X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2Fsst.py;h=e21ced85e69601deffac756ad3361ba2f82165e0;hb=847413ccb3ee4a023ad79bc6d5370e3396ac0714;hp=ce058ef970db6e2fdc9221b7ffc20812e3aedf74;hpb=1e0e43b6390d3608233996167248eadd5c3ac535;p=super-star-trek.git diff --git a/src/sst.py b/src/sst.py index ce058ef..e21ced8 100644 --- a/src/sst.py +++ b/src/sst.py @@ -2,10 +2,9 @@ """ 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: @@ -46,11 +45,11 @@ however mine had some feature it didn't have. So I merged its 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 @@ -180,13 +179,12 @@ more: 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 @@ -227,62 +225,65 @@ IHMATER0 = '-', IHMATER1 = 'o', IHMATER2 = '0' -IHEOL = '\n' -IHREAL = 0.0 -IHALPHA = " " +class TrekError: + pass 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 __ne__(self, other): + return other == None or self.i != other.i or 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) - def snaptogrid(self): - return coord(int(round(self.x)), int(round(self.y))) + return coord(self.i/other, self.j/other) + def roundtogrid(self): + return coord(int(round(self.i)), int(round(self.j))) + def trunctogrid(self): + return coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): if not other: other = coord(0, 0) - return math.sqrt((self.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: @@ -340,9 +341,9 @@ class snapshot: 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: @@ -430,15 +431,15 @@ class enemy: 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() @@ -466,7 +467,6 @@ class gamestate: self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant - self.probec = None # current probe quadrant self.gamewon = False # Finished! self.ididit = False # action taken -- allows enemy to attack self.alive = False # we are alive (not killed) @@ -509,7 +509,6 @@ class gamestate: self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base self.tourn = None # tournament number - self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources self.intime = 0.0 # initial time @@ -522,17 +521,12 @@ class gamestate: self.warpfac = 0.0 # warp speed self.wfacsq = 0.0 # squared warp factor self.lsupres = 0.0 # life support reserves - self.dist = 0.0 # movement distance - self.direc = 0.0 # movement direction self.optime = 0.0 # time taken by current operation self.docfac = 0.0 # repair factor when docking (constant?) self.damfac = 0.0 # damage factor self.lastchart = 0.0 # time star chart was last updated self.cryprob = 0.0 # probability that crystal will work - self.probex = 0.0 # location of probe - self.probey = 0.0 # - self.probeinx = 0.0 # probe x,y increment - self.probeiny = 0.0 # + self.probe = None # object holding probe course info self.height = 0.0 # height of orbit around planet def recompute(self): # Stas thinks this should be (C expression): @@ -542,7 +536,7 @@ class gamestate: # 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' @@ -562,8 +556,6 @@ IHMATER0 = '-' IHMATER1 = 'o' IHMATER2 = '0' - -# From enumerated type 'FINTYPE' FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -587,10 +579,6 @@ FTRIBBLE = 19 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
0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
@@ -774,20 +756,11 @@ def movebaddy(enemy):
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):
@@ -795,44 +768,44 @@ def movebaddy(enemy):
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:
@@ -882,13 +855,13 @@ def movescom(iq, avoid):
"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
@@ -909,14 +882,14 @@ def movescom(iq, avoid):
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."
