"""
sst.py =-- Super Star Trek in Python
-This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of a lot of
-parallel arrays where a more modern language would use structures
-or objects. (However, 1-origin array indexing was fixed.)
+This code is a Python translation of a C translation of a FORTRAN
+original dating back to 1973. Beautiful Python it is not. But it
+works.
Dave Matuszek says:
features that I liked. I also took a peek at the DECUS version (a
port, less sources, to the PDP-10), and some other variations.
-1, Compared to the original UT version, I've changed the "help" command to
-"call" and the "terminate" command to "quit" to better match
-user expectations. The DECUS version apparently made those changes
-as well as changing "freeze" to "save". However I like "freeze".
-(Both "freeze" and "save" work in SST2K.)
+1, Compared to the original UT version, I've changed the "help"
+command to "call" and the "terminate" command to "quit" to better
+match user expectations. The DECUS version apparently made those
+changes as well as changing "freeze" to "save". However I like
+"freeze". (Both "freeze" and "save" work in SST2K.)
2. The experimental deathray originally had only a 5% chance of
success, but could be used repeatedly. I guess after a couple
the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
and turned off if game type is "plain" or "almy".)
"""
-import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
-# Stub to be replaced
-def _(str): return str
+def _(str): return gettext.gettext(str)
PHASEFAC = 2.0
GALSIZE = 8
MAXBURST = 3
MINCMDR = 10
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-
# How to represent features
IHR = 'R',
IHK = 'K',
IHMATER1 = 'o',
IHMATER2 = '0'
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
+class TrekError:
+ pass
class coord:
def __init__(self, x=None, y=None):
self.i = x
self.j = y
+ def valid_quadrant(self):
+ return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+ def valid_sector(self):
+ return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
def invalidate(self):
self.i = self.j = None
def is_valid(self):
return self.i != None and self.j != None
def __eq__(self, other):
return other != None and self.i == other.i and self.j == other.j
+ 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)
def __sub__(self, other):
return coord(self.i*other, self.j*other)
def __div__(self, other):
return coord(self.i/other, self.j/other)
+ def __mod__(self, other):
+ return coord(self.i % other, self.j % other)
def __rdiv__(self, other):
return coord(self.i/other, self.j/other)
- def snaptogrid(self):
+ def roundtogrid(self):
return coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
if not other: other = coord(0, 0)
return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
- def bearing(self, other=None):
- if not other: other = coord(0, 0)
- return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
+ def bearing(self):
+ return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
s = coord()
if self.i == 0:
else:
s.j = self.j / abs(self.j)
return s
+ def quadrant(self):
+ #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+ return self.roundtogrid() / QUADSIZE
+ def sector(self):
+ return self.roundtogrid() % QUADSIZE
def scatter(self):
s = coord()
s.i = self.i + randrange(-1, 2)
s.j = self.j + randrange(-1, 2)
return s
- def __hash__(self):
- return hash((x, y))
def __str__(self):
if self.i == None or self.j == None:
return "Nowhere"
self.baseq = [] # Base quadrant coordinates
self.kcmdr = [] # Commander quadrant coordinates
self.kscmdr = coord() # Supercommander quadrant coordinates
- # the galaxy (subscript 0 not used)
+ # the galaxy
self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
- # the starchart (subscript 0 not used)
+ # the starchart
self.chart = fill2d(GALSIZE, lambda i, j: page())
class event:
self.base = None # position of base in current quadrant
self.battle = None # base coordinates being attacked
self.plnet = None # location of planet in quadrant
- self.probec = None # current probe quadrant
self.gamewon = False # Finished!
self.ididit = False # action taken -- allows enemy to attack
self.alive = False # we are alive (not killed)
self.irhere = 0 # Romulans in quadrant
self.isatb = 0 # =1 if super commander is attacking base
self.tourn = None # tournament number
- self.proben = 0 # number of moves for probe
self.nprobes = 0 # number of probes available
self.inresor = 0.0 # initial resources
self.intime = 0.0 # initial time
self.warpfac = 0.0 # warp speed
self.wfacsq = 0.0 # squared warp factor
self.lsupres = 0.0 # life support reserves
- self.dist = 0.0 # movement distance
- self.direc = 0.0 # movement direction
self.optime = 0.0 # time taken by current operation
self.docfac = 0.0 # repair factor when docking (constant?)
self.damfac = 0.0 # damage factor
self.lastchart = 0.0 # time star chart was last updated
self.cryprob = 0.0 # probability that crystal will work
- self.probex = 0.0 # location of probe
- self.probey = 0.0 #
- self.probeinx = 0.0 # probe x,y increment
- self.probeiny = 0.0 #
+ self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
def recompute(self):
# Stas thinks this should be (C expression):
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
-# From enumerated type 'feature'
+
IHR = 'R'
IHK = 'K'
IHC = 'C'
IHMATER1 = 'o'
IHMATER2 = '0'
-
-# From enumerated type 'FINTYPE'
FWON = 0
FDEPLETE = 1
FLIFESUP = 2
FHOLE = 20
FCREW = 21
-# Log the results of pulling random numbers so we can check determinism.
-
-import traceback
-
def withprob(p):
v = random.random()
#logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return VALID_QUADRANT(iq.i,iq.j) and \
+ return iq.valid_quadrant() and \
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
break
return True; # success
-#
# The bad-guy movement algorithm:
#
# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
# retreat, especially at high skill levels.
#
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
-#
def movebaddy(enemy):
"Tactical movement for the bad guys."
else:
motion = game.skill
# calculate preferred number of steps
- if motion < 0:
- nsteps = -motion
- else:
- nsteps = motion
+ nsteps = abs(int(motion))
if motion > 0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
m.i = 0
if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
m.j = 0
- if m.i != 0:
- if m.i*motion < 0:
- m.i = -1
- else:
- m.i = 1
- if m.j != 0:
- if m.j*motion < 0:
- m.j = -1
- else:
- m.j = 1
+ m = (motion * m).sgn()
next = enemy.kloc
# main move loop
for ll in range(nsteps):
# Check if preferred position available
look = next + m
if m.i < 0:
- krawlx = 1
+ krawli = 1
else:
- krawlx = -1
+ krawli = -1
if m.j < 0:
- krawly = 1
+ krawlj = 1
else:
- krawly = -1
+ krawlj = -1
success = False
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
if look.i < 0 or look.i >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == m.i or m.j == 0:
+ if krawli == m.i or m.j == 0:
break
- look.i = next.i + krawlx
- krawlx = -krawlx
+ look.i = next.i + krawli
+ krawli = -krawli
elif look.j < 0 or look.j >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == m.j or m.i == 0:
+ if krawlj == m.j or m.i == 0:
break
- look.j = next.j + krawly
- krawly = -krawly
+ look.j = next.j + krawlj
+ krawlj = -krawlj
elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
# See if enemy should ram ship
if game.quad[look.i][look.j] == game.ship and \
(enemy.type == IHC or enemy.type == IHS):
collision(rammed=True, enemy=enemy)
return
- if krawlx != m.i and m.j != 0:
- look.i = next.i + krawlx
- krawlx = -krawlx
- elif krawly != m.j and m.i != 0:
- look.j = next.j + krawly
- krawly = -krawly
+ if krawli != m.i and m.j != 0:
+ look.i = next.i + krawli
+ krawli = -krawli
+ elif krawlj != m.j and m.i != 0:
+ look.j = next.j + krawlj
+ krawlj = -krawlj
else:
break; # we have failed
else:
"Commander movement helper."
# Avoid quadrants with bases if we want to avoid Enterprise
if not welcoming(iq) or (avoid and iq in game.state.baseq):
- return True
+ return False
if game.justin and not game.iscate:
- return True
+ return False
# do the move
game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
- return False; # looks good!
