Fix Tholian motion.
[super-star-trek.git] / src / sst.py
index d1dc4db021083bbbdf4ffcfe697ba35076b43891..dff69d5235b98837f1d9530aaf557042992c6db9 100644 (file)
@@ -248,7 +248,7 @@ class coord:
     def __add__(self, other):
         return coord(self.x+self.x, self.y+self.y)
     def __sub__(self, other):
-        return coord(self.x-self.x, self.y-self.y)
+        return coord(self.x-other.x, self.y-other.y)
     def distance(self, other):
         return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
     def sgn(self):
@@ -427,13 +427,17 @@ class enemy:
     def move(self, loc):
         motion = (loc != self.kloc)
         if self.kloc.x is not None and self.kloc.y is not None:
-            game.quad[self.kloc.x][self.kloc.y] = IHDOT
+            if motion:
+                if self.type == IHT:
+                    game.quad[self.kloc.x][self.kloc.y] = IHWEB
+                else:
+                    game.quad[self.kloc.x][self.kloc.y] = IHDOT
         if loc:
-            self.kloc = loc
+            self.kloc = copy.copy(loc)
             game.quad[self.kloc.x][self.kloc.y] = self.type
             self.kdist = self.kavgd = distance(game.sector, loc)
         else:
-            self.kloc = coord()        # enemy sector location
+            self.kloc = coord()
             self.kdist = self.kavgd = None
             game.enemies.remove(self)
         return motion
@@ -445,7 +449,7 @@ class gamestate:
         self.options = None    # Game options
         self.state = snapshot()        # A snapshot structure
         self.snapsht = snapshot()      # Last snapshot taken for time-travel purposes
-        self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)       # contents of our quadrant
+        self.quad = None       # contents of our quadrant
         self.damage = [0.0] * NDEVICES # damage encountered
         self.future = []               # future events
         for i in range(NEVENTS):
@@ -1043,41 +1047,40 @@ def supercommander():
     return
 
 def movetholian():
-    # move the Tholian 
+    # move the Tholian
     if not game.tholian or game.justin:
        return
+    id = coord()
     if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
-       idx = 0; idy = QUADSIZE-1
+       id.x = 0; id.y = QUADSIZE-1
     elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
-       idx = QUADSIZE-1; idy = QUADSIZE-1
+       id.x = QUADSIZE-1; id.y = QUADSIZE-1
     elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
-       idx = QUADSIZE-1; idy = 0
+       id.x = QUADSIZE-1; id.y = 0
     elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
-       idx = 0; idy = 0
+       id.x = 0; id.y = 0
     else:
        # something is wrong! 
-       game.tholian = None
+       game.tholian.move(None)
+        prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+    if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
        return
-    game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
-    if game.tholian.kloc.x != idx:
-       # move in x axis 
-       im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
-       while game.tholian.kloc.x != idx:
-           game.tholian.kloc.x += im
-           if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
-               game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
-    elif game.tholian.kloc.y != idy:
-       # move in y axis 
-       im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
-       while game.tholian.kloc.y != idy:
-           game.tholian.kloc.y += im
-           if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
-               game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
-    game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
-    #game.enemies[-1].kloc = game.tholian      #FIXME
+    here = copy.copy(game.tholian.kloc)
+    delta = (id - game.tholian.kloc).sgn()
+    # move in x axis 
+    while here.x != id.x:
+        #print "Moving in X", delta
+        here.x += delta.x
+        if game.quad[here.kloc.x][here.y]==IHDOT:
+            game.tholian.move(here)
+    # move in y axis 
+    while here.y != id.y:
+        #print "Moving in Y", delta
+        here.y += delta.y
+        if game.quad[here.x][here.y]==IHDOT:
+            game.tholian.move(here)
     # check to see if all holes plugged 
     for i in range(QUADSIZE):
        if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
@@ -1094,6 +1097,7 @@ def movetholian():
     crmena(True, IHT, "sector", game.tholian)
     prout(_(" completes web."))
     game.tholian.move(None)
+    print "Tholian movement ends"
     return
 
