Fix an embarassing last-minute bug.
[super-star-trek.git] / src / sst.py
index d6359835f6a56874a5419a875d0389341807ed80..7ca3fb7b62a7f2aa7513bce1a56f72dd448a26ab 100644 (file)
@@ -1276,7 +1276,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
     # Loop to move a single torpedo 
     setwnd(message_window)
     for step in range(1, QUADSIZE*2):
-       track.next()
+        if not track.next(): break
         w = track.sector()
        if not w.valid_sector():
            break
@@ -1295,14 +1295,11 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            newcnd(); # we're blown out of dock 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = track.angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           bumpto.i = int(w.i+xx+0.5)
-           bumpto.j = int(w.j+yy+0.5)
+            # In the C/FORTRAN version, dispersion was 2.5 radians, which
+            # is 143 degrees, which is almost exactly 4.8 clockface units
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
            if not bumpto.valid_sector():
                return hit
            if game.quad[bumpto.i][bumpto.j]==IHBLANK:
@@ -1343,15 +1340,9 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                deadkl(w, iquad, w)
                return None
            proutn(crmena(True, iquad, "sector", w))
-           # If enemy damaged but not destroyed, try to displace 
-           ang = track.angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           bumpto.i = int(w.i+xx+0.5)
-           bumpto.j = int(w.j+yy+0.5)
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
             if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
@@ -2449,7 +2440,7 @@ def events():
                supercommander()
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
-            if game.probe.next(grain=QUADSIZE):
+            if not game.probe.next():
                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
@@ -3927,17 +3918,13 @@ class course:
         self.step = 0
     def arrived(self):
         return self.location.roundtogrid() == self.final
-    def next(self, grain=1):
+    def next(self):
         "Next step on course."
         self.step += 1
         self.nextlocation = self.location + self.increment
-        oldloc = (self.location/grain).roundtogrid()
-        newloc = (self.nextlocation/grain).roundtogrid()
+        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
         self.location = self.nextlocation
-        if newloc != oldloc:
-            return True
-        else:
-            return False
+        return samequad
     def quadrant(self):
         return self.location.quadrant()
     def sector(self):
@@ -5158,11 +5145,8 @@ def status(req=0):
     if not req or req == 2:
        if game.condition != "docked":
            newcnd()
-        dam = 0
-       for t in range(NDEVICES):
-           if game.damage[t]>0: 
-               dam += 1
-       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+       prstat(_("Condition"), _("%s, %i DAMAGES") % \
+               (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
     if not req or req == 3:
        prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
     if not req or req == 4: