Import SCORE command, tracking Tom Almy's change.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 3f77f98b179e9125fdb72c448880225aa78d2f08..69e963cc42ab032e1bc797a79a0ab04a8fd2bddf 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -12,6 +12,7 @@ See the doc/HACKING file in the distribution for designers notes and advice
 on how to modify (and how not to modify!) this code.
 """
 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
+import getopt, socket, locale
 
 # This import only works on Unixes.  The intention is to enable
 # Ctrl-P, Ctrl-N, and friends in Cmd.
@@ -211,22 +212,22 @@ class Event:
 # game options
 OPTION_ALL        = 0xffffffff
 OPTION_TTY        = 0x00000001        # old interface
-OPTION_CURSES        = 0x00000002        # new interface
-OPTION_IOMODES        = 0x00000003        # cover both interfaces
-OPTION_PLANETS        = 0x00000004        # planets and mining
-OPTION_THOLIAN        = 0x00000008        # Tholians and their webs (UT 1979 version)
-OPTION_THINGY        = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
-OPTION_PROBE        = 0x00000020        # deep-space probes (DECUS version, 1980)
-OPTION_SHOWME        = 0x00000040        # bracket Enterprise in chart
-OPTION_RAMMING        = 0x00000080        # enemies may ram Enterprise (Almy)
-OPTION_MVBADDY        = 0x00000100        # more enemies can move (Almy)
-OPTION_BLKHOLE        = 0x00000200        # black hole may timewarp you (Stas, 2005)
-OPTION_BASE        = 0x00000400        # bases have good shields (Stas, 2005)
-OPTION_WORLDS        = 0x00000800        # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN        = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_PLAIN        = 0x01000000        # user chose plain game
-OPTION_ALMY        = 0x02000000        # user chose Almy variant
-OPTION_COLOR    = 0x04000000        # enable color display (experimental, ESR, 2010)
+OPTION_CURSES     = 0x00000002        # new interface
+OPTION_IOMODES    = 0x00000003        # cover both interfaces
+OPTION_PLANETS    = 0x00000004        # planets and mining
+OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
+OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
+OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
+OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
+OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
+OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_PLAIN      = 0x01000000        # user chose plain game
+OPTION_ALMY       = 0x02000000        # user chose Almy variant
+OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
 
 # Define devices
 DSRSENS         = 0
@@ -489,7 +490,7 @@ def tryexit(enemy, look, irun):
                 game.state.kcmdr.append(iq)
                 break
     # report move out of quadrant.
-    return [(True, enemy, oldloc, ibq)]
+    return [(True, enemy, oldloc, iq)]
 
 # The bad-guy movement algorithm:
 #
@@ -1741,9 +1742,9 @@ def phasers():
     no = False
     itarg = True
     msgflag = True
-    rpow = 0
+    rpow = 0.0
     automode = "NOTSET"
-    key = 0
+    key = ""
     skip(1)
     # SR sensors and Computer are needed for automode
     if damaged(DSRSENS) or damaged(DCOMPTR):
@@ -2234,16 +2235,16 @@ def events():
                 unschedule(FBATTAK)
                 unschedule(FCDBAS)
                 continue
+            ibq = None # Force battle location to persist past loop
             try:
                 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 JumpOut
-                else:
-                    # no match found -- try later
-                    schedule(FBATTAK, expran(0.3*game.intime))
-                    unschedule(FCDBAS)
-                    continue
+                # no match found -- try later
+                schedule(FBATTAK, expran(0.3*game.intime))
+                unschedule(FCDBAS)
+                continue
             except JumpOut:
                 pass
             # commander + starbase combination found -- launch attack
@@ -2398,8 +2399,8 @@ def events():
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
                             raise JumpOut
-                    else:
-                        continue        # search for eligible quadrant failed
+                    # search for eligible quadrant failed
+                    continue
                 except JumpOut:
                     w = m
             # deliver the child
@@ -2469,7 +2470,7 @@ def wait():
         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
     game.resting = False
-    game.optime = 0
+    game.optime = 0.0
 
