-"""
+'''
sst.py =-- Super Star Trek in Python
This code is a Python translation of a C translation of a FORTRAN original.
The FORTRANness still shows in many ways, notably the use of 1-origin index
an a lot of parallel arrays where a more modern language would use structures
or objects.
-"""
-import os, sys, math, curses, time, atexit, readline, cPickle, random
-SSTDOC = "/usr/share/doc/sst/sst.doc"
+Dave Matuszek says:
+
+SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
+LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
+were in the original non-"super" version of UT FORTRAN Star Trek.
+
+Tholians were not in the original. Dave is dubious about their merits.
+(They are now controlled by OPTION_THOLIAN and turned off if the game
+type is "plain".)
+
+Planets and dilithium crystals were not in the original. Dave is OK
+with this idea. (It's now controlled by OPTION_PLANETS and turned
+off if the game type is "plain".)
+
+Dave says the bit about the Galileo getting turned into a
+McDonald's is "consistant with our original vision". (This has been
+left permanently enabled, as it can only happen if OPTION_PLANETS
+is on.)
+
+Dave also says the Space Thingy should not be preserved across saved
+games, so you can't prove to others that you've seen it. He says it
+shouldn't fire back, either. It should do nothing except scream and
+disappear when hit by photon torpedos. It's OK that it may move
+when attacked, but it didn't in the original. (Whether the Thingy
+can fire back is now controlled by OPTION_THINGY and turned off if the
+game type is "plain" or "almy". The no-save behavior has been restored.)
+
+The Faerie Queen, black holes, and time warping were in the original.
+
+Here are Tom Almy's changes:
+
+In early 1997, I got the bright idea to look for references to
+"Super Star Trek" on the World Wide Web. There weren't many hits,
+but there was one that came up with 1979 Fortran sources! This
+version had a few additional features that mine didn't have,
+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.)
+
+2. The experimental deathray originally had only a 5% chance of
+success, but could be used repeatedly. I guess after a couple
+years of use, it was less "experimental" because the 1979
+version had a 70% success rate. However it was prone to breaking
+after use. I upgraded the deathray, but kept the original set of
+failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
+and turned off if game type is "plain".)
+
+3. The 1979 version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then realized
+the base would have a subspace radio as well -- doing a Chart when docked
+updates the star chart, and all radio reports will be heard. The Dock
+command will also give a report if a base is under attack.
+
+4. Tholian Web from the 1979 version. (Now controlled by
+OPTION_THOLIAN and turned off if game type is "plain".)
+
+5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
+and turned off if game type is "plain".)
+
+6. Regular Klingons and Romulans can move in Expert and Emeritus games.
+This code could use improvement. (Now controlled by OPTION_MVBADDY
+and turned off if game type is "plain".)
+
+7. The deep-space probe feature from the DECUS version. (Now controlled
+by OPTION_PROBE and turned off if game type is "plain").
+
+8. 'emexit' command from the 1979 version.
+
+9. Bugfix: Klingon commander movements are no longer reported if long-range
+sensors are damaged.
+
+10. Bugfix: Better base positioning at startup (more spread out).
+That made sense to add because most people abort games with
+bad base placement.
+
+In June 2002, I fixed two known bugs and a documentation typo.
+In June 2004 I fixed a number of bugs involving: 1) parsing invalid
+numbers, 2) manual phasers when SR scan is damaged and commander is
+present, 3) time warping into the future, 4) hang when moving
+klingons in crowded quadrants. (These fixes are in SST2K.)
+
+Here are Stas Sergeev's changes:
+
+1. The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon. (Now controlled by OPTION_THINGY and turned off if game
+type is "plain" or "almy".)
+
+2. When you are docked, base covers you with an almost invincible shield.
+(A commander can still ram you, or a Romulan can destroy the base,
+or a SCom can even succeed with direct attack IIRC, but this rarely
+happens.) (Now controlled by OPTION_BASE and turned off if game
+type is "plain" or "almy".)
+
+3. Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead. (Now controlled by
+OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
+
+4. The Tholian can be hit with phasers.
+
+5. SCom can't escape from you if no more enemies remain
+(without this, chasing SCom can take an eternity).
+
+6. Probe target you enter is now the destination quadrant. Before I don't
+remember what it was, but it was something I had difficulty using.
+
+7. Secret password is now autogenerated.
+
+8. "Plaque" is adjusted for A4 paper :-)
+
+9. Phasers now tells you how much energy needed, but only if the computer
+is alive.
+
+10. Planets are auto-scanned when you enter the quadrant.
+
+11. Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+12. "freeze" command reverts to "save", most people will understand this
+better anyway. (SST2K recognizes both.)