@@ -930,10 +903,10 @@ def supercommander():
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:
@@ -974,32 +947,32 @@ def supercommander():
# 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:
@@ -1030,7 +1003,7 @@ def supercommander():
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"))
@@ -1042,46 +1015,46 @@ def movetholian():
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)
@@ -1097,7 +1070,7 @@ def doshield(shraise):
action = "SHUP"
else:
key = scanner.next()
- if key == IHALPHA:
+ if key == "IHALPHA":
if scanner.sees("transfer"):
action = "NRG"
else:
@@ -1156,7 +1129,7 @@ def doshield(shraise):
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()
@@ -1288,33 +1261,26 @@ def collision(rammed, enemy):
finish(FWON)
return
-def torpedo(course, dispersion, origin, number, nburst):
+def torpedo(origin, bearing, dispersion, number, nburst):
"Let a photon torpedo fly"
- iquad = 0
- 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
- 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)
+ shoved = False
+ ac = bearing + 0.25*dispersion # dispersion is a random variable
+ bullseye = (15.0 - bearing)*0.5235988
+ track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+ # delta === track.increment
+ w = coord(0, 0); jw = coord(0, 0)
+ 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 += track.increment
+ w = ungridded.roundtogrid()
+ 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
@@ -1331,38 +1297,37 @@ def torpedo(course, dispersion, origin, number, nburst):
# We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(randreal()-0.5)
+ ang = track.angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.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))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
@@ -1375,22 +1340,22 @@ def torpedo(course, dispersion, origin, number, nburst):
return None
proutn(crmena(True, iquad, "sector", w))
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(randreal()-0.5)
+ ang = track.angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.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
@@ -1402,21 +1367,21 @@ def torpedo(course, dispersion, origin, number, nburst):
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)
@@ -1424,11 +1389,11 @@ def torpedo(course, dispersion, origin, number, nburst):
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)
@@ -1472,7 +1437,7 @@ def torpedo(course, dispersion, origin, number, nburst):
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
@@ -1483,7 +1448,7 @@ def torpedo(course, dispersion, origin, number, nburst):
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!
@@ -1496,8 +1461,8 @@ def torpedo(course, dispersion, origin, number, nburst):
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()
@@ -1540,7 +1505,7 @@ def fry(hit):
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
+ # game could be over at this point, check
if game.alldone:
return
attempt = False; ihurt = False;
@@ -1596,8 +1561,8 @@ def attack(torps_ok):
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):
@@ -1606,10 +1571,10 @@ def attack(torps_ok):
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
@@ -1689,8 +1654,8 @@ def deadkl(w, type, mv):
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:
@@ -1701,8 +1666,8 @@ def deadkl(w, type, mv):
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)
@@ -1734,11 +1699,14 @@ def deadkl(w, type, mv):
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"))
@@ -1749,7 +1717,7 @@ def targetcheck(w):
def photon():
"Launch photon torpedo."
- course = [0.0] * MAXBURST
+ course = []
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
@@ -1762,15 +1730,15 @@ def photon():
# 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()
@@ -1787,24 +1755,24 @@ def photon():
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))
@@ -1837,8 +1805,8 @@ def photon():
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);
@@ -1913,7 +1881,7 @@ def hittem(hits):
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))
@@ -1968,12 +1936,12 @@ def phasers():
# (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"
@@ -1991,7 +1959,7 @@ def phasers():
else:
huh()
return
- elif key == IHREAL:
+ elif key == "IHREAL":
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
@@ -2000,7 +1968,7 @@ def phasers():
else:
automode = "AUTOMATIC"
else:
- # IHEOL
+ # "IHEOL"
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
@@ -2013,10 +1981,10 @@ def phasers():
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:
@@ -2029,13 +1997,13 @@ def phasers():
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:
@@ -2043,7 +2011,7 @@ def phasers():
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!
