Restore some display behavior.
[super-star-trek.git] / src / sst.py
index bcd8499ffc54a947d0c3d2ebd986f05511dd14fd..33149f30dcd454bec93b83d6f344a993d5121dfd 100644 (file)
@@ -201,10 +201,6 @@ FOREVER    = 1e30
 MAXBURST       = 3
 MINCMDR        = 10
 
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y):      return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-def VALID_SECTOR(x, y):        return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-
 # How to represent features
 IHR = 'R',
 IHK = 'K',
@@ -232,6 +228,10 @@ class coord:
     def __init__(self, x=None, y=None):
         self.i = x
         self.j = y
+    def valid_quadrant(self):
+        return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+    def valid_sector(self):
+       return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
     def invalidate(self):
         self.i = self.j = None
     def is_valid(self):
@@ -602,7 +602,7 @@ def randreal(*args):
 
 def welcoming(iq):
     "Would this quadrant welcome another Klingon?"
-    return VALID_QUADRANT(iq.i,iq.j) and \
+    return iq.valid_quadrant() and \
        not game.state.galaxy[iq.i][iq.j].supernova and \
        game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
 
@@ -1267,32 +1267,30 @@ def torpedo(origin, bearing, dispersion, number, nburst):
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
-    shoved = False
     ac = bearing + 0.25*dispersion     # dispersion is a random variable
     bullseye = (15.0 - bearing)*0.5235988
     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
-    jw = coord(0, 0)
+    bumpto = coord(0, 0)
     # Loop to move a single torpedo 
+    setwnd(message_window)
     for step in range(1, QUADSIZE*2):
        track.next()
         w = track.sector()
-       if not VALID_SECTOR(w.i, w.j):
+       if not w.valid_sector():
            break
        iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
        if iquad==IHDOT:
            continue
        # hit something 
-       setwnd(message_window)
-       if damaged(DSRSENS) and not game.condition=="docked":
+       if not damaged(DSRSENS) or game.condition == "docked":
            skip(1);    # start new line after text track 
        if iquad in (IHE, IHF): # Hit our ship 
            skip(1)
            prout(_("Torpedo hits %s.") % crmshp())
            hit = 700.0 + randreal(100) - \
-               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.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 = track.angle + 2.5*(randreal()-0.5)
@@ -1301,19 +1299,25 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.i = int(w.i+xx+0.5)
-           jw.j = int(w.j+yy+0.5)
-           if not VALID_SECTOR(jw.i, jw.j):
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+           if not bumpto.valid_sector():
                return hit
-           if game.quad[jw.i][jw.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j]==IHBLANK:
                finish(FHOLE)
                return hit
-           if game.quad[jw.i][jw.j]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j]!=IHDOT:
                # can't move into object 
                return hit
-           game.sector = jw
+           game.sector = bumpto
            proutn(crmshp())
-           shoved = True
+            game.quad[w.i][w.j]=IHDOT
+            game.quad[bumpto.i][bumpto.j]=iquad
+            prout(_(" displaced by blast to Sector %s ") % bumpto)
+            for enemy in game.enemies:
+                enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
        elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
            # find the enemy 
            if iquad in (IHC, IHS) and withprob(0.05):
@@ -1344,23 +1348,25 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.i = int(w.i+xx+0.5)
-           jw.j = int(w.j+yy+0.5)
-           if not VALID_SECTOR(jw.i, jw.j):
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+            if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.i][jw.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j] == IHBLANK:
                prout(_(" buffeted into black hole."))
-               deadkl(w, iquad, jw)
-               return None
-           if game.quad[jw.i][jw.j]!=IHDOT:
-               # can't move into object 
+               deadkl(w, iquad, bumpto)
+           if game.quad[bumpto.i][bumpto.j] != IHDOT:
                prout(_(" damaged but not destroyed."))
-               return None
-           proutn(_(" damaged--"))
-           enemy.kloc = jw
-           shoved = True
-           break
+            else:
+                prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                enemy.kloc = bumpto
+                game.quad[w.i][w.j]=IHDOT
+                game.quad[bumpto.i][bumpto.j]=iquad
+                for enemy in game.enemies:
+                    enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+                game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
        elif iquad == IHB: # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
@@ -1456,16 +1462,6 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            skip(1)
            return None
        break
-    if curwnd!=message_window:
-       setwnd(message_window)
-    if shoved:
-       game.quad[w.i][w.j]=IHDOT
-       game.quad[jw.i][jw.j]=iquad
-       prout(_(" displaced by blast to Sector %s ") % jw)
-       for ll in range(len(game.enemies)):
-           game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
-        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-       return None
     skip(1)
     prout(_("Torpedo missed."))
     return None;
@@ -1697,7 +1693,7 @@ def deadkl(w, type, mv):
 
