"""
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
IHMATER1 = 'o',
IHMATER2 = '0'
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
-
class coord:
def __init__(self, x=None, y=None):
- self.x = x
- self.y = y
+ self.i = x
+ self.j = y
def invalidate(self):
- self.x = self.y = None
+ self.i = self.j = None
def is_valid(self):
- return self.x != None and self.y != None
+ return self.i != None and self.j != None
def __eq__(self, other):
- return other != None and self.x == other.y and self.x == other.y
+ return other != None and self.i == other.i and self.j == other.j
def __add__(self, other):
- return coord(self.x+self.x, self.y+self.y)
+ return coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
- return coord(self.x-other.x, self.y-other.y)
+ return coord(self.i-other.i, self.j-other.j)
def __mul__(self, other):
- return coord(self.x*other, self.y*other)
+ return coord(self.i*other, self.j*other)
def __rmul__(self, other):
- return coord(self.x*other, self.y*other)
+ return coord(self.i*other, self.j*other)
def __div__(self, other):
- return coord(self.x/other, self.y/other)
+ return coord(self.i/other, self.j/other)
def __rdiv__(self, other):
- return coord(self.x/other, self.y/other)
+ return coord(self.i/other, self.j/other)
def snaptogrid(self):
- return coord(int(round(self.x)), int(round(self.y)))
+ 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.x - other.x)**2 + (self.y - other.y)**2)
+ 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.x-other.x, self.y-other.y)
+ return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
def sgn(self):
s = coord()
- if self.x == 0:
- s.x = 0
+ if self.i == 0:
+ s.i = 0
else:
- s.x = self.x / abs(self.x)
- if self.y == 0:
- s.y = 0
+ s.i = self.i / abs(self.i)
+ if self.j == 0:
+ s.j = 0
else:
- s.y = self.y / abs(self.y)
+ s.j = self.j / abs(self.j)
return s
def scatter(self):
s = coord()
- s.x = self.x + randrange(-1, 2)
- s.y = self.y + randrange(-1, 2)
+ 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.x == None or self.y == None:
+ if self.i == None or self.j == None:
return "Nowhere"
- return "%s - %s" % (self.x+1, self.y+1)
+ return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
class planet:
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:
game.enemies.append(self)
def move(self, loc):
motion = (loc != self.kloc)
- if self.kloc.x is not None and self.kloc.y is not None:
+ if self.kloc.i is not None and self.kloc.j is not None:
if motion:
if self.type == IHT:
- game.quad[self.kloc.x][self.kloc.y] = IHWEB
+ game.quad[self.kloc.i][self.kloc.j] = IHWEB
else:
- game.quad[self.kloc.x][self.kloc.y] = IHDOT
+ game.quad[self.kloc.i][self.kloc.j] = IHDOT
if loc:
self.kloc = copy.copy(loc)
- game.quad[self.kloc.x][self.kloc.y] = self.type
+ game.quad[self.kloc.i][self.kloc.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
self.kloc = coord()
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 # location of probe
+ self.probein = None # probe i,j increment
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.x,iq.y) and \
- not game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
-
+ return VALID_QUADRANT(iq.i,iq.j) and \
+ not game.state.galaxy[iq.i][iq.j].supernova and \
+ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
iq = coord()
- iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
- iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
+ iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
+ iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
if not welcoming(iq):
return False;
if enemy.type == IHR:
if game.condition != "docked":
newcnd()
# Handle global matters related to escape
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
- game.state.galaxy[iq.x][iq.y].klingons += 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.state.galaxy[iq.i][iq.j].klingons += 1
if enemy.type==IHS:
game.iscate = False
game.ientesc = False
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:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
m = game.sector - enemy.kloc
- if 2.0 * abs(m.x) < abs(m.y):
- m.x = 0
- if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
- m.y = 0
- if m.x != 0:
- if m.x*motion < 0:
- m.x = -1
- else:
- m.x = 1
- if m.y != 0:
- if m.y*motion < 0:
- m.y = -1
- else:
- m.y = 1
+ if 2.0 * abs(m.i) < abs(m.j):
+ m.i = 0
+ if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+ m.j = 0
+ m = (motion * m).sgn()
next = enemy.kloc
# main move loop
for ll in range(nsteps):
proutn(" %d" % (ll+1))