@@ -2082,7 +2050,7 @@ def phasers():
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:
@@ -2097,7 +2065,7 @@ def phasers():
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)
@@ -2107,11 +2075,11 @@ def phasers():
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
@@ -2124,14 +2092,14 @@ def phasers():
proutn(") ")
proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
key = scanner.next()
- if key == IHALPHA and scanner.sees("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
key = scanner.next()
continue
- if key == IHALPHA:
+ if key == "IHALPHA":
huh()
return
- if key == IHEOL:
+ if key == "IHEOL":
if k==1: # Let me say I'm baffled by this
msgflag = True
continue
@@ -2152,7 +2120,7 @@ def phasers():
# 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()
@@ -2280,8 +2248,8 @@ def events():
# 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)
@@ -2296,9 +2264,9 @@ def events():
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
@@ -2325,7 +2293,7 @@ def events():
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
@@ -2384,9 +2352,9 @@ def events():
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 \
@@ -2431,14 +2399,16 @@ def events():
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)
@@ -2457,7 +2427,7 @@ def events():
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
@@ -2466,7 +2436,7 @@ def events():
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
@@ -2484,45 +2454,36 @@ def events():
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:
+ if game.probe.next(grain=QUADSIZE):
+ if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j) or \
+ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
# Left galaxy or ran into supernova
- if comunicating():
+ if communicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
- if not VALID_QUADRANT(j, i):
- proutn(_("has left the galaxy"))
+ if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j):
+ prout(_("has left the galaxy.\""))
else:
- proutn(_("is no longer transmitting"))
- prout(".\"")
+ prout(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
- if not communicating():
- announce()
+ if communicating():
+ #announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
- pdest = game.state.galaxy[game.probec.x][game.probec.y]
- # Update star chart if Radio is working or have access to radio
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
if communicating():
- chp = game.state.chart[game.probec.x][game.probec.y]
+ chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
pdest.charted = True
- game.proben -= 1 # One less to travel
- if game.proben == 0 and game.isarmed and pdest.stars:
- # lets blow the sucker!
- supernova(True, game.probec)
+ game.probe.moves -= 1 # One less to travel
+ if game.probe.moves == 0 and game.isarmed and pdest.stars:
+ supernova(game.probe) # 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)
@@ -2533,7 +2494,7 @@ def events():
# 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):
@@ -2546,8 +2507,7 @@ def events():
# 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") \
@@ -2558,7 +2518,7 @@ def events():
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
@@ -2578,7 +2538,7 @@ def events():
# 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
@@ -2589,11 +2549,11 @@ def events():
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
@@ -2601,7 +2561,7 @@ def events():
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
@@ -2626,11 +2586,11 @@ def wait():
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
@@ -2667,30 +2627,23 @@ def wait():
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]
@@ -2698,32 +2651,32 @@ def nova(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:
@@ -2735,15 +2688,15 @@ def nova(nov):
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:
@@ -2775,11 +2728,11 @@ def nova(nov):
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)
@@ -2790,43 +2743,42 @@ def nova(nov):
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]
- if game.direc == 0.0:
- game.dist = 0.0
- if game.dist == 0.0:
+ dist = kount*0.1
+ direc = course[3*(bump.i+1)+bump.j+2]
+ if direc == 0.0:
+ dist = 0.0
+ if dist == 0.0:
return
- game.optime = 10.0*game.dist/16.0
+ course = course(bearing=direc, distance=dist)
+ game.optime = course.time(warp=4)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(novapush=True)
- game.optime = 10.0*game.dist/16.0
+ imove(course, novapush=True)
+ game.optime = course.time(warp=4)
return
-def supernova(induced, w=None):
+def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
- nq = coord()
if w != None:
- nq = w
+ nq = copy.copy(w)
else:
+ # Scheduled supernova -- select star at random.
stars = 0
- # Scheduled supernova -- select star
- # logic changed here so that we won't favor quadrants in top
- # left of universe
- 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:
@@ -2844,10 +2796,10 @@ def supernova(induced, w=None):
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
@@ -2857,18 +2809,18 @@ def supernova(induced, w=None):
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)
@@ -2880,8 +2832,8 @@ def supernova(induced, w=None):
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):
@@ -2891,17 +2843,17 @@ def supernova(induced, w=None):
# 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)
@@ -2965,7 +2917,7 @@ def kaboom():
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)
@@ -3323,7 +3275,7 @@ def plaque():
fp.write(_("Emeritus level\n\n"))
else:
fp.write(_(" Cheat level\n\n"))
- timestring = ctime()
+ timestring = time.ctime()
fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
(timestring+4, timestring+20, timestring+11))
fp.write(_(" Your score: %d\n\n") % iscore)
@@ -3344,27 +3296,10 @@ message_window = None
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:
@@ -3374,19 +3309,8 @@ def iostart():
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()
@@ -3399,24 +3323,23 @@ def iostart():
prompt_window = curses.newwin(1, 0, rows-2, 0)
message_window.scrollok(True)
setwnd(fullscreen_window)
- textcolor(DEFAULT)
-
-def textcolor(color):
- "Set text foreground color. Presently a stub."
