"""
import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
-version="2.0"
+version="2.1"
docpath = (".", "../doc", "/usr/share/doc/sst")
self.cryprob = 0.0 # probability that crystal will work
self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
+ self.score = 0.0 # overall score
+ self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
def recompute(self):
# Stas thinks this should be (C expression):
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return iq.valid_Quadrant() and \
+ return iq.valid_quadrant() and \
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
movebaddy(enemy)
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
def movescom(iq, avoid):
"Commander movement helper."
game.klhere -= 1
if game.condition != "docked":
newcnd()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
# check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for base in game.state.baseq:
+ for (i, base) in enumerate(game.state.baseq):
basetbl.append((i, (base - sc).distance()))
if game.state.baseq > 1:
basetbl.sort(lambda x, y: cmp(x[1], y[1]))
action = "SHUP"
else:
scanner.chew()
- return
+ return
if action == "SHUP": # raise shields
if game.shldup:
prout(_("Shields already up."))
if not w.valid_sector():
break
iquad=game.quad[w.i][w.j]
- tracktorpedo(origin, w, step, number, nburst, iquad)
+ tracktorpedo(w, step, number, nburst, iquad)
if iquad=='.':
continue
# hit something
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
return None
elif iquad == 'B': # Hit a base
skip(1)
return None
elif iquad == 'T': # Hit a Tholian
h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.i][w.j] = '.'
# After attack, reset average distance to enemies
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
return
def deadkl(w, type, mv):
for ibq in game.state.baseq:
for cmdr in game.state.kcmdr:
if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
- raise ibq
+ raise JumpOut
else:
# no match found -- try later
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
continue
- except Coord:
+ except JumpOut:
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
finish(FNOVA)
return
# add in course nova contributes to kicking starship
- bump += (game.sector-hits[mm]).sgn()
+ bump += (game.sector-hits[-1]).sgn()
elif iquad == 'K': # kill klingon
deadkl(neighbor, iquad, neighbor)
elif iquad in ('C','S','R'): # Damage/destroy big enemies
if game.enemies[ll].power <= 0.0:
deadkl(neighbor, iquad, neighbor)
break
- newc = neighbor + neighbor - hits[mm]
+ newc = neighbor + neighbor - hits[-1]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not newc.valid_sector():
# can't leave quadrant
prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
skip(1)
scanner.next()
- scanner.chew()
if game.passwd != scanner.token:
prouts(_("PASSWORD-REJECTED;"))
skip(1)
skip(1)
if len(game.enemies) != 0:
whammo = 25.0 * game.energy
- l=1
- while l <= len(game.enemies):
+ for l in range(len(game.enemies)):
if game.enemies[l].power*game.enemies[l].kdist <= whammo:
deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
- l += 1
finish(FDILITHIUM)
def killrate():
def score():
"Compute player's score."
timused = game.state.date - game.indate
- iskill = game.skill
if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
- perdate = killrate()
- ithperd = 500*perdate + 0.5
+ game.perdate = killrate()
+ ithperd = 500*game.perdate + 0.5
iwon = 0
if game.gamewon:
iwon = 100*game.skill
klship = 1
else:
klship = 2
- iscore = 10*(game.inkling - game.state.remkl) \
+ game.score = 10*(game.inkling - game.state.remkl) \
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
- game.state.nromrem \
- badpoints()
if not game.alive:
- iscore -= 200
+ game.score -= 200
skip(2)
prout(_("Your score --"))
if game.inrom - game.state.nromrem:
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
if ithperd:
prout(_("%6.2f Klingons per stardate %5d") %
- (perdate, ithperd))
+ (game.perdate, ithperd))
if game.state.starkl:
prout(_("%6d stars destroyed by your action %5d") %
(game.state.starkl, -5*game.state.starkl))
elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
prout(" %5d" % iwon)
skip(1)
- prout(_("TOTAL SCORE %5d") % iscore)
+ prout(_("TOTAL SCORE %5d") % game.score)
def plaque():
"Emit winner's commemmorative plaque."
timestring = time.ctime()
fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
(timestring+4, timestring+20, timestring+11))
- fp.write(_(" Your score: %d\n\n") % iscore)
- fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
+ fp.write(_(" Your score: %d\n\n") % game.score)
+ fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
fp.close()
# Code from io.c begins here
"Skip i lines. Pause game if this would cause a scrolling event."
for dummy in range(i):
if game.options & OPTION_CURSES:
- (y, x) = curwnd.getyx()
- (my, mx) = curwnd.getmaxyx()
- if curwnd == message_window and y >= my - 2:
- pause_game()
- clrscr()
- else:
- try:
- curwnd.move(y+1, 0)
- except curses.error:
- pass
+ (y, x) = curwnd.getyx()
+ try:
+ curwnd.move(y+1, 0)
+ except curses.error:
+ pass
else:
global linecount
linecount += 1
def proutn(line):
"Utter a line with no following line feed."