# Check if preferred position available
look = next + m
- if m.x < 0:
- krawlx = 1
+ if m.i < 0:
+ krawli = 1
else:
- krawlx = -1
- if m.y < 0:
- krawly = 1
+ krawli = -1
+ if m.j < 0:
+ krawlj = 1
else:
- krawly = -1
+ krawlj = -1
success = False
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 0 or look.x >= QUADSIZE:
+ if look.i < 0 or look.i >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == m.x or m.y == 0:
+ if krawli == m.i or m.j == 0:
break
- look.x = next.x + krawlx
- krawlx = -krawlx
- elif look.y < 0 or look.y >= QUADSIZE:
+ 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.y or m.x == 0:
+ if krawlj == m.j or m.i == 0:
break
- look.y = next.y + krawly
- krawly = -krawly
- elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+ 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.x][look.y] == game.ship and \
+ 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.x and m.y != 0:
- look.x = next.x + krawlx
- krawlx = -krawlx
- elif krawly != m.y and m.x != 0:
- look.y = next.y + 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.x][game.state.kscmdr.y].klingons -= 1
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
if game.state.kscmdr==game.quadrant:
# SC has scooted, Remove him from current quadrant
game.iscate=False
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 = None
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
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.x*idelta.x+idelta.y*idelta.y) > 2.0:
+ if idelta.distance() > 2.0:
# circulate in space
- idelta.x = game.state.kscmdr.y-game.quadrant.y
- idelta.y = game.quadrant.x-game.state.kscmdr.x
+ idelta.i = game.state.kscmdr.j-game.quadrant.j
+ idelta.j = game.quadrant.i-game.state.kscmdr.i
else:
# compute distances to starbases
if not game.state.baseq:
# 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.x==0 or idelta.y==0:
+ if idelta.i==0 or idelta.j==0:
# attempt angle move
- if idelta.x != 0:
- iq.y = game.state.kscmdr.y + 1
- if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y - 1
+ if idelta.i != 0:
+ iq.j = game.state.kscmdr.j + 1
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
- else:
- iq.x = game.state.kscmdr.x + 1
- if movescom(iq, avoid):
- iq.x = game.state.kscmdr.x - 1
+ elif idelta.j != 0:
+ iq.i = game.state.kscmdr.i + 1
+ if not movescom(iq, avoid):
+ iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
- iq.y = game.state.kscmdr.y
- if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y + idelta.y
- iq.x = game.state.kscmdr.x
+ iq.j = game.state.kscmdr.j
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j + idelta.j
+ iq.i = game.state.kscmdr.i
movescom(iq, avoid)
# check for a base
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:
if not idebug and \
(withprob(0.8) or \
(not communicating()) or \
- not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
if not game.tholian or game.justin:
return
id = coord()
- if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
- id.x = 0; id.y = QUADSIZE-1
- elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
- id.x = QUADSIZE-1; id.y = QUADSIZE-1
- elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
- id.x = QUADSIZE-1; id.y = 0
- elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
- id.x = 0; id.y = 0
+ if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = 0
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = 0
else:
# something is wrong!
game.tholian.move(None)
prout("***Internal error: Tholian in a bad spot.")
return
# do nothing if we are blocked
- if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
+ if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
return
here = copy.copy(game.tholian.kloc)
delta = (id - game.tholian.kloc).sgn()
# move in x axis
- while here.x != id.x:
- here.x += delta.x
- if game.quad[here.x][here.y]==IHDOT:
+ while here.i != id.i:
+ here.i += delta.i
+ if game.quad[here.i][here.j]==IHDOT:
game.tholian.move(here)
# move in y axis
- while here.y != id.y:
- here.y += delta.y
- if game.quad[here.x][here.y]==IHDOT:
+ while here.j != id.j:
+ here.j += delta.j
+ if game.quad[here.i][here.j]==IHDOT:
game.tholian.move(here)
# check to see if all holes plugged
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.x][game.tholian.kloc.y]=IHWEB
+ game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
dropin(IHBLANK)
prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
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()
return
def randdevice():
- # choose a device to damage, at random.
- #
+ "Choose a device to damage, at random."