 def nova(nov):
     "Star goes nova."
@@ -2558,33 +2559,37 @@ def nova(nov):
                 elif iquad == 'K': # kill klingon
                     deadkl(neighbor, iquad, neighbor)
                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
+                    target = None
                     for ll in range(len(game.enemies)):
                         if game.enemies[ll].location == neighbor:
+                            target = game.enemies[ll]
                             break
-                    game.enemies[ll].power -= 800.0 # If firepower is lost, die
-                    if game.enemies[ll].power <= 0.0:
-                        deadkl(neighbor, iquad, neighbor)
-                        break
-                    newc = neighbor + neighbor - hits[-1]
-                    proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not newc.valid_sector():
-                        # can't leave quadrant
-                        skip(1)
-                        break
-                    iquad1 = game.quad[newc.i][newc.j]
-                    if iquad1 == ' ':
-                        proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
-                        skip(1)
-                        deadkl(neighbor, iquad, newc)
-                        break
-                    if iquad1 != '.':
-                        # can't move into something else
-                        skip(1)
-                        break
-                    proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.i][neighbor.j] = '.'
-                    game.quad[newc.i][newc.j] = iquad
-                    game.enemies[ll].move(newc)
+                    if target is not None:
+                        target.power -= 800.0 # If firepower is lost, die
+                        if target.power <= 0.0:
+                            deadkl(neighbor, iquad, neighbor)
+                            continue   # neighbor loop
+                        # Else enemy gets flung by the blast wave
+                        newc = neighbor + neighbor - hits[-1]
+                        proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+                        if not newc.valid_sector():
+                            # can't leave quadrant
+                            skip(1)
+                            continue
+                        iquad1 = game.quad[newc.i][newc.j]
+                        if iquad1 == ' ':
+                            proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+                            skip(1)
+                            deadkl(neighbor, iquad, newc)
+                            continue
+                        if iquad1 != '.':
+                            # can't move into something else
+                            skip(1)
+                            continue
+                        proutn(_(", buffeted to Sector %s") % newc)
+                        game.quad[neighbor.i][neighbor.j] = '.'
+                        game.quad[newc.i][newc.j] = iquad
+                        target.move(newc)
     # Starship affected by nova -- kick it away.
     dist = kount*0.1
     direc = ncourse[3*(bump.i+1)+bump.j+2]
@@ -2593,11 +2598,11 @@ def nova(nov):
     if dist == 0.0:
         return
     scourse = course(bearing=direc, distance=dist)
-    game.optime = scourse.time(warp=4)
+    game.optime = scourse.time(w=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
     imove(scourse, noattack=True)
-    game.optime = scourse.time(warp=4)
+    game.optime = scourse.time(w=4)
     return
 
 def supernova(w):
@@ -2607,14 +2612,14 @@ def supernova(w):
         nq = copy.copy(w)
     else:
         # Scheduled supernova -- select star at random.
-        stars = 0
+        nstars = 0
         nq = Coord()
         for nq.i in range(GALSIZE):
             for nq.j in range(GALSIZE):
-                stars += game.state.galaxy[nq.i][nq.j].stars
+                nstars += game.state.galaxy[nq.i][nq.j].stars
         if stars == 0:
             return # nothing to supernova exists
-        num = randrange(stars) + 1
+        num = randrange(nstars) + 1
         for nq.i in range(GALSIZE):
             for nq.j in range(GALSIZE):
                 num -= game.state.galaxy[nq.i][nq.j].stars
@@ -3135,7 +3140,6 @@ def iostart():
     # for the older ones we probably need to set C locale, and python3
     # has no problems at all
     if sys.version_info[0] < 3:
-        import locale
         locale.setlocale(locale.LC_ALL, "")
     gettext.bindtextdomain("sst", "/usr/local/share/locale")
     gettext.textdomain("sst")
@@ -3233,7 +3237,7 @@ def skip(i):
             else:
                 sys.stdout.write('\n')
 
-def proutn(line):
+def proutn(proutntline):
     "Utter a line with no following line feed."
     if game.options & OPTION_CURSES:
         (y, x) = curwnd.getyx()
@@ -3243,20 +3247,20 @@ def proutn(line):
             clrscr()
         # Uncomment this to debug curses problems
         if logfp:
-            logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
-        curwnd.addstr(line)
+            logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
+        curwnd.addstr(proutntline)
         curwnd.refresh()
     else:
-        sys.stdout.write(line)
+        sys.stdout.write(proutntline)
         sys.stdout.flush()
 
