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 1-origin index
-an a lot of parallel arrays where a more modern language would use structures
-or objects.
+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.)
Dave Matuszek says:
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"
FOREVER = 1e30
# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+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)
def square(i): return ((i)*(i))
def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
def is_valid(self):
return self.x != None and self.y != None
def __eq__(self, other):
- return self.x == other.y and self.x == other.y
+ return other != None and self.x == other.y and self.x == other.y
def __add__(self, other):
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
def __hash__(self):
return hash((x, y))
def __str__(self):
- return "%s - %s" % (self.x, self.y)
+ return "%s - %s" % (self.x+1, self.y+1)
+ __repr__ = __str__
class planet:
def __init__(self):
def __str__(self):
return self.name
-NOPLANET = None
class quadrant:
def __init__(self):
self.stars = None
self.starbase = None
self.klingons = None
+def fill2d(size, fillfun):
+ "Fill an empty list in 2D."
+ lst = []
+ for i in range(size):
+ lst.append([])
+ for j in range(size):
+ lst[i].append(fillfun(i, j))
+ return lst
+
class snapshot:
def __init__(self):
self.snap = False # snapshot taken
self.remres = 0 # remaining resources
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX+1):
+ for i in range(BASEMAX):
self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE+1):
+ for i in range(QUADSIZE):
self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
- self.galaxy = [] # The Galaxy (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.galaxy.append([])
- for j in range(GALSIZE+1):
- self.galaxy[i].append(quadrant())
- self.chart = [] # the starchart (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.chart[i].append(page())
+ # the galaxy (subscript 0 not used)
+ self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+ # the starchart (subscript 0 not used)
+ self.chart = fill2d(GALSIZE, lambda i, j: page())
class event:
def __init__(self):
self.options = None # Game options
self.state = snapshot() # A snapshot structure
self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
- self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
- self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
- self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
- self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
+ self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
+ self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
+ self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
+ self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations
self.quadrant = None # where we are in the large
self.sector = None # where we are in the small
self.tholian = None # coordinates of Tholian
self.casual = 0 # causalties
self.nhelp = 0 # calls for help
self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = 0 # planet # in quadrant
+ self.iplnet = None # planet # in quadrant
self.inplan = 0 # initial planets
self.nenhere = 0 # number of enemies in quadrant
self.irhere = 0 # Romulans in quadrant
if not irun:
# avoid intruding on another commander's territory
if ienm == IHC:
- for n in range(1, game.state.remcom+1):
+ for n in range(game.state.remcom):
if game.state.kcmdr[n] == iq:
return False
# refuse to leave if currently attacking starbase
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(1, game.state.remcom+1):
+ for n in range(game.state.remcom):
if game.state.kcmdr[n] == game.quadrant:
game.state.kcmdr[n]=iq
break
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 1 or look.x > QUADSIZE:
+ if look.x < 0 or look.x >= QUADSIZE:
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawlx == mx or my == 0:
break
look.x = next.x + krawlx
krawlx = -krawlx
- elif look.y < 1 or look.y > QUADSIZE:
+ elif look.y < 0 or look.y >= QUADSIZE:
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawly == my or mx == 0:
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
w = game.ks[i]
if game.quad[w.x][w.y] == IHC:
movebaddy(w, i, IHC)
break
if game.ishere:
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
w = game.ks[i]
if game.quad[w.x][w.y] == IHS:
movebaddy(w, i, IHS)
# Move these last so they can base their actions on what the
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
w = game.ks[i]
if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
movebaddy(w, i, game.quad[w.x][w.y])
return 1
if avoid:
# Avoid quadrants with bases if we want to avoid Enterprise
- for i in range(1, game.state.rembase+1):
+ for i in range(game.state.rembase):
if game.state.baseq[i] == iq:
return True
if game.justin and not game.iscate:
game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
break
game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
game.state.planets[i].crystals == "present":
# destroy the planet
game.state.planets[i].pclass = "destroyed"
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(1, game.state.rembase+1):
+ for i in range(game.state.rembase):
basetbl.append((i, distance(game.state.baseq[i], sc)))
if game.state.rembase > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
- for i2 in range(1, game.state.rembase+1):
+ for i2 in range(game.state.rembase):
i = basetbl[i2][0]; # bug in original had it not finding nearest
ibq = game.state.baseq[i]
if ibq == game.quadrant or ibq == game.battle or \
continue
# if there is a commander, and no other base is appropriate,
# we will take the one with the commander
- for j in range(1, game.state.remcom+1):
+ for j in range(game.state.remcom):
if ibq == game.state.kcmdr[j] and ifindit!= 2:
ifindit = 2
iwhichb = i
if game.state.rembase == 0:
unschedule(FSCMOVE)
else:
- for i in range(1, game.state.rembase+1):
+ for i in range(game.state.rembase):
ibq = game.state.baseq[i]
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if not game.ithere or game.justin:
return
- if game.tholian.x == 1 and game.tholian.y == 1:
- idx = 1; idy = QUADSIZE
- elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
- idx = QUADSIZE; idy = QUADSIZE
- elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
- idx = QUADSIZE; idy = 1
- elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
- idx = 1; idy = 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:
+ idx = QUADSIZE-1; idy = QUADSIZE-1
+ elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
+ idx = QUADSIZE-1; idy = 0
+ elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
+ idx = 0; idy = 0
else:
# something is wrong!
game.ithere = False
game.ks[game.nenhere] = game.tholian
# check to see if all holes plugged
- for i in range(1, QUADSIZE+1):
- if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+ for i in range(QUADSIZE):
+ if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
return
if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
return
- if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+ if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
return
if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
return
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
return None
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
- for ll in range(1, game.nenhere+1):
+ for ll in range(game.nenhere):
if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
- for ll in range(1, game.state.rembase+1):
+ for ll in range(game.state.rembase):
if game.state.baseq[ll] == game.quadrant:
game.state.baseq[ll]=game.state.baseq[game.state.rembase]
break
crmena(True, iquad, sector, w)
prout(_(" destroyed."))
game.state.nplankl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
game.quad[w.x][w.y] = IHDOT
if game.landed:
crmena(True, iquad, sector, w)
prout(_(" destroyed."))
game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
game.quad[w.x][w.y] = IHDOT
if game.landed:
# Stas Sergeev added the possibility that
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
- #
+ #
+ global iqengry
iqengry = True
shoved = True
return None
game.quad[w.x][w.y]=IHDOT
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(1, game.nenhere+1):
+ for ll in range(game.nenhere):
game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
sortklings()
return None
# 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
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
-
if idebug:
prout("=== ATTACK!")
-
- # Tholian gewts to move before attacking
+ # Tholian gets to move before attacking
if game.ithere:
movetholian()
-
# if you have just entered the RNZ, you'll get a warning
if game.neutz: # The one chance not to be attacked
game.neutz = False
return
-
# commanders get a chance to tac-move towards you
if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
-
# if no enemies remain after movement, we're done
- if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+ 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()
-
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
- for loop in range(1, game.nenhere+1):
+ for loop in range(game.nenhere):
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(1, game.nenhere+1):
+ for loop in range(game.nenhere):
game.kavgd[loop] = game.kdist[loop]
sortklings()
return;
def deadkl(w, type, mv):
# kill a Klingon, Tholian, Romulan, or Thingy
# Added mv to allow enemy to "move" before dying
-
crmena(True, type, sector, mv)
# Decide what kind of enemy it is and update appropriately
if type == IHR:
# Killed a Tholian
game.ithere = False
elif type == IHQUEST:
- # Killed a Thingy
- iqhere = iqengry = False
+ # Killed a Thingy
+ global iqengry
+ iqengry = False
invalidate(thing)
else:
# Some type of a Klingon
game.klhere -= 1
if type == IHC:
game.comhere = False
- for i in range(1, game.state.remcom+1):
+ for i in range(game.state.remcom):
if game.state.kcmdr[i] == game.quadrant:
break
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
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
# Remove enemy ship from arrays describing local conditions
if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
unschedule(FCDBAS)
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
if game.ks[i] == w:
+ for j in range(i, game.nenhere):
+ game.ks[j] = game.ks[j+1]
+ game.kpower[j] = game.kpower[j+1]
+ game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
+ game.ks[game.nenhere].x = 0
+ game.ks[game.nenhere].y = 0
+ game.kdist[game.nenhere] = 0
+ game.kavgd[game.nenhere] = 0
+ game.kpower[game.nenhere] = 0
+ game.nenhere -= 1
break
- game.nenhere -= 1
- if i <= game.nenhere:
- for j in range(i, game.nenhere+1):
- game.ks[j] = game.ks[j+1]
- game.kpower[j] = game.kpower[j+1]
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
- game.ks[game.nenhere+1].x = 0
- game.ks[game.nenhere+1].x = 0
- game.kdist[game.nenhere+1] = 0
- game.kavgd[game.nenhere+1] = 0
- game.kpower[game.nenhere+1] = 0
+ break
return;
def targetcheck(x, y):
if key != IHREAL:
huh()
return
- targ[i][1] = aaitem
+ targ[i][1] = int(aaitem-0.5)
key = scan()
if key != IHREAL:
huh()
return
- targ[i][2] = aaitem
+ targ[i][2] = int(aaitem-0.5)
chew()
course[i] = targetcheck(targ[i][1], targ[i][2])
if course[i] == None:
def checkshctrl(rpow):
# check shield control
-
skip(1)
if random.random() < 0.998:
prout(_("Shields lowered."))
overheat(rpow)
return True;
-def hittem(doublehits):
+def hittem(hits):
# register a phaser hit on Klingons and Romulans
nenhr2=game.nenhere; kk=1
w = coord()
skip(1)
- for k in range(1, nenhr2+1):
+ for k in range(nenhr2):
wham = hits[k]
if wham==0:
continue
proutn(_("Very small hit on "))
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
+ global iqengry
iqengry = True
crmena(False, ienm, "sector", w)
skip(1)
ifast = False; no = False; itarg = True; msgflag = True
automode = "NOTSET"
key=0
-
skip(1)
# SR sensors and Computer are needed fopr automode
if damaged(DSRSENS) or damaged(DCOMPTR):
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 True:
chew()
if not kz:
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
if game.nenhere:
extra = 0.0
powrem = rpow
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
hits[i] = 0.0
if powrem <= 0:
continue
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(1, game.nenhere+1):
+ for k in range(game.nenhere):
aim = game.ks[k]
ienm = game.quad[aim.x][aim.y]
if msgflag:
# 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
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
if game.condition == "docked":
repair /= game.docfac
# Don't fix Deathray here
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.random()*game.state.remcom+1.0
+ i = random.randrange(game.state.remcom)
yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
unschedule(FCDBAS)
continue
i = 0
- for j in range(1, game.state.rembase+1):
- for k in range(1, game.state.remcom+1):
+ for j in range(game.state.rembase):
+ for k in range(game.state.remcom):
if game.state.baseq[j] == game.state.kcmdr[k] and \
not game.state.baseq[j] == game.quadrant and \
not game.state.baseq[j] == game.state.kscmdr:
if evcode==FCDBAS:
unschedule(FCDBAS)
# find the lucky pair
- for i in range(1, game.state.remcom+1):
+ for i in range(game.state.remcom):
if game.state.kcmdr[i] == game.battle:
break
if i > game.state.remcom or game.state.rembase == 0 or \
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
q = game.state.galaxy[w.x][w.y]
- if not (game.quadrant == w or q.planet == NOPLANET or \
- not game.state.planets[q.planet].inhabited or \
+ if not (game.quadrant == w or q.planet == None or \
+ not q.planet.inhabited or \
q.supernova or q.status!=secure or q.klingons<=0):
break
else:
prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet != NOPLANET:
+ if q.planet != None:
proutn(_("near %s") % q.planet)
prout(_("in Quadrant %s.") % w)
proutn(_("Are you sure? "))
if ja() == False:
return
-
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
# 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
-
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
crmena(False, IHSTAR, sector, nov)
prout(_(" novas."))
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad == IHP: # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.state.nplankl += 1
crmena(True, IHP, sector, scratch)
prout(_(" destroyed."))
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
if game.landed:
finish(FPNOVA)
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad == IHB: # Destroy base
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
- for i in range(1, game.state.rembase+1):
+ for i in range(game.state.rembase):
if game.state.baseq[i] == game.quadrant:
break
game.state.baseq[i] = game.state.baseq[game.state.rembase]
elif iquad == IHK: # kill klingon
deadkl(scratch,iquad, scratch)
elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(1, game.nenhere+1):
+ for ll in range(game.nenhere):
if game.ks[ll] == scratch:
break
game.kpower[ll] -= 800.0 # If firepower is lost, die
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
# star goes supernova
num = 0; npdead = 0
nq = coord()
-
if w != None:
nq = w
else:
# Scheduled supernova -- select star
# logic changed here so that we won't favor quadrants in top
# left of universe
- for nq.x in range(1, GALSIZE+1):
- for nq.y in range(1, GALSIZE+1):
+ for nq.x in range(GALSIZE):
+ for nq.y in range(GALSIZE):
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.random()*stars + 1
- for nq.x in range(1, GALSIZE+1):
- for nq.y in range(1, GALSIZE+1):
+ num = random.randrange(stars) + 1
+ for nq.x in range(GALSIZE):
+ for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
if num <= 0:
break
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():
else:
ns = coord()
# we are in the quadrant!
- num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
- for ns.x in range(1, QUADSIZE+1):
- for ns.y in range(1, QUADSIZE+1):
+ num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
+ for ns.x in range(QUADSIZE):
+ for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
num -= 1
if num==0:
break
if num==0:
break
-
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
unschedule(FSCDBAS)
if game.state.remcom:
maxloop = game.state.remcom
- for l in range(1, maxloop+1):
+ for l in range(maxloop):
if game.state.kcmdr[l] == nq:
game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
invalidate(game.state.kcmdr[game.state.remcom])
# Destroy planets
for loop in range(game.inplan):
if game.state.planets[loop].w == nq:
- game.state.planets[loop].pclass = destroyed
+ game.state.planets[loop].pclass = "destroyed"
npdead += 1
# Destroy any base in supernovaed quadrant
if game.state.rembase:
maxloop = game.state.rembase
- for loop in range(1, maxloop+1):
+ for loop in range(maxloop):
if game.state.baseq[loop] == nq:
game.state.baseq[loop] = game.state.baseq[game.state.rembase]
invalidate(game.state.baseq[game.state.rembase])
badpt += 200.0
return badpt
-
def finish(ifin):
# end the game, with appropriate notfications
igotit = False
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
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" )
setwnd(fullscreen_window)
textcolor(DEFAULT)
-
def waitfor():
"wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
sys.stdout.write('\n')
proutn(prompt)
raw_input()
- for j in range(0, rows):
+ for j in range(rows):
sys.stdout.write('\n')
linecount = 0
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()
- curses.delay_output(300)
+ time.sleep(0.03)
def cgetline():
"Get a line of input."
