From: Eric S. Raymond Date: Thu, 5 Oct 2006 02:30:35 +0000 (+0000) Subject: Python translation is syntactically correct. Now for the grotty X-Git-Tag: 2.0~162 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=25c1a316d0dd3ab77642521c359db6cfc660615d;p=super-star-trek.git Python translation is syntactically correct. Now for the grotty part... --- diff --git a/src/sst.py b/src/sst.py index 1c7ac6d..5b41777 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,14 +1,181 @@ -""" +''' 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 @@ -54,6 +221,10 @@ IHMATER0 = '-', IHMATER1 = 'o', IHMATER2 = '0' +IHEOL = '\n' +IHREAL = 0.0 +IHALPHA = " " + class coord: def __init(self, x=None, y=None): self.x = x @@ -229,7 +400,7 @@ class gamestate: 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 @@ -517,12 +688,12 @@ def movebaddy(com, loccom, ienm): 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 @@ -812,7 +983,7 @@ def supercommander(): 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(): @@ -834,7 +1005,7 @@ def supercommander(): 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 @@ -976,7 +1147,7 @@ def doshield(shraise): chew() proutn(_("Energy to transfer to shields- ")) chew() - if aaitem==0: + if aaitem == 0: return if aaitem > game.energy: prout(_("Insufficient ship energy.")) @@ -1027,7 +1198,7 @@ def randdevice(): # # 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. # @@ -1055,7 +1226,7 @@ def randdevice(): 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 @@ -1084,7 +1255,7 @@ def ram(ibumpd, ienm, 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 @@ -1093,12 +1264,12 @@ def ram(ibumpd, ienm, w): # 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 @@ -1150,13 +1321,13 @@ def torpedo(course, r, incoming, i, n): 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)) @@ -1176,7 +1347,7 @@ def torpedo(course, r, incoming, i, n): 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.")) @@ -1187,7 +1358,7 @@ def torpedo(course, r, incoming, i, n): 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: @@ -1201,7 +1372,7 @@ def torpedo(course, r, incoming, i, n): 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)) @@ -1268,14 +1439,14 @@ def torpedo(course, r, incoming, i, n): 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) @@ -1304,7 +1475,7 @@ def torpedo(course, r, incoming, i, n): 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: @@ -1314,7 +1485,7 @@ def torpedo(course, r, incoming, i, n): 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.")) @@ -1348,10 +1519,10 @@ def fry(hit): # 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 = [] @@ -1362,7 +1533,7 @@ def fry(hit): 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): @@ -1415,7 +1586,7 @@ def attack(torps_ok): # 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) @@ -1427,7 +1598,7 @@ def attack(torps_ok): 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 @@ -1448,7 +1619,7 @@ def attack(torps_ok): 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 @@ -1460,7 +1631,7 @@ def attack(torps_ok): 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: @@ -1530,7 +1701,7 @@ def attack(torps_ok): 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) @@ -1712,10 +1883,10 @@ def photon(): 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: @@ -1723,9 +1894,9 @@ def photon(): 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 @@ -1739,15 +1910,15 @@ def overheat(rpow): # 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 @@ -1765,7 +1936,7 @@ def checkshctrl(rpow): 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: @@ -1789,7 +1960,7 @@ def hittem(doublehits): 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) @@ -1820,8 +1991,8 @@ def hittem(doublehits): 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 @@ -1917,7 +2088,7 @@ def phasers(): 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() @@ -1954,7 +2125,7 @@ def phasers(): 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]: @@ -2009,7 +2180,7 @@ def phasers(): 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): @@ -2065,7 +2236,7 @@ def phasers(): 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!")) @@ -2146,7 +2317,7 @@ def events(): # 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 @@ -2318,7 +2489,7 @@ def events(): 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 @@ -2353,7 +2524,7 @@ def events(): 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) @@ -2566,7 +2737,7 @@ def wait(): 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 @@ -2600,7 +2771,7 @@ def nova(nov): 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 @@ -2633,7 +2804,7 @@ def nova(nov): 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 @@ -2681,7 +2852,7 @@ def nova(nov): 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: @@ -2766,7 +2937,7 @@ def supernova(induced, w=None): 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 @@ -2788,7 +2959,7 @@ def supernova(induced, w=None): 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: @@ -2906,7 +3077,7 @@ def selfdestruct(): 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() @@ -3138,10 +3309,10 @@ def finish(ifin): 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!")) @@ -3248,7 +3419,7 @@ def plaque(): skip(2) while True: proutn(_("File or device name for your plaque: ")) - cgetline(winner, sizeof(winner)) + winner = cgetline() try: fp = open(winner, "w") break @@ -3256,7 +3427,7 @@ def plaque(): 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 @@ -3450,7 +3621,7 @@ def prouts(line): 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" @@ -3797,7 +3968,7 @@ def imove(novapush): 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) @@ -4122,11 +4293,11 @@ def warp(timewarp): 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 @@ -4172,7 +4343,7 @@ def warp(timewarp): 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.")) @@ -4235,7 +4406,7 @@ def atover(igrab): 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 @@ -4243,7 +4414,7 @@ def atover(igrab): 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.")) @@ -4280,16 +4451,16 @@ def atover(igrab): 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) @@ -4310,7 +4481,7 @@ def atover(igrab): 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)) @@ -4351,7 +4522,7 @@ def timwrp(): 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) @@ -4486,8 +4657,8 @@ def mayday(): 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 @@ -4508,7 +4679,7 @@ def mayday(): 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) @@ -4601,7 +4772,7 @@ def abandon(): 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] @@ -4611,8 +4782,8 @@ def abandon(): # 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 @@ -4698,12 +4869,12 @@ def orbit(): 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 @@ -4805,7 +4976,7 @@ def beam(): 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.\"")) @@ -4846,7 +5017,7 @@ def mine(): 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.")) @@ -4881,7 +5052,7 @@ def usecrystals(): 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********************************")) @@ -4891,7 +5062,7 @@ def usecrystals(): 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")) @@ -5003,7 +5174,7 @@ def shuttle(): def deathray(): # use the big zapper - r = Rand() + r = random.random() game.ididit = False skip(1) @@ -5049,13 +5220,13 @@ def deathray(): 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) @@ -5738,14 +5909,14 @@ def setup(needprompt): 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 @@ -5767,7 +5938,7 @@ def setup(needprompt): # 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: @@ -5788,7 +5959,7 @@ def setup(needprompt): 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 @@ -5804,7 +5975,7 @@ def setup(needprompt): 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)) @@ -5823,7 +5994,7 @@ def setup(needprompt): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = Rand() + r = random.random() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem @@ -5840,7 +6011,7 @@ def setup(needprompt): 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]: @@ -5863,8 +6034,8 @@ def setup(needprompt): 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 @@ -6016,19 +6187,19 @@ def choose(needprompt): # 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 @@ -6063,7 +6234,7 @@ def newkling(i): 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): @@ -6117,13 +6288,13 @@ 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 @@ -6131,7 +6302,7 @@ def newqad(shutup): 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) @@ -6170,7 +6341,7 @@ def newqad(shutup): 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.")) @@ -6178,9 +6349,9 @@ def newqad(shutup): # 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)) @@ -6192,7 +6363,7 @@ def newqad(shutup): 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' @@ -6206,7 +6377,7 @@ def newqad(shutup): # 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 @@ -6261,4 +6432,578 @@ def setpassword(): 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 +