X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2Fsst.py;h=e21ced85e69601deffac756ad3361ba2f82165e0;hb=847413ccb3ee4a023ad79bc6d5370e3396ac0714;hp=fbd85f9b1c29460412f28205ab2f050d2c89de62;hpb=4162df86eb0d33c39014a02075294128fd2ca84d;p=super-star-trek.git diff --git a/src/sst.py b/src/sst.py index fbd85f9..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 @@ -227,9 +225,8 @@ IHMATER0 = '-', IHMATER1 = 'o', IHMATER2 = '0' -IHEOL = '\n' -IHREAL = 0.0 -IHALPHA = " " +class TrekError: + pass class coord: def __init__(self, x=None, y=None): @@ -241,6 +238,8 @@ class coord: return self.i != None and self.j != None def __eq__(self, other): return other != None and self.i == other.i and self.j == other.j + def __ne__(self, other): + return other == None or self.i != other.i or self.j != other.j def __add__(self, other): return coord(self.i+other.i, self.j+other.j) def __sub__(self, other): @@ -253,14 +252,16 @@ class coord: return coord(self.i/other, self.j/other) def __rdiv__(self, other): return coord(self.i/other, self.j/other) - def snaptogrid(self): + def roundtogrid(self): + return coord(int(round(self.i)), int(round(self.j))) + def 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.i - other.i)**2 + (self.j - other.j)**2) def bearing(self, other=None): if not other: other = coord(0, 0) - return 1.90985*math.atan2(self.i-other.i, self.j-other.j) + return 1.90985*math.atan2(self.j-other.j, self.i-other.i) def sgn(self): s = coord() if self.i == 0: @@ -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: @@ -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:
@@ -777,16 +760,7 @@ def movebaddy(enemy):
m.i = 0
if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
m.j = 0
- if m.i != 0:
- if m.i*motion < 0:
- m.i = -1
- else:
- m.i = 1
- if m.j != 0:
- if m.j*motion < 0:
- m.j = -1
- else:
- m.j = 1
+ m = (motion * m).sgn()
next = enemy.kloc
# main move loop
for ll in range(nsteps):
@@ -881,9 +855,9 @@ 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.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
@@ -915,7 +889,7 @@ def movescom(iq, avoid):
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."
@@ -929,7 +903,7 @@ def supercommander():
if not game.iscate and avoid:
# compute move away from Enterprise
idelta = game.state.kscmdr-game.quadrant
- if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
+ if idelta.distance() > 2.0:
# circulate in space
idelta.i = game.state.kscmdr.j-game.quadrant.j
idelta.j = game.quadrant.i-game.state.kscmdr.i
@@ -973,24 +947,24 @@ 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.i==0 or idelta.j==0:
# attempt angle move
if idelta.i != 0:
iq.j = game.state.kscmdr.j + 1
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
- else:
+ elif idelta.j != 0:
iq.i = game.state.kscmdr.i + 1
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
iq.j = game.state.kscmdr.j
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
iq.j = game.state.kscmdr.j + idelta.j
iq.i = game.state.kscmdr.i
movescom(iq, avoid)
@@ -998,7 +972,7 @@ def supercommander():
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:
@@ -1073,11 +1047,11 @@ def movetholian():
for i in range(QUADSIZE):
if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
return
- if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
return
if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
return
- if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
return
# All plugged up -- Tholian splits
game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
@@ -1096,7 +1070,7 @@ def doshield(shraise):
action = "SHUP"
else:
key = scanner.next()
- if key == IHALPHA:
+ if key == "IHALPHA":
if scanner.sees("transfer"):
action = "NRG"
else:
@@ -1155,7 +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()
@@ -1287,26 +1261,23 @@ def collision(rammed, enemy):
finish(FWON)
return
-def torpedo(origin, course, dispersion, number, nburst):
+def torpedo(origin, bearing, dispersion, number, nburst):
"Let a photon torpedo fly"
- shoved = False
- ac = course + 0.25*dispersion
- angle = (15.0-ac)*0.5235988
- bullseye = (15.0 - course)*0.5235988
- delta = coord(-math.sin(angle), math.cos(angle))
- bigger = max(abs(delta.i), abs(delta.j))
- delta /= bigger
- x = origin.i; y = origin.j
- w = coord(0, 0); jw = coord(0, 0)
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
+ 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 += delta.i
- y += delta.j
- w = coord(x, y).snaptogrid()
+ 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.i][w.j]
@@ -1326,7 +1297,7 @@ def torpedo(origin, course, dispersion, 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))
@@ -1347,7 +1318,7 @@ def torpedo(origin, course, dispersion, number, nburst):
shoved = True
elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
# find the enemy
- if withprob(0.05):
+ if iquad in (IHC, IHS) and withprob(0.05):
prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
@@ -1356,7 +1327,7 @@ def torpedo(origin, course, dispersion, number, nburst):
break
kp = math.fabs(enemy.kpower)
h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
@@ -1369,7 +1340,7 @@ def torpedo(origin, course, dispersion, 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))
@@ -1590,7 +1561,7 @@ 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()
+ # 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"))
@@ -1683,7 +1654,7 @@ 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
+ # Chalk up a Romulan
game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
@@ -1695,7 +1666,7 @@ def deadkl(w, type, mv):
global thing
thing = None
else:
- # Some type of a Klingon
+ # Killed some type of Klingon
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
if type == IHC:
@@ -1742,7 +1713,7 @@ def targetcheck(w):
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
- return 1.90985932*math.atan2(delta.j, delta.i)
+ return delta.bearing()
def photon():
"Launch photon torpedo."
@@ -1759,15 +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()
@@ -1784,24 +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))
@@ -1965,12 +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"
@@ -1988,7 +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"
@@ -1997,7 +1968,7 @@ def phasers():
else:
automode = "AUTOMATIC"
else:
- # IHEOL
+ # "IHEOL"
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
@@ -2010,10 +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:
@@ -2026,13 +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:
@@ -2040,7 +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!
@@ -2079,7 +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:
@@ -2104,11 +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
@@ -2121,14 +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
@@ -2149,7 +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()
@@ -2483,45 +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.i != i or game.probec.j != j:
- game.probec.i = i
- game.probec.j = j
- if not VALID_QUADRANT(i, j) or \
- game.state.galaxy[game.probec.i][game.probec.j].supernova:
+ if 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.i][game.probec.j]
- # Update star chart if Radio is working or have access to radio
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
if communicating():
- chp = game.state.chart[game.probec.i][game.probec.j]
+ chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
pdest.charted = True
- game.proben -= 1 # One less to travel
- if game.proben == 0 and game.isarmed and pdest.stars:
- # lets blow the sucker!
- supernova(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.i][game.quadrant.j].supernova:
+ if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
@@ -2624,11 +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
@@ -2670,13 +2632,6 @@ def wait():
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)
@@ -2792,17 +2747,18 @@ def nova(nov):
game.quad[newc.i][newc.j] = iquad
game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
- game.dist = kount*0.1
- game.direc = course[3*(bump.i+1)+bump.j+2]
- if game.direc == 0.0:
- game.dist = 0.0
- if game.dist == 0.0:
+ dist = kount*0.1
+ direc = course[3*(bump.i+1)+bump.j+2]
+ if direc == 0.0:
+ dist = 0.0
+ if dist == 0.0:
return
- game.optime = 10.0*game.dist/16.0
+ course = course(bearing=direc, distance=dist)
+ game.optime = course.time(warp=4)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(novapush=True)
- game.optime = 10.0*game.dist/16.0
+ imove(course, novapush=True)
+ game.optime = course.time(warp=4)
return
def supernova(w):
@@ -3319,7 +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)
@@ -3340,27 +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:
@@ -3370,19 +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()
@@ -3395,24 +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():
@@ -3424,7 +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()
@@ -3449,7 +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
@@ -3478,7 +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:
@@ -3516,8 +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."
@@ -3651,7 +3581,7 @@ 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
@@ -3676,7 +3606,7 @@ def imove(novapush):
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):
@@ -3689,13 +3619,13 @@ 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.i][game.sector.j] = IHDOT
x = game.sector.i
y = game.sector.j
- n = int(10.0*game.dist*bigger+0.5)
+ n = int(10.0*course.distance*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
@@ -3722,8 +3652,8 @@ def imove(novapush):
# compute final position -- new quadrant and sector
x = (QUADSIZE*game.quadrant.i)+game.sector.i
y = (QUADSIZE*game.quadrant.j)+game.sector.j
- w.i = int(round(x+10.0*game.dist*bigger*deltax))
- w.j = int(round(y+10.0*game.dist*bigger*deltay))
+ 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:
@@ -3771,8 +3701,8 @@ def imove(novapush):
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:
@@ -3786,11 +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:
@@ -3821,7 +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()
@@ -3864,7 +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)
@@ -3876,7 +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:
@@ -3885,19 +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()
@@ -3909,7 +3840,7 @@ def getcourse(isprobe, akey):
else:
huh()
scanner.chew()
- return False
+ raise TrekError
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
@@ -3917,8 +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:
@@ -3926,23 +3858,23 @@ 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.i = xi
dquad.j = xj
@@ -3962,7 +3894,7 @@ def getcourse(isprobe, akey):
itemp = "normal"
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":
@@ -3971,39 +3903,68 @@ def getcourse(isprobe, akey):
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
- delta = coord()
- delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
- delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
+ delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+ delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
else: # manual
- while key == IHEOL:
+ while key == "IHEOL":
proutn(_("X and Y displacements- "))
scanner.chew()
iprompt = True
key = scanner.next()
itemp = "verbose"
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
delta.j = scanner.real
key = scanner.next()
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return False
+ raise TrekError
delta.i = scanner.real
# Check for zero movement
if delta.i == 0 and delta.j == 0:
scanner.chew()
- return False
+ raise TrekError
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
- # Course actually laid in.