- pass # FIXME
def ioend():
- "Wrap up I/O. Presently a stub."
- pass
+ "Wrap up I/O."
+ if game.options & OPTION_CURSES:
+ stdscr.keypad(False)
+ curses.echo()
+ curses.nocbreak()
+ curses.endwin()
def waitfor():
"Wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
- stsdcr.getch()
+ stdscr.getch()
def announce():
skip(1)
- prouts(_("[ANOUNCEMENT ARRIVING...]"))
+ prouts(_("[ANNOUNCEMENT ARRIVING...]"))
skip(1)
def pause_game():
@@ -3428,7 +3351,7 @@ def pause_game():
if game.options & OPTION_CURSES:
drawmaps(0)
setwnd(prompt_window)
- prompt_window.wclear()
+ prompt_window.clear()
prompt_window.addstr(prompt)
prompt_window.getstr()
prompt_window.clear()
@@ -3453,7 +3376,10 @@ def skip(i):
pause_game()
clrscr()
else:
- proutn("\n")
+ try:
+ curwnd.move(y+1, 0)
+ except curses.error:
+ pass
else:
global linecount
linecount += 1
@@ -3482,7 +3408,7 @@ def prouts(line):
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:
@@ -3520,8 +3446,8 @@ def setwnd(wnd):
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."
@@ -3564,7 +3490,7 @@ def drawmaps(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()
@@ -3574,12 +3500,12 @@ def boom(w):
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)
@@ -3601,7 +3527,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
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- "))
@@ -3655,32 +3581,32 @@ def prstat(txt, data):
# Code from moving.c begins here
-def imove(novapush):
+def imove(course=None, novapush=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
w = coord(); final = coord()
trbeam = False
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
- angle = ((15.0 - game.direc) * 0.5235988)
+ angle = ((15.0 - course.bearing) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
if math.fabs(deltax) > math.fabs(deltay):
@@ -3693,20 +3619,20 @@ def imove(novapush):
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.condition = "red"
- game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move within the quadrant
- game.quad[game.sector.x][game.sector.y] = IHDOT
- x = game.sector.x
- y = game.sector.y
- n = int(10.0*game.dist*bigger+0.5)
+ game.quad[game.sector.i][game.sector.j] = IHDOT
+ x = game.sector.i
+ y = game.sector.j
+ n = int(10.0*course.distance*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:
@@ -3719,30 +3645,30 @@ def imove(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+QUADSIZE*course.distance*bigger*deltax))
+ w.j = int(round(y+QUADSIZE*course.distance*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
@@ -3761,22 +3687,22 @@ def imove(novapush):
# 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
+ 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
- game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
+ stopegy = 50.0*course.dist/game.optime
+ course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
for enemy in game.enemies:
@@ -3790,11 +3716,9 @@ def imove(novapush):
skip(1)
proutn("***" + crmshp())
proutn(_(" pulled into black hole at Sector %s") % w)
- #
# Getting pulled into a black hole was certain
# death in Almy's original. Stas Sergeev added a
# possibility that you'll get timewarped instead.
- #
n=0
for m in range(NDEVICES):
if game.damage[m]>0:
@@ -3816,8 +3740,8 @@ def imove(novapush):
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)
@@ -3825,7 +3749,7 @@ def imove(novapush):
# We're here!
no_quad_change()
return
- game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
+ course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
game.sector = w
final = game.sector
no_quad_change()
@@ -3840,7 +3764,7 @@ def dock(verbose):
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"
@@ -3868,7 +3792,15 @@ def dock(verbose):
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-def getcourse(isprobe, akey):
+def cartesian(loc1=None, loc2=None):
+ if loc1 is None:
+ return game.quadrant * QUADSIZE + game.sector
+ elif loc2 is None:
+ return game.quadrant * QUADSIZE + loc1
+ else:
+ return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
"Get a course and distance from the user."