+ return True; # looks good!
def supercommander():
"Move the Super Commander."
if not game.iscate and avoid:
# compute move away from Enterprise
idelta = game.state.kscmdr-game.quadrant
- if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
+ if idelta.distance() > 2.0:
# circulate in space
idelta.i = game.state.kscmdr.j-game.quadrant.j
idelta.j = game.quadrant.i-game.state.kscmdr.i
# there was what looked like a bug in the Almy C code here,
# but it might be this translation is just wrong.
iq = game.state.kscmdr + idelta
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
# failed -- try some other maneuvers
if idelta.i==0 or idelta.j==0:
# attempt angle move
if idelta.i != 0:
iq.j = game.state.kscmdr.j + 1
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
- else:
+ elif idelta.j != 0:
iq.i = game.state.kscmdr.i + 1
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
iq.j = game.state.kscmdr.j
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
iq.j = game.state.kscmdr.j + idelta.j
iq.i = game.state.kscmdr.i
movescom(iq, avoid)
if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
- for (i, ibq) in enumerate(game.state.baseq):
+ for ibq in game.state.baseq:
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if avoid:
for i in range(QUADSIZE):
if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
return
- if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
return
if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
return
- if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
return
# All plugged up -- Tholian splits
game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
action = "SHUP"
else:
key = scanner.next()
- if key == IHALPHA:
+ if key == "IHALPHA":
if scanner.sees("transfer"):
action = "NRG"
else:
game.ididit = True
return
elif action == "NRG":
- while scanner.next() != IHREAL:
+ while scanner.next() != "IHREAL":
scanner.chew()
proutn(_("Energy to transfer to shields- "))
scanner.chew()
finish(FWON)
return
-def torpedo(origin, course, dispersion, number, nburst):
+def torpedo(origin, bearing, dispersion, number, nburst):
"Let a photon torpedo fly"
- shoved = False
- ac = course + 0.25*dispersion
- angle = (15.0-ac)*0.5235988
- bullseye = (15.0 - course)*0.5235988
- delta = coord(-math.sin(angle), math.cos(angle))
- bigger = max(abs(delta.i), abs(delta.j))
- delta /= bigger
- x = origin.i; y = origin.j
- w = coord(0, 0); jw = coord(0, 0)
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
+ 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)
# Loop to move a single torpedo
- for step in range(1, 15+1):
- x += delta.i
- y += delta.j
- w = coord(x, y).snaptogrid()
- if not VALID_SECTOR(w.i, w.j):
+ setwnd(message_window)
+ for step in range(1, QUADSIZE*2):
+ if not track.next(): break
+ w = track.sector()
+ if not w.valid_sector():
break
iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
# hit something
- setwnd(message_window)
- if damaged(DSRSENS) and not game.condition=="docked":
+ if not damaged(DSRSENS) or game.condition == "docked":
skip(1); # start new line after text track
if iquad in (IHE, IHF): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
hit = 700.0 + randreal(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
newcnd(); # we're blown out of dock
- # We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(randreal()-0.5)
- temp = math.fabs(math.sin(ang))
- if math.fabs(math.cos(ang)) > temp:
- temp = math.fabs(math.cos(ang))
- xx = -math.sin(ang)/temp
- yy = math.cos(ang)/temp
- jw.i = int(w.i+xx+0.5)
- jw.j = int(w.j+yy+0.5)
- if not VALID_SECTOR(jw.i, jw.j):
+ # In the C/FORTRAN version, dispersion was 2.5 radians, which
+ # is 143 degrees, which is almost exactly 4.8 clockface units
+ displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+ displacement.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
return hit
- if game.quad[jw.i][jw.j]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j]==IHBLANK:
finish(FHOLE)
return hit
- if game.quad[jw.i][jw.j]!=IHDOT:
+ if game.quad[bumpto.i][bumpto.j]!=IHDOT:
# can't move into object
return hit
- game.sector = jw
+ game.sector = bumpto
proutn(crmshp())
- shoved = True
- elif iquad in (IHC, IHS): # Hit a commander
- if withprob(0.05):
+ game.quad[w.i][w.j]=IHDOT
+ game.quad[bumpto.i][bumpto.j]=iquad
+ prout(_(" displaced by blast to Sector %s ") % bumpto)
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
+ elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
+ # find the enemy
+ if iquad in (IHC, IHS) and withprob(0.05):
prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
- elif iquad in (IHR, IHK): # Hit a regular enemy
- # find the enemy
for enemy in game.enemies:
if w == enemy.kloc:
break
kp = math.fabs(enemy.kpower)
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 kp < h1:
h1 = kp
deadkl(w, iquad, w)
return None
proutn(crmena(True, iquad, "sector", w))
- # If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(randreal()-0.5)
- temp = math.fabs(math.sin(ang))
- if math.fabs(math.cos(ang)) > temp:
- temp = math.fabs(math.cos(ang))
- xx = -math.sin(ang)/temp
- yy = math.cos(ang)/temp
- jw.i = int(w.i+xx+0.5)
- jw.j = int(w.j+yy+0.5)
- if not VALID_SECTOR(jw.i, jw.j):
+ displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+ displacement.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
prout(_(" damaged but not destroyed."))
return
- if game.quad[jw.i][jw.j]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j] == IHBLANK:
prout(_(" buffeted into black hole."))
- deadkl(w, iquad, jw)
- return None
- if game.quad[jw.i][jw.j]!=IHDOT:
- # can't move into object
+ deadkl(w, iquad, bumpto)
+ if game.quad[bumpto.i][bumpto.j] != IHDOT:
prout(_(" damaged but not destroyed."))
- return None
- proutn(_(" damaged--"))
- enemy.kloc = jw
- shoved = True
- break
+ else:
+ prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ enemy.kloc = bumpto
+ game.quad[w.i][w.j]=IHDOT
+ game.quad[bumpto.i][bumpto.j]=iquad
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
if game.landed:
# captain perishes on planet
finish(FDPLANET)
- prout(_("You have just destroyed an inhabited planet."))
- prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+ prout(_("The torpedo destroyed an inhabited planet."))
return None
elif iquad == IHSTAR: # Hit a star
if withprob(0.9):
skip(1)
return None
break
- if curwnd!=message_window:
- setwnd(message_window)
- if shoved:
- game.quad[w.i][w.j]=IHDOT
- game.quad[jw.i][jw.j]=iquad
- prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(len(game.enemies)):
- game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
- return None
skip(1)
prout(_("Torpedo missed."))
return None;
hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
- #course2 = (enemy.kloc-game.sector).bearing()
+ # We should be able to make the bearing() method work here
course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
proutn(crmena(True, type, "sector", mv))
# Decide what kind of enemy it is and update appropriately
if type == IHR:
- # chalk up a Romulan
+ # Chalk up a Romulan
game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
global thing
thing = None
else:
- # Some type of a Klingon
+ # Killed some type of Klingon
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
if type == IHC:
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
- if not VALID_SECTOR(w.i, w.j):
+ if not w.valid_sector():
huh()
return None
delta = coord()
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
- return 1.90985932*math.atan2(delta.j, delta.i)
+ return delta.bearing()
def photon():
"Launch photon torpedo."
