Prevent crash when moving Tholian.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 599fe45fdcf977e9124c299c52fb22e0dd1b375e..234d37ba9b1d324c4f72040d73241c15db7eda62 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -319,7 +319,9 @@ class Enemy:
         else:
             self.location = Coord()
             self.kdist = self.kavgd = None
-            game.enemies.remove(self)
+            # Guard prevents failure on Tholian or thingy
+            if self in game.enemies:
+                game.enemies.remove(self)
         return motion
     def __repr__(self):
         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
@@ -709,7 +711,7 @@ def moveklings():
     return tacmoves
 
 def movescom(iq, avoid):
-    "Commander movement helper."
+    "Supercommander movement helper."
     # Avoid quadrants with bases if we want to avoid Enterprise
     if not welcoming(iq) or (avoid and iq in game.state.baseq):
         return False
@@ -934,6 +936,7 @@ def cloak():
     key = scanner.nexttok()
 
     if key == "IHREAL":
+        huh()
         return
 
     action = None
@@ -1113,23 +1116,23 @@ def doshield(shraise):
 def randdevice():
     "Choose a device to damage, at random."
     weights = (
-        105,        # DSRSENS: short range scanners        10.5%
-        105,        # DLRSENS: long range scanners                10.5%
-        120,        # DPHASER: phasers                        12.0%
-        120,        # DPHOTON: photon torpedoes                12.0%
-        25,        # DLIFSUP: life support                         2.5%
-        65,        # DWARPEN: warp drive                         6.5%
-        70,        # DIMPULS: impulse engines                 6.5%
-        145,        # DSHIELD: deflector shields                14.5%
-        30,        # DRADIO:  subspace radio                 3.0%
-        45,        # DSHUTTL: shuttle                         4.5%
-        15,        # DCOMPTR: computer                         1.5%
-        20,        # NAVCOMP: navigation system                 2.0%
-        75,        # DTRANSP: transporter                         7.5%
+        105,       # DSRSENS: short range scanners         10.5%
+        105,       # DLRSENS: long range scanners          10.5%
+        120,       # DPHASER: phasers                      12.0%
+        120,       # DPHOTON: photon torpedoes             12.0%
+        25,        # DLIFSUP: life support                  2.5%
+        65,        # DWARPEN: warp drive                    6.5%
+        70,        # DIMPULS: impulse engines               6.5%
+        135,       # DSHIELD: deflector shields            13.5%
+        30,        # DRADIO:  subspace radio                3.0%
+        45,        # DSHUTTL: shuttle                       4.5%
+        15,        # DCOMPTR: computer                      1.5%
+        20,        # NAVCOMP: navigation system             2.0%
+        75,        # DTRANSP: transporter                   7.5%
         20,        # DSHCTRL: high-speed shield controller  2.0%
-        10,        # DDRAY: death ray                         1.0%
-        30,        # DDSP: deep-space probes                 3.0%
-        0,         # DCLOAK: the cloaking device             0.0
+        10,        # DDRAY: death ray                       1.0%
+        30,        # DDSP: deep-space probes                3.0%
+        10,        # DCLOAK: the cloaking device            1.0
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
@@ -1607,16 +1610,16 @@ def deadkl(w, etype, mv):
         # Killed some type of Klingon
         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
-        if type == 'C':
+        if etype == 'C':
             game.state.kcmdr.remove(game.quadrant)
             unschedule(FTBEAM)
             if game.state.kcmdr:
                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
                 unschedule(FCDBAS)
-        elif type ==  'K':
+        elif etype ==  'K':
             game.state.remkl -= 1
-        elif type ==  'S':
+        elif etype ==  'S':
             game.state.nscrem -= 1
             game.state.kscmdr.invalidate()
             game.isatb = 0
@@ -2746,7 +2749,7 @@ def nova(nov):
                             deadkl(neighbor, iquad, neighbor)
                             continue   # neighbor loop
                         # Else enemy gets flung by the blast wave
-                        newc = neighbor + neighbor - hits[-1]
+                        newc = neighbor + neighbor - start
                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
                         if not newc.valid_sector():
                             # can't leave quadrant
@@ -3277,24 +3280,9 @@ def plaque():
     winner = cgetline()
     # The 38 below must be 64 for 132-column paper
     nskip = 38 - len(winner)/2
-    fp.write("\n\n\n\n")
-    # --------DRAW ENTERPRISE PICTURE.
-    fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
-    fp.write("                                      EEE                      E  : :                                         :  E\n" )
-    fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
-    fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
-    fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
-    fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
-    fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
-    fp.write("                                      EEE           E          E            E  E\n")
-    fp.write("                                                       E         E          E  E\n")
-    fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
-    fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
-    fp.write("                                                    :E    :                 EEEE       E\n")
-    fp.write("                                                   .-E   -:-----                       E\n")
-    fp.write("                                                    :E    :                            E\n")
-    fp.write("                                                      EE  :                    EEEEEEEE\n")
-    fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
+    # This is where the ASCII art picture was emitted.
+    # It got garbled somewhere in the chain of transmission to the Almy version.
+    # We should restore it if we can find old enough FORTRAN sources.
     fp.write("\n\n\n")
     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
     fp.write("\n\n\n\n")
@@ -4013,15 +4001,20 @@ def getcourse(isprobe):
             iprompt = True
             key = scanner.nexttok()
         itemp = "verbose"
-        if key != "IHREAL":
+        if key == "IHREAL":
+            delta.j = scanner.real
+        else:
             huh()
             raise TrekError
-        delta.j = scanner.real
         key = scanner.nexttok()
-        if key != "IHREAL":
+        if key == "IHREAL":
+            delta.i = scanner.real
+        elif key == "IHEOL":
+            delta.i = 0
+            scanner.push("\n")
+        else:
             huh()
             raise TrekError
-        delta.i = scanner.real
     # Check for zero movement
     if delta.i == 0 and delta.j == 0:
         scanner.chew()
@@ -5962,7 +5955,7 @@ def choose():
     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
     game.state.remtime = 7.0 * game.length
     game.intime = game.state.remtime
-    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+    game.state.remkl = game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
     game.state.remres = (game.inkling+4*game.incom)*game.intime
     game.inresor = game.state.remres
@@ -6170,6 +6163,7 @@ commands = [
     ("QUIT",             0),
     ("HELP",             0),
     ("SCORE",            0),
+    ("CURSES",            0),
     ("",                 0),
 ]
 
@@ -6390,6 +6384,9 @@ def makemoves():
             helpme()                        # get help
         elif cmd == "SCORE":
             score()                         # see current score
+        elif cmd == "CURSES":
+            game.options |= (OPTION_CURSES | OPTION_COLOR)
+            iostart()
         while True:
             if game.alldone:
                 break                # Game has ended