# Quoth Eric Allman in the code of BSD-Trek:
# "Under certain conditions you can get a critical hit. This
# sort of hit damages devices. The probability that a given
# We don't have a cloaking device. The shuttle got the allocation
# for the cloaking device, then we shaved a half-percent off
# everything to have some weight to give DSHCTRL/DDRAY/DDSP.
- #
weights = (
105, # DSRSENS: short range scanners 10.5%
105, # DLRSENS: long range scanners 10.5%
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
- #
# In the pre-SST2K version, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- #
ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
finish(FWON)
return
-def torpedo(course, dispersion, origin, number, nburst):
+def torpedo(origin, course, dispersion, number, nburst):
"Let a photon torpedo fly"
- iquad = 0
+ if not damaged(DSRSENS) or game.condition=="docked":
+ setwnd(srscan_window)
+ else:
+ setwnd(message_window)
shoved = False
ac = course + 0.25*dispersion
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
- deltax = -math.sin(angle);
- deltay = math.cos(angle);
- x = origin.x; y = origin.y
+ delta = coord(-math.sin(angle), math.cos(angle))
+ bigger = max(abs(delta.i), abs(delta.j))
+ delta /= bigger
w = coord(0, 0); jw = coord(0, 0)
- bigger = max(math.fabs(deltax), math.fabs(deltay))
- deltax /= bigger
- deltay /= bigger
- if not damaged(DSRSENS) or game.condition=="docked":
- setwnd(srscan_window)
- else:
- setwnd(message_window)
+ ungridded = copy.copy(origin)
# Loop to move a single torpedo
- for step in range(1, 15+1):
- x += deltax
- w.x = int(x + 0.5)
- y += deltay
- w.y = int(y + 0.5)
- if not VALID_SECTOR(w.x, w.y):
+ for step in range(1, QUADSIZE*2):
+ ungridded += delta
+ w = ungridded.snaptogrid()
+ if not VALID_SECTOR(w.i, w.j):
break
- iquad=game.quad[w.x][w.y]
+ iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x = int(w.x+xx+0.5)
- jw.y = int(w.y+yy+0.5)
- if not VALID_SECTOR(jw.x, jw.y):
+ jw.i = int(w.i+xx+0.5)
+ jw.j = int(w.j+yy+0.5)
+ if not VALID_SECTOR(jw.i, jw.j):
return hit
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[jw.i][jw.j]==IHBLANK:
finish(FHOLE)
return hit
- if game.quad[jw.x][jw.y]!=IHDOT:
+ if game.quad[jw.i][jw.j]!=IHDOT:
# can't move into object
return hit
game.sector = jw
proutn(crmshp())
shoved = True
- elif iquad in (IHC, IHS): # Hit a commander
- if withprob(0.05):
+ 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 == game.enemies[ll].kloc:
+ if w == enemy.kloc:
break
- kp = math.fabs(e.kpower)
+ kp = math.fabs(enemy.kpower)
h1 = 700.0 + randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x = int(w.x+xx+0.5)
- jw.y = int(w.y+yy+0.5)
- if not VALID_SECTOR(jw.x, jw.y):
+ jw.i = int(w.i+xx+0.5)
+ jw.j = int(w.j+yy+0.5)
+ if not VALID_SECTOR(jw.i, jw.j):
prout(_(" damaged but not destroyed."))
return
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[jw.i][jw.j]==IHBLANK:
prout(_(" buffeted into black hole."))
deadkl(w, iquad, jw)
return None
- if game.quad[jw.x][jw.y]!=IHDOT:
+ if game.quad[jw.i][jw.j]!=IHDOT:
# can't move into object
prout(_(" damaged but not destroyed."))
return None
skip(1)
prout(_("***STARBASE DESTROYED.."))
game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
- game.quad[w.x][w.y]=IHDOT
+ game.quad[w.i][w.j]=IHDOT
game.base.invalidate()
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
game.state.basekl += 1
newcnd()
return None
elif iquad == IHP: # Hit a planet
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
- game.quad[w.x][w.y] = IHDOT
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
elif iquad == IHW: # Hit an inhabited world -- very bad!
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
- game.quad[w.x][w.y] = IHDOT
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
skip(1)
deadkl(w, iquad, w)
else:
- #
# 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.
- #
thing.angry = True
shoved = True
return None
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
- game.quad[w.x][w.y] = IHDOT
+ game.quad[w.i][w.j] = IHDOT
deadkl(w, iquad, w)
game.tholian = None
return None
return None
prout(_(" disappears."))
game.tholian.move(None)
- game.quad[w.x][w.y] = IHWEB
+ game.quad[w.i][w.j] = IHWEB
dropin(IHBLANK)
return None
else: # Problem!
if curwnd!=message_window:
setwnd(message_window)
if shoved:
- game.quad[w.x][w.y]=IHDOT
- game.quad[jw.x][jw.y]=iquad
+ 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()
def attack(torps_ok):
# bad guy attacks us
# torps_ok == False forces use of phasers in an attack
+ # game could be over at this point, check
+ if game.alldone:
+ return
attempt = False; ihurt = False;
hitmax=0.0; hittot=0.0; chgfac=1.0
where = "neither"
- # game could be over at this point, check
- if game.alldone:
- return
if idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
- #course2 = (enemy.kloc-game.sector).bearing()
- course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+ # 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"))
if not damaged(DSRSENS):
prout(" ")
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.kpower*dispersion
- hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
+ hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
return # Supernova or finished
if hit == None:
continue
proutn(crmena(True, type, "sector", mv))
# Decide what kind of enemy it is and update appropriately
if type == IHR:
- # chalk up a Romulan
- game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+ # Chalk up a Romulan
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
elif type == IHT:
global thing
thing = None
else:
- # Some type of a Klingon
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ # Killed some type of Klingon
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
if type == IHC:
game.state.kcmdr.remove(game.quadrant)
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
- if not VALID_SECTOR(w.x, w.y):
+ if not VALID_SECTOR(w.i, w.j):
huh()
return None
- delta = 0.1*(w - game.sector)
- if delta.x==0 and delta.y== 0:
+ delta = coord()
+ # FIXME: C code this was translated from is wacky -- why the sign reversal?
+ delta.j = (w.j - game.sector.j);
+ delta.i = (game.sector.i - w.i);
+ if delta == coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
def photon():
"Launch photon torpedo."