# First, get torpedo count
while True:
scanner.next()
- if scanner.token == IHALPHA:
+ if scanner.token == "IHALPHA":
huh()
return
- elif scanner.token == IHEOL or not scanner.waiting():
+ elif scanner.token == "IHEOL" or not scanner.waiting():
prout(_("%d torpedoes left.") % game.torps)
scanner.chew()
proutn(_("Number of torpedoes to fire- "))
continue # Go back around to get a number
- else: # key == IHREAL
+ else: # key == "IHREAL"
n = scanner.int()
if n <= 0: # abort command
scanner.chew()
target = []
for i in range(n):
key = scanner.next()
- if i==0 and key == IHEOL:
+ if i==0 and key == "IHEOL":
break; # no coordinate waiting, we will try prompting
- if i==1 and key == IHEOL:
+ if i==1 and key == "IHEOL":
# direct all torpedoes at one target
while i < n:
- target.append(targets[0])
+ target.append(target[0])
course.append(course[0])
i += 1
break
- scanner.push(key)
+ scanner.push(scanner.token)
target.append(scanner.getcoord())
if target[-1] == None:
return
- course.append(targetcheck(target[1]))
- if course[i] == None:
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
return
scanner.chew()
- if i == 0:
+ if len(target) == 0:
# prompt for each one
for i in range(n):
proutn(_("Target sector for torpedo number %d- ") % (i+1))
# (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
key=scanner.next()
- if key == IHALPHA:
+ if key == "IHALPHA":
if scanner.sees("manual"):
if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
scanner.chew()
- key = IHEOL
+ key = "IHEOL"
automode="AUTOMATIC"
else:
automode = "MANUAL"
else:
huh()
return
- elif key == IHREAL:
+ elif key == "IHREAL":
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
else:
automode = "AUTOMATIC"
else:
- # IHEOL
+ # "IHEOL"
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
if ifast:
avail -= 200.0
if automode == "AUTOMATIC":
- if key == IHALPHA and scanner.sees("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
key = scanner.next()
- if key != IHREAL and len(game.enemies) != 0:
+ if key != "IHREAL" and len(game.enemies) != 0:
prout(_("Phasers locked on target. Energy available: %.2f")%avail)
irec=0
while True:
scanner.chew()
proutn(_("Units to fire= "))
key = scanner.next()
- if key!=IHREAL:
+ if key!="IHREAL":
return
rpow = scanner.real
if rpow > avail:
proutn(_("Energy available= %.2f") % avail)
skip(1)
- key = IHEOL
+ key = "IHEOL"
if not rpow > avail:
break
if rpow<=0:
scanner.chew()
return
key=scanner.next()
- if key == IHALPHA and scanner.sees("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
game.energy -= 200; # Go and do it!
prout(_("%d expended on empty space.") % int(extra))
elif automode == "FORCEMAN":
scanner.chew()
- key = IHEOL
+ key = "IHEOL"
if damaged(DCOMPTR):
prout(_("Battle computer damaged, manual fire only."))
else:
not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
prout(cramen(ienm) + _(" can't be located without short range scan."))
scanner.chew()
- key = IHEOL
+ key = "IHEOL"
hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
k += 1
continue
- if key == IHEOL:
+ if key == "IHEOL":
scanner.chew()
if itarg and k > kz:
irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
proutn(") ")
proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
key = scanner.next()
- if key == IHALPHA and scanner.sees("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
key = scanner.next()
continue
- if key == IHALPHA:
+ if key == "IHALPHA":
huh()
return
- if key == IHEOL:
+ if key == "IHEOL":
if k==1: # Let me say I'm baffled by this
msgflag = True
continue
# zero energy -- abort
scanner.chew()
return
- if key == IHALPHA and scanner.sees("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
game.energy -= rpow
scanner.chew()
if ifast:
skip(1)
if no == 0:
- if withprob(0.99):
+ if withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
game.optime -= xtime
if evcode == FSNOVA: # Supernova
announce()
- supernova(False)
+ supernova(None)
schedule(FSNOVA, expran(0.5*game.intime))
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
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 "foundit"
- except "foundit":
- # no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- continue
+ raise ibq
+ else:
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
+ except coord:
+ pass
# commander + starbase combination found -- launch attack
game.battle = ibq
schedule(FCDBAS, randreal(1.0, 4.0))
supercommander()
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
- game.probex += game.probeinx
- game.probey += game.probeiny
- i = (int)(game.probex/QUADSIZE +0.05)
- j = (int)(game.probey/QUADSIZE + 0.05)
- if game.probec.i != i or game.probec.j != j:
- game.probec.i = i
- game.probec.j = j
- if not VALID_QUADRANT(i, j) or \
- game.state.galaxy[game.probec.i][game.probec.j].supernova:
+ if not game.probe.next():
+ if not game.probe.quadrant().valid_quadrant() or \
+ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
# Left galaxy or ran into supernova
- if comunicating():
+ if communicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
- if not VALID_QUADRANT(j, i):
- proutn(_("has left the galaxy"))
+ if not game.probe.quadrant().valid_quadrant():
+ prout(_("has left the galaxy.\""))
else:
- proutn(_("is no longer transmitting"))
- prout(".\"")
+ prout(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
- if not communicating():
- announce()
+ if communicating():
+ #announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
- pdest = game.state.galaxy[game.probec.i][game.probec.j]
- # Update star chart if Radio is working or have access to radio
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
if communicating():
- chp = game.state.chart[game.probec.i][game.probec.j]
+ chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
pdest.charted = True
- game.proben -= 1 # One less to travel
- if game.proben == 0 and game.isarmed and pdest.stars:
- # lets blow the sucker!
- supernova(True, game.probec)
+ game.probe.moves -= 1 # One less to travel
+ if game.probe.arrived() and game.isarmed and pdest.stars:
+ supernova(game.probe) # fire in the hole!
unschedule(FDSPROB)
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
continue # full right now
# reproduce one Klingon
w = ev.quadrant
+ m = coord()
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
- for i in range(w.i - 1, w.i + 2):
- for j in range(w.j - 1, w.j + 2):
- if not VALID_QUADRANT(i, j):
+ for m.i in range(w.i - 1, w.i + 2):
+ for m.j in range(w.j - 1, w.j + 2):
+ if not m.valid_quadrant():
continue
- q = game.state.galaxy[w.i][w.j]
+ q = game.state.galaxy[m.i][m.j]
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
else:
continue # search for eligible quadrant failed
except "FOUNDIT":
- w.i = i; w.j = j
+ w = m
# deliver the child
game.state.remkl += 1
q.klingons += 1
game.enemies.append(newkling())
# recompute time left
game.recompute()
- # report the disaster if we can
if communicating():
if game.quadrant == w:
prout(_("Spock- sensors indicate the Klingons have"))
game.ididit = False
while True:
key = scanner.next()
- if key != IHEOL:
+ if key != "IHEOL":
break
proutn(_("How long? "))
scanner.chew()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
return
origTime = delay = scanner.real
game.resting = False
game.optime = 0
-# A nova occurs. It is the result of having a star hit with a
-# photon torpedo, or possibly of a probe warhead going off.
-# Stars that go nova cause stars which surround them to undergo
-# the same probabilistic process. Klingons next to them are
-# destroyed. And if the starship is next to it, it gets zapped.
-# If the zap is too much, it gets destroyed.
-
def nova(nov):
"Star goes nova."