 # Code from battle.c begins here
@@ -1788,7 +1792,8 @@ def targetcheck(w):
     return 1.90985932*math.atan2(deltx, delty)
 
 def photon():
-    # launch photon torpedo 
+    # launch photon torpedo
+    course = [0.0] * MAXBURST
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
@@ -1809,7 +1814,7 @@ def photon():
            proutn(_("Number of torpedoes to fire- "))
            key = scan()
        else: # key == IHREAL  {
-           n = aaitem + 0.5
+           n = int(round(aaitem + 0.5))
            if n <= 0: # abort command 
                chew()
                return
@@ -1941,7 +1946,7 @@ def checkshctrl(rpow):
 
 def hittem(hits):
     # register a phaser hit on Klingons and Romulans
-    nenhr2 = game.nenhere; kk=0
+    nenhr2 = len(game.enemies); kk=0
     w = coord()
     skip(1)
     for (k, wham) in enumerate(hits):
@@ -1994,7 +1999,7 @@ def phasers():
     automode = "NOTSET"
     key=0
     skip(1)
-    # SR sensors and Computer are needed fopr automode 
+    # SR sensors and Computer are needed for automode 
     if damaged(DSRSENS) or damaged(DCOMPTR):
        itarg = False
     if game.condition == "docked":
@@ -2022,7 +2027,7 @@ def phasers():
        key=scan()
        if key == IHALPHA:
            if isit("manual"):
-               if game.nenhere==0:
+               if len(game.enemies)==0:
                    prout(_("There is no enemy present to select."))
                    chew()
                    key = IHEOL
@@ -2031,10 +2036,10 @@ def phasers():
                    automode = "MANUAL"
                    key = scan()
            elif isit("automatic"):
-               if (not itarg) and game.nenhere != 0:
+               if (not itarg) and len(game.enemies) != 0:
                    automode = "FORCEMAN"
                else:
-                   if game.nenhere==0:
+                   if len(game.enemies)==0:
                        prout(_("Energy will be expended into space."))
                    automode = "AUTOMATIC"
                    key = scan()
@@ -2044,7 +2049,7 @@ def phasers():
                huh()
                return
        elif key == IHREAL:
-           if game.nenhere==0:
+           if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
            elif not itarg:
@@ -2053,7 +2058,7 @@ def phasers():
                automode = "AUTOMATIC"
        else:
            # IHEOL 
-           if game.nenhere==0:
+           if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
            elif not itarg:
@@ -2068,13 +2073,13 @@ def phasers():
        if key == IHALPHA and isit("no"):
            no = True
            key = scan()
-       if key != IHREAL and game.nenhere != 0:
+       if key != IHREAL and len(game.enemies) != 0:
            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
        irec=0
         while True:
            chew()
            if not kz:
-               for i in range(game.nenhere):
+               for i in range(len(game.enemies)):
                    irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
            kz=1
            proutn(_("%d units required. ") % irec)
@@ -2104,10 +2109,10 @@ def phasers():
        chew()
        game.energy -= rpow
        extra = rpow
-       if game.nenhere:
+       if len(game.enemies):
            extra = 0.0
            powrem = rpow
-           for i in range(game.nenhere):
+           for i in range(len(game.enemies)):
                hits.append(0.0)
                if powrem <= 0:
                    continue
@@ -2127,7 +2132,7 @@ def phasers():
        if extra > 0 and not game.alldone:
            if game.tholian:
                proutn(_("*** Tholian web absorbs "))
-               if game.nenhere>0:
+               if len(game.enemies)>0:
                    proutn(_("excess "))
                prout(_("phaser energy."))
            else:
@@ -2147,7 +2152,7 @@ def phasers():
            skip(1)
     elif automode == "MANUAL":
        rpow = 0.0
-        for k in range(game.nenhere):
+        for k in range(len(game.enemies)):
            aim = game.enemies[k].kloc
            ienm = game.quad[aim.x][aim.y]
            if msgflag:
@@ -2155,8 +2160,8 @@ def phasers():
                skip(1)
                msgflag = False
                rpow = 0.0
-           if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
-               (ienm == IHC or ienm == IHS):
+           if damaged(DSRSENS) and \
+               not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
                cramen(ienm)
                prout(_(" can't be located without short range scan."))
                chew()
@@ -2701,7 +2706,7 @@ def wait():
     origTime = delay = aaitem
     if delay <= 0.0:
        return
-    if delay >= game.state.remtime or game.nenhere != 0:
+    if delay >= game.state.remtime or len(game.enemies) != 0:
        proutn(_("Are you sure? "))
        if ja() == False:
            return
@@ -2714,7 +2719,7 @@ def wait():
            prout(_("%d stardates left.") % int(game.state.remtime))
            return
        temp = game.optime = delay
-       if game.nenhere:
+       if len(game.enemies):
            rtime = randreal(1.0, 2.0)
            if rtime < temp:
                temp = rtime
@@ -2838,7 +2843,7 @@ def nova(nov):
                 elif iquad == IHK: # kill klingon 
                     deadkl(neighbor, iquad, neighbor)
                 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
-                    for ll in range(game.nenhere):
+                    for ll in range(len(game.enemies)):
                         if game.enemies[ll].kloc == neighbor:
                             break
                     game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
@@ -3050,10 +3055,10 @@ def kaboom():
     skip(1)
     stars()
     skip(1)
-    if game.nenhere != 0:
+    if len(game.enemies) != 0:
        whammo = 25.0 * game.energy
        l=1
-       while l <= game.nenhere:
+       while l <= len(game.enemies):
            if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
                deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
            l += 1
@@ -3770,15 +3775,15 @@ def imove(novapush):
     def no_quad_change():
         # No quadrant change -- compute new average enemy distances 
         game.quad[game.sector.x][game.sector.y] = game.ship
-        if game.nenhere:
-            for m in range(game.nenhere):
+        if len(game.enemies):
+            for m in range(len(game.enemies)):
                 finald = distance(w, game.enemies[m].kloc)
                 game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
                 game.enemies[m].kdist = finald
             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
             if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
                 attack(torps_ok=False)
-            for m in range(game.nenhere):
+            for m in range(len(game.enemies)):
                 game.enemies[m].kavgd = game.enemies[m].kdist
         newcnd()
         drawmaps(0)
@@ -3816,9 +3821,9 @@ def imove(novapush):
            if not VALID_SECTOR(w.x, w.y):
                # Leaving quadrant -- allow final enemy attack 
                # Don't do it if being pushed by Nova 
-               if game.nenhere != 0 and not novapush:
+               if len(game.enemies) != 0 and not novapush:
                    newcnd()
-                   for m in range(game.nenhere):
+                   for m in range(len(game.enemies)):
                        finald = distance(w, game.enemies[m].kloc)
                        game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
                    #
@@ -5100,7 +5105,7 @@ def deathray():
     if game.ship != IHE:
        prout(_("Ye Faerie Queene has no death ray."))
        return
-    if game.nenhere==0:
+    if len(game.enemies)==0:
        prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
        return
     if damaged(DDRAY):
@@ -5132,7 +5137,7 @@ def deathray():
     if r > dprob:
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(2)
-       while game.nenhere > 0:
+       while len(game.enemies) > 0:
            deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
        if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
@@ -5493,7 +5498,6 @@ def srscan():
            sectscan(goodScan, i, j)
        skip(1)
                        