- course = [0.0] * MAXBURST
+ course = []
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
# 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))
break
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
- torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
- if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
proutn(_("%d unit hit on ") % int(hit))
else:
proutn(_("Very small hit on "))
- ienm = game.quad[w.x][w.y]
+ ienm = game.quad[w.i][w.j]
if ienm==IHQUEST:
thing.angry = True
proutn(crmena(False, ienm, "sector", w))
# (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:
rpow = 0.0
for k in range(len(game.enemies)):
aim = game.enemies[k].kloc
- ienm = game.quad[aim.x][aim.y]
+ ienm = game.quad[aim.i][aim.j]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
skip(1)
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
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
-
+ 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()
game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
- newqad(False)
+ newqad()
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
attack(torps_ok=False)
# Not perfect, but will have to do
# Handle case where base is in same quadrant as starship
if game.battle == game.quadrant:
- game.state.chart[game.battle.x][game.battle.y].starbase = False
- game.quad[game.base.x][game.base.y] = IHDOT
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
+ game.quad[game.base.i][game.base.j] = IHDOT
game.base.invalidate()
newcnd()
skip(1)
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
- game.state.chart[game.battle.x][game.battle.y].starbase = False
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
# Remove Starbase from galaxy
- game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+ game.state.galaxy[game.battle.i][game.battle.j].starbase = False
game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
else:
prout("never")
radio_was_broken = damaged(DRADIO)
- hold.x = hold.y = 0
+ hold.i = hold.j = 0
while True:
# Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
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.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
elif evcode == FSPY: # Check with spy to see if SC should tractor beam
if game.state.nscrem == 0 or \
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 = game.state.baseq[j]
+ game.battle = ibq
schedule(FCDBAS, randreal(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
- if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
+ if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
if evcode==FCDBAS:
unschedule(FCDBAS)
if not game.state.baseq() \
- or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
game.battle.invalidate()
continue
# find the lucky pair
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.x != i or game.probec.y != j:
- game.probec.x = i
- game.probec.y = j
- if not VALID_QUADRANT(i, j) or \
- game.state.galaxy[game.probec.x][game.probec.y].supernova:
+ game.probe += game.probein
+ newloc = (game.probe / float(QUADSIZE)).snaptogrid()
+ if newloc != game.probec:
+ game.probec = newloc
+ if not VALID_QUADRANT(game.probec.i, game.probec.j) or \
+ game.state.galaxy[game.probec.i][game.probec.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 VALID_QUADRANT(game.probec.i, game.probec.j):
+ proutn(_("has left the galaxy.\""))
else:
- proutn(_("is no longer transmitting"))
- prout(".\"")
+ proutn(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
- if not communicating():
+ 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.x][game.probec.y]
+ pdest = game.state.galaxy[game.probec.i][game.probec.j]
# Update star chart if Radio is working or have access to radio
if communicating():
- chp = game.state.chart[game.probec.x][game.probec.y]
+ chp = game.state.chart[game.probec.i][game.probec.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)
+ supernova(game.probec) # fire in the hole!
unschedule(FDSPROB)
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
# not already under attack, which is not
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
- q = game.state.galaxy[w.x][w.y]
+ q = game.state.galaxy[w.i][w.j]
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):
# got one!! Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
ev.quadrant = w
- q.status = distressed
-
+ q.status = "distressed"
# tell the captain about it if we can
if communicating():
prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
- for i in range(w.x - 1, w.x + 2):
- for j in range(w.y - 1, w.y + 2):
+ 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):
continue
- q = game.state.galaxy[w.x][w.y]
+ q = game.state.galaxy[w.i][w.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.x = i
- w.y = j
+ w.i = i; w.j = j
# deliver the child
game.state.remkl += 1
q.klingons += 1
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
if origTime-delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
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.x][nov.y] = IHDOT
+ game.quad[nov.i][nov.j] = IHDOT
prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
# Set up queue to recursively trigger adjacent stars
hits = [nov]
while hits:
offset = coord()
start = hits.pop()
- for offset.x in range(-1, 1+1):
- for offset.y in range(-1, 1+1):
- if offset.y==0 and offset.x==0:
+ for offset.i in range(-1, 1+1):
+ for offset.j in range(-1, 1+1):
+ if offset.j==0 and offset.i==0:
continue
neighbor = start + offset
- if not VALID_SECTOR(neighbor.y, neighbor.x):
+ if not VALID_SECTOR(neighbor.j, neighbor.i):
continue
- iquad = game.quad[neighbor.x][neighbor.y]
+ iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
pass
elif iquad == IHSTAR: # Affect another star
if withprob(0.05):
# This star supernovas
- supernova(False)
+ supernova(game.quadrant)
return
else:
hits.append(neighbor)
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
proutn(crmena(True, IHSTAR, "sector", neighbor))
prout(_(" novas."))