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); neighbor = coord(); bump = coord(0, 0)
if withprob(0.05):
# Wow! We've supernova'ed
- supernova(False, nov)
+ supernova(game.quadrant)
return
# handle initial nova
game.quad[nov.i][nov.j] = IHDOT
if offset.j==0 and offset.i==0:
continue
neighbor = start + offset
- if not VALID_SECTOR(neighbor.j, neighbor.i):
+ if not neighbor.valid_sector():
continue
iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
elif iquad == IHSTAR: # Affect another star
if withprob(0.05):
# This star supernovas
- supernova(False)
+ supernova(game.quadrant)
return
else:
hits.append(neighbor)
break
newc = neighbor + neighbor - hits[mm]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not VALID_SECTOR(newc.i, newc.j):
+ if not newc.valid_sector():
# can't leave quadrant
skip(1)
break
game.quad[newc.i][newc.j] = iquad
game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
- game.dist = kount*0.1
- game.direc = course[3*(bump.i+1)+bump.j+2]
- if game.direc == 0.0:
- game.dist = 0.0
- if game.dist == 0.0:
+ dist = kount*0.1
+ direc = course[3*(bump.i+1)+bump.j+2]
+ if direc == 0.0:
+ dist = 0.0
+ if dist == 0.0:
return
- game.optime = 10.0*game.dist/16.0
+ course = course(bearing=direc, distance=dist)
+ game.optime = course.time(warp=4)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(novapush=True)
- game.optime = 10.0*game.dist/16.0
+ imove(course, noattack=True)
+ game.optime = course.time(warp=4)
return
-def supernova(induced, w=None):
+def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
- nq = coord()
if w != None:
- nq = w
+ nq = copy.copy(w)
else:
+ # Scheduled supernova -- select star at random.
stars = 0
- # Scheduled supernova -- select star
- # logic changed here so that we won't favor quadrants in top
- # left of universe
+ nq = coord()
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
stars += game.state.galaxy[nq.i][nq.j].stars
skip(1)
stars()
game.alldone = True
- # destroy any Klingons in supernovaed quadrant
+ # destroy any Klingons in supernovaed quadrant
kldead = game.state.galaxy[nq.i][nq.j].klingons
game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# Destroy any base in supernovaed quadrant
game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
- if induced:
+ if w != None:
game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
# If supernova destroys last Klingons give special message
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
- if not induced:
+ if w == None:
prout(_("Lucky you!"))
proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
finish(FWON)
fp.write(_("Emeritus level\n\n"))
else:
fp.write(_(" Cheat level\n\n"))
- timestring = ctime()
+ 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)
prompt_window = None
curwnd = None
-def outro():
- "Wrap up, either normally or due to signal"
- if game.options & OPTION_CURSES:
- #clear()
- #curs_set(1)
- #refresh()
- #resetterm()
- #echo()
- curses.endwin()
- sys.stdout.write('\n')
- if logfp:
- logfp.close()
-
def iostart():
global stdscr, rows
- #setlocale(LC_ALL, "")
- #bindtextdomain(PACKAGE, LOCALEDIR)
- #textdomain(PACKAGE)
- if atexit.register(outro):
- sys.stderr.write("Unable to register outro(), exiting...\n")
- raise SysExit,1
+ gettext.bindtextdomain("sst", "/usr/local/share/locale")
+ gettext.textdomain("sst")
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
else:
stdscr = curses.initscr()
stdscr.keypad(True)
- #saveterm()
curses.nonl()
curses.cbreak()
- curses.start_color()
- curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
- #noecho()
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
(rows, columns) = stdscr.getmaxyx()
prompt_window = curses.newwin(1, 0, rows-2, 0)
message_window.scrollok(True)
setwnd(fullscreen_window)
- textcolor(DEFAULT)
-
-def textcolor(color):
- "Set text foreground color. Presently a stub."
- pass # FIXME
def ioend():
- "Wrap up I/O. Presently a stub."
- pass
+ "Wrap up I/O."
+ if game.options & OPTION_CURSES:
+ stdscr.keypad(False)
+ curses.echo()
+ curses.nocbreak()
+ curses.endwin()
def waitfor():
"Wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
- stsdcr.getch()
+ stdscr.getch()
def announce():
skip(1)
- prouts(_("[ANOUNCEMENT ARRIVING...]"))
+ prouts(_("[ANNOUNCEMENT ARRIVING...]"))
skip(1)
def pause_game():
if game.options & OPTION_CURSES:
drawmaps(0)
setwnd(prompt_window)
- prompt_window.wclear()
+ prompt_window.clear()
prompt_window.addstr(prompt)
prompt_window.getstr()
prompt_window.clear()
pause_game()
clrscr()
else:
- proutn("\n")
+ try:
+ curwnd.move(y+1, 0)
+ except curses.error:
+ pass
else:
global linecount
linecount += 1
time.sleep(0.03)
proutn(c)
if game.options & OPTION_CURSES:
- wrefresh(curwnd)
+ curwnd.refresh()
else:
sys.stdout.flush()
if not replayfp or replayfp.closed:
def clreol():
"Clear to end of line -- can be a no-op in tty mode"
if game.options & OPTION_CURSES:
- wclrtoeol(curwnd)
- wrefresh(curwnd)
+ curwnd.clrtoeol()
+ curwnd.refresh()
def clrscr():
"Clear screen -- can be a no-op in tty mode."
if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
+ proutn(_("Track for torpedo number %d- ") % (i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
# Code from moving.c begins here
-def imove(novapush):
+def imove(course=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
- w = coord(); final = coord()
- trbeam = False
+ w = coord()
- def no_quad_change():
- # No quadrant change -- compute new average enemy distances
- game.quad[game.sector.i][game.sector.j] = game.ship
- if game.enemies:
+ def newquadrant(noattack):
+ # Leaving quadrant -- allow final enemy attack
+ # Don't do it if being pushed by Nova
+ if len(game.enemies) != 0 and not noattack:
+ newcnd()
for enemy in game.enemies:
- finald = (w-enemy.kloc).distance()
+ finald = (w - enemy.kloc).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
- enemy.kdist = finald
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
- if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ # Stas Sergeev added the condition
+ # that attacks only happen if Klingons
+ # are present and your skill is good.
+ if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
- for enemy in game.enemies:
- enemy.kavgd = enemy.kdist
- newcnd()
- drawmaps(0)
- setwnd(message_window)
- w.i = w.j = 0
+ if game.alldone:
+ return
+ # check for edge of galaxy
+ kinks = 0
+ while True:
+ kink = False
+ if course.final.i < 0:
+ course.final.i = -course.final.i
+ kink = True
+ if course.final.j < 0:
+ course.final.j = -course.final.j
+ kink = True
+ if course.final.i >= GALSIZE*QUADSIZE:
+ course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+ kink = True
+ if course.final.j >= GALSIZE*QUADSIZE:
+ course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+ kink = True
+ if kink:
+ kinks += 1
+ else:
+ break
+ if kinks:
+ game.nkinks += 1
+ if game.nkinks == 3:
+ # Three strikes -- you're out!
+ finish(FNEG3)
+ return
+ skip(1)
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
+ prout(_("YOU WILL BE DESTROYED."))
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
+ return
+ game.quadrant = course.final.quadrant()
+ game.sector = course.final.sector()
+ skip(1)
+ prout(_("Entering Quadrant %s.") % game.quadrant)
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ newqad()
+ if game.skill>SKILL_NOVICE:
+ attack(torps_ok=False)
+
+ def check_collision(h):
+ iquad = game.quad[h.i][h.j]
+ if iquad != IHDOT:
+ # object encountered in flight path
+ stopegy = 50.0*course.distance/game.optime
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+ for enemy in game.enemies:
+ if enemy.kloc == game.sector:
+ break
+ collision(rammed=False, enemy=enemy)
+ return True
+ elif iquad == IHBLANK:
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn("***" + crmshp())
+ proutn(_(" pulled into black hole at Sector %s") % h)
+ # Getting pulled into a black hole was certain
+ # death in Almy's original. Stas Sergeev added a
+ # possibility that you'll get timewarped instead.