-                       
 def eta():
     # use computer to get estimated time of arrival for a warp jump 
     w1 = coord(); w2 = coord()
@@ -5944,7 +5948,7 @@ def setup(needprompt):
        prout(_("  YOU'LL NEED IT."))
     waitfor()
     newqad(False)
-    if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
+    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
        attack(torps_ok=False)
@@ -5959,7 +5963,7 @@ def choose(needprompt):
        game.length = 0
        if needprompt: # Can start with command line options 
            proutn(_("Would you like a regular, tournament, or saved game? "))
-       scan()
+        print "About to call scan()"
        if len(citem)==0: # Try again
            continue
         if isit("tournament"):
@@ -6096,12 +6100,13 @@ def newqad(shutup):
     game.ishere = False
     game.irhere = 0
     game.iplnet = 0
-    game.nenhere = 0
     game.neutz = False
     game.inorbit = False
     game.landed = False
     game.ientesc = False
     game.iseenit = False
+    # Create a blank quadrant
+    game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
     if game.iscate:
        # Attempt to escape Super-commander, so tbeam back!
        game.iscate = False
@@ -6112,7 +6117,6 @@ def newqad(shutup):
        return
     game.klhere = q.klingons
     game.irhere = q.romulans
-    game.nenhere = game.klhere + game.irhere
     # Position Starship
     game.quad[game.sector.x][game.sector.y] = game.ship
     game.enemies = []
@@ -6136,7 +6140,7 @@ def newqad(shutup):
            game.iscate = (game.state.remkl > 1)
            game.ishere = True
     # Put in Romulans if needed
-    for i in range(game.klhere, game.nenhere):
+    for i in range(game.klhere, len(game.enemies)):
         enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
     # If quadrant needs a starbase, put it in
     if q.starbase:
@@ -6409,7 +6413,7 @@ def makemoves():
        elif cmd == "IMPULSE":          # impulse
            impulse()
        elif cmd == "REST":             # rest
-           os.wait()
+           wait()
            if game.ididit:
                hitme = True
        elif cmd == "WARP":             # warp