- game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = IHDOT
kount += 1
elif iquad in (IHP, IHW): # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
if iquad == IHP:
game.state.nplankl += 1
else:
if game.landed:
finish(FPNOVA)
return
- game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = IHDOT
elif iquad == IHB: # Destroy base
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
game.base.invalidate()
game.state.basekl += 1
newcnd()
prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
- game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = IHDOT
elif iquad in (IHE, IHF): # Buffet ship
prout(_("***Starship buffeted by nova."))
if game.shldup:
break
newc = neighbor + neighbor - hits[mm]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not VALID_SECTOR(newc.x, newc.y):
+ if not VALID_SECTOR(newc.i, newc.j):
# can't leave quadrant
skip(1)
break
- iquad1 = game.quad[newc.x][newc.y]
+ iquad1 = game.quad[newc.i][newc.j]
if iquad1 == IHBLANK:
proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
skip(1)
skip(1)
break
proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.x][neighbor.y] = IHDOT
- game.quad[newc.x][newc.y] = iquad
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ 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.x+1)+bump.y+2]
+ game.direc = course[3*(bump.i+1)+bump.j+2]
if game.direc == 0.0:
game.dist = 0.0
if game.dist == 0.0:
game.optime = 10.0*game.dist/16.0
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
- for nq.x in range(GALSIZE):
- for nq.y in range(GALSIZE):
- stars += game.state.galaxy[nq.x][nq.y].stars
+ nq = coord()
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ stars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
num = randrange(stars) + 1
- for nq.x in range(GALSIZE):
- for nq.y in range(GALSIZE):
- num -= game.state.galaxy[nq.x][nq.y].stars
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ num -= game.state.galaxy[nq.i][nq.j].stars
if num <= 0:
break
if num <=0:
else:
ns = coord()
# we are in the quadrant!
- num = 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 = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+ for ns.i in range(QUADSIZE):
+ for ns.j in range(QUADSIZE):
+ if game.quad[ns.i][ns.j]==IHSTAR:
num -= 1
if num==0:
break
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
- if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
+ if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
stars()
game.alldone = True
- # destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.x][nq.y].klingons
- game.state.galaxy[nq.x][nq.y].klingons = 0
+ # 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:
# did in the Supercommander!
- game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
- nrmdead = game.state.galaxy[nq.x][nq.y].romulans
- game.state.galaxy[nq.x][nq.y].romulans = 0
+ nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+ game.state.galaxy[nq.i][nq.j].romulans = 0
game.state.nromrem -= nrmdead
# Destroy planets
for loop in range(game.inplan):
# 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:
- game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
- game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+ 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
# mark supernova in galaxy and in star chart
if game.quadrant == nq or communicating():
- game.state.galaxy[nq.x][nq.y].supernova = True
+ game.state.galaxy[nq.i][nq.j].supernova = True
# 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)
l=1
while l <= len(game.enemies):
if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
- deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
l += 1
finish(FDILITHIUM)
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)
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."
def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
- srscan_window.move(w.x+1, w.y*2+2)
+ srscan_window.move(w.i+1, w.j*2+2)
srscan_window.addch(sym)
srscan_window.refresh()
drawmaps(2)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.x][w.y])
+ put_srscan_sym(w, game.quad[w.i][w.j])
#sound(500)
#time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.x][w.y])
+ put_srscan_sym(w, game.quad[w.i][w.j])
curses.delay_output(500)
setwnd(message_window)
if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
+ proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
def no_quad_change():
# No quadrant change -- compute new average enemy distances
- game.quad[game.sector.x][game.sector.y] = game.ship
+ 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.x][game.quadrant.y].supernova:
+ 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)
- w.x = w.y = 0
+ w.i = w.j = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move within the quadrant
- game.quad[game.sector.x][game.sector.y] = IHDOT
- x = game.sector.x
- y = game.sector.y
+ 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.x = int(round(x))
- w.y = int(round(y))
- if not VALID_SECTOR(w.x, w.y):
+ 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:
# 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.x][game.quadrant.y].supernova:
+ 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.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))
+ 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.x < 0:
- w.x = -w.x
+ if w.i < 0:
+ w.i = -w.i
kink = True
- if w.y < 0:
- w.y = -w.y
+ if w.j < 0:
+ w.j = -w.j
kink = True
- if w.x >= GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2) - w.x
+ if w.i >= GALSIZE*QUADSIZE:
+ w.i = (GALSIZE*QUADSIZE*2) - w.i
kink = True
- if w.y >= GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2) - w.y
+ if w.j >= GALSIZE*QUADSIZE:
+ w.j = (GALSIZE*QUADSIZE*2) - w.j
kink = True
if kink:
kinks += 1
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x = w.x/QUADSIZE
- game.quadrant.y = w.y/QUADSIZE
- game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
- game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
+ 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.x][game.sector.y] = game.ship
- newqad(False)
+ 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.x][w.y]
+ iquad = game.quad[w.i][w.j]
if iquad != IHDOT:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
proutn(_("Emergency stop required "))
prout(_("%2d units of energy.") % int(stopegy))
game.energy -= stopegy
- final.x = int(round(deltax))
- final.y = int(round(deltay))
+ final.i = int(round(deltax))
+ final.j = int(round(deltay))
game.sector = final
if game.energy <= 0:
finish(FNRG)
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
- if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+ if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
prout(crmshp() + _(" not adjacent to base."))
return
game.condition = "docked"
# 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 getcourse(isprobe):
"Get a course and distance from the user."