+
+13. Screen-oriented interface, with sensor scans always up. (SST2K
+supports both screen-oriented and TTY modes.)
+
+Eric Raymond's changes:
+
+Mainly, I translated this C code out of FORTRAN into C -- created #defines
+for a lot of magic numbers and refactored the heck out of it.
+
+1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
+
+2. Status report now indicates when dilithium crystals are on board.
+
+3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
+
+4. Added game option selection so you can play a close (but not bug-for-
+bug identical) approximation of older versions.
+
+5. Half the quadrants now have inhabited planets, from which one
+cannot mine dilithium (there will still be the same additional number
+of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
+There is BSD-Trek-like logic for Klingons to attack and enslave
+inhabited worlds, producing more ships (only is skill is 'good' or
+better). (Controlled by OPTION_WORLDS and turned off if game
+type is "plain" or "almy".)
+
+6. User input is now logged so we can do regression testing.
+
+7. More BSD-Trek features: You can now lose if your entire crew
+dies in battle. When abandoning ship in a game with inhabited
+worlds enabled, they must have one in the quadrant to beam down
+to; otherwise they die in space and this counts heavily against
+your score. Docking at a starbase replenishes your crew.
+
+8. Still more BSD-Trek: we now have a weighted damage table.
+Also, the nav subsystem (enabling automatic course
+setting) can be damaged separately from the main computer (which
+handles weapons targeting, ETA calculation, and self-destruct).
+'''
+import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
+
+SSTDOC = "/usr/share/doc/sst/sst.doc"
+DOC_NAME = "sst.doc"
# Stub to be replaced
def _(str): return str
IHMATER1 = 'o',
IHMATER2 = '0'
+IHEOL = '\n'
+IHREAL = 0.0
+IHALPHA = " "
+
class coord:
def __init(self, x=None, y=None):
self.x = x
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
self.quadrant = None # where we are in the large
self.sector = None # where we are in the small
self.tholian = None # coordinates of Tholian
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*Rand())/150.0) - 5.0
+ motion = ((forces+200.0*random.random())/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(Rand()))*dist1 + 1.0
+ motion = (1.0-square(random.random()))*dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(Rand()))
+ motion -= game.skill*(2.0-square(random.random()))
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
return; # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, 1.0 +2.0*Rand())
+ schedule(FSCDBAS, 1.0 +2.0*random.random())
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
return
# Check for intelligence report
if not idebug and \
- (Rand() > 0.2 or \
+ (random.random() > 0.2 or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
return
chew()
proutn(_("Energy to transfer to shields- "))
chew()
- if aaitem==0:
+ if aaitem == 0:
return
if aaitem > game.energy:
prout(_("Insufficient ship energy."))
#
# This is one place where OPTION_PLAIN does not restore the
# original behavior, which was equiprobable damage across
- # all devices. If we wanted that, we'd return NDEVICES*Rand()
+ # all devices. If we wanted that, we'd return NDEVICES*random.random()
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = Rand() * 1000.0 # weights must sum to 1000
+ idx = random.random() * 1000.0 # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10.0+20.0*Rand()
+ icas = 10.0+20.0*random.random()
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
#
- ncrits = Rand() * (NDEVICES/2)
+ ncrits = random.randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+ extradm = (10.0*hardness*random.random()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
proutn(_("Torpedo hits "))
crmshp()
prout(".")
- hit = 700.0 + 100.0*Rand() - \
+ hit = 700.0 + 100.0*random.random() - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(Rand()-0.5)
+ ang = angle + 2.5*(random.random()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
crmshp()
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
- if Rand() <= 0.05:
+ if random.random() <= 0.05:
crmena(True, iquad, sector, w)
prout(_(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*Rand() - \
+ h1 = 700.0 + 100.0*random.random() - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
return None
crmena(True, iquad, "sector", w)
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(Rand()-0.5)
+ ang = angle + 2.5*(random.random()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
prout(_("Celebratory rallies are being held on the Klingon homeworld."))
return None
elif iquad == IHSTAR: # Hit a star
- if Rand() > 0.10:
+ if random.random() > 0.10:
nova(w)
return None
crmena(True, IHSTAR, sector, w)
prout(_(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
- if not (game.options & OPTION_THINGY) or Rand()>0.7:
+ if not (game.options & OPTION_THINGY) or random.random()>0.7:
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*Rand() - \
+ h1 = 700.0 + 100.0*random.random() - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
return None
skip(1)
crmena(True, IHT, sector, w)
- if Rand() > 0.05:
+ if random.random() > 0.05:
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
# critical-hit resolution
ktr=1
# a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+ if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
return
- ncrit = 1.0 + hit/(500.0+100.0*Rand())
+ ncrit = 1.0 + hit/(500.0+100.0*random.random())
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
+ extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
game.damage[j] += extradm
if loop1 > 0:
for loop2 in range(loop1):
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25+0.5*Rand()
+ chgfac = 0.25+0.5*random.random()
skip(1)
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = Rand()
+ r = random.random()
# Increase chance of photon torpedos if docked or enemy energy low
if game.condition == "docked":
r *= 0.25
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8+0.05*Rand()
+ dustfac = 0.8+0.05*random.random()
hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
game.kpower[loop] *= 0.75
else: # Enemy uses photon torpedo
crmena(False, iquad, where, jay)
attempt = True
prout(" ")
- r = (Rand()+Rand())*0.5 -0.5
+ r = (random.random()+random.random())*0.5 -0.5
r += 0.002*game.kpower[loop]*r
hit = torpedo(course, r, jay, 1, 1)
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*Rand()*0.015
+ icas= hittot*random.random()*0.015
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
for i in range(1, n+1):
if game.condition != "docked":
game.torps -= 1
- r = (Rand()+Rand())*0.5 -0.5
+ r = (random.random()+random.random())*0.5 -0.5
if math.fabs(r) >= 0.47:
# misfire!
- r = (Rand()+1.2) * r
+ r = (random.random()+1.2) * r
if n>1:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
else:
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if Rand() <= 0.2:
+ if random.random() <= 0.2:
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+ game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
break
if game.shldup or game.condition == "docked":
r *= 1.0 + 0.0001*game.shield
# check for phasers overheating
if rpow > 1500:
chekbrn = (rpow-1500.)*0.00038
- if Rand() <= chekbrn:
+ if random.random() <= chekbrn:
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
def checkshctrl(rpow):
# check shield control
skip(1)
- if Rand() < 0.998:
+ if random.random() < 0.998:
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*Rand()*0.012
+ icas = hit*random.random()*0.012
skip(1)
fry(0.8*hit)
if icas:
wham = hits[k]
if wham==0:
continue
- dustfac = 0.9 + 0.01*Rand()
+ dustfac = 0.9 + 0.01*random.random()
hit = wham*math.pow(dustfac,game.kdist[kk])
kpini = game.kpower[kk]
kp = math.fabs(kpini)
return
kk -= 1; # don't do the increment
else: # decide whether or not to emasculate klingon
- if kpow > 0 and Rand() >= 0.9 and \
- kpow <= ((0.4 + 0.4*Rand())*kpini):
+ if kpow > 0 and random.random() >= 0.9 and \
+ kpow <= ((0.4 + 0.4*random.random())*kpini):
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
prout(_(" has just lost its firepower.\""))
game.kpower[kk] = -kpow
chew()
if not kz:
for i in range(1, game.nenhere+1):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
+ irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
chew()
if powrem <= 0:
continue
hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
- over = (0.01 + 0.05*Rand())*hits[i]
+ over = (0.01 + 0.05*random.random())*hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
if key == IHEOL:
chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
+ irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
if ifast:
skip(1)
if no == 0:
- if Rand() >= 0.99:
+ if random.random() >= 0.99:
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if Rand() > 0.5:
+ if random.random() > 0.5:
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = Rand()*game.state.remcom+1.0
+ i = random.random()*game.state.remcom+1.0
yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
continue
# commander + starbase combination found -- launch attack
game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*Rand())
+ schedule(FCDBAS, 1.0+3.0*random.random())
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
return
temp = game.optime = delay
if game.nenhere:
- rtime = 1.0 + Rand()
+ rtime = 1.0 + random.random()
if rtime < temp:
temp = rtime
game.optime = temp
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); scratch = coord()
- if Rand() < 0.05:
+ if random.random() < 0.05:
# Wow! We've supernova'ed
supernova(False, nov)
return
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
break
elif iquad == IHSTAR: # Affect another star
- if Rand() < 0.05:
+ if random.random() < 0.05:
# This star supernovas
scratch = supernova(False)
return
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = Rand()*stars + 1
+ num = random.random()*stars + 1
for nq.x in range(1, GALSIZE+1):
for nq.y in range(1, GALSIZE+1):
num -= game.state.galaxy[nq.x][nq.y].stars
else:
ns = coord()
# we are in the quadrant!
- num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
+ num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
for ns.x in range(1, QUADSIZE+1):
for ns.y in range(1, QUADSIZE+1):
if game.quad[ns.x][ns.y]==IHSTAR:
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if Rand() < 0.15:
+ if random.random() < 0.15:
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
goodies = game.state.remres/game.inresor
baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
- if goodies/baddies >= 1.0+0.5*Rand():
+ if goodies/baddies >= 1.0+0.5*random.random():
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= 3.0+Rand():
+ if goodies/baddies >= 3.0+random.random():
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
skip(2)
while True:
proutn(_("File or device name for your plaque: "))
- cgetline(winner, sizeof(winner))
+ winner = cgetline()
try:
fp = open(winner, "w")
break
prout(_("Invalid name."))