if game.options & OPTION_CURSES:
+ (y, x) = curwnd.getyx()
+ (my, mx) = curwnd.getmaxyx()
+ if curwnd == message_window and y >= my - 2:
+ pause_game()
+ clrscr()
curwnd.addstr(line)
curwnd.refresh()
else:
#nosound()
pass
-def tracktorpedo(origin, w, step, i, n, iquad):
+def tracktorpedo(w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
if icourse.origin.quadrant() != icourse.location.quadrant():
newquadrant(noattack)
break
- elif check_collision(icourse, w):
+ elif check_collision(w):
print "Collision detected"
break
else:
finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
twarp = True
if blooey or twarp:
# If time warp or engine damage, check path
- # If it is obstructed, don't do warp or damage
- for m_unused in range(wcourse.moves):
+ # If it is obstructed, don't do warp or damage
+ look = wcourse.moves
+ while look > 0:
+ look -= 1
wcourse.next()
w = wcourse.sector()
if not w.valid_sector():
twarp = False
wcourse.reset()
# Activate Warp Engines and pay the cost
- imove(course, noattack=False)
+ imove(wcourse, noattack=False)
if game.alldone:
return
game.energy -= wcourse.power(game.warpfac)
elif m == 2: proutn(_("2nd"))
elif m == 3: proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[ix][iy]=('-','o','O')[m-1]
+ game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
warble()
if randreal() > probf:
textcolor(DEFAULT)
curses.delay_output(500)
if m > 3:
- game.quad[ix][iy]='?'
+ game.quad[game.sector.i][game.sector.j]='?'
game.alive = False
drawmaps(1)
setwnd(message_window)
finish(FMATERIALIZE)
return
- game.quad[ix][iy]=game.ship
+ game.quad[game.sector.i][game.sector.j]=game.ship
textcolor(GREEN);
prout(_("succeeds."))
textcolor(DEFAULT);
def report():
# report on general game status
scanner.chew()
- s1 = "" and game.thawed and _("thawed ")
+ s1 = (game.thawed and _("thawed ")) or ""
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
s3 = (None, _("novice"), _("fair"),
_("good"), _("expert"), _("emeritus"))[game.skill]
if key != "IHALPHA":
huh()
return
- scanner.chew()
if '.' not in scanner.token:
scanner.token += ".trk"
try:
return
cPickle.dump(game, fp)
fp.close()
+ scanner.chew()
def thaw():
"Retrieve saved game."
- game.passwd[0] = '\0'
+ global game
+ game.passwd = None
key = scanner.next()
if key == "IHEOL":
proutn(_("File name: "))
if key != "IHALPHA":
huh()
return True
- scanner.chew()
if '.' not in scanner.token:
scanner.token += ".trk"
try:
return
game = cPickle.load(fp)
fp.close()
+ scanner.chew()
return False
# I used <http://www.memory-alpha.org> to find planets
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
- game.state.starkl = game.state.basekl = 0
+ game.state.starkl = game.state.basekl = game.state.nworldkl = 0
game.iscraft = "onship"
game.landed = False
game.alive = True
+
+ # the galaxy
+ game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
+ # the starchart
+ game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+
+ game.state.planets = [] # Planet information
+ game.state.baseq = [] # Base quadrant coordinates
+ game.state.kcmdr = [] # Commander quadrant coordinates
+ game.statekscmdr = Coord() # Supercommander quadrant coordinates
+
# Starchart is functional but we've never seen it
game.lastchart = FOREVER
# Put stars in the galaxy
if game.state.nscrem:
prout(_(" YOU'LL NEED IT."))
waitfor()
+ clrscr()
+ setwnd(message_window)
newqad()
if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
game.tourn = game.length = 0
game.thawed = False
game.skill = SKILL_NONE
- if not scanner.inqueue: # Can start with command line options
- proutn(_("Would you like a regular, tournament, or saved game? "))
+ scanner.chew()
+# if not scanner.inqueue: # Can start with command line options
+ proutn(_("Would you like a regular, tournament, or saved game? "))
scanner.next()
if scanner.sees("tournament"):
while scanner.next() == "IHEOL":
return True
if scanner.sees("regular"):
break
- proutn(_("What is \"%s\"?") % scanner.token)
+ proutn(_("What is \"%s\"? ") % scanner.token)
scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
if scanner.next() == "IHALPHA":
"Drop new Klingon into current quadrant."
return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+def sortenemies():
+ "Sort enemies by distance so 'nearest' is meaningful."