if game.options & OPTION_CURSES:
curwnd.attron(curses.A_REVERSE)
-def commandhook(cmd, before):
- pass
-
#
# Things past this point have policy implications.
#
setwnd(report_window)
report_window.clear()
report_window.move(0, 0)
- status(0)
+ status()
setwnd(lrscan_window)
lrscan_window.clear()
lrscan_window.move(0, 0)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
- #delay(1000)
+ #time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
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)
- #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)
- #curses.delay_output(1000)
+ #time.sleep(1.0)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
skip(1)
setwnd(status_window)
else:
- proutn(" " * NSYM - len(tx))
- vproutn(data)
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
skip(1)
if game.options & OPTION_CURSES:
setwnd(report_window)
trbeam = False
def no_quad_change():
- # No quadrant change -- compute new avg enemy distances
+ # No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
- for m in range(1, game.nenhere+1):
+ for m in range(game.nenhere):
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald+game.kdist[m])
game.kdist[m] = finald
sortklings()
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
attack(False)
- for m in range(1, game.nenhere+1):
+ for m in range(game.nenhere):
game.kavgd[m] = game.kdist[m]
newcnd()
drawmaps(0)
setwnd(message_window)
-
w.x = w.y = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
-
angle = ((15.0 - game.direc) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
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.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
- 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 game.nenhere != 0 and not novapush:
newcnd()
- for m in range(1, game.nenhere+1):
+ for m in range(game.nenhere):
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald + game.kdist[m])
#
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:
- 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:
- kinks = 1
- if not kink:
- break
-
+ kinks += 1
+ else:
+ break
if kinks:
game.nkinks += 1
if game.nkinks == 3:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
+ if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST):
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
# possibility that you'll get timewarped instead.
#
n=0
- for m in range(0, NDEVICES):
+ 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)
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
# 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"
- incr = coord()
+ dsect = coord()
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()
- return
+ return False
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
akey = -1
else:
key = scan()
-
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
else:
huh()
chew()
- return
+ return False
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
-
if navmode == "automatic":
while key == IHEOL:
if isprobe:
chew()
iprompt = True
key = scan()
-
if key != IHREAL:
huh()
- return
- xi = aaitem
+ return False
+ xi = int(round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
- return
- xj = aaitem
+ return False
+ xj = int(round(aaitem))-1
key = scan()
if key == IHREAL:
# both quadrant and sector specified
- xk = aaitem
+ xk = int(round(aaitem))-1
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:
+ # only one pair of numbers was specified
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:
- incr.y = xi + 0.5
- incr.x = xj + 0.5
+ # only sector specified
+ dsect.y = xi
+ dsect.x = xj
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()
- return
+ return False
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.\""))
- 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- "))
itemp = "verbose"
if key != IHREAL:
huh()
- return
+ return False
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
- return
+ return False
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.\""))
+ # Course actually laid in.
game.dist = math.sqrt(deltax*deltax + deltay*deltay)
game.direc = math.atan2(deltax, deltay)*1.90985932
if game.direc < 0.0:
game.direc += 12.0
chew()
- return
+ return True
def impulse():
# move under impulse power
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
-
if power >= game.energy:
# Insufficient power for trip
skip(1)
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(False)
+ imove(novapush=False)
game.ididit = True
if game.alldone:
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
-
# 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:
if game.quad[ix][iy] != IHDOT:
blooey = False
twarp = False
-
-
# Activate Warp Engines and pay the cost
- imove(False)
+ imove(novapush=False)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
-
chew()
# is captain on planet?
if game.landed:
game.icrystl = True
if igrab:
return
-
# Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
return
-
# Inform captain of attempt to reach safety
skip(1)
while True:
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:
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
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)
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
# 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":
ddist = distance(game.base, game.sector)
else:
ddist = FOREVER
- for m in range(1, game.state.rembase+1):
+ for m in range(game.state.rembase):
xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
if xdist < ddist:
ddist = xdist
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
- elif q.planet != NOPLANET and not damaged(DTRANSP):
+ elif q.planet != None and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down to %s.") %
q.planet)
else:
while True:
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
- for l in range(1, QUADSIZE+1):
+ for l in range(QUADSIZE):
game.sector.x = 3.0*random.random() - 1.0 + game.base.x
game.sector.y = 3.0*random.random() - 1.0 + game.base.y
if VALID_SECTOR(game.sector.x, game.sector.y) and \
game.iscraft = "offship" # Galileo disappears
# Resupply ship
game.condition="docked"
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
prout(_("Spock- \"Planet report follows, Captain.\""))
skip(1)
for i in range(game.inplan):
- if game.state.planets[i].pclass == destroyed:
+ if game.state.planets[i].pclass == "destroyed":
continue
if (game.state.planets[i].known != "unknown" \
and not game.state.planets[i].inhabited) \
if game.options & OPTION_TTY:
prout(_("Short range sensors damaged."))