- game.dist = delta.distance()
- game.direc = delta.bearing()
- if game.direc < 0.0:
- game.direc += 12.0
scanner.chew()
- return True
+ return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+ def __init__(self, bearing, distance, origin=None):
+ self.distance = distance
+ self.bearing = bearing
+ # 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."
@@ -4014,9 +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:
@@ -4033,7 +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"))
@@ -4041,26 +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()
@@ -4068,18 +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:
@@ -4091,10 +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"))
@@ -4110,12 +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
@@ -4125,7 +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):
@@ -4134,7 +4100,7 @@ def warp(timewarp):
bigger = math.fabs(deltay)
deltax /= bigger
deltay /= bigger
- n = 10.0 * game.dist * bigger +0.5
+ n = 10.0 * course.distance * bigger +0.5
x = game.sector.i
y = game.sector.j
for l in range(1, n+1):
@@ -4148,13 +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:
@@ -4170,12 +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:
@@ -4193,7 +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))
@@ -4249,8 +4214,7 @@ 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.i][game.quadrant.j].charted = True
@@ -4261,18 +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:
@@ -4309,7 +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
@@ -4363,8 +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:
@@ -4373,50 +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.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
- game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
- game.probec = game.quadrant
schedule(FDSPROB, 0.01) # Time to move one sector
prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
game.ididit = True
return
-# Here's how the mayday code works:
-#
-# First, the closest starbase is selected. If there is a a starbase
-# in your own quadrant, you are in good shape. This distance takes
-# quadrant distances into account only.
-#
-# A magic number is computed based on the distance which acts as the
-# probability that you will be rematerialized. You get three tries.
-#
-# When it is determined that you should be able to be rematerialized
-# (i.e., when the probability thing mentioned above comes up
-# positive), you are put into that quadrant (anywhere). Then, we try
-# to see if there is a spot adjacent to the star- base. If not, you
-# can't be rematerialized!!! Otherwise, it drops you there. It only
-# tries five times to find a spot to drop you. After that, it's your
-# problem.
-
def mayday():
"Yell for help from nearest starbase."
# There's more than one way to move in this game!
@@ -4471,13 +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
@@ -4486,31 +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()
@@ -4605,7 +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.
@@ -5192,7 +5108,6 @@ def damagereport():
"Damage report."
jdam = False
scanner.chew()
-
for i in range(NDEVICES):
if damaged(i):
if not jdam:
@@ -5257,15 +5172,15 @@ def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
- if game.condition == "red": textcolor("red")
- elif game.condition == "green": textcolor("green")
- elif game.condition == "yellow": textcolor("yellow")
- elif game.condition == "docked": textcolor("cyan")
- elif game.condition == "dead": textcolor("brown")
+ #if game.condition == "red": textcolor("red")
+ #elif game.condition == "green": textcolor("green")
+ #elif game.condition == "yellow": textcolor("yellow")
+ #elif game.condition == "docked": textcolor("cyan")
+ #elif game.condition == "dead": textcolor("brown")
if game.quad[i][j] != game.ship:
highvideo()
proutn("%c " % game.quad[i][j])
- textcolor(None)
+ #textcolor(None)
else:
proutn("- ")
@@ -5328,7 +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:
@@ -5363,7 +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()
@@ -5372,21 +5287,21 @@ 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.j = int(scanner.real-0.5)
- if scanner.next() != IHREAL:
+ if scanner.next() != "IHREAL":
huh()
return
w1.i = int(scanner.real-0.5)
- if scanner.next() == IHREAL:
+ if scanner.next() == "IHREAL":
w2.j = int(scanner.real-0.5)
- if scanner.next() != IHREAL:
+ if scanner.next() != "IHREAL":
huh()
return
w2.i = int(scanner.real-0.5)
@@ -5402,19 +5317,19 @@ def eta():
if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
huh()
return
- game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
- (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
+ dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
scanner.chew()
proutn(_("Time or arrival date? "))
- if scanner.next()==IHREAL:
+ if scanner.next()=="IHREAL":
ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
prout(_("We'll never make it, sir."))
scanner.chew()
@@ -5424,7 +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:
@@ -5435,14 +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:
@@ -5475,7 +5390,7 @@ def eta():
(scheduled(FCDBAS)