Another step towards pulling all trig into the course object.
[super-star-trek.git] / src / sst.py
index bd01149621a1f10e24d6386883d9e0f3dbab4b13..41dcfbc821ee3930596b25c258f962c4b1ae696a 100644 (file)
@@ -1271,7 +1271,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
     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 
     for step in range(1, QUADSIZE*2):
        track.next()
@@ -1290,9 +1290,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            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)
@@ -1301,17 +1300,17 @@ 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 jw.valid_sector():
+           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
        elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
@@ -1344,21 +1343,21 @@ 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 jw.valid_sector():
+           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)
+               deadkl(w, iquad, bumpto)
                return None
-           if game.quad[jw.i][jw.j]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j] != IHDOT:
                # can't move into object 
                prout(_(" damaged but not destroyed."))
                return None
            proutn(_(" damaged--"))
-           enemy.kloc = jw
+           enemy.kloc = bumpto
            shoved = True
            break
        elif iquad == IHB: # Hit a base 
@@ -1460,8 +1459,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
        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)
+       game.quad[bumpto.i][bumpto.j]=iquad
+       prout(_(" displaced by blast to Sector %s ") % bumpto)
        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))