-def prout(line):
-    proutn(line)
+def prout(proutline):
+    proutn(proutline)
     skip(1)
 
-def prouts(line):
+def prouts(proutsline):
     "Emit slowly!"
-    for c in line:
+    for c in proutsline:
         if not replayfp or replayfp.closed:        # Don't slow down replays
             time.sleep(0.03)
         proutn(c)
@@ -3270,24 +3274,24 @@ def prouts(line):
 def cgetline():
     "Get a line of input."
     if game.options & OPTION_CURSES:
-        line = curwnd.getstr() + "\n"
+        linein = curwnd.getstr() + "\n"
         curwnd.refresh()
     else:
         if replayfp and not replayfp.closed:
             while True:
-                line = replayfp.readline()
-                proutn(line)
-                if line == '':
+                linein = replayfp.readline()
+                proutn(linein)
+                if linein == '':
                     prout("*** Replay finished")
                     replayfp.close()
                     break
-                elif line[0] != "#":
+                elif linein[0] != "#":
                     break
         else:
-            line = eval(input()) + "\n"
+            linein = eval(input()) + "\n"
     if logfp:
-        logfp.write(line)
-    return line
+        logfp.write(linein)
+    return linein
 
 def setwnd(wnd):
     "Change windows -- OK for this to be a no-op in tty mode."
@@ -3515,6 +3519,8 @@ def imove(icourse=None, noattack=False):
         # check for edge of galaxy
         kinks = 0
         while True:
+
+
             kink = False
             if icourse.final.i < 0:
                 icourse.final.i = -icourse.final.i
@@ -3562,9 +3568,11 @@ def imove(icourse=None, noattack=False):
             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
                 for enemy in game.enemies:
                     if enemy.location == game.sector:
-                        break
-                collision(rammed=False, enemy=enemy)
-                return True
+                        collision(rammed=False, enemy=enemy)
+                        return True
+                # This should not happen
+                prout(_("Which way did he go?"))
+                return False
             elif iquad == ' ':
                 skip(1)
                 prouts(_("***RED ALERT!  RED ALERT!"))
@@ -3653,7 +3661,7 @@ def dock(verbose):
         prout(crmshp() + _(" not adjacent to base."))
         return
     game.condition = "docked"
-    if "verbose":
+    if verbose:
         prout(_("Docked."))
     game.ididit = True
     if game.energy < game.inenrg:
@@ -3679,7 +3687,7 @@ def cartesian(loc1=None, loc2=None):
 
 def getcourse(isprobe):
     "Get a course and distance from the user."
-    key = 0
+    key = ""
     dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
     itemp = "curt"
@@ -3821,16 +3829,14 @@ class course:
         if self.bearing < 0.0:
             self.bearing += 12.0
         self.angle = ((15.0 - self.bearing) * 0.5235988)
-        if origin is None:
-            self.origin = cartesian(game.quadrant, game.sector)
-        else:
-            self.origin = cartesian(game.quadrant, origin)
         self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
         bigger = max(abs(self.increment.i), abs(self.increment.j))
         self.increment /= bigger
         self.moves = int(round(10*self.distance*bigger))
         self.reset()
         self.final = (self.location + self.moves*self.increment).roundtogrid()
+        self.location = self.origin
+        self.nextlocation = None
     def reset(self):
         self.location = self.origin
         self.step = 0
@@ -3847,10 +3853,10 @@ class course:
         return self.location.quadrant()
     def sector(self):
         return self.location.sector()
-    def power(self, warp):
-        return self.distance*(warp**3)*(game.shldup+1)
-    def time(self, warp):
-        return 10.0*self.distance/warp**2
+    def power(self, w):
+        return self.distance*(w**3)*(game.shldup+1)
+    def time(self, w):
+        return 10.0*self.distance/w**2
 
