline()
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
else:
else:
- line = raw_input()
+ line = raw_input(
"COMMAND> "
)
if logfp:
if logfp:
- logfp.write(line)
+ logfp.write(line
+ "\n"
)
return line
def setwnd(wnd):
return line
def setwnd(wnd):
@@
-3750,7
+3733,7
@@
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])
@@
-3786,18
+3769,18
@@
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)
@@
-3835,7
+3818,7
@@
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):
@@
-3850,12
+3833,10
@@
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)
@@
-3863,10
+3844,8
@@
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
@@
-3877,14
+3856,13
@@
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
@@
-3903,31
+3881,30
@@
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:
@@
-3941,10
+3918,10
@@
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
@@
-3957,7
+3934,7
@@
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, O
HC, IHS, IHR, IHQUEST):
+ if iquad in (IHT
, IHK, I
HC, 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
@@
-4038,8
+4015,7
@@
def dock(verbose):
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
attackreport(False)
game.iseenit = True
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
# 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
@@
-4047,25
+4023,20
@@
def dock(verbose):
# 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!
# pain if the computer isn't working! Manual mode is still confusing
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-#
-def getcd(isprobe, akey):
- # get course and distance
- irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+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:
@@
-4082,7
+4053,6
@@
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
@@
-4099,7
+4069,7
@@
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.)"))
@@
-4107,7
+4077,6
@@
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:
@@
-4117,52
+4086,53
@@
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- "))
@@
-4172,26
+4142,27
@@
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
@@
-4202,13
+4173,11
@@
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:
power = 30.0
return
power = 20.0 + 100.0*game.dist
else:
power = 30.0
-
if power >= game.energy:
# Insufficient power for trip
skip(1)
if power >= game.energy:
# Insufficient power for trip
skip(1)
@@
-4231,7
+4200,7
@@
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
@@
-4258,12
+4227,9
@@
def warp(timewarp):
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
-
- # Read in course and distance
- getcd(False, 0)
- if game.direc == -1.0:
+ # Read in course and distance
+ if not getcourse(isprobe=False, akey=0):
return
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:
# 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:
@@
-4340,10
+4306,8
@@
def warp(timewarp):
if game.quad[ix][iy] != IHDOT:
blooey = False
twarp = False
if game.quad[ix][iy] != IHDOT:
blooey = False
twarp = False
-
-
# Activate Warp Engines and pay the cost
# 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)
@@
-4404,7
+4368,6
@@
def setwarp():
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
-
chew()
# is captain on planet?
if game.landed:
chew()
# is captain on planet?
if game.landed:
@@
-4431,13
+4394,11
@@
def atover(igrab):
game.icrystl = True
if igrab:
return
game.icrystl = True
if igrab:
return
-
# Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
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:
# Inform captain of attempt to reach safety
skip(1)
while True:
@@
-4566,7
+4527,6
@@
def probe():
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
key = scan()
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:
if key == IHEOL:
# slow mode, so let Kirk know how many probes there are left
if game.nprobes == 1:
@@
-4576,7
+4536,6
@@
def probe():
proutn(_("Are you sure you want to fire a probe? "))
if ja() == False:
return
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
game.isarmed = False
if key == IHALPHA and citem == "armed":
game.isarmed = True
@@
-4584,8
+4543,7
@@
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)
@@
-4595,7
+4553,6
@@
def probe():
bigger = math.fabs(game.probeinx)
else:
bigger = 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.probeiny /= bigger
game.probeinx /= bigger
game.proben = 10.0*game.dist*bigger +0.5
@@
-4628,7
+4585,6
@@
def mayday():
# yell for help from nearest starbase
# There's more than one way to move in this game!
line = 0
# 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":
chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
@@
-4907,13
+4863,14
@@
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
@@
-5029,7
+4986,7
@@
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."))