key = 0
dquad = copy.copy(game.quadrant)
@@ -3880,7 +3812,7 @@ def getcourse(isprobe, akey):
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
scanner.chew()
- return False
+ raise TrekError
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
@@ -3889,19 +3821,14 @@ def getcourse(isprobe, akey):
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()
@@ -3913,7 +3840,7 @@ def getcourse(isprobe, akey):
else:
huh()
scanner.chew()
- return False
+ raise TrekError
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
@@ -3921,8 +3848,9 @@ def getcourse(isprobe, akey):
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
+ delta = coord()
if navmode == "automatic":
- while key == IHEOL:
+ while key == "IHEOL":
if isprobe:
proutn(_("Target quadrant or quadrant§or- "))
else:
@@ -3930,43 +3858,43 @@ def getcourse(isprobe, akey):
scanner.chew()
iprompt = True
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
xi = int(round(scanner.real))-1
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
xj = int(round(scanner.real))-1
key = scanner.next()
- if key == IHREAL:
+ if key == "IHREAL":
# both quadrant and sector specified
xk = int(round(scanner.real))-1
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
xl = int(round(scanner.real))-1
- dquad.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
+ raise TrekError
skip(1)
if not isprobe:
if itemp > "curt":
@@ -3975,39 +3903,68 @@ def getcourse(isprobe, akey):
else:
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
+ raise TrekError
+ delta.j = scanner.real
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
- delta.y = scanner.real
+ raise TrekError
+ 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
+ raise TrekError
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
- # Course actually laid in.
- game.dist = delta.distance()
- game.direc = delta.bearing()
- if game.direc < 0.0:
- game.direc += 12.0
scanner.chew()
- return True
+ return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+ def __init__(self, bearing, distance, origin=None):
+ self.distance = distance
+ self.bearing = bearing
+ # The bearing() code we inherited from FORTRAN is actually computing
+ # clockface directions!
+ if self.bearing < 0.0:
+ self.bearing += 12.0
+ self.angle = ((15.0 - self.bearing) * 0.5235988)
+ if origin is None:
+ self.location = cartesian(game.quadrant, game.sector)
+ self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+ bigger = max(abs(self.increment.i), abs(self.increment.j))
+ self.increment /= bigger
+ self.moves = 10*self.distance*bigger +0.5
+ def next(self, grain=1):
+ "Next step on course."
+ self.moves -=1
+ self.nextlocation = self.location + self.increment
+ oldloc = (self.location/grain).roundtogrid()
+ newloc = (self.nextlocation/grain).roundtogrid()
+ self.location = self.nextlocation
+ if newloc != oldloc:
+ return True
+ else:
+ return False
+ def quadrant(self):
+ return (self.location / QUADSIZE).roundtogrid()
+ def sector(self):
+ return coord(self.location.i % QUADSIZE, self.location.j % QUADSIZE)
+ def power(self, warp):
+ return self.distance*(warp**3)*(game.shldup+1)
+ def time(self, warp):
+ return 10.0*self.distance/warp**2
def impulse():
"Move under impulse power."