 def impulse():
     "Move under impulse power."
@@ -3862,10 +3868,10 @@ def impulse():
         return
     if game.energy > 30.0:
         try:
-            course = getcourse(isprobe=False)
+            icourse = getcourse(isprobe=False)
         except TrekError:
             return
-        power = 20.0 + 100.0*course.distance
+        power = 20.0 + 100.0*icourse.distance
     else:
         power = 30.0
     if power >= game.energy:
@@ -3882,7 +3888,7 @@ def impulse():
         scanner.chew()
         return
     # Make sure enough time is left for the trip
-    game.optime = course.distance/0.095
+    game.optime = icourse.distance/0.095
     if game.optime >= game.state.remtime:
         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
@@ -3890,13 +3896,13 @@ def impulse():
         if not ja():
             return
     # Activate impulse engines and pay the cost
-    imove(course, noattack=False)
+    imove(icourse, noattack=False)
     game.ididit = True
     if game.alldone:
         return
-    power = 20.0 + 100.0*course.distance
+    power = 20.0 + 100.0*icourse.distance
     game.energy -= power
-    game.optime = course.distance/0.095
+    game.optime = icourse.distance/0.095
     if game.energy <= 0:
         finish(FNRG)
     return
@@ -4247,11 +4253,15 @@ def mayday():
         # There's one in this quadrant
         ddist = (game.base - game.sector).distance()
     else:
+        ibq = None     # Force base-quadrant game to persist past loop
         ddist = FOREVER
         for ibq in game.state.baseq:
             xdist = QUADSIZE * (ibq - game.quadrant).distance()
             if xdist < ddist:
                 ddist = xdist
+        if ibq is None:
+            prout(_("No starbases remain. You are alone in a hostile galaxy."))
+            return
         # Since starbase not in quadrant, set up new quadrant
         game.quadrant = ibq
         newqad()
@@ -4363,12 +4373,13 @@ def abandon():
         while True:
             # position next to base by trial and error
             game.quad[game.sector.i][game.sector.j] = '.'
+            l = QUADSIZE
             for l in range(QUADSIZE):
                 game.sector = game.base.scatter()
                 if game.sector.valid_sector() and \
                        game.quad[game.sector.i][game.sector.j] == '.':
                     break
-            if l < QUADSIZE+1:
+            if l < QUADSIZE:
                 break # found a spot
             game.sector.i=QUADSIZE/2
             game.sector.j=QUADSIZE/2
@@ -4930,7 +4941,7 @@ def report():
             proutn(_("An armed deep space probe is in "))
         else:
             proutn(_("A deep space probe is in "))
-        prout("Quadrant %s." % game.probec)
+        prout("Quadrant %s." % game.probe.quadrant())
     if game.icrystl:
         if game.cryprob <= .05:
             prout(_("Dilithium crystals aboard ship... not yet used."))
@@ -5680,17 +5691,17 @@ def choose():
         scanner.nexttok()
     if scanner.sees("plain"):
         # Approximates the UT FORTRAN version.
-        game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+        game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
         game.options |= OPTION_PLAIN
     elif scanner.sees("almy"):
         # Approximates Tom Almy's version.
-        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
         game.options |= OPTION_ALMY
     elif scanner.sees("fancy") or scanner.sees("\n"):
-        pass
+        # FIXME: color doesn not quite work yet
+        game.options &=~ OPTION_COLOR
     elif len(scanner.token):
         proutn(_("What is \"%s\"?") % scanner.token)
-    game.options &=~ OPTION_COLOR
     setpassword()
     if game.passwd == "debug":
         game.idebug = True
@@ -5782,7 +5793,7 @@ def newqad():
             e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
             game.iscate = (game.state.remkl > 1)
     # Put in Romulans if needed
-    for i in range(q.romulans):
+    for _i in range(q.romulans):
         Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
     # If quadrant needs a starbase, put it in
     if q.starbase:
@@ -5838,10 +5849,10 @@ def newqad():
                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
     sortenemies()
     # And finally the stars
-    for i in range(q.stars):
+    for _i in range(q.stars):
         dropin('*')
     # Put in a few black holes
-    for i in range(1, 3+1):
+    for _i in range(1, 3+1):
         if withprob(0.5):
             dropin(' ')
     # Take out X's in corners if Tholian present
@@ -5913,6 +5924,7 @@ commands = [
     ("CALL",             0),        # Synonym for MAYDAY
     ("QUIT",             0),
     ("HELP",             0),
+    ("SCORE",            OPTION_ALMY),
     ("",                 0),
 ]
 