key = 0
dquad = copy.copy(game.quadrant)
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()
navmode = "manual"
break
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
xi = int(round(scanner.real))-1
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
return False
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
xl = int(round(scanner.real))-1
- dquad.x = xi
- dquad.y = xj
- dsect.y = xk
- dsect.x = xl
+ dquad.i = xi
+ dquad.j = xj
+ dsect.i = xk
+ dsect.j = xl
else:
# only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
- dquad.x = xi
- dquad.y = xj
- dsect.y = dsect.x = 4 # preserves 1-origin behavior
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = dsect.i = 4 # preserves 1-origin behavior
else:
# only sector specified
- dsect.y = xi
- dsect.x = xj
+ dsect.i = xi
+ dsect.j = xj
itemp = "normal"
- if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
+ if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
huh()
return False
skip(1)
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
delta = coord()
- delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
- delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
+ 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
- delta.x = scanner.real
+ delta.j = scanner.real
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
return False
- delta.y = scanner.real
+ delta.i = scanner.real
# Check for zero movement
- if delta.x == 0 and delta.y == 0:
+ if delta.i == 0 and delta.j == 0:
scanner.chew()
return False
if itemp == "verbose" and not isprobe:
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- if not getcourse(isprobe=False, akey=0):
+ if not getcourse(isprobe=False):
return
power = 20.0 + 100.0*game.dist
else:
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
- if not getcourse(isprobe=False, akey=0):
+ if not getcourse(isprobe=False):
return
# Make sure starship has enough energy for the trip
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
return
# Make sure enough time is left for the trip
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = 10.0*game.dist/game.warpfac**2
if game.optime >= 0.8*game.state.remtime:
skip(1)
prout(_("First Officer Spock- \"Captain, I compute that such"))
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
-
deltax /= bigger
deltay /= bigger
n = 10.0 * game.dist * bigger +0.5
- x = game.sector.x
- y = game.sector.y
+ x = game.sector.i
+ y = game.sector.j
for l in range(1, n+1):
x += deltax
ix = x + 0.5
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if game.energy <= 0:
finish(FNRG)
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = 10.0*game.dist/game.warpfac**2
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))
proutn(_("The %s has stopped in a quadrant containing") % crmshp())
prouts(_(" a supernova."))
skip(2)
- prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
- skip(1)
+ proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
# Try to use warp engines
if damaged(DWARPEN):
skip(1)
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.optime = 10.0*game.dist/game.warpfac**2
game.direc = randreal(12) # How dumb!
game.justin = False
game.inorbit = False
finish(FSNOVAED)
return
# Repeat if another snova
- if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON) # Snova killed remaining enemy.
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
game.damage[DRADIO] += game.optime
- newqad(False)
+ newqad()
events() # Stas Sergeev added this -- do pending events
def probe():
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):
+ elif key == "IHREAL": # first element of course
+ scanner.push(scanner.token)
+ if not getcourse(isprobe=True):
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.probein = coord(-math.sin(angle), math.cos(angle))
+ bigger = max(abs(game.probein.i), abs(game.probein.j))
+ game.probein /= bigger
game.proben = 10.0*game.dist*bigger +0.5
- game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
- game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
- game.probec = game.quadrant
+ game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i,
+ game.quadrant.j*QUADSIZE + game.sector.j)
+ game.probec = copy.copy(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!
return
# OK -- call for help from nearest starbase
game.nhelp += 1
- if game.base.x!=0:
+ if game.base.i!=0:
# There's one in this quadrant
ddist = (game.base - game.sector).distance()
else:
ddist = xdist
# Since starbase not in quadrant, set up new quadrant
game.quadrant = ibq
- newqad(True)
+ newqad()
# dematerialize starship
- game.quad[game.sector.x][game.sector.y]=IHDOT
+ game.quad[game.sector.i][game.sector.j]=IHDOT
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
% (game.quadrant, crmshp()))
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
- if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
+ if VALID_SECTOR(w.i,w.j) 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()
# Oops! no place to go...
finish(FABANDN)
return
- q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# Dispose of crew
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
game.state.crew)
game.casual += game.state.crew
game.abandoned += game.state.crew
-
# If at least one base left, give 'em the Faerie Queene
skip(1)
game.icrystl = False # crystals are lost
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
- game.sector.x = game.sector.y = 5
- newqad(True)
+ game.sector.i = game.sector.j = 5
+ newqad()
while True:
# position next to base by trial and error
- game.quad[game.sector.x][game.sector.y] = IHDOT
+ game.quad[game.sector.i][game.sector.j] = IHDOT
for l in range(QUADSIZE):
game.sector = game.base.scatter()
- if VALID_SECTOR(game.sector.x, game.sector.y) and \
- game.quad[game.sector.x][game.sector.y] == IHDOT:
+ if VALID_SECTOR(game.sector.i, game.sector.j) and \
+ game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
break # found a spot
- game.sector.x=QUADSIZE/2
- game.sector.y=QUADSIZE/2
- newqad(True)
+ game.sector.i=QUADSIZE/2
+ game.sector.j=QUADSIZE/2
+ newqad()
# Get new commission
- game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+ game.quad[game.sector.i][game.sector.j] = game.ship = IHF
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
prout(_("the Faerie Queene, which is antiquated but,"))
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
- game.wfacsq=25.0
return
# Code from planets.c begins here.
"Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
- if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
return True
return False
if not game.plnet.is_valid():
prout("There is no planet in this sector.")
return
- if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
+ if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while len(game.enemies) > 0:
- deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
+ deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
prout(_("Starbase's long-range scan"))
elif not silent:
prout(_("Long-range scan"))
- for x in range(game.quadrant.x-1, game.quadrant.x+2):
+ for x in range(game.quadrant.i-1, game.quadrant.i+2):
if not silent:
proutn(" ")
- for y in range(game.quadrant.y-1, game.quadrant.y+2):
+ for y in range(game.quadrant.j-1, game.quadrant.j+2):
if not VALID_QUADRANT(x, y):
if not silent:
proutn(" -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:
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn("<")
else:
proutn(" ")
else:
show = "..."
proutn(show)
- if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn(">")
else:
proutn(" ")
def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
- if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+ 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("- ")
% (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.x][game.quadrant.y].planet
+ plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
if plnet and plnet.inhabited:
prstat(_("Major system"), plnet.name)
else:
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:
else:
prout(_(" Short-range scan"))
if goodScan and not damaged(DRADIO):
- game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
- game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+ game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
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.y = int(scanner.real-0.5)
- if scanner.next() != IHREAL:
+ w1.j = int(scanner.real-0.5)
+ if scanner.next() != "IHREAL":
huh()
return
- w1.x = int(scanner.real-0.5)
- if scanner.next() == IHREAL:
- w2.y = int(scanner.real-0.5)
- if scanner.next() != IHREAL:
+ w1.i = int(scanner.real-0.5)
+ if scanner.next() == "IHREAL":
+ w2.j = int(scanner.real-0.5)
+ if scanner.next() != "IHREAL":
huh()
return
- w2.x = int(scanner.real-0.5)
+ w2.i = int(scanner.real-0.5)
else:
- if game.quadrant.y>w1.x:
- w2.x = 0
+ if game.quadrant.j>w1.i:
+ w2.i = 0
else:
- w2.x=QUADSIZE-1
- if game.quadrant.x>w1.y:
- w2.y = 0
+ w2.i=QUADSIZE-1
+ if game.quadrant.i>w1.j:
+ w2.j = 0
else:
- w2.y=QUADSIZE-1
- if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+ w2.j=QUADSIZE-1
+ if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
huh()
return
- game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
- (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
+ game.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
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:
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:
scanner.chew()
skip(1)
return
-
# Code from setup.c begins here
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
while True:
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].starbase:
+ if not game.state.galaxy[w.i][w.j].starbase:
break
contflag = False
# C version: for (j = i-1; j > 0; j--)
if not contflag:
break
game.state.baseq.append(w)
- game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
+ game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
krem -= klump
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:
+ if not game.state.galaxy[w.i][w.j].supernova and \
+ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.x][w.y].klingons += int(klump)
+ game.state.galaxy[w.i][w.j].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
- if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
+ if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
break
- game.state.galaxy[w.x][w.y].klingons += 1
+ game.state.galaxy[w.i][w.j].klingons += 1
game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
w = randplace(GALSIZE)
- if game.state.galaxy[w.x][w.y].planet == None:
+ if game.state.galaxy[w.i][w.j].planet == None:
break
new = planet()
new.quadrant = w
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
- game.state.galaxy[w.x][w.y].planet = new
+ game.state.galaxy[w.i][w.j].planet = new
game.state.planets.append(new)
# Locate Romulans
for i in range(game.state.nromrem):
w = randplace(GALSIZE)
- game.state.galaxy[w.x][w.y].romulans += 1
+ game.state.galaxy[w.i][w.j].romulans += 1
# Place the Super-Commander if needed
if game.state.nscrem > 0:
while True:
if welcoming(w):
break
game.state.kscmdr = w
- game.state.galaxy[w.x][w.y].klingons += 1
+ game.state.galaxy[w.i][w.j].klingons += 1
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
unschedule(FENSLV)
unschedule(FREPRO)
# Place thing (in tournament game, we don't want one!)
+ # New in SST2K: never place the Thing near a starbase.
+ # This makes sense and avoids a special case in the old code.
global thing
if game.tourn is None:
- thing = randplace(GALSIZE)
+ while True:
+ thing = randplace(GALSIZE)
+ if thing not in game.state.baseq:
+ break
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
if game.state.nscrem:
prout(_(" YOU'LL NEED IT."))
waitfor()
- newqad(False)
+ newqad()
if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
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 dropin(iquad=None):
"Drop a feature on a random dot in the current quadrant."
- w = coord()
while True:
w = randplace(QUADSIZE)
- if game.quad[w.x][w.y] == IHDOT:
+ if game.quad[w.i][w.j] == IHDOT:
break
if iquad is not None:
- game.quad[w.x][w.y] = iquad
+ game.quad[w.i][w.j] = iquad
return w
def newcnd():
game.condition = "green"
if game.energy < 1000.0:
game.condition = "yellow"
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
game.condition = "red"
if not game.alive:
game.condition="dead"
"Drop new Klingon into current quadrant."
return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
-def newqad(shutup):
+def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
- w = coord()
game.justin = True
- game.klhere = 0
- game.irhere = 0
- game.iplnet = 0
- game.neutz = False
- game.inorbit = False
- game.landed = False
- game.ientesc = False
- game.iseenit = False
+ game.iplnet = None
+ game.neutz = game.inorbit = game.landed = False
+ game.ientesc = game.iseenit = False
# Create a blank quadrant
game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
game.ientesc = True
- q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# cope with supernova
if q.supernova:
return
game.klhere = q.klingons
game.irhere = q.romulans
# Position Starship
- game.quad[game.sector.x][game.sector.y] = game.ship
+ game.quad[game.sector.i][game.sector.j] = game.ship
game.enemies = []
if q.klingons:
# Position ordinary Klingons
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
- game.quad[e.kloc.x][e.kloc.y] = IHC
+ game.quad[e.kloc.i][e.kloc.j] = IHC
e.kpower = randreal(950,1350) + 50.0*game.skill
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
- game.quad[e.kloc.x][e.kloc.y] = IHS
+ game.quad[e.kloc.i][e.kloc.j] = IHS
e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
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 thing == game.quadrant:
- enemy(type=IHQUEST, loc=dropin(),
- power=randreal(6000,6500.0)+250.0*game.skill)
- if not damaged(DSRSENS):
- skip(1)
- prout(_("Mr. Spock- \"Captain, this is most unusual."))
- prout(_(" Please examine your short-range scan.\""))
+ # Put in THING if needed
+ if thing == game.quadrant:
+ enemy(type=IHQUEST, loc=dropin(),
+ power=randreal(6000,6500.0)+250.0*game.skill)
+ if not damaged(DSRSENS):
+ 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 withprob(0.02)) or \
(game.skill > SKILL_GOOD and withprob(0.08)):
w = coord()
while True:
- w.x = withprob(0.5) * (QUADSIZE-1)
- w.y = withprob(0.5) * (QUADSIZE-1)
- if game.quad[w.x][w.y] == IHDOT:
+ w.i = withprob(0.5) * (QUADSIZE-1)
+ w.j = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.i][w.j] == IHDOT:
break
game.tholian = enemy(type=IHT, loc=w,
power=randrange(100, 500) + 25.0*game.skill)
"HELP": 0,
}
-def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
-
def listCommands():
"Generate a list of legal commands."
- k = 0
- proutn(_("LEGAL COMMANDS ARE:"))
+ prout(_("LEGAL COMMANDS ARE:"))
+ emitted = 0
for key in commands:
- if ACCEPT(key):
- if k % 5 == 0:
+ if not commands[key] or (commands[key] & game.options):
+ proutn("%-12s " % key)
+ emitted += 1
+ if emitted % 5 == 4:
skip(1)
- proutn("%-12s " % key)
- k += 1
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()
def makemoves():
"Command-interpretation loop."
- v = 0
clrscr()
setwnd(message_window)
while True: # command loop
setwnd(prompt_window)
clrscr()
proutn("COMMAND> ")
- if scanner.next() == IHEOL:
+ if scanner.next() == "IHEOL":
if game.options & OPTION_CURSES:
makechart()
continue
events()
if game.alldone:
break # Events did us in
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
continue
if hitme and not game.justin:
attack(torps_ok=True)
if game.alldone:
break
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
hitme = True
continue
def crmshp():
"Emit our ship name."
- if game.ship == IHE:
- s = _("Enterprise")
- elif game.ship == IHF:
- s = _("Faerie Queene")
- else:
- s = "Ship???"
- return s
+ return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
def stars():
"Emit a line of stars"
def randplace(size):
"Choose a random location."
w = coord()
- w.x = randrange(size)
- w.y = randrange(size)
+ w.i = randrange(size)
+ w.j = randrange(size)
return w
class sstscanner:
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.x = scanner.int()-1
+ s.i = scanner.int()-1
scanner.next()
- if scanner.type != IHREAL:
+ if scanner.type != "IHREAL":
huh()
return None
- s.y = scanner.int()-1
+ 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("Cause selective damage? ")
if ja() == True:
for i in range(NDEVICES):
- proutn("Kill ")
- proutn(device[i])
- proutn("? ")
+ 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.x = int(round(scanner.real))
+ 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
- w.y = int(round(scanner.real))
+ w.j = int(round(scanner.real))
ev.quadrant = w
scanner.chew()
proutn("Induce supernova here? ")
if ja() == True:
- game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
atover(True)
if __name__ == '__main__':
+ import getopt, socket
try:
global line, thing, game, idebug
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 ""