proutn(_("Enter name to go on plaque (up to 30 characters): "))
- cgetline(winner, sizeof(winner))
+ winner = cgetline()
# The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
sys.stdout.flush()
curses.delay_output(300)
-def cgetline(line, max):
+def cgetline():
"Get a line of input."
if game.options & OPTION_CURSES:
line = curwnd.getstr() + "\n"
if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and Rand()>probf:
+ if (game.options & OPTION_BLKHOLE) and random.random()>probf:
timwrp()
else:
finish(FHOLE)
if game.warpfac > 6.0:
# Decide if engine damage will occur
prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
- if prob > Rand():
+ if prob > random.random():
blooey = True
- game.dist = Rand()*game.dist
+ game.dist = random.random()*game.dist
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
+ game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if Rand() <= 0.5:
+ if random.random() <= 0.5:
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if Rand() <= 0.25:
+ if random.random() <= 0.25:
prout(_("lost."))
else:
prout(_("saved."))
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = 6.0+2.0*Rand()
+ game.warpfac = 6.0+2.0*random.random()
game.wfacsq = game.warpfac * game.warpfac
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = 1.4142+Rand()
+ distreq = 1.4142+random.random()
if distreq < game.dist:
game.dist = distreq
game.optime = 10.0*game.dist/game.wfacsq
- game.direc = 12.0*Rand() # How dumb!
+ game.direc = 12.0*random.random() # How dumb!
game.justin = False
game.inorbit = False
warp(True)
def timwrp():
# let's do the time warp again
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and Rand() < 0.5:
+ if game.state.snap and random.random() < 0.5:
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(Rand())
+ game.optime = -0.5*game.intime*math.log(random.random())
prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
prout(_(" dematerializes."))
game.sector.x=0
for m in range(1, 5+1):
- ix = game.base.x+3.0*Rand()-1
- iy = game.base.y+3.0*Rand()-1
+ ix = game.base.x+3.0*random.random()-1
+ iy = game.base.y+3.0*random.random()-1
if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
# found one -- finish up
game.sector.x=ix
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
textcolor(RED)
warble()
- if Rand() > probf:
+ if random.random() > probf:
break
prout(_("fails."))
curses.delay_output(500)
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = Rand()*game.state.rembase+1
+ nb = random.random()*game.state.rembase+1
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
for l in range(1, QUADSIZE+1):
- game.sector.x = 3.0*Rand() - 1.0 + game.base.x
- game.sector.y = 3.0*Rand() - 1.0 + game.base.y
+ game.sector.x = 3.0*random.random() - 1.0 + game.base.x
+ game.sector.y = 3.0*random.random() - 1.0 + game.base.y
if VALID_SECTOR(game.sector.x, game.sector.y) and \
game.quad[game.sector.x][game.sector.y] == IHDOT:
break
prout(_(" not adjacent to planet."))
skip(1)
return
- game.optime = 0.02+0.03*Rand()
+ game.optime = 0.02+0.03*random.random()
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = (1400.0+7200.0*Rand())
+ game.height = (1400.0+7200.0*random.random())
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if Rand() > 0.98:
+ if random.random() > 0.98:
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
+ game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
if consumeTime():
return
prout(_("Mining operation complete."))
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if Rand() <= game.cryprob:
+ if random.random() <= game.cryprob:
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += 5000.0*(1.0 + 0.9*Rand())
+ game.energy += 5000.0*(1.0 + 0.9*random.random())
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
def deathray():
# use the big zapper
- r = Rand()
+ r = random.random()
game.ididit = False
skip(1)
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if Rand() <= 0.05:
+ if random.random() <= 0.05:
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = Rand() # Pick failure method
+ r = random.random() # Pick failure method
if r <= .30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = int(3.0*Rand() + 2.0) # Give them 2-4 of these
+ game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
for i in range(0, NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
invalidate(game.battle)
- game.state.date = game.indate = 100.0*int(31.0*Rand()+20.0)
+ game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, 1.0 + Rand()) # Force an early snapshot
+ schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
game.instar = 0
for i in range(1, GALSIZE+1):
for j in range(1, GALSIZE+1):
- k = Rand()*9.0 + 1.0
+ k = random.random()*9.0 + 1.0
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
for j in range(i):
# Improved placement algorithm to spread out bases
distq = w.distance(baseq[j])
- if distq < 6.0*(BASEMAX+1-game.inbase) and Rand() < 0.75:
+ if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
contflag = True
if idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = Rand()
+ r = random.random()
klump = (1.0 - r*r)*klumper
if klump > krem:
klump = krem
for i in range(1, game.incom+1):
while True:
w = randplace(GALSIZE)
- if (game.state.galaxy[w.x][w.y].klingons or Rand()>=0.75) and \
+ if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
not game.state.galaxy[w.x][w.y].supernova and \
game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
not w in game.state.kcmdr[:i]:
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[Rand()*3.0]
- if Rand()*1.5: # 1 in 3 chance of crystals
+ new.pclass = ("M", "N", "O")[random.random()*3.0]
+ if random.random()*1.5: # 1 in 3 chance of crystals
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0)
+ game.state.rembase = 2.0 + random.random()*(BASEMAX-2.0)
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand()
+ game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
if game.options & OPTION_WORLDS:
game.inplan += NINHAB
- game.state.nromrem = game.inrom = (2.0+Rand())*game.skill
+ game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15)
- game.incom = game.skill + 0.0625*game.inkling*Rand()
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
+ game.incom = game.skill + 0.0625*game.inkling*random.random()
game.state.remcom = min(10, game.incom)
game.incom = game.state.remcom
game.state.remres = (game.inkling+4*game.incom)*game.intime
pi = dropin(IHK)
game.ks[i] = pi
game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
- game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill
+ game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
return pi
def newqad(shutup):
if i <= game.state.remcom:
game.quad[w.x][w.y] = IHC
- game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill
+ game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
game.comhere = True
# If we need a super-commander, promote a Klingon
if same(game.quadrant, game.state.kscmdr):
game.quad[game.ks[1].x][game.ks[1].y] = IHS
- game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill
+ game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
w = dropin(IHR)
game.ks[i] = w
game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
- game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill
+ game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin(IHB)
game.ks[game.nenhere] = w
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, w)
- game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill
+ game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
if not damaged(DSRSENS):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and Rand() <= 0.02) or \
- (game.skill == SKILL_GOOD and Rand() <= 0.05) or \
- (game.skill > SKILL_GOOD and Rand() <= 0.08):
+ if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
+ (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
+ (game.skill > SKILL_GOOD and random.random() <= 0.08):
while True:
game.tholian.x = random.choice((1, QUADSIZE))
game.tholian.y = random.choice((1, QUADSIZE))
game.ks[game.nenhere] = game.tholian
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, game.tholian)
- game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill
+ game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
# Reserve unoccupied corners
if game.quad[1][1]==IHDOT:
game.quad[1][1] = 'X'
# Put in a few black holes
for i in range(1, 3+1):
- if Rand() > 0.5:
+ if random.random() > 0.5:
dropin(IHBLANK)
# Take out X's in corners if Tholian present
else:
game.passwd = ""
for i in range(3):
- game.passwd[i] += chr(97+int(Rand()*25))
+ game.passwd[i] += chr(97+int(random.random()*25))
+
+# Code from sst.c begins here
+
+commands = {
+ "SRSCAN": OPTION_TTY,
+ "STATUS": OPTION_TTY,
+ "REQUEST": OPTION_TTY,
+ "LRSCAN": OPTION_TTY,
+ "PHASERS": 0,
+ "TORPEDO": 0,
+ "PHOTONS": 0,
+ "MOVE": 0,
+ "SHIELDS": 0,
+ "DOCK": 0,
+ "DAMAGES": 0,
+ "CHART": 0,
+ "IMPULSE": 0,
+ "REST": 0,
+ "WARP": 0,
+ "SCORE": 0,
+ "SENSORS": OPTION_PLANETS,
+ "ORBIT": OPTION_PLANETS,
+ "TRANSPORT": OPTION_PLANETS,
+ "MINE": OPTION_PLANETS,
+ "CRYSTALS": OPTION_PLANETS,
+ "SHUTTLE": OPTION_PLANETS,
+ "PLANETS": OPTION_PLANETS,
+ "REPORT": 0,
+ "COMPUTER": 0,
+ "COMMANDS": 0,
+ "EMEXIT": 0,
+ "PROBE": OPTION_PROBE,
+ "SAVE": 0,
+ "FREEZE": 0, # Synonym for SAVE
+ "ABANDON": 0,
+ "DESTRUCT": 0,
+ "DEATHRAY": 0,
+ "DEBUG": 0,
+ "MAYDAY": 0,
+ "SOS": 0, # Synonym for MAYDAY
+ "CALL": 0, # Synonym for MAYDAY
+ "QUIT": 0,
+ "HELP": 0,
+ "SEED": 0,
+ "VISUAL": 0,
+}
+
+def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
+
+def listCommands():
+ # generate a list of legal commands
+ k = 0
+ proutn(_("LEGAL COMMANDS ARE:"))
+ for key in commands:
+ if ACCEPT(cmd):
+ if k % 5 == 0:
+ skip(1)
+ proutn("%-12s " % key)
+ k += 1
+ skip(1)
+
+def helpme():
+ # browse on-line help
+ # Give help on commands
+ key = scan()
+ while True:
+ if key == IHEOL:
+ setwnd(prompt_window)
+ proutn(_("Help on what command? "))
+ key = scan()
+ setwnd(message_window)
+ if key == IHEOL:
+ return
+ if citem in commands or citem == "ABBREV":
+ break
+ skip(1)
+ listCommands()
+ key = IHEOL
+ chew()
+ skip(1)
+ cmd = citem.upper()
+ try:
+ fp = open(SSTDOC, "r")
+ except IOError:
+ try:
+ fp = open(DOC_NAME, "r")
+ except IOError:
+ prout(_("Spock- \"Captain, that information is missing from the"))
+ proutn(_(" computer. You need to find "))
+ proutn(DOC_NAME)
+ prout(_(" and put it in the"))
+ proutn(_(" current directory or to "))
+ proutn(SSTDOC)
+ prout(".\"")
+ #
+ # This used to continue: "You need to find SST.DOC and put
+ # it in the current directory."
+ #
+ return
+ while True:
+ linebuf = fp.readline()
+ if linebuf == '':
+ prout(_("Spock- \"Captain, there is no information on that command.\""))
+ fp.close()
+ return
+ if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+ linebuf = linebuf[3:].strip()
+ if cmd == linebuf:
+ break
+ skip(1)
+ prout(_("Spock- \"Captain, I've found the following information:\""))
+ skip(1)
+ while linebuf in fp:
+ if "******" in linebuf:
+ break
+ proutn(linebuf)
+ fp.close()
+
+def makemoves():
+ # command-interpretation loop
+ v = 0
+ clrscr()
+ setwnd(message_window)
+ while True: # command loop
+ drawmaps(1)
+ while True: # get a command
+ hitme = False
+ game.justin = False
+ game.optime = 0.0
+ i = -1
+ chew()
+ setwnd(prompt_window)
+ clrscr()
+ proutn("COMMAND> ")
+ if scan() == IHEOL:
+ if game.options & OPTION_CURSES:
+ makechart()
+ continue
+ game.ididit = False
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ cmd = citem.upoper
+ if cmd not in commands:
+ listCommands()
+ continue
+ commandhook(commands[i].name, True)
+ if cmd == "SRSCAN": # srscan
+ srscan()
+ elif cmd == "STATUS": # status
+ status(0)
+ elif cmd == "REQUEST": # status request
+ request()
+ elif cmd == "LRSCAN": # long range scan
+ lrscan()
+ elif cmd == "PHASERS": # phasers
+ phasers()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TORPEDO": # photon torpedos
+ photon()
+ if game.ididit:
+ hitme = True
+ elif cmd == "MOVE": # move under warp
+ warp(False)
+ elif cmd == "SHIELDS": # shields
+ doshield(False)
+ if game.ididit:
+ hitme = True
+ game.shldchg = False
+ elif cmd == "DOCK": # dock at starbase
+ dock(True)
+ if game.ididit:
+ attack(False)
+ elif cmd == "DAMAGES": # damage reports
+ damagereport()
+ elif cmd == "CHART": # chart
+ makechart()
+ elif cmd == "IMPULSE": # impulse
+ impulse()
+ elif cmd == "REST": # rest
+ os.wait()
+ if game.ididit:
+ hitme = True
+ elif cmd == "WARP": # warp
+ setwarp()
+ elif cmd == "SCORE": # score
+ score()
+ elif cmd == "SENSORS": # sensors
+ sensor()
+ elif cmd == "ORBIT": # orbit
+ orbit()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TRANSPORT": # transport "beam"
+ beam()
+ elif cmd == "MINE": # mine
+ mine()
+ if game.ididit:
+ hitme = True
+ elif cmd == "CRYSTALS": # crystals
+ usecrystals()
+ if game.ididit:
+ hitme = True
+ elif cmd == "SHUTTLE": # shuttle
+ shuttle()
+ if game.ididit:
+ hitme = True
+ elif cmd == "PLANETS": # Planet list
+ survey()
+ elif cmd == "REPORT": # Game Report
+ report()
+ elif cmd == "COMPUTER": # use COMPUTER!