return
- if not is_valid(game.plnet):
+ if game.iplnet == None:
if game.options & OPTION_TTY:
prout(_("Spock- \"No planet in this quadrant, Captain.\""))
return
- if game.state.planets[game.iplnet].known == "unknown":
+ if game.iplnet.known == "unknown":
prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
skip(1)
prout(_(" Planet at Sector %s is of class %s.") %
- (sector,game.plnet, game.state.planets[game.iplnet]))
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
- if game.state.planets[game.iplnet].crystals != present:
+ if game.iplnet.crystals != "present":
proutn(_(" no"))
prout(_(" dilithium crystals present.\""))
- if game.state.planets[game.iplnet].known == "unknown":
- game.state.planets[game.iplnet].known = "known"
+ if game.iplnet.known == "unknown":
+ game.iplnet.known = "known"
+ elif game.iplnet.inhabited:
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
def beam():
# use the transporter
skip(1)
if damaged(DTRANSP):
prout(_("Transporter damaged."))
- if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+ if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
skip(1)
proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
if ja() == True:
if game.shldup:
prout(_("Impossible to transport through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ if game.iplnet.known=="unknown":
prout(_("Spock- \"Captain, we have no information on this planet"))
prout(_(" and Starfleet Regulations clearly state that in this situation"))
prout(_(" you may not go down.\""))
return
- if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+ if not game.landed and game.iplnet.crystals=="absent":
prout(_("Spock- \"Captain, I fail to see the logic in"))
prout(_(" exploring a planet with no dilithium crystals."))
proutn(_(" Are you sure this is wise?\" "))
prout(_("Engineering to bridge--"))
prout(_(" Captain, we have enough energy only to transport you down to"))
prout(_(" the planet, but there wouldn't be an energy for the trip back."))
- if game.state.planets[game.iplnet].known == "shuttle_down":
+ if game.iplnet.known == "shuttle_down":
prout(_(" Although the Galileo shuttle craft may still be on a surface."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
return
if game.landed:
# Coming from planet
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja() == True:
chew()
game.energy -= nrgneed
skip(2)
prout(_("Transport complete."))
- if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.landed and game.iplnet.known=="shuttle_down":
prout(_("The shuttle craft Galileo is here!"))
if not game.landed and game.imine:
game.icrystl = True
if not game.landed:
prout(_("Mining party not on planet."))
return
- if game.state.planets[game.iplnet].crystals == mined:
+ if game.iplnet.crystals == "mined":
prout(_("This planet has already been strip-mined for dilithium."))
return
- elif game.state.planets[game.iplnet].crystals == absent:
+ elif game.iplnet.crystals == "absent":
prout(_("No dilithium crystals on this planet."))
return
if game.imine:
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
+ game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
if consumeTime():
return
prout(_("Mining operation complete."))
- game.state.planets[game.iplnet].crystals = mined
+ game.iplnet.crystals = "mined"
game.imine = game.ididit = True
def usecrystals():
skip(1)
if damaged(DSHUTTL):
if game.damage[DSHUTTL] == -1.0:
- if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+ if game.inorbit and game.iplnet.known == "shuttle_down":
prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
else:
prout(_("Ye Faerie Queene had no shuttle craft."))
crmshp()
prout(_(" not in standard orbit."))
return
- if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ if not game.landed and game.iplnet.known=="shuttle_down":
prout(_("You will have to beam down to retrieve the shuttle craft."))
return
if game.shldup or game.condition == "docked":
prout(_("Shuttle craft cannot pass through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ if game.iplnet.known=="unknown":
prout(_("Spock- \"Captain, we have no information on this planet"))
prout(_(" and Starfleet Regulations clearly state that in this situation"))
prout(_(" you may not fly down.\""))
skip(1)
if consumeTime():
return
- game.state.planets[game.iplnet].known="shuttle_down"
+ game.iplnet.known="shuttle_down"
prout(_("Trip complete."))
return
else:
skip(1)
prouts(_("The short hop begins . . ."))
skip(1)
- game.state.planets[game.iplnet].known="known"
+ game.iplnet.known="known"
game.icraft = True
skip(1)
game.landed = False
game.iscraft = "offship"
if consumeTime():
return
- game.state.planets[game.iplnet].known = "shuttle_down"
+ game.iplnet.known = "shuttle_down"
game.landed = True
game.icraft = False
prout(_("Trip complete."))
def deathray():
# use the big zapper
r = random.random()
-
game.ididit = False
skip(1)
chew()
proutn(_("Spock- \"I believe the word is"))
prouts(_(" *ASTONISHING*"))
prout(_(" Mr. Sulu."))
