X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=00f6df3dfa65ec08b449a6fa8c933283ebca08ca;hp=747f6dfa16cf629502adc84ec80f88f343093039;hb=c873e794bf5a029fef3a5ee5385cc0fec6220fa0;hpb=2684cee445448819a1d70659b4d09f24cfcac41a diff --git a/src/sst.py b/src/sst.py index 747f6df..00f6df3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,288 +1,103 @@ #!/usr/bin/env python """ -sst.py =-- Super Star Trek in Python - -This code is a Python translation of a C translation of a FORTRAN original. -The FORTRANness still shows in many ways, notably the use of a lot of -parallel arrays where a more modern language would use structures -or objects. (However, 1-origin array indexing was fixed.) - -Dave Matuszek says: - -SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, -LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE -were in the original non-"super" version of UT FORTRAN Star Trek. - -Tholians were not in the original. Dave is dubious about their merits. -(They are now controlled by OPTION_THOLIAN and turned off if the game -type is "plain".) - -Planets and dilithium crystals were not in the original. Dave is OK -with this idea. (It's now controlled by OPTION_PLANETS and turned -off if the game type is "plain".) +sst.py -- Super Star Trek 2K -Dave says the bit about the Galileo getting turned into a -McDonald's is "consistant with our original vision". (This has been -left permanently enabled, as it can only happen if OPTION_PLANETS -is on.) +SST2K is a Python translation of a C translation of a FORTRAN +original dating back to 1973. Beautiful Python it is not, but it +works. Translation by Eric S. Raymond; original game by David Matuszek +and Paul Reynolds, with modifications by Don Smith, Tom Almy, +Stas Sergeev, and Eric S. Raymond. -Dave also says the Space Thingy should not be preserved across saved -games, so you can't prove to others that you've seen it. He says it -shouldn't fire back, either. It should do nothing except scream and -disappear when hit by photon torpedos. It's OK that it may move -when attacked, but it didn't in the original. (Whether the Thingy -can fire back is now controlled by OPTION_THINGY and turned off if the -game type is "plain" or "almy". The no-save behavior has been restored.) - -The Faerie Queen, black holes, and time warping were in the original. - -Here are Tom Almy's changes: - -In early 1997, I got the bright idea to look for references to -"Super Star Trek" on the World Wide Web. There weren't many hits, -but there was one that came up with 1979 Fortran sources! This -version had a few additional features that mine didn't have, -however mine had some feature it didn't have. So I merged its -features that I liked. I also took a peek at the DECUS version (a -port, less sources, to the PDP-10), and some other variations. - -1, Compared to the original UT version, I've changed the "help" command to -"call" and the "terminate" command to "quit" to better match -user expectations. The DECUS version apparently made those changes -as well as changing "freeze" to "save". However I like "freeze". -(Both "freeze" and "save" work in SST2K.) - -2. The experimental deathray originally had only a 5% chance of -success, but could be used repeatedly. I guess after a couple -years of use, it was less "experimental" because the 1979 -version had a 70% success rate. However it was prone to breaking -after use. I upgraded the deathray, but kept the original set of -failure modes (great humor!). (Now controlled by OPTION_DEATHRAY -and turned off if game type is "plain".) - -3. The 1979 version also mentions srscan and lrscan working when -docked (using the starbase's scanners), so I made some changes here -to do this (and indicating that fact to the player), and then realized -the base would have a subspace radio as well -- doing a Chart when docked -updates the star chart, and all radio reports will be heard. The Dock -command will also give a report if a base is under attack. - -4. Tholian Web from the 1979 version. (Now controlled by -OPTION_THOLIAN and turned off if game type is "plain".) - -5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING -and turned off if game type is "plain".) - -6. Regular Klingons and Romulans can move in Expert and Emeritus games. -This code could use improvement. (Now controlled by OPTION_MVBADDY -and turned off if game type is "plain".) - -7. The deep-space probe feature from the DECUS version. (Now controlled -by OPTION_PROBE and turned off if game type is "plain"). - -8. 'emexit' command from the 1979 version. - -9. Bugfix: Klingon commander movements are no longer reported if long-range -sensors are damaged. - -10. Bugfix: Better base positioning at startup (more spread out). -That made sense to add because most people abort games with -bad base placement. - -In June 2002, I fixed two known bugs and a documentation typo. -In June 2004 I fixed a number of bugs involving: 1) parsing invalid -numbers, 2) manual phasers when SR scan is damaged and commander is -present, 3) time warping into the future, 4) hang when moving -klingons in crowded quadrants. (These fixes are in SST2K.) - -Here are Stas Sergeev's changes: - -1. The Space Thingy can be shoved, if you ram it, and can fire back if -fired upon. (Now controlled by OPTION_THINGY and turned off if game -type is "plain" or "almy".) - -2. When you are docked, base covers you with an almost invincible shield. -(A commander can still ram you, or a Romulan can destroy the base, -or a SCom can even succeed with direct attack IIRC, but this rarely -happens.) (Now controlled by OPTION_BASE and turned off if game -type is "plain" or "almy".) - -3. Ramming a black hole is no longer instant death. There is a -chance you might get timewarped instead. (Now controlled by -OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) - -4. The Tholian can be hit with phasers. - -5. SCom can't escape from you if no more enemies remain -(without this, chasing SCom can take an eternity). - -6. Probe target you enter is now the destination quadrant. Before I don't -remember what it was, but it was something I had difficulty using. - -7. Secret password is now autogenerated. - -8. "Plaque" is adjusted for A4 paper :-) - -9. Phasers now tells you how much energy needed, but only if the computer -is alive. - -10. Planets are auto-scanned when you enter the quadrant. - -11. Mining or using crystals in