+ eta()
+ elif cmd == "COMMANDS":
+ listCommands()
+ elif cmd == "EMEXIT": # Emergency exit
+ clrscr() # Hide screen
+ freeze(True) # forced save
+ os.exit(1) # And quick exit
+ elif cmd == "PROBE":
+ probe() # Launch probe
+ if game.ididit:
+ hitme = True
+ elif cmd == "ABANDON": # Abandon Ship
+ abandon()
+ elif cmd == "DESTRUCT": # Self Destruct
+ selfdestruct()
+ elif cmd == "SAVE": # Save Game
+ freeze(False)
+ clrscr()
+ if game.skill > SKILL_GOOD:
+ prout(_("WARNING--Saved games produce no plaques!"))
+ elif cmd == "DEATHRAY": # Try a desparation measure
+ deathray()
+ if game.ididit:
+ hitme = True
+ elif cmd == "DEBUGCMD": # What do we want for debug???
+ debugme()
+ elif cmd == "MAYDAY": # Call for help
+ mayday()
+ if game.ididit:
+ hitme = True
+ elif cmd == "QUIT":
+ game.alldone = True # quit the game
+ elif cmd == "HELP":
+ helpme() # get help
+ elif cmd == "SEED": # set random-number seed
+ key = scan()
+ if key == IHREAL:
+ seed = int(aaitem)
+#ifdef BSD_BUG_FOR_BUG
+# elif cmd == "VISUAL":
+# visual() # perform visual scan
+#endif
+ commandhook(commands[i].name, False)
+ while True:
+ if game.alldone:
+ break # Game has ended
+ if game.optime != 0.0:
+ events()
+ if game.alldone:
+ break # Events did us in
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ atover(False)
+ continue
+ if hitme and not game.justin:
+ attack(True)
+ if game.alldone:
+ break
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ atover(False)
+ hitme = True
+ continue
+ break
+ if game.alldone:
+ break
+ if idebug:
+ prout("=== Ending")
+
+def cramen(cmd):
+ # return an enemy
+ if cmd == IHR: s = _("Romulan")
+ elif cmd == IHK: s = _("Klingon")
+ elif cmd == IHC: s = _("Commander")
+ elif cmd == IHS: s = _("Super-commander")
+ elif cmd == IHSTAR: s = _("Star")
+ elif cmd == IHP: s = _("Planet")
+ elif cmd == IHB: s = _("Starbase")
+ elif cmd == IHBLANK: s = _("Black hole")
+ elif cmd == IHT: s = _("Tholian")
+ elif cmd == IHWEB: s = _("Tholian web")
+ elif cmd == IHQUEST: s = _("Stranger")
+ elif cmd == IHW: s = _("Inhabited World")
+ else: s = "Unknown??"
+ proutn(s)
+
+def cramlc(loctype, w):
+ # name a location
+ if loctype == "quadrant":
+ buf = _("Quadrant ")
+ elif loctype == "sector":
+ buf = _("Sector ")
+ buf += ("%d - %d" % (w.x, w.y))
+ return buf
+
+def crmena(stars, enemy, loctype, w):
+ # print an enemy and his location
+ if stars:
+ proutn("***")
+ cramen(enemy)
+ proutn(_(" at "))
+ proutn(cramlc(loctype, w))
+
+def crmshp():
+ # print our ship name
+ if game.ship == IHE:
+ s = _("Enterprise")
+ elif game.ship == IHF:
+ s = _("Faerie Queene")
+ else:
+ s = "Ship???"
+ proutn(s)
+
+def stars():
+ # print a line of stars
+ prouts("******************************************************")
+ skip(1)
+
+def expran(avrage):
+ return -avrage*math.log(1e-7 + random.random())
+
+def randplace(size):
+ # choose a random location
+ w = coord()
+ w.x = random.randint(1, size)
+ w.y = random.randint(1, size)
+ return w
+
+def chew():
+ global inqueue
+ inqueue = []
+
+def chew2():
+ # return IHEOL next time
+ global inqueue
+ inqueue = ["\n"]
+
+def scan():
+ # Get a token from the user
+ global inqueue
+ aaitem = 0.0
+ citem = ''
+
+ # Read a line if nothing here
+ if line == '\n':
+ line = ''
+ return IHEOL
+ elif line == '':
+ line = cgetline()
+ if curwnd==prompt_window:
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ # Skip leading white space
+ line = line.lstrip()
+ # Nothing left
+ if not line:
+ return IHEOL
+ else:
+ inqueue += line.split()
+ # From here on in it's all looking at the queue
+ citem = inqueue.pop(0)
+ if citem == IHEOL:
+ return IHEOL
+ try:
+ aaitem = float(citem)
+ return IHREAL
+ except ValuError:
+ pass
+ # Treat as alpha
+ citem = citem.lower()
+ return IHALPHA
+
+def ja():
+ # yes-or-no confirmation
+ chew()
+ while True:
+ scan()
+ chew()
+ if citem == 'y':
+ return True
+ if citem == 'n':
+ return False
+ proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+ # complain about unparseable input
+ chew()
+ skip(1)
+ prout(_("Beg your pardon, Captain?"))
+
+def isit(s):
+ # compares s to citem and returns true if it matches to the length of s
+ return citem.startswith(s)
+
+def debugme():
+ # access to the internals for debugging
+ proutn("Reset levels? ")
+ if ja() == True:
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ proutn("Reset damage? ")
+ if ja() == True:
+ for i in range(0, NDEVICES):
+ if game.damage[i] > 0.0:
+ game.damage[i] = 0.0
+ proutn("Toggle debug flag? ")
+ if ja() == True:
+ idebug = not idebug
+ if idebug:
+ prout("Debug output ON")
+ else:
+ prout("Debug output OFF")
+ proutn("Cause selective damage? ")
+ if ja() == True:
+ for i in range(NDEVICES):
+ proutn("Kill ")
+ proutn(device[i])
+ proutn("? ")
+ chew()
+ key = scan()
+ if key == IHALPHA and isit("y"):
+ game.damage[i] = 10.0
+ proutn("Examine/change events? ")
+ if ja() == True:
+ ev = event()
+ w = coord()
+ legends = {
+ FSNOVA: "Supernova ",
+ FTBEAM: "T Beam ",
+ FSNAP: "Snapshot ",
+ FBATTAK: "Base Attack ",
+ FCDBAS: "Base Destroy ",
+ FSCMOVE: "SC Move ",
+ FSCDBAS: "SC Base Destroy ",
+ FDSPROB: "Probe Move ",
+ FDISTR: "Distress Call ",
+ FENSLV: "Enslavement ",
+ FREPRO: "Klingon Build ",
+ }
+ for i in range(1, NEVENTS):
+ proutn(legends[i])
+ if is_scheduled(i):
+ proutn("%.2f" % (scheduled(i)-game.state.date))
+ if i == FENSLV or i == FREPRO:
+ ev = findevent(i)
+ proutn(" in %s" % ev.quadrant)
+ else:
+ proutn("never")
+ proutn("? ")
+ chew()
+ key = scan()
+ if key == 'n':
+ unschedule(i)
+ chew()
+ elif key == IHREAL:
+ ev = schedule(i, aaitem)
+ if i == FENSLV or i == FREPRO:
+ chew()
+ proutn("In quadrant- ")
+ key = scan()
+ # IHEOL says to leave coordinates as they are
+ if key != IHEOL:
+ if key != IHREAL:
+ prout("Event %d canceled, no x coordinate." % (i))
+ unschedule(i)
+ continue
+ w.x = int(aaitem)
+ key = scan()
+ if key != IHREAL:
+ prout("Event %d canceled, no y coordinate." % (i))
+ unschedule(i)
+ continue
+ w.y = int(aaitem)
+ ev.quadrant = w
+ chew()
+ proutn("Induce supernova here? ")
+ if ja() == True:
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+ atover(True)
+
+if __name__ == '__main__':
+ line = ""
+ thing = coord()
+ game = gamestate()
+
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
+ if os.getenv("TERM"):
+ game.options |= OPTION_CURSES | OPTION_SHOWME
+ else:
+ game.options |= OPTION_TTY
+
+ seed = time.time()
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+ for (switch, val) in options:
+ if switch == 'r':
+ try:
+ replayfp = open(optarg, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % optarg)
+ os.exit(1)
+ line = replayfp.readline().strip()
+ try:
+ (key, seed) = line.split()
+ seed = int(seed)
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
+ os.exit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == 't':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == 'x':
+ idebug = True
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ os.exit(0)
+ # where to save the input in case of bugs
+ try:
+ logfp = open("/usr/tmp/sst-input.log", "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ if logfp:
+ #setlinebuf(logfp)
+ logfp.write("seed %d\n" % (seed))
+ random.seed(seed)
+
+ iostart()
+
+ for i in range(optind, argc):
+ line += sys.argv[i]
+ line += " "
+
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup(line[0] == '\0')
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ skip(1)
+ stars()
+ skip(1)
+
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja() == True:
+ chew2()
+ freeze(False)
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ raise SysExit, 0
+