- for i in range(1, QUADSIZE+1):
- for j in range(1, QUADSIZE+1):
+ for i in range(QUADSIZE):
+ for j in range(QUADSIZE):
if game.quad[i][j] == IHDOT:
game.quad[i][j] = IHQUEST
prout(_(" Captain, our quadrant is now infested with"))
def rechart():
# update the chart in the Enterprise's computer from galaxy data
game.lastchart = game.state.date
- for i in range(1, GALSIZE+1):
- for j in range(1, GALSIZE+1):
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
if game.state.galaxy[i][j].charted:
game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
if game.state.date > game.lastchart:
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
- for i in range(1, GALSIZE+1):
- proutn("%d |" % (i))
- for j in range(1, GALSIZE+1):
+ for i in range(GALSIZE):
+ proutn("%d |" % (i+1))
+ for j in range(GALSIZE):
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
else:
proutn(" ")
if game.state.galaxy[i][j].supernova:
- strcpy(buf, "***")
+ show = "***"
elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
- strcpy(buf, ".1.")
+ show = ".1."
elif game.state.galaxy[i][j].charted:
- sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
else:
- strcpy(buf, "...")
- proutn(buf)
+ show = "..."
+ proutn(show)
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn(">")
else:
else:
proutn("- ")
-def status(req):
+def status(req=0):
# print status report lines
if not req or req == 1:
prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
% (game.state.date, game.state.remtime))
- elif not req or req == 2:
+ if not req or req == 2:
if game.condition != "docked":
newcnd()
dam = 0
- for t in range(0, NDEVICES):
+ for t in range(NDEVICES):
if game.damage[t]>0:
dam += 1
prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
- elif not req or req == 3:
+ if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
- elif not req or req == 4:
+ if not req or req == 4:
if damaged(DLIFSUP):
if game.condition == "docked":
- sprintf(s, _("DAMAGED, Base provides"))
+ s = _("DAMAGED, Base provides")
else:
- sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
else:
- sprintf(s, _("ACTIVE"))
+ s = _("ACTIVE")
prstat(_("Life Support"), s)
- elif not req or req == 5:
- prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
- elif not req or req == 6:
+ if not req or req == 5:
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ if not req or req == 6:
extra = ""
if game.icrystl and (game.options & OPTION_SHOWME):
extra = _(" (have crystals)")
- prstat(_("Energy"), "%.2f%s" % game.energy, extra)
- elif not req or req == 7:
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ if not req or req == 7:
prstat(_("Torpedoes"), "%d" % (game.torps))
- elif not req or req == 8:
+ if not req or req == 8:
if damaged(DSHIELD):
- strcpy(s, _("DAMAGED,"))
+ s = _("DAMAGED,")
elif game.shldup:
- strcpy(s, _("UP,"))
+ s = _("UP,")
else:
- strcpy(s, _("DOWN,"))
+ s = _("DOWN,")
data = _(" %d%% %.1f units") \
% (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
- prstat(_("Shields"), s)
- elif not req or req == 9:
+ prstat(_("Shields"), s+data)
+ if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
% (game.state.remkl + game.state.remcom + game.state.nscrem))
- elif not req or req == 10:
+ if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
- if plnet != NOPLANET and game.state.planets[plnet].inhabited:
+ if plnet and plnet.inhabited:
prstat(_("Major system"), plnet.name)
else:
prout(_("Sector is uninhabited"))
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
- for i in range(1, QUADSIZE+1):
- proutn("%2d " % (i))
- for j in range(1, QUADSIZE+1):
+ for i in range(QUADSIZE):
+ proutn("%2d " % (i+1))
+ for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
if scan()!=IHREAL:
huh()
return
- w1.y = aaitem +0.5
+ w1.y = int(aaitem-0.5)
if scan() != IHREAL:
huh()
return
- w1.x = aaitem + 0.5
+ w1.x = int(aaitem-0.5)
if scan() == IHREAL:
- w2.y = aaitem + 0.5
+ w2.y = int(aaitem-0.5)
if scan() != IHREAL:
huh()
return
- w2.x = aaitem + 0.5
+ w2.x = int(aaitem-0.5)
else:
if game.quadrant.y>w1.x:
- w2.x = 1
+ w2.x = 0
else:
- w2.x=QUADSIZE
+ w2.x=QUADSIZE-1
if game.quadrant.x>w1.y:
- w2.y = 1
+ w2.y = 0
else:
- w2.y=QUADSIZE
-
+ w2.y=QUADSIZE-1
if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
huh()
return
game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
wfl = False
-
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
co = '?'
else:
co = game.quad[ix][iy]
- printf("%d,%d %c " % (ix, iy, co))
+ printf("%d,%d %c " % (ix+1, iy+1, co))
v += 1
ix = game.sector.x + v.x
iy = game.sector.y + v.y
co = '?'