+ n=0
+ for m in range(NDEVICES):
+ if game.damage[m]>0:
+ n += 1
+ probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
+ timwrp()
+ else:
+ finish(FHOLE)
+ return True
+ else:
+ # something else
+ skip(1)
+ proutn(crmshp())
+ if iquad == IHWEB:
+ prout(_(" encounters Tholian web at %s;") % h)
+ else:
+ prout(_(" blocked by object at %s;") % h)
+ proutn(_("Emergency stop required "))
+ prout(_("%2d units of energy.") % int(stopegy))
+ game.energy -= stopegy
+ if game.energy <= 0:
+ finish(FNRG)
+ return True
+ return False
+
+ trbeam = False
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
- angle = ((15.0 - game.direc) * 0.5235988)
- deltax = -math.sin(angle)
- deltay = math.cos(angle)
- if math.fabs(deltax) > math.fabs(deltay):
- bigger = math.fabs(deltax)
- else:
- bigger = math.fabs(deltay)
- deltay /= bigger
- deltax /= bigger
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.condition = "red"
- game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
- # Move within the quadrant
+ # Move out
game.quad[game.sector.i][game.sector.j] = IHDOT
- x = game.sector.i
- y = game.sector.j
- n = int(10.0*game.dist*bigger+0.5)
- if n > 0:
- for m in range(1, n+1):
- x += deltax
- y += deltay
- w.i = int(round(x))
- w.j = int(round(y))
- if not VALID_SECTOR(w.i, w.j):
- # Leaving quadrant -- allow final enemy attack
- # Don't do it if being pushed by Nova
- if len(game.enemies) != 0 and not novapush:
- newcnd()
- for enemy in game.enemies:
- finald = (w - enemy.kloc).distance()
- enemy.kavgd = 0.5 * (finald + enemy.kdist)
- #
- # Stas Sergeev added the condition
- # that attacks only happen if Klingons
- # are present and your skill is good.
- #
- if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- attack(torps_ok=False)
- if game.alldone:
- return
- # compute final position -- new quadrant and sector
- x = (QUADSIZE*game.quadrant.i)+game.sector.i
- y = (QUADSIZE*game.quadrant.j)+game.sector.j
- w.i = int(round(x+10.0*game.dist*bigger*deltax))
- w.j = int(round(y+10.0*game.dist*bigger*deltay))
- # check for edge of galaxy
- kinks = 0
- while True:
- kink = False
- if w.i < 0:
- w.i = -w.i
- kink = True
- if w.j < 0:
- w.j = -w.j
- kink = True
- if w.i >= GALSIZE*QUADSIZE:
- w.i = (GALSIZE*QUADSIZE*2) - w.i
- kink = True
- if w.j >= GALSIZE*QUADSIZE:
- w.j = (GALSIZE*QUADSIZE*2) - w.j
- kink = True
- if kink:
- kinks += 1
- else:
- break
- if kinks:
- game.nkinks += 1
- if game.nkinks == 3:
- # Three strikes -- you're out!
- finish(FNEG3)
- return
- skip(1)
- prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
- prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
- prout(_("YOU WILL BE DESTROYED."))
- # Compute final position in new quadrant
- if trbeam: # Don't bother if we are to be beamed
- return
- game.quadrant.i = w.i/QUADSIZE
- game.quadrant.j = w.j/QUADSIZE
- game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
- game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
- skip(1)
- prout(_("Entering Quadrant %s.") % game.quadrant)
- game.quad[game.sector.i][game.sector.j] = game.ship
- newqad()
- if game.skill>SKILL_NOVICE:
- attack(torps_ok=False)
- return
- iquad = game.quad[w.i][w.j]
- if iquad != IHDOT:
- # object encountered in flight path
- stopegy = 50.0*game.dist/game.optime
- game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
- if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
- game.sector = w
- for enemy in game.enemies:
- if enemy.kloc == game.sector:
- break
- collision(rammed=False, enemy=enemy)
- final = game.sector
- elif iquad == IHBLANK:
- skip(1)
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- proutn("***" + crmshp())
- proutn(_(" pulled into black hole at Sector %s") % w)
- #
- # Getting pulled into a black hole was certain
- # death in Almy's original. Stas Sergeev added a
- # possibility that you'll get timewarped instead.
- #
- n=0
- for m in range(NDEVICES):
- if game.damage[m]>0:
- n += 1
- probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
- timwrp()
- else:
- finish(FHOLE)
- return
- else:
- # something else
- skip(1)
- proutn(crmshp())
- if iquad == IHWEB:
- prout(_(" encounters Tholian web at %s;") % w)
- else:
- prout(_(" blocked by object at %s;") % w)
- proutn(_("Emergency stop required "))
- prout(_("%2d units of energy.") % int(stopegy))
- game.energy -= stopegy
- final.i = int(round(deltax))
- final.j = int(round(deltay))
- game.sector = final
- if game.energy <= 0:
- finish(FNRG)
- return
- # We're here!
- no_quad_change()
- return
- game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
- game.sector = w
- final = game.sector
- no_quad_change()
+ for m in range(course.moves):
+ course.next()
+ w = course.sector()
+ if course.origin.quadrant() != course.location.quadrant():
+ newquadrant(noattack)
+ break
+ elif check_collision(w):
+ print "Collision detected"
+ break
+ else:
+ game.sector = w
+ # We're in destination quadrant -- compute new average enemy distances
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ if game.enemies:
+ for enemy in game.enemies:
+ finald = (w-enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
+ enemy.kdist = finald
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ attack(torps_ok=False)
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ newcnd()
+ drawmaps(0)
+ setwnd(message_window)
return
def dock(verbose):
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-def getcourse(isprobe, akey):
+def cartesian(loc1=None, loc2=None):
+ if loc1 is None:
+ return game.quadrant * QUADSIZE + game.sector
+ elif loc2 is None:
+ return game.quadrant * QUADSIZE + loc1
+ else:
+ return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
"Get a course and distance from the user."
key = 0
dquad = copy.copy(game.quadrant)
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
scanner.chew()
- return False
+ raise TrekError
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
prout(_("Computer damaged; manual movement only"))
scanner.chew()
navmode = "manual"
- key = IHEOL
+ key = "IHEOL"
break
- if isprobe and akey != -1:
- # For probe launch, use pre-scanned value first time
- key = akey
- akey = -1
- else:
- key = scanner.next()
- if key == IHEOL:
+ key = scanner.next()
+ if key == "IHEOL":
proutn(_("Manual or automatic- "))
iprompt = True
scanner.chew()
- elif key == IHALPHA:
+ elif key == "IHALPHA":
if scanner.sees("manual"):
navmode = "manual"
key = scanner.next()
else:
huh()
scanner.chew()
- return False
+ raise TrekError
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
+ delta = coord()
if navmode == "automatic":
- while key == IHEOL:
+ while key == "IHEOL":
if isprobe:
proutn(_("Target quadrant or quadrant§or- "))
else:
scanner.chew()
iprompt = True
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
xi = int(round(scanner.real))-1
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
xj = int(round(scanner.real))-1
key = scanner.next()
- if key == IHREAL:
+ if key == "IHREAL":
# both quadrant and sector specified
xk = int(round(scanner.real))-1
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
xl = int(round(scanner.real))-1
dquad.i = xi
dquad.j = xj
- dsect.j = xk
- dsect.i = xl
+ dsect.i = xk
+ dsect.j = xl
else:
# only one pair of numbers was specified
if isprobe:
dsect.j = dsect.i = 4 # preserves 1-origin behavior
else:
# only sector specified
- dsect.j = xi
- dsect.i = xj
+ dsect.i = xi
+ dsect.j = xj
itemp = "normal"
- if not VALID_QUADRANT(dquad.j,dquad.i) or not VALID_SECTOR(dsect.i,dsect.j):
+ if not dquad.valid_quadrant() or not dsect.valid_sector():
huh()
- return False
+ raise TrekError
skip(1)
if not isprobe:
if itemp > "curt":
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
- delta = coord()
- delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.i-game.sector.j)
- delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.j)
+ delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+ delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
else: # manual
- while key == IHEOL:
+ while key == "IHEOL":
proutn(_("X and Y displacements- "))
scanner.chew()
iprompt = True
key = scanner.next()
itemp = "verbose"
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
delta.j = scanner.real
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
delta.i = scanner.real
# Check for zero movement
if delta.i == 0 and delta.j == 0:
scanner.chew()
- return False
+ raise TrekError
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
- # Course actually laid in.