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
# And finally the stars
for i in range(q.stars):
dropin('*')
# Code from sst.c begins here
-commands = {
- "SRSCAN": OPTION_TTY,
- "STATUS": OPTION_TTY,
- "REQUEST": OPTION_TTY,
- "LRSCAN": OPTION_TTY,
- "PHASERS": 0,
- "TORPEDO": 0,
- "PHOTONS": 0,
- "MOVE": 0,
- "SHIELDS": 0,
- "DOCK": 0,
- "DAMAGES": 0,
- "CHART": 0,
- "IMPULSE": 0,
- "REST": 0,
- "WARP": 0,
- "SCORE": 0,
- "SENSORS": OPTION_PLANETS,
- "ORBIT": OPTION_PLANETS,
- "TRANSPORT": OPTION_PLANETS,
- "MINE": OPTION_PLANETS,
- "CRYSTALS": OPTION_PLANETS,
- "SHUTTLE": OPTION_PLANETS,
- "PLANETS": OPTION_PLANETS,
- "REPORT": 0,
- "COMPUTER": 0,
- "COMMANDS": 0,
- "EMEXIT": 0,
- "PROBE": OPTION_PROBE,
- "SAVE": 0,
- "FREEZE": 0, # Synonym for SAVE
- "ABANDON": 0,
- "DESTRUCT": 0,
- "DEATHRAY": 0,
- "DEBUG": 0,
- "MAYDAY": 0,
- "SOS": 0, # Synonym for MAYDAY
- "CALL": 0, # Synonym for MAYDAY
- "QUIT": 0,
- "HELP": 0,
-}
+commands = [
+ ("SRSCAN", OPTION_TTY),
+ ("STATUS", OPTION_TTY),
+ ("REQUEST", OPTION_TTY),
+ ("LRSCAN", OPTION_TTY),
+ ("PHASERS", 0),
+ ("TORPEDO", 0),
+ ("PHOTONS", 0),
+ ("MOVE", 0),
+ ("SHIELDS", 0),
+ ("DOCK", 0),
+ ("DAMAGES", 0),
+ ("CHART", 0),
+ ("IMPULSE", 0),
+ ("REST", 0),
+ ("WARP", 0),
+ ("SCORE", 0),
+ ("SENSORS", OPTION_PLANETS),
+ ("ORBIT", OPTION_PLANETS),
+ ("TRANSPORT", OPTION_PLANETS),
+ ("MINE", OPTION_PLANETS),
+ ("CRYSTALS", OPTION_PLANETS),
+ ("SHUTTLE", OPTION_PLANETS),
+ ("PLANETS", OPTION_PLANETS),
+ ("REPORT", 0),
+ ("COMPUTER", 0),
+ ("COMMANDS", 0),
+ ("EMEXIT", 0),
+ ("PROBE", OPTION_PROBE),
+ ("SAVE", 0),
+ ("FREEZE", 0), # Synonym for SAVE
+ ("ABANDON", 0),
+ ("DESTRUCT", 0),
+ ("DEATHRAY", 0),
+ ("DEBUG", 0),
+ ("MAYDAY", 0),
+ ("SOS", 0), # Synonym for MAYDAY
+ ("CALL", 0), # Synonym for MAYDAY
+ ("QUIT", 0),
+ ("HELP", 0),
+ ("", 0),
+]
def listCommands():
"Generate a list of legal commands."
prout(_("LEGAL COMMANDS ARE:"))
emitted = 0
- for key in commands:
- if not commands[key] or (commands[key] & game.options):
+ for (key, opt) in commands:
+ if not opt or (opt & game.options):
proutn("%-12s " % key)
emitted += 1
if emitted % 5 == 4:
setwnd(message_window)
if key == "IHEOL":
return
- if scanner.token.upper() in commands or scanner.token == "ABBREV":
+ cmds = map(lambda x: x[0], commands)
+ if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
break
skip(1)
listCommands()
def makemoves():
"Command-interpretation loop."
- clrscr()
- setwnd(message_window)
while True: # command loop
drawmaps(1)
while True: # get a command
clrscr()
setwnd(message_window)
clrscr()
- candidates = filter(lambda x: x.startswith(scanner.token.upper()),
- commands)
- if len(candidates) == 1:
- cmd = candidates[0]
- break
- elif candidates and not (game.options & OPTION_PLAIN):
- prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
- else:
+ abandon_passed = False
+ for (cmd, opt) in commands:
+ # commands after ABANDON cannot be abbreviated
+ if cmd == "ABANDON":
+ abandon_passed = True
+ if cmd == scanner.token.upper() or (not abandon_passed \
+ and cmd.startswith(scanner.token.upper())):
+ break;
+ if cmd == "":
listCommands()
continue
+ else:
+ break;
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
if logfp:
logfp.close()
print ""
+
+# End.