 def targetcheck(w):
     "Return None if target is invalid, otherwise return a course angle."
-    if not VALID_SECTOR(w.i, w.j):
+    if not w.valid_sector():
        huh()
        return None
     delta = coord()
@@ -2453,14 +2449,14 @@ def events():
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
             if game.probe.next(grain=QUADSIZE):
-               if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j) or \
+               if not game.probe.quadrant().valid_quadrant() or \
                    game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
                    # Left galaxy or ran into supernova
                     if communicating():
                        announce()
                        skip(1)
                        proutn(_("Lt. Uhura-  \"The deep space probe "))
-                       if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j):
+                       if not game.probe.quadrant().valid_quadrant():
                            prout(_("has left the galaxy.\""))
                        else:
                            prout(_("is no longer transmitting.\""))
@@ -2544,14 +2540,15 @@ def events():
                continue                # full right now 
            # reproduce one Klingon 
            w = ev.quadrant
+            m = coord()
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
-                    for i in range(w.i - 1, w.i + 2):
-                        for j in range(w.j - 1, w.j + 2):
-                            if not VALID_QUADRANT(i, j):
+                    for m.i in range(w.i - 1, w.i + 2):
+                        for m.j in range(w.j - 1, w.j + 2):
+                            if not m.valid_quadrant():
                                 continue
-                            q = game.state.galaxy[w.i][w.j]
+                            q = game.state.galaxy[m.i][m.j]
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
@@ -2559,7 +2556,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.i = i; w.j = j
+                    w = m
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2568,7 +2565,6 @@ def events():
                game.enemies.append(newkling())
            # recompute time left
             game.recompute()
-           # report the disaster if we can 
            if communicating():
                if game.quadrant == w:
                    prout(_("Spock- sensors indicate the Klingons have"))
@@ -2654,7 +2650,7 @@ def nova(nov):
                 if offset.j==0 and offset.i==0:
                     continue
                 neighbor = start + offset
-                if not VALID_SECTOR(neighbor.j, neighbor.i):
+                if not neighbor.valid_sector():
                     continue
                 iquad = game.quad[neighbor.i][neighbor.j]
                 # Empty space ends reaction
@@ -2726,7 +2722,7 @@ def nova(nov):
                         break
                     newc = neighbor + neighbor - hits[mm]
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not VALID_SECTOR(newc.i, newc.j):
+                    if not newc.valid_sector():
                         # can't leave quadrant 
                         skip(1)
                         break
@@ -3525,7 +3521,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
        if step == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.i][origin.j],i+1))
+               proutn(_("Track for torpedo number %d-  ") % (i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3630,7 +3626,7 @@ def imove(course=None, novapush=False):
             y += deltay
            w.i = int(round(x))
            w.j = int(round(y))
-           if not VALID_SECTOR(w.i, w.j):
+           if not w.valid_sector():
                # Leaving quadrant -- allow final enemy attack 
                # Don't do it if being pushed by Nova 
                if len(game.enemies) != 0 and not novapush:
@@ -3890,7 +3886,7 @@ def getcourse(isprobe):
                dsect.i = xi
                dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
+       if not dquad.valid_quadrant() or not dsect.valid_sector():
            huh()
            raise TrekError
        skip(1)
@@ -4108,7 +4104,7 @@ def warp(course, involuntary):
                ix = x + 0.5
                y += deltay
                iy = y +0.5
-               if not VALID_SECTOR(ix, iy):
+               if not coord(ix, iy).valid_sector():
                    break
                if game.quad[ix][iy] != IHDOT:
                    blooey = False
@@ -4390,7 +4386,7 @@ def mayday():
     game.sector.invalidate()
     for m in range(1, 5+1):
         w = game.base.scatter() 
-       if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
+       if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
            # found one -- finish up 
             game.sector = w
            break
@@ -4493,7 +4489,7 @@ def abandon():
            game.quad[game.sector.i][game.sector.j] = IHDOT
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.i, game.sector.j) and \
+               if game.sector.valid_sector() and \
                        game.quad[game.sector.i][game.sector.j] == IHDOT:
                     break
            if l < QUADSIZE+1:
@@ -5089,7 +5085,7 @@ def lrscan(silent):
         if not silent:
             proutn(" ")
         for y in range(game.quadrant.j-1, game.quadrant.j+2):
-           if not VALID_QUADRANT(x, y):
+           if not coord(x, y).valid_quadrant():
                 if not silent:
                     proutn("  -1")
            else:
@@ -5314,7 +5310,7 @@ def eta():
            w2.j = 0
        else:
            w2.j=QUADSIZE-1
-    if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
+    if not w1.valid_quadrant() or not w2.valid_sector():
        huh()
        return
     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+