- game.dist = delta.distance()
- game.direc = delta.bearing()
- if game.direc < 0.0:
- game.direc += 12.0
scanner.chew()
- return True
+ return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+ def __init__(self, bearing, distance, origin=None):
+ self.distance = distance
+ self.bearing = bearing
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
+ else:
+ self.origin = origin
+ # The bearing() code we inherited from FORTRAN is actually computing
+ # clockface directions!
+ if self.bearing < 0.0:
+ self.bearing += 12.0
+ self.angle = ((15.0 - self.bearing) * 0.5235988)
+ if origin is None:
+ 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))
+ bigger = max(abs(self.increment.i), abs(self.increment.j))
+ self.increment /= bigger
+ self.moves = int(round(10*self.distance*bigger))
+ self.reset()
+ self.final = (self.location + self.moves*self.increment).roundtogrid()
+ def reset(self):
+ self.location = self.origin
+ self.step = 0
+ def arrived(self):
+ return self.location.roundtogrid() == self.final
+ def next(self):
+ "Next step on course."
+ self.step += 1
+ self.nextlocation = self.location + self.increment
+ samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+ self.location = self.nextlocation
+ return samequad
+ def quadrant(self):
+ return self.location.quadrant()
+ def sector(self):
+ return self.location.sector()
+ def power(self, warp):
+ return self.distance*(warp**3)*(game.shldup+1)
+ def time(self, warp):
+ return 10.0*self.distance/warp**2
def impulse():
"Move under impulse power."
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- if not getcourse(isprobe=False, akey=0):
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.distance
else:
power = 30.0
if power >= game.energy:
scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.optime >= game.state.remtime:
prout(_("First Officer Spock- \"Captain, our speed under impulse"))
prout(_("power is only 0.95 sectors per stardate. Are you sure"))
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(novapush=False)
+ imove(course, noattack=False)
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.dist
game.energy -= power
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.energy <= 0:
finish(FNRG)
return
-def warp(timewarp):
+def warp(course, involuntary):
"ove under warp drive."
blooey = False; twarp = False
- if not timewarp: # Not WARPX entry
+ if not involuntary: # Not WARPX entry
game.ididit = False
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
return
if damaged(DWARPEN) and game.warpfac > 4.0:
scanner.chew()
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
- # Read in course and distance
- if not getcourse(isprobe=False, akey=0):
- return
- # Make sure starship has enough energy for the trip
- power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
- if power >= game.energy:
+ # Read in course and distance
+ if course==None:
+ try:
+ course = 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:
# Insufficient power for trip
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
if not game.shldup or 0.5*power > game.energy:
- iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+ iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
prout(".")
else:
prout(_("We haven't the energy to go that far with the shields up."))
- return
-
+ return
# Make sure enough time is left for the trip
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = course.time(game.warpfac)
if game.optime >= 0.8*game.state.remtime:
skip(1)
prout(_("First Officer Spock- \"Captain, I compute that such"))
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = game.dist*(6.0-game.warpfac)**2/66.666666666
+ prob = course.distance*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
- game.dist = randreal(game.dist)
+ course.distance = randreal(course.distance)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+ if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if blooey or twarp:
# If time warp or engine damage, check path
# If it is obstructed, don't do warp or damage
- angle = ((15.0-game.direc)*0.5235998)
- deltax = -math.sin(angle)
- deltay = math.cos(angle)
- if math.fabs(deltax) > math.fabs(deltay):
- bigger = math.fabs(deltax)
- else:
- bigger = math.fabs(deltay)
- deltax /= bigger
- deltay /= bigger
- n = 10.0 * game.dist * bigger +0.5
- x = game.sector.i
- y = game.sector.j
- for l in range(1, n+1):
- x += deltax
- ix = x + 0.5
- y += deltay
- iy = y +0.5
- if not VALID_SECTOR(ix, iy):
- break
- if game.quad[ix][iy] != IHDOT:
+ for m in range(course.moves):
+ course.next()
+ w = course.sector()
+ if not w.valid_sector():
+ break
+ if game.quad[w.i][w.j] != IHDOT:
blooey = False
twarp = False
+ course.reset()
# Activate Warp Engines and pay the cost
- imove(novapush=False)
+ imove(course, noattack=False)
if game.alldone:
return
- game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ game.energy -= course.power(game.warpfac)
if game.energy <= 0:
finish(FNRG)
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = course.time(game.warpfac)
if twarp:
timwrp()
if blooey:
"Change the warp factor."
while True:
key=scanner.next()
- if key != IHEOL:
+ if key != "IHEOL":
break
scanner.chew()
proutn(_("Warp factor- "))
scanner.chew()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
return
if game.damage[DWARPEN] > 10.0:
return
oldfac = game.warpfac
game.warpfac = scanner.real
- game.wfacsq=game.warpfac*game.warpfac
if game.warpfac <= oldfac or game.warpfac <= 6.0:
prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
int(game.warpfac))
prouts(_(" a supernova."))
skip(2)
prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
- skip(1)
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
finish(FSNOVAED)
return
game.warpfac = randreal(6.0, 8.0)
- game.wfacsq = game.warpfac * game.warpfac
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
- game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = randreal(math.sqrt(2))
- if distreq < game.dist:
- game.dist = distreq
- game.optime = 10.0*game.dist/game.wfacsq
- game.direc = randreal(12) # How dumb!
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ dist = max(dist, randreal(math.sqrt(2)))
+ bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ game.optime = bugout.time(game.warpfac)
game.justin = False
game.inorbit = False
- warp(True)
+ warp(bugout, involuntary=True)
if not game.justin:
# This is bad news, we didn't leave quadrant.
if game.alldone:
unschedule(FCDBAS)
unschedule(FSCDBAS)
game.battle.invalidate()
-
# Make sure Galileo is consistant -- Snapshot may have been taken
# when on planet, which would give us two Galileos!
gotit = False
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
key = scanner.next()
- if key == IHEOL:
- # slow mode, so let Kirk know how many probes there are left
+ if key == "IHEOL":
if game.nprobes == 1:
prout(_("1 probe left."))
else:
if ja() == False:
return
game.isarmed = False
- if key == IHALPHA and scanner.token == "armed":
+ if key == "IHALPHA" and scanner.token == "armed":
game.isarmed = True
key = scanner.next()
- elif key == IHEOL:
+ elif key == "IHEOL":
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- if not getcourse(isprobe=True, akey=key):
- return
+ elif key == "IHREAL": # first element of course
+ scanner.push(scanner.token)
+ try:
+ game.probe = getcourse(isprobe=True)
+ except TrekError:
+ return
game.nprobes -= 1
- angle = ((15.0 - game.direc) * 0.5235988)
- game.probeinx = -math.sin(angle)
- game.probeiny = math.cos(angle)
- if math.fabs(game.probeinx) > math.fabs(game.probeiny):
- bigger = math.fabs(game.probeinx)
- else:
- bigger = math.fabs(game.probeiny)
- game.probeiny /= bigger
- game.probeinx /= bigger
- game.proben = 10.0*game.dist*bigger +0.5
- game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
- game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
- game.probec = game.quadrant
schedule(FDSPROB, 0.01) # Time to move one sector
prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
game.ididit = True
return
-# Here's how the mayday code works:
-#
-# First, the closest starbase is selected. If there is a a starbase
-# in your own quadrant, you are in good shape. This distance takes
-# quadrant distances into account only.
