Time to make curses work.
[super-star-trek.git] / src / sst.py
index 60284f050717a67e9c9332c1482950f3064dbc5d..3c1050275e4bbb85444bf6c5f515a760fc77d193 100644 (file)
@@ -755,10 +755,7 @@ def movebaddy(enemy):
             else:
                 motion = game.skill
     # calculate preferred number of steps 
-    if motion < 0:
-        nsteps = -motion
-    else:
-        nsteps = motion
+    nsteps = abs(int(motion))
     if motion > 0 and nsteps > mdist:
        nsteps = mdist; # don't overshoot 
     if nsteps > QUADSIZE:
@@ -773,16 +770,7 @@ def movebaddy(enemy):
        m.i = 0
     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
        m.j = 0
-    if m.i != 0:
-        if m.i*motion < 0:
-            m.i = -1
-        else:
-            m.i = 1
-    if m.j != 0:
-        if m.j*motion < 0:
-            m.j = -1
-        else:
-            m.j = 1
+    m = (motion * m).sgn()
     next = enemy.kloc
     # main move loop 
     for ll in range(nsteps):
@@ -1285,6 +1273,10 @@ def collision(rammed, enemy):
 
 def torpedo(origin, course, dispersion, number, nburst):
     "Let a photon torpedo fly" 
+    if not damaged(DSRSENS) or game.condition=="docked":
+       setwnd(srscan_window)
+    else: 
+       setwnd(message_window)
     shoved = False
     ac = course + 0.25*dispersion
     angle = (15.0-ac)*0.5235988
@@ -1292,17 +1284,12 @@ def torpedo(origin, course, dispersion, number, nburst):
     delta = coord(-math.sin(angle), math.cos(angle))          
     bigger = max(abs(delta.i), abs(delta.j))
     delta /= bigger
-    x = origin.i; y = origin.j
     w = coord(0, 0); jw = coord(0, 0)
-    if not damaged(DSRSENS) or game.condition=="docked":
-       setwnd(srscan_window)
-    else: 
-       setwnd(message_window)
+    ungridded = copy.copy(origin)
     # Loop to move a single torpedo 
-    for step in range(1, 15+1):
-       x += delta.i
-       y += delta.j
-       w = coord(x, y).snaptogrid()
+    for step in range(1, QUADSIZE*2):
+       ungridded += delta
+       w = ungridded.snaptogrid()
        if not VALID_SECTOR(w.i, w.j):
            break
        iquad=game.quad[w.i][w.j]
@@ -1586,7 +1573,7 @@ def attack(torps_ok):
            hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
            enemy.kpower *= 0.75
        else: # Enemy uses photon torpedo 
-           #course2 = (enemy.kloc-game.sector).bearing()
+           # We should be able to make the bearing() method work here
            course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
@@ -1785,19 +1772,19 @@ def photon():
        if i==1 and key == "IHEOL":
            # direct all torpedoes at one target 
            while i < n:
-               target.append(targets[0])
+               target.append(target[0])
                course.append(course[0])
                i += 1
            break
-        scanner.push(key)
+        scanner.push(scanner.token)
         target.append(scanner.getcoord())
         if target[-1] == None:
             return
-        course.append(targetcheck(target[1]))
-        if course[i] == None:
+        course.append(targetcheck(target[-1]))
+        if course[-1] == None:
            return
     scanner.chew()
-    if i == 0:
+    if len(target) == 0:
        # prompt for each one 
        for i in range(n):
            proutn(_("Target sector for torpedo number %d- ") % (i+1))
@@ -4090,7 +4077,7 @@ def warp(timewarp):
            return
                                                
        # Make sure enough time is left for the trip 
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = 10.0*game.dist/game.warpfac**2
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4150,7 +4137,7 @@ def warp(timewarp):
     game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = 10.0*game.dist/game.wfacsq
+    game.optime = 10.0*game.dist/game.warpfac**2
     if twarp:
        timwrp()
     if blooey:
@@ -4189,7 +4176,6 @@ def setwarp():
        return
     oldfac = game.warpfac
     game.warpfac = scanner.real
-    game.wfacsq=game.warpfac*game.warpfac
     if game.warpfac <= oldfac or game.warpfac <= 6.0:
        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
               int(game.warpfac))
@@ -4257,14 +4243,13 @@ def atover(igrab):
            finish(FSNOVAED)
            return
        game.warpfac = randreal(6.0, 8.0)
-       game.wfacsq = game.warpfac * game.warpfac
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
        game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
        distreq = randreal(math.sqrt(2))
        if distreq < game.dist:
            game.dist = distreq
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = 10.0*game.dist/game.warpfac**2
        game.direc = randreal(12)       # How dumb! 
        game.justin = False
        game.inorbit = False
@@ -4601,7 +4586,6 @@ def abandon():
     game.lsupres=game.inlsr=3.0
     game.shldup=False
     game.warpfac=5.0
-    game.wfacsq=25.0
     return
 
 # Code from planets.c begins here.
@@ -5616,13 +5600,11 @@ def setup():
     if choose():
        return # frozen game
     # Prepare the Enterprise
-    game.alldone = game.gamewon = False
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
     game.ship = IHE
     game.state.crew = FULLCREW
     game.energy = game.inenrg = 5000.0
     game.shield = game.inshld = 2500.0
-    game.shldchg = False
-    game.shldup = False
     game.inlsr = 4.0
     game.lsupres = 4.0
     game.quadrant = randplace(GALSIZE)
@@ -5630,7 +5612,6 @@ def setup():
     game.torps = game.intorps = 10
     game.nprobes = randrange(2, 5)
     game.warpfac = 5.0
-    game.wfacsq = game.warpfac * game.warpfac
     for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
@@ -6401,8 +6382,6 @@ class sstscanner:
                 clrscr()
             if line == '':
                 return None
-            # Skip leading white space
-            line = line.lstrip()
             if not line:
                 continue
             else:
@@ -6423,8 +6402,10 @@ class sstscanner:
         self.type = "IHALPHA"
         self.real = None
         return "IHALPHA"
-    def push(self, tok):
+    def append(self, tok):
         self.inqueue.append(tok)
+    def push(self, tok):
+        self.inqueue.insert(0, tok)
     def waiting(self):
         return self.inqueue
     def chew(self):
@@ -6571,11 +6552,10 @@ if __name__ == '__main__':
         game = gamestate()
         idebug = 0
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
-        # Disable curses mode until the game logic is working.
-        #    if os.getenv("TERM"):
-        #      game.options |= OPTION_CURSES | OPTION_SHOWME
-        #    else:
-        game.options |= OPTION_TTY
+        if os.getenv("TERM"):
+            game.options |= OPTION_CURSES
+        else:
+            game.options |= OPTION_TTY
         seed = int(time.time())
         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
         for (switch, val) in options:
@@ -6617,7 +6597,7 @@ if __name__ == '__main__':
             logfp.write("# options %s\n" % " ".join(arguments))
         random.seed(seed)
         scanner = sstscanner()
-        map(scanner.push, arguments)
+        map(scanner.append, arguments)
         try:
             iostart()
             while True: # Play a game 
@@ -6648,5 +6628,5 @@ if __name__ == '__main__':
             ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
-        print""
+        print ""
         pass