@@
-5187,7
+5144,6
@@
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()
@@
-5446,7
+5402,7
@@
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("<")
@@
-5575,7
+5531,7
@@
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)
@@
-5616,14
+5572,12
@@
def eta():
w2.y = 0
else:
w2.y=QUADSIZE-1
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 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:
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
@@
-5771,9
+5725,6
@@
def visual():
# Code from setup.c begins here
# Code from setup.c begins here
-def filelength(fd):
- return os.fstat(fd).st_size
-
def prelim():
# issue a historically correct banner
skip(2)
def prelim():
# issue a historically correct banner
skip(2)
@@
-5903,7
+5854,6
@@
device = (
def setup(needprompt):
# prepare to play, set up cosmos
w = coord()
def setup(needprompt):
# prepare to play, set up cosmos
w = coord()
-
# Decide how many of everything
if choose(needprompt):
return # frozen game
# Decide how many of everything
if choose(needprompt):
return # frozen game
@@
-6101,7
+6051,7
@@
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)
@@
-6125,7
+6075,7
@@
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"):
@@
-6259,7
+6209,6
@@
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
@@
-6274,10
+6223,8
@@
def newqad(shutup):
game.klhere = q.klingons
game.irhere = q.romulans
game.nenhere = game.klhere + game.irhere
game.klhere = q.klingons
game.irhere = q.romulans
game.nenhere = game.klhere + game.irhere
-
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
-
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
@@
-6292,9
+6239,8
@@
def newqad(shutup):
game.quad[w.x][w.y] = IHC
game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
game.comhere = True
game.quad[w.x][w.y] = IHC
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 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)
@@
-6308,7
+6254,6
@@
def newqad(shutup):
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin(IHB)
# 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 quadrant needs a planet, put it in
if q.planet:
game.iplnet = q.planet
@@
-6332,7
+6277,6
@@
def newqad(shutup):
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
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
global thing
if shutup==0:
# Put in THING if needed
global thing
@@
-6348,19
+6292,18
@@
def newqad(shutup):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
prout(_(" Please examine your short-range scan.\""))
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 random.random() <= 0.02) or \
(game.skill == SKILL_GOOD and random.random() <= 0.05) or \
(game.skill > SKILL_GOOD and random.random() <= 0.08):
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
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] = \
@@
-6376,14
+6319,12
@@
def newqad(shutup):
if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortklings()
if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortklings()
-
# Put in a few black holes
for i in range(1, 3+1):
if random.random() > 0.5:
dropin(IHBLANK)
# Put in a few black holes
for i in range(1, 3+1):
if random.random() > 0.5:
dropin(IHBLANK)
-
# Take out X's in corners if Tholian present
# 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':
@@
-6396,7
+6337,7
@@
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
@@
-6567,7
+6508,6
@@
def makemoves():
chew()
setwnd(prompt_window)
clrscr()
chew()
setwnd(prompt_window)
clrscr()
- proutn("COMMAND> ")
if scan() == IHEOL:
if game.options & OPTION_CURSES:
makechart()
if scan() == IHEOL:
if game.options & OPTION_CURSES:
makechart()
@@
-6605,7
+6545,7
@@
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
@@
-6658,7
+6598,7
@@
def makemoves():
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
-
os.exit(1)
# And quick exit
+
raise SysExit,1
# And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
@@
-6686,10
+6626,6
@@
def makemoves():
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
- elif cmd == "SEED": # set random-number seed
- key = scan()
- if key == IHREAL:
- seed = int(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
@@
-6735,22
+6671,18
@@
def cramen(cmd):
else: s = "Unknown??"
proutn(s)
else: s = "Unknown??"
proutn(s)
-def cramlc(loctype, w):
- # name a location
- if loctype == "quadrant":
- buf = _("Quadrant ")
- elif loctype == "sector":
- buf = _("Sector ")
- buf += ("%d - %d" % (w.x, w.y))
- return buf
-
def crmena(stars, enemy, loctype, w):
# print an enemy and his location
if stars:
proutn("***")
cramen(enemy)
proutn(_(" at "))
def crmena(stars, enemy, loctype, w):
# print an enemy and his location
if stars:
proutn("***")
cramen(enemy)
proutn(_(" at "))
- proutn(cramlc(loctype, w))
+ buf = ""
+ if loctype == "quadrant":
+ buf = _("Quadrant ")
+ elif loctype == "sector":
+ buf = _("Sector ")
+ proutn(buf + `w`)
def crmshp():
# print our ship name
def crmshp():
# print our ship name
@@
-6789,7
+6721,7
@@
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 = ''
@@
-6919,13
+6851,13
@@
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? ")
@@
-6941,29
+6873,28
@@
if __name__ == '__main__':
iqengry = False
game = gamestate()
idebug = 0
iqengry = False
game = gamestate()
idebug = 0
-
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | 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
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | 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 = time.time()
(options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
for (switch, val) in options:
if switch == '-r':
try:
seed = time.time()
(options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
for (switch, val) in options:
if switch == '-r':
try:
- replayfp = open(
optarg
, "r")
+ replayfp = open(
val
, "r")
except IOError:
except IOError:
- sys.stderr.write("sst: can't open replay file %s\n" %
optarg
)
- os.exit(1)
+ sys.stderr.write("sst: can't open replay file %s\n" %
val
)
+ raise SysExit, 1
line = replayfp.readline().strip()
try:
(key, seed) = line.split()
seed = int(seed)
line = replayfp.readline().strip()
try:
(key, seed) = line.split()
seed = int(seed)
+ sys.stderr.write("sst2k: seed set to %d\n" % seed)
except ValueError:
except ValueError:
- sys.stderr.write("sst: replay file %s is ill-formed\n"%
optarg
)
+ sys.stderr.write("sst: replay file %s is ill-formed\n"%
val
)
os.exit(1)
game.options |= OPTION_TTY
game.options &=~ OPTION_CURSES
os.exit(1)
game.options |= OPTION_TTY
game.options &=~ OPTION_CURSES
@@
-6984,13
+6915,11
@@
if __name__ == '__main__':
#setlinebuf(logfp)
logfp.write("seed %d\n" % (seed))
random.seed(seed)
#setlinebuf(logfp)
logfp.write("seed %d\n" % (seed))
random.seed(seed)
-
iostart()
if arguments:
inqueue = arguments
else:
inqueue = None
iostart()
if arguments:
inqueue = arguments
else:
inqueue = None
-
while True: # Play a game
setwnd(fullscreen_window)
clrscr()
while True: # Play a game
setwnd(fullscreen_window)
clrscr()
@@
-7004,16
+6933,15
@@
if __name__ == '__main__':
skip(1)
stars()
skip(1)
skip(1)
stars()
skip(1)
-
if game.tourn and game.alldone:
proutn(_("Do you want your score recorded?"))
if ja() == True:
chew2()
freeze(False)
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."))
raise SysExit, 0
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."))
raise SysExit, 0
-