-#
-# A magic number is computed based on the distance which acts as the
-# probability that you will be rematerialized. You get three tries.
-#
-# When it is determined that you should be able to be rematerialized
-# (i.e., when the probability thing mentioned above comes up
-# positive), you are put into that quadrant (anywhere). Then, we try
-# to see if there is a spot adjacent to the star- base. If not, you
-# can't be rematerialized!!! Otherwise, it drops you there. It only
-# tries five times to find a spot to drop you. After that, it's your
-# problem.
-
def mayday():
"Yell for help from nearest starbase."
# There's more than one way to move in this game!
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
- if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
+ if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
# found one -- finish up
game.sector = w
break
elif m == 3: proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
- textcolor("red")
+ #textcolor("red")
warble()
if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
- textcolor(None)
+ #textcolor(None)
if m > 3:
game.quad[ix][iy]=IHQUEST
game.alive = False
finish(FMATERIALIZE)
return
game.quad[ix][iy]=game.ship
- textcolor("green")
+ #textcolor("green")
prout(_("succeeds."))
- textcolor(None)
+ #textcolor(None)
dock(False)
skip(1)
prout(_("Lt. Uhura- \"Captain, we made it!\""))
-# Abandon Ship (the BSD-Trek description)
-#
-# The ship is abandoned. If your current ship is the Faire
-# Queene, or if your shuttlecraft is dead, you're out of
-# luck. You need the shuttlecraft in order for the captain
-# (that's you!!) to escape.
-#
-# Your crew can beam to an inhabited starsystem in the
-# quadrant, if there is one and if the transporter is working.
-# If there is no inhabited starsystem, or if the transporter
-# is out, they are left to die in outer space.
-#
-# If there are no starbases left, you are captured by the
-# Klingons, who torture you mercilessly. However, if there
-# is at least one starbase, you are returned to the
-# Federation in a prisoner of war exchange. Of course, this
-# can't happen unless you have taken some prisoners.
-
def abandon():
"Abandon ship."
scanner.chew()
game.quad[game.sector.i][game.sector.j] = IHDOT
for l in range(QUADSIZE):
game.sector = game.base.scatter()
- if VALID_SECTOR(game.sector.i, game.sector.j) and \
+ if game.sector.valid_sector() and \
game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
- game.wfacsq=25.0
return
# Code from planets.c begins here.
if not silent:
proutn(" ")
for y in range(game.quadrant.j-1, game.quadrant.j+2):
- if not VALID_QUADRANT(x, y):
+ if not coord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
else:
"Damage report."
jdam = False
scanner.chew()
-
for i in range(NDEVICES):
if damaged(i):
if not jdam:
"Light up an individual dot in a sector."
if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
- if game.condition == "red": textcolor("red")
- elif game.condition == "green": textcolor("green")
- elif game.condition == "yellow": textcolor("yellow")
- elif game.condition == "docked": textcolor("cyan")
- elif game.condition == "dead": textcolor("brown")
+ #if game.condition == "red": textcolor("red")
+ #elif game.condition == "green": textcolor("green")
+ #elif game.condition == "yellow": textcolor("yellow")
+ #elif game.condition == "docked": textcolor("cyan")
+ #elif game.condition == "dead": textcolor("brown")
if game.quad[i][j] != game.ship:
highvideo()
proutn("%c " % game.quad[i][j])
- textcolor(None)
+ #textcolor(None)
else:
proutn("- ")
if not req or req == 2:
if game.condition != "docked":
newcnd()
- dam = 0
- for t in range(NDEVICES):
- if game.damage[t]>0:
- dam += 1
- prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+ prstat(_("Condition"), _("%s, %i DAMAGES") % \
+ (game.condition.upper(), sum(map(lambda x: x > 0, damages))))
if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
prstat(_("Shields"), s+data)
if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
+ % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
def request():
"Request specified status data, a historical relic from slow TTYs."
requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
- while scanner.next() == IHEOL:
+ while scanner.next() == "IHEOL":
proutn(_("Information desired? "))
scanner.chew()
if scanner.token in requests:
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
-
+
def eta():
"Use computer to get estimated time of arrival for a warp jump."
w1 = coord(); w2 = coord()
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
skip(1)
return
- if scanner.next() != IHREAL:
+ if scanner.next() != "IHREAL":
prompt = True
scanner.chew()
proutn(_("Destination quadrant and/or sector? "))
- if scanner.next()!=IHREAL:
+ if scanner.next()!="IHREAL":
huh()
return
w1.j = int(scanner.real-0.5)
- if scanner.next() != IHREAL:
+ if scanner.next() != "IHREAL":
huh()
return
w1.i = int(scanner.real-0.5)
- if scanner.next() == IHREAL:
+ if scanner.next() == "IHREAL":
w2.j = int(scanner.real-0.5)
- if scanner.next() != IHREAL:
+ if scanner.next() != "IHREAL":
huh()
return
w2.i = int(scanner.real-0.5)
w2.j = 0
else:
w2.j=QUADSIZE-1
- if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
+ if not w1.valid_quadrant() or not w2.valid_sector():
huh()
return
- game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
- (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
+ dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
scanner.chew()
proutn(_("Time or arrival date? "))
- if scanner.next()==IHREAL:
+ if scanner.next()=="IHREAL":
ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
prout(_("We'll never make it, sir."))
scanner.chew()
break
scanner.chew()
proutn(_("Warp factor? "))
- if scanner.next()== IHREAL:
+ if scanner.next()== "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
prout(_("Captain, certainly you can give me one of these."))
while True:
scanner.chew()
- ttime = (10.0*game.dist)/twarp**2
- tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+ ttime = (10.0*dist)/twarp**2
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
if not game.shldup or tpower > game.energy*2.0:
if not wfl:
return
proutn(_("New warp factor to try? "))
- if scanner.next() == IHREAL:
+ if scanner.next() == "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
(scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
prout(_("The starbase there will be destroyed by then."))
proutn(_("New warp factor to try? "))
- if scanner.next() == IHREAL:
+ if scanner.next() == "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
def freeze(boss):
"Save game."
if boss:
- scanner.token = "emsave.trk"
- else:
+ scanner.push("emsave.trk")
+ key = scanner.next()
+ if key == "IHEOL":
+ proutn(_("File name: "))
key = scanner.next()
- if key == IHEOL:
- proutn(_("File name: "))
- key = scanner.next()
- if key != IHALPHA:
- huh()
- return
- scanner.chew()
- if '.' not in scanner.token:
- scanner.token += ".trk"
+ if key != "IHALPHA":
+ huh()
+ return
+ scanner.chew()
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
try:
fp = open(scanner.token, "wb")
except IOError:
"Retrieve saved game."
game.passwd[0] = '\0'
key = scanner.next()
- if key == IHEOL:
+ if key == "IHEOL":
proutn(_("File name: "))
key = scanner.next()
- if key != IHALPHA:
+ if key != "IHALPHA":
huh()
return True
scanner.chew()
_("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
_("Vulcan (T'Khasi)"), # many episodes
_("Medusa"), # TOS: "Is There in Truth No Beauty?"