@@ -6004,6 +6016,8 @@ def makemoves():
             setwnd(message_window)
             clrscr()
             abandon_passed = False
+            cmd = ""   # Force cmd to persist after loop
+            opt = 0    # Force opt to persist after loop
             for (cmd, opt) in commands:
                 # commands after ABANDON cannot be abbreviated
                 if cmd == "ABANDON":
@@ -6118,6 +6132,8 @@ def makemoves():
             game.alldone = True                # quit the game
         elif cmd == "HELP":
             helpme()                        # get help
+        elif cmd == "SCORE":
+            score()                         # see current score
         while True:
             if game.alldone:
                 break                # Game has ended
@@ -6142,27 +6158,27 @@ def makemoves():
     if game.idebug:
         prout("=== Ending")
 
-def cramen(type):
+def cramen(ch):
     "Emit the name of an enemy or feature."
-    if   type == 'R': s = _("Romulan")
-    elif type == 'K': s = _("Klingon")
-    elif type == 'C': s = _("Commander")
-    elif type == 'S': s = _("Super-commander")
-    elif type == '*': s = _("Star")
-    elif type == 'P': s = _("Planet")
-    elif type == 'B': s = _("Starbase")
-    elif type == ' ': s = _("Black hole")
-    elif type == 'T': s = _("Tholian")
-    elif type == '#': s = _("Tholian web")
-    elif type == '?': s = _("Stranger")
-    elif type == '@': s = _("Inhabited World")
+    if   ch == 'R': s = _("Romulan")
+    elif ch == 'K': s = _("Klingon")
+    elif ch == 'C': s = _("Commander")
+    elif ch == 'S': s = _("Super-commander")
+    elif ch == '*': s = _("Star")
+    elif ch == 'P': s = _("Planet")
+    elif ch == 'B': s = _("Starbase")
+    elif ch == ' ': s = _("Black hole")
+    elif ch == 'T': s = _("Tholian")
+    elif ch == '#': s = _("Tholian web")
+    elif ch == '?': s = _("Stranger")
+    elif ch == '@': s = _("Inhabited World")
     else: s = "Unknown??"
     return s
 
-def crmena(stars, enemy, loctype, w):
+def crmena(loud, enemy, loctype, w):
     "Emit the name of an enemy and his location."
     buf = ""
-    if stars:
+    if loud:
         buf += "***"
     buf += cramen(enemy) + _(" at ")
     if loctype == "quadrant":
@@ -6202,17 +6218,17 @@ class sstscanner:
         self.token = ''
         # Fill the token quue if nothing here
         while not self.inqueue:
-            line = cgetline()
+            sline = cgetline()
             if curwnd==prompt_window:
                 clrscr()
                 setwnd(message_window)
                 clrscr()
-            if line == '':
+            if sline == '':
                 return None
-            if not line:
+            if not sline:
                 continue
             else:
-                self.inqueue = line.lstrip().split() + ["\n"]
+                self.inqueue = sline.lstrip().split() + ["\n"]
         # From here on in it's all looking at the queue
         self.token = self.inqueue.pop(0)
         if self.token == "\n":
@@ -6244,22 +6260,22 @@ class sstscanner:
         return s.startswith(self.token)
     def int(self):
         # Round token value to nearest integer
-        return int(round(scanner.real))
+        return int(round(self.real))
     def getcoord(self):
         s = Coord()
-        scanner.nexttok()
-        if scanner.type != "IHREAL":
+        self.nexttok()
+        if self.type != "IHREAL":
             huh()
             return None
-        s.i = scanner.int()-1
-        scanner.nexttok()
-        if scanner.type != "IHREAL":
+        s.i = self.int()-1
+        self.nexttok()
+        if self.type != "IHREAL":
             huh()
             return None
-        s.j = scanner.int()-1
+        s.j = self.int()-1
         return s
     def __repr__(self):
-        return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
+        return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
 
 def ja():
     "Yes-or-no confirmation."
@@ -6367,7 +6383,6 @@ def debugme():
         atover(True)
 
 if __name__ == '__main__':
-    import getopt, socket
     try:
         #global line, thing, game
         game = None