def __eq__(self, other):
return other != None and self.x == other.y and self.x == other.y
def __add__(self, other):
- return coord(self.x+self.x, self.y+self.y)
+ return coord(self.x+other.x, self.y+other.y)
def __sub__(self, other):
return coord(self.x-other.x, self.y-other.y)
def __mul__(self, other):
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
return VALID_QUADRANT(iq.x,iq.y) and \
- not game.state.galaxy[iq.x][iq.y].supernova or \
+ not game.state.galaxy[iq.x][iq.y].supernova and \
game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
-
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
iq = coord()
return
def randdevice():
- # choose a device to damage, at random.
- #
+ "Choose a device to damage, at random."
# Quoth Eric Allman in the code of BSD-Trek:
# "Under certain conditions you can get a critical hit. This
# sort of hit damages devices. The probability that a given
# We don't have a cloaking device. The shuttle got the allocation
# for the cloaking device, then we shaved a half-percent off
# everything to have some weight to give DSHCTRL/DDRAY/DDSP.
- #
weights = (
105, # DSRSENS: short range scanners 10.5%
105, # DLRSENS: long range scanners 10.5%
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
- #
# In the pre-SST2K version, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- #
ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
finish(FWON)
return
-def torpedo(course, dispersion, origin, number, nburst):
+def torpedo(origin, course, dispersion, number, nburst):
"Let a photon torpedo fly"
- iquad = 0
shoved = False
ac = course + 0.25*dispersion
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
- deltax = -math.sin(angle);
- deltay = math.cos(angle);
+ delta = coord(-math.sin(angle), math.cos(angle))
+ bigger = max(abs(delta.x), abs(delta.y))
+ delta /= bigger
x = origin.x; y = origin.y
w = coord(0, 0); jw = coord(0, 0)
- bigger = max(math.fabs(deltax), math.fabs(deltay))
- deltax /= bigger
- deltay /= bigger
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
# Loop to move a single torpedo
for step in range(1, 15+1):
- x += deltax
- w.x = int(x + 0.5)
- y += deltay
- w.y = int(y + 0.5)
+ x += delta.x
+ y += delta.y
+ w = coord(x, y).snaptogrid()
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
for enemy in game.enemies:
- if w == game.enemies[ll].kloc:
+ if w == enemy.kloc:
break
- kp = math.fabs(e.kpower)
+ kp = math.fabs(enemy.kpower)
h1 = 700.0 + randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
skip(1)
deadkl(w, iquad, w)
else:
- #
# Stas Sergeev added the possibility that
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
- #
thing.angry = True
shoved = True
return None
def attack(torps_ok):
# bad guy attacks us
# torps_ok == False forces use of phasers in an attack
- attempt = False; ihurt = False;
- hitmax=0.0; hittot=0.0; chgfac=1.0
- where = "neither"
# game could be over at this point, check
if game.alldone:
return
+ attempt = False; ihurt = False;
+ hitmax=0.0; hittot=0.0; chgfac=1.0
+ where = "neither"
if idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
prout(" ")
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.kpower*dispersion
- hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
+ hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
if not VALID_SECTOR(w.x, w.y):
huh()
return None
- delta = 0.1*(w - game.sector)
- if delta.x==0 and delta.y== 0:
+ delta = coord()
+ # FIXME: C code this was translated from is wacky -- why the sign reversal?
+ delta.y = 0.1*(w.y - game.sector.y);
+ delta.x = 0.1*(game.sector.x - w.x);
+ if delta == coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
- return delta.bearing()
+ return 1.90985932*math.atan2(delta.y, delta.x)
def photon():
"Launch photon torpedo."