else:
co = game.quad[ix][iy]
- prout("%c %d,%d\n" % (co, ix, iy))
+ prout("%c %d,%d\n" % (co, ix+1, iy+1))
game.optime = 0.5
game.ididit = True
#endif
# 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 setup(needprompt):
# prepare to play, set up cosmos
w = coord()
-
# Decide how many of everything
if choose(needprompt):
return # frozen game
game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
- for i in range(0, NDEVICES):
+ for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = coord()
game.landed = False
game.alive = True
game.docfac = 0.25
- for i in range(1, GALSIZE+1):
- for j in range(1, GALSIZE+1):
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
quad = game.state.galaxy[i][j]
quad.charted = 0
- quad.planet = NOPLANET
+ quad.planet = None
quad.romulans = 0
quad.klingons = 0
quad.starbase = False
game.lastchart = FOREVER
# Put stars in the galaxy
game.instar = 0
- for i in range(1, GALSIZE+1):
- for j in range(1, GALSIZE+1):
- k = random.random()*9.0 + 1.0
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ k = int(random.random()*9.0 + 1.0)
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
- for i in range(1, game.inbase+1):
+ for i in range(game.inbase):
while True:
while True:
w = randplace(GALSIZE)
if not game.state.galaxy[w.x][w.y].supernova and \
game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.x][w.y].klingons += klump
+ game.state.galaxy[w.x][w.y].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
for i in range(game.inplan):
while True:
w = randplace(GALSIZE)
- if game.state.galaxy[w.x][w.y].planet == NOPLANET:
+ if game.state.galaxy[w.x][w.y].planet == None:
break
new = planet()
new.w = w
game.state.galaxy[w.x][w.y].planet = new
game.state.planets.append(new)
# Locate Romulans
- for i in range(1, game.state.nromrem+1):
+ for i in range(game.state.nromrem):
w = randplace(GALSIZE)
game.state.galaxy[w.x][w.y].romulans += 1
# Locate the Super Commander
prout(_("And one (GULP) Super-Commander."))
prout(_("%d stardates.") % int(game.intime))
proutn(_("%d starbases in ") % game.inbase)
- for i in range(1, game.inbase+1):
+ for i in range(game.inbase):
proutn(`game.state.baseq[i]`)
proutn(" ")
skip(2)
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - iqhere-game.ithere:
+ if game.nenhere - (thing == game.quadrant) - game.ithere:
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(False)
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"):
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
+ game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
if game.options & OPTION_WORLDS:
- game.inplan += NINHAB
- game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
+ game.inplan += int(NINHAB)
+ game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
- game.incom = game.skill + 0.0625*game.inkling*random.random()
+ game.incom = int(game.skill + 0.0625*game.inkling*random.random())
game.state.remcom = min(10, game.incom)
game.incom = game.state.remcom
game.state.remres = (game.inkling+4*game.incom)*game.intime
# set up a new state of quadrant, for when we enter or re-enter it
w = coord()
game.justin = True
- invalidate(game.base)
game.klhere = 0
game.comhere = False
- invalidate(game.plnet)
game.ishere = False
game.irhere = 0
game.iplnet = 0
game.landed = False
game.ientesc = False
game.ithere = False
- iqhere = False
+ global iqengry
iqengry = False
game.iseenit = False
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
game.ientesc = True
- # Clear quadrant
- for i in range(1, QUADSIZE+1):
- for j in range(1, QUADSIZE+1):
- game.quad[i][j] = IHDOT
q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
# cope with supernova
if q.supernova:
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
-
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
- for i in range(1, game.klhere+1):
+ for i in range(game.klhere):
w = newkling(i)
# If we need a commander, promote a Klingon
- for i in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[i], game.quadrant):
+ for i in range(game.state.remcom):
+ if game.state.kcmdr[i] == game.quadrant:
break
if i <= game.state.remcom:
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 same(game.quadrant, game.state.kscmdr):
- game.quad[game.ks[1].x][game.ks[1].y] = IHS
+ 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.ishere = True
# Put in Romulans if needed
- for i in range(game.klhere+1, game.nenhere+1):
+ for i in range(game.klhere, game.nenhere):
w = dropin(IHR)
game.ks[i] = w
game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
# 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 != NOPLANET:
+ if q.planet:
game.iplnet = q.planet
- if game.state.planets[q.planet].inhabited == UNINHABITED:
+ if not q.planet.inhabited:
game.plnet = dropin(IHP)
else:
game.plnet = dropin(IHW)
# Check for condition
newcnd()
# And finally the stars
- for i in range(1, q.stars+1):
+ for i in range(q.stars):
dropin(IHSTAR)
# Check for RNZ
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-
if shutup==0:
# Put in THING if needed
- if same(thing, game.quadrant):
+ global thing
+ if thing == game.quadrant:
w = dropin(IHQUEST)
thing = randplace(GALSIZE)
game.nenhere += 1
- iqhere = True
game.ks[game.nenhere] = w
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, w)
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):
while True:
- game.tholian.x = random.choice((1, QUADSIZE))
- game.tholian.y = random.choice((1, QUADSIZE))
+ 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
distance(game.sector, game.tholian)
game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
# Reserve unoccupied corners
- if game.quad[1][1]==IHDOT:
- game.quad[1][1] = 'X'
- if game.quad[1][QUADSIZE]==IHDOT:
- game.quad[1][QUADSIZE] = 'X'
- if game.quad[QUADSIZE][1]==IHDOT:
- game.quad[QUADSIZE][1] = 'X'
- if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
- game.quad[QUADSIZE][QUADSIZE] = 'X'
+ if game.quad[0][0]==IHDOT:
+ game.quad[0][0] = 'X'
+ if game.quad[0][QUADSIZE-1]==IHDOT:
+ game.quad[0][QUADSIZE-1] = 'X'
+ if game.quad[QUADSIZE-1][0]==IHDOT:
+ game.quad[QUADSIZE-1][0] = 'X'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+ game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortklings()
-
# 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
if game.ithere:
- if game.quad[1][1]=='X':
- game.quad[1][1] = IHDOT
- if game.quad[1][QUADSIZE]=='X':
- game.quad[1][QUADSIZE] = IHDOT
- if game.quad[QUADSIZE][1]=='X':
- game.quad[QUADSIZE][1] = IHDOT
- if game.quad[QUADSIZE][QUADSIZE]=='X':
- game.quad[QUADSIZE][QUADSIZE] = IHDOT
+ if game.quad[0][0]=='X':
+ game.quad[0][0] = IHDOT
+ if game.quad[0][QUADSIZE-1]=='X':
+ game.quad[0][QUADSIZE-1] = IHDOT
+ if game.quad[QUADSIZE-1][0]=='X':
+ game.quad[QUADSIZE-1][0] = IHDOT
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
def sortklings():
# sort Klingons by distance from us
# The author liked bubble sort. So we will use it. :-(
- if game.nenhere-iqhere-game.ithere < 2:
+ if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
return
while True:
sw = False
- for j in range(1, game.nenhere):
+ for j in range(game.nenhere):
if game.kdist[j] > game.kdist[j+1]:
sw = True
t = game.kdist[j]
k = 0
proutn(_("LEGAL COMMANDS ARE:"))
for key in commands:
- if ACCEPT(cmd):
+ if ACCEPT(key):
if k % 5 == 0:
skip(1)
proutn("%-12s " % key)
hitme = False
game.justin = False
game.optime = 0.0
- i = -1
chew()
setwnd(prompt_window)
clrscr()
clrscr()
setwnd(message_window)
clrscr()
- cmd = citem.upoper
- if cmd not in commands:
+ candidates = filter(lambda x: x.startswith(citem.upper()),
+ commands)
+ if len(candidates) == 1:
+ cmd = candidates[0]
+ break
+ elif candidates and not (game.options & OPTION_PLAIN):
+ prout("Commands with that prefix: " + " ".join(candidates))
+ else:
listCommands()
continue
- commandhook(commands[i].name, True)
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
- status(0)
+ status()
elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
elif cmd == "SEED": # set random-number seed
key = scan()
if key == IHREAL:
- seed = int(aaitem)
+ seed = int(round(aaitem))
#ifdef BSD_BUG_FOR_BUG
# elif cmd == "VISUAL":
# visual() # perform visual scan
#endif
- commandhook(commands[i].name, False)
while True:
if game.alldone:
break # Game has ended
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 "))
- proutn(cramlc(loctype, w))
+ if loctype == "quadrant":
+ buf = _("Quadrant ")
+ elif loctype == "sector":
+ buf = _("Sector ")
+ proutn(buf + `w`)
def crmshp():
# print our ship name
def randplace(size):
# choose a random location
w = coord()
- w.x = random.randint(1, size)
- w.y = random.randint(1, size)
+ w.x = random.randint(0, size-1)
+ w.y = random.randint(0, size-1)
return w
def chew():
def scan():
# Get a token from the user
- global inqueue, line, citem
+ global inqueue, line, citem, aaitem
aaitem = 0.0
citem = ''
game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja() == True:
- for i in range(0, NDEVICES):
+ for i in range(NDEVICES):
if game.damage[i] > 0.0:
game.damage[i] = 0.0
proutn("Toggle debug flag? ")
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
- w.y = int(aaitem)
+ w.y = int(round(aaitem))
ev.quadrant = w
chew()
proutn("Induce supernova here? ")
atover(True)
if __name__ == '__main__':
- global line, thing, game
+ global line, thing, game, idebug, iqengry
game = citem = aaitem = inqueue = None
line = ''
thing = coord()
+ 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
-
seed = time.time()
(options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
for (switch, val) in options:
#setlinebuf(logfp)
logfp.write("seed %d\n" % (seed))
random.seed(seed)
-
iostart()
if arguments:
inqueue = arguments
else:
inqueue = None
-
while True: # Play a game
setwnd(fullscreen_window)
clrscr()
prelim()
- setup(needprompt=not line)
+ setup(needprompt=not inqueue)
if game.alldone:
score()
game.alldone = False
skip(1)
stars()
skip(1)
-
if game.tourn and game.alldone:
proutn(_("Do you want your score recorded?"))
if ja() == True:
skip(1)
prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
raise SysExit, 0
-