@@ -4018,9 +3975,11 @@ def impulse():
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- if not getcourse(isprobe=False, akey=0):
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.distance
else:
power = 30.0
if power >= game.energy:
@@ -4037,7 +3996,7 @@ def impulse():
scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.optime >= game.state.remtime:
prout(_("First Officer Spock- \"Captain, our speed under impulse"))
prout(_("power is only 0.95 sectors per stardate. Are you sure"))
@@ -4045,26 +4004,26 @@ def impulse():
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(novapush=False)
+ imove(course, novapush=False)
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.dist
game.energy -= power
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.energy <= 0:
finish(FNRG)
return
-def warp(timewarp):
+def warp(course, involuntary):
"ove under warp drive."
blooey = False; twarp = False
- if not timewarp: # Not WARPX entry
+ if not involuntary: # Not WARPX entry
game.ididit = False
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
return
if damaged(DWARPEN) and game.warpfac > 4.0:
scanner.chew()
@@ -4072,18 +4031,22 @@ def warp(timewarp):
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
- # Read in course and distance
- if not getcourse(isprobe=False, akey=0):
- return
- # Make sure starship has enough energy for the trip
- power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
- if power >= game.energy:
+ # Read in course and distance
+ if course==None:
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
+ return
+ # Make sure starship has enough energy for the trip
+ # Note: this formula is slightly different from the C version,
+ # and lets you skate a bit closer to the edge.
+ if course.power(game.warpfac) >= game.energy:
# Insufficient power for trip
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
if not game.shldup or 0.5*power > game.energy:
- iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+ iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
@@ -4095,10 +4058,9 @@ def warp(timewarp):
prout(".")
else:
prout(_("We haven't the energy to go that far with the shields up."))
- return
-
+ return
# Make sure enough time is left for the trip
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = course.time(game.warpfac)
if game.optime >= 0.8*game.state.remtime:
skip(1)
prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4114,12 +4076,12 @@ def warp(timewarp):
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = game.dist*(6.0-game.warpfac)**2/66.666666666
+ prob = course.dist*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
- game.dist = randreal(game.dist)
+ course.distance = randreal(course.distance)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+ if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
@@ -4129,7 +4091,7 @@ def warp(timewarp):
if blooey or twarp:
# If time warp or engine damage, check path
# If it is obstructed, don't do warp or damage
- angle = ((15.0-game.direc)*0.5235998)
+ angle = ((15.0-course.bearing)*0.5235998)
deltax = -math.sin(angle)
deltay = math.cos(angle)
if math.fabs(deltax) > math.fabs(deltay):
@@ -4138,9 +4100,9 @@ def warp(timewarp):
bigger = math.fabs(deltay)
deltax /= bigger
deltay /= bigger
- n = 10.0 * game.dist * bigger +0.5
- x = game.sector.x
- y = game.sector.y
+ n = 10.0 * course.distance * bigger +0.5
+ x = game.sector.i
+ y = game.sector.j
for l in range(1, n+1):
x += deltax
ix = x + 0.5
@@ -4152,13 +4114,13 @@ def warp(timewarp):
blooey = False
twarp = False
# Activate Warp Engines and pay the cost
- imove(novapush=False)
+ imove(course, novapush=False)
if game.alldone:
return
- game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ game.energy -= course.power(game.warpfac)
if game.energy <= 0:
finish(FNRG)
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = course.time(game.warpfac)
if twarp:
timwrp()
if blooey:
@@ -4174,12 +4136,12 @@ def setwarp():
"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:
@@ -4197,7 +4159,6 @@ def setwarp():
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))
@@ -4253,11 +4214,10 @@ def atover(igrab):
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)
@@ -4265,18 +4225,17 @@ def atover(igrab):
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))
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
distreq = randreal(math.sqrt(2))
if distreq < game.dist:
- game.dist = distreq
- game.optime = 10.0*game.dist/game.wfacsq
- game.direc = randreal(12) # How dumb!
+ dist = distreq
+ course = course(bearing=randreal(12), distance=dist) # How dumb!
+ game.optime = course.time()
game.justin = False
game.inorbit = False
- warp(True)
+ warp(course, involuntary=True)
if not game.justin:
# This is bad news, we didn't leave quadrant.
if game.alldone:
@@ -4286,7 +4245,7 @@ def atover(igrab):
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.