- course = [0.0] * MAXBURST
+ course = []
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
break
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
- torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
+ torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
return
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
-
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
key = scanner.next()
if key == IHALPHA and scanner.sees("no"):
no = True
game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
- newqad(False)
+ newqad()
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
attack(torps_ok=False)
else:
continue # search for eligible quadrant failed
except "FOUNDIT":
- w.x = i
- w.y = j
+ w.x = i; w.y = j
# deliver the child
game.state.remkl += 1
q.klingons += 1
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
- newqad(False)
+ newqad()
if game.skill>SKILL_NOVICE:
attack(torps_ok=False)
return
if key != IHREAL:
huh()
return False
- delta.x = scanner.real
+ delta.y = scanner.real
key = scanner.next()
if key != IHREAL:
huh()
return False
- delta.y = scanner.real
+ delta.x = scanner.real
# Check for zero movement
if delta.x == 0 and delta.y == 0:
scanner.chew()
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
-
deltax /= bigger
deltay /= bigger
n = 10.0 * game.dist * bigger +0.5
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
game.damage[DRADIO] += game.optime
- newqad(False)
+ newqad()
events() # Stas Sergeev added this -- do pending events
def probe():
ddist = xdist
# Since starbase not in quadrant, set up new quadrant
game.quadrant = ibq
- newqad(True)
+ newqad()
# dematerialize starship
game.quad[game.sector.x][game.sector.y]=IHDOT
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
game.state.crew)
game.casual += game.state.crew
game.abandoned += game.state.crew
-
# If at least one base left, give 'em the Faerie Queene
skip(1)
game.icrystl = False # crystals are lost
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
game.sector.x = game.sector.y = 5
- newqad(True)
+ newqad()
while True:
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
break # found a spot
game.sector.x=QUADSIZE/2
game.sector.y=QUADSIZE/2
- newqad(True)
+ newqad()
# Get new commission
game.quad[game.sector.x][game.sector.y] = game.ship = IHF
game.state.crew = FULLCREW
scanner.chew()
skip(1)
return
-
# Code from setup.c begins here
unschedule(FENSLV)
unschedule(FREPRO)
# Place thing (in tournament game, we don't want one!)
+ # New in SST2K: never place the Thing near a starbase.
+ # This makes sense and avoids a special case in the old code.
global thing
if game.tourn is None:
- thing = randplace(GALSIZE)
+ while True:
+ thing = randplace(GALSIZE)
+ if thing not in game.state.baseq:
+ break
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
if game.state.nscrem:
prout(_(" YOU'LL NEED IT."))
waitfor()
- newqad(False)
+ newqad()
if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
def dropin(iquad=None):
"Drop a feature on a random dot in the current quadrant."
- w = coord()
while True:
w = randplace(QUADSIZE)
if game.quad[w.x][w.y] == IHDOT:
"Drop new Klingon into current quadrant."
return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
-def newqad(shutup):
+def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
- w = coord()
game.justin = True
- game.klhere = 0
- game.irhere = 0
- game.iplnet = 0
- game.neutz = False
- game.inorbit = False
- game.landed = False
- game.ientesc = False
- game.iseenit = False
+ game.iplnet = None
+ game.neutz = game.inorbit = game.landed = False
+ game.ientesc = game.iseenit = False
# Create a blank quadrant
game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
if game.iscate:
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
- if shutup==0:
- # Put in THING if needed
- if thing == game.quadrant:
- enemy(type=IHQUEST, loc=dropin(),
- power=randreal(6000,6500.0)+250.0*game.skill)
- if not damaged(DSRSENS):
- skip(1)
- prout(_("Mr. Spock- \"Captain, this is most unusual."))
- prout(_(" Please examine your short-range scan.\""))
+ # Put in THING if needed
+ if thing == game.quadrant:
+ enemy(type=IHQUEST, loc=dropin(),
+ power=randreal(6000,6500.0)+250.0*game.skill)
+ if not damaged(DSRSENS):
+ skip(1)
+ prout(_("Mr. Spock- \"Captain, this is most unusual."))
+ prout(_(" Please examine your short-range scan.\""))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
if (game.skill < SKILL_GOOD and withprob(0.02)) or \
"HELP": 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(key):
+ for (k, key) in enumerate(commands):
+ if not commands[cmd] or (commands[key] & game.options):
if k % 5 == 0:
skip(1)
proutn("%-12s " % key)
- k += 1
skip(1)
def helpme():
def makemoves():
"Command-interpretation loop."
- v = 0
clrscr()
setwnd(message_window)
while True: # command loop
def crmshp():
"Emit our ship name."
- if game.ship == IHE:
- s = _("Enterprise")
- elif game.ship == IHF:
- s = _("Faerie Queene")
- else:
- s = "Ship???"
- return s
+ return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
def stars():
"Emit a line of stars"
proutn("Cause selective damage? ")
if ja() == True:
for i in range(NDEVICES):
- proutn("Kill ")
- proutn(device[i])
- proutn("? ")
+ proutn("Kill %s?" % device[i])
scanner.chew()
key = scanner.next()
if key == IHALPHA and scanner.sees("y"):