- _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
_("Ardana"), # TOS: "The Cloud Minders"
_("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
_("Gideon"), # TOS: "The Mark of Gideon"
- _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
_("Alpha Majoris I"), # TOS: "Wolf in the Fold"
_("Altair IV"), # TOS: "Amok Time
_("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
if choose():
return # frozen game
# Prepare the Enterprise
- game.alldone = game.gamewon = False
+ game.alldone = game.gamewon = game.shldchg = game.shldup = False
game.ship = IHE
game.state.crew = FULLCREW
game.energy = game.inenrg = 5000.0
game.shield = game.inshld = 2500.0
- game.shldchg = False
- game.shldup = False
game.inlsr = 4.0
game.lsupres = 4.0
game.quadrant = randplace(GALSIZE)
game.torps = game.intorps = 10
game.nprobes = randrange(2, 5)
game.warpfac = 5.0
- game.wfacsq = game.warpfac * game.warpfac
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
if not scanner.inqueue: # Can start with command line options
proutn(_("Would you like a regular, tournament, or saved game? "))
scanner.next()
- if len(scanner.token)==0: # Try again
- continue
if scanner.sees("tournament"):
- while scanner.next() == IHEOL:
+ while scanner.next() == "IHEOL":
proutn(_("Type in tournament number-"))
if scanner.real == 0:
scanner.chew()
proutn(_("What is \"%s\"?") % scanner.token)
scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
- if scanner.next() == IHALPHA:
+ if scanner.next() == "IHALPHA":
if scanner.sees("short"):
game.length = 1
elif scanner.sees("medium"):
elif game.skill == SKILL_NONE:
proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
# Choose game options -- added by ESR for SST2K
- if scanner.next() != IHALPHA:
+ if scanner.next() != "IHALPHA":
scanner.chew()
proutn(_("Choose your game style (or just press enter): "))
scanner.next()
# Approximates Tom Almy's version.
game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
game.options |= OPTION_ALMY
- elif scanner.sees("fancy"):
+ elif scanner.sees("fancy") or scanner.sees("\n"):
pass
elif len(scanner.token):
proutn(_("What is \"%s\"?") % scanner.token)
def listCommands():
"Generate a list of legal commands."
- proutn(_("LEGAL COMMANDS ARE:"))
- for (k, key) in enumerate(commands):
+ prout(_("LEGAL COMMANDS ARE:"))
+ emitted = 0
+ for key in commands:
if not commands[key] or (commands[key] & game.options):
- if k % 5 == 0:
+ proutn("%-12s " % key)
+ emitted += 1
+ if emitted % 5 == 4:
skip(1)
- proutn("%-12s " % key)
skip(1)
def helpme():
"Browse on-line help."
key = scanner.next()
while True:
- if key == IHEOL:
+ if key == "IHEOL":
setwnd(prompt_window)
proutn(_("Help on what command? "))
key = scanner.next()
setwnd(message_window)
- if key == IHEOL:
+ if key == "IHEOL":
return
if scanner.token in commands or scanner.token == "ABBREV":
break
skip(1)
listCommands()
- key = IHEOL
+ key = "IHEOL"
scanner.chew()
skip(1)
cmd = scanner.token.upper()
proutn(_(" current directory or to "))
proutn(SSTDOC)
prout(".\"")
- #
# This used to continue: "You need to find SST.DOC and put
# it in the current directory."
- #
return
while True:
linebuf = fp.readline()
setwnd(prompt_window)
clrscr()
proutn("COMMAND> ")
- if scanner.next() == IHEOL:
+ if scanner.next() == "IHEOL":
if game.options & OPTION_CURSES:
makechart()
continue
if game.ididit:
hitme = True
elif cmd == "MOVE": # move under warp
- warp(False)
+ warp(course=None, involuntary=False)
elif cmd == "SHIELDS": # shields
doshield(shraise=False)
if game.ididit:
clrscr()
if line == '':
return None
- # Skip leading white space
- line = line.lstrip()
if not line:
continue
else:
- self.inqueue = line.lstrip().split() + [IHEOL]
+ self.inqueue = line.lstrip().split() + ["\n"]
# From here on in it's all looking at the queue
self.token = self.inqueue.pop(0)
- if self.token == IHEOL:
- self.type = IHEOL
- return IHEOL
+ if self.token == "\n":
+ self.type = "IHEOL"
+ return "IHEOL"
try:
self.real = float(self.token)
- self.type = IHREAL
- return IHREAL
+ self.type = "IHREAL"
+ return "IHREAL"
except ValueError:
pass
# Treat as alpha
self.token = self.token.lower()
- self.type = IHALPHA
+ self.type = "IHALPHA"
self.real = None
- return IHALPHA
- def push(self, tok):
+ return "IHALPHA"
+ def append(self, tok):
self.inqueue.append(tok)
+ def push(self, tok):
+ self.inqueue.insert(0, tok)
def waiting(self):
return self.inqueue
def chew(self):
# Demand input for next scan
self.inqueue = []
self.real = self.token = None
- def chew2(self):
- # return IHEOL next time
- self.inqueue = [IHEOL]
- self.real = self.token = None
def sees(self, s):
# compares s to item and returns true if it matches to the length of s
return s.startswith(self.token)
def getcoord(self):
s = coord()
scanner.next()
- if scanner.type != IHREAL:
+ if scanner.type != "IHREAL":
huh()
return None
s.i = scanner.int()-1
scanner.next()
- if scanner.type != IHREAL:
+ if scanner.type != "IHREAL":
huh()
return None
s.j = scanner.int()-1
return s
+ def __repr__(str):
+ return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
def ja():
"Yes-or-no confirmation."
scanner.chew()
while True:
scanner.next()
- scanner.chew()
if scanner.token == 'y':
return True
if scanner.token == 'n':
return False
+ scanner.chew()
proutn(_("Please answer with \"y\" or \"n\": "))
def huh():
proutn("Kill %s?" % device[i])
scanner.chew()
key = scanner.next()
- if key == IHALPHA and scanner.sees("y"):
+ if key == "IHALPHA" and scanner.sees("y"):
game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja() == True:
if key == 'n':
unschedule(i)
scanner.chew()
- elif key == IHREAL:
+ elif key == "IHREAL":
ev = schedule(i, scanner.real)
if i == FENSLV or i == FREPRO:
scanner.chew()
proutn("In quadrant- ")
key = scanner.next()
- # IHEOL says to leave coordinates as they are
- if key != IHEOL:
- if key != IHREAL:
+ # "IHEOL" says to leave coordinates as they are
+ if key != "IHEOL":
+ if key != "IHREAL":
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
w.i = int(round(scanner.real))
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
atover(True)
if __name__ == '__main__':
+ import getopt, socket
try:
global line, thing, game, idebug
game = None
game = gamestate()
idebug = 0
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
- # Disable curses mode until the game logic is working.
- # if os.getenv("TERM"):
- # game.options |= OPTION_CURSES | OPTION_SHOWME
- # else:
- game.options |= OPTION_TTY
+ if os.getenv("TERM"):
+ game.options |= OPTION_CURSES
+ else:
+ game.options |= OPTION_TTY
seed = int(time.time())
(options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
for (switch, val) in options:
if logfp:
logfp.write("# seed %s\n" % seed)
logfp.write("# options %s\n" % " ".join(arguments))
+ logfp.write("# recorded by %s@%s on %s\n" % \
+ (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
random.seed(seed)
scanner = sstscanner()
- map(scanner.push, arguments)
+ map(scanner.append, arguments)
try:
iostart()
while True: # Play a game
if game.tourn and game.alldone:
proutn(_("Do you want your score recorded?"))
if ja() == True:
- scanner.chew2()
+ scanner.chew()
+ scanner.push("\n")
freeze(False)
scanner.chew()
proutn(_("Do you want to play again? "))
ioend()
raise SystemExit, 0
except KeyboardInterrupt:
- print""
- pass
+ if logfp:
+ logfp.close()
+ print ""