@@ -4313,7 +4272,6 @@ def timwrp():
unschedule(FCDBAS)
unschedule(FSCDBAS)
game.battle.invalidate()
-
# Make sure Galileo is consistant -- Snapshot may have been taken
# when on planet, which would give us two Galileos!
gotit = False
@@ -4367,8 +4325,7 @@ 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:
@@ -4377,50 +4334,24 @@ def probe():
if ja() == False:
return
game.isarmed = False
- if key == IHALPHA and scanner.token == "armed":
+ if key == "IHALPHA" and scanner.token == "armed":
game.isarmed = True
key = scanner.next()
- elif key == IHEOL:
+ elif key == "IHEOL":
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- if not getcourse(isprobe=True, akey=key):
- return
+ elif key == "IHREAL": # first element of course
+ scanner.push(scanner.token)
+ try:
+ game.probe = getcourse(isprobe=True)
+ except TrekError:
+ return
game.nprobes -= 1
- angle = ((15.0 - game.direc) * 0.5235988)
- game.probeinx = -math.sin(angle)
- game.probeiny = math.cos(angle)
- if math.fabs(game.probeinx) > math.fabs(game.probeiny):
- bigger = math.fabs(game.probeinx)
- else:
- bigger = math.fabs(game.probeiny)
- game.probeiny /= bigger
- game.probeinx /= bigger
- game.proben = 10.0*game.dist*bigger +0.5
- game.probex = game.quadrant.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
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!
@@ -4440,7 +4371,7 @@ def mayday():
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:
@@ -4453,13 +4384,13 @@ def mayday():
game.quadrant = ibq
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
@@ -4475,13 +4406,13 @@ def mayday():
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
@@ -4490,31 +4421,13 @@ def mayday():
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()
@@ -4550,7 +4463,7 @@ def abandon():
# 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"))
@@ -4573,23 +4486,23 @@ def abandon():
# 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
+ 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
+ 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,"))
@@ -4609,7 +4522,6 @@ def abandon():
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
- game.wfacsq=25.0
return
# Code from planets.c begins here.
@@ -4618,7 +4530,7 @@ def consumeTime():
"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
@@ -4663,7 +4575,7 @@ def orbit():
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
@@ -5009,7 +4921,7 @@ def deathray():
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)
@@ -5173,10 +5085,10 @@ def lrscan(silent):
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")
@@ -5196,7 +5108,6 @@ def damagereport():
"Damage report."
jdam = False
scanner.chew()
-
for i in range(NDEVICES):
if damaged(i):
if not jdam:
@@ -5236,7 +5147,7 @@ def chart():
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(" ")
@@ -5249,7 +5160,7 @@ def chart():
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(" ")
@@ -5259,17 +5170,17 @@ def chart():
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("- ")
@@ -5321,7 +5232,7 @@ def status(req=0):
% (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:
@@ -5332,7 +5243,7 @@ def status(req=0):
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:
@@ -5355,10 +5266,10 @@ def srscan():
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()
@@ -5367,7 +5278,7 @@ def srscan():
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()
@@ -5376,49 +5287,49 @@ def eta():
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)
+ dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
scanner.chew()
proutn(_("Time or arrival date? "))
- if scanner.next()==IHREAL:
+ if scanner.next()=="IHREAL":
ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
prout(_("We'll never make it, sir."))
scanner.chew()
@@ -5428,7 +5339,7 @@ def eta():
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:
@@ -5439,14 +5350,14 @@ def eta():
while True:
scanner.chew()
ttime = (10.0*game.dist)/twarp**2
- tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
if not game.shldup or tpower > game.energy*2.0:
if not wfl:
return
proutn(_("New warp factor to try? "))
- if scanner.next() == IHREAL:
+ if scanner.next() == "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
@@ -5479,7 +5390,7 @@ def eta():
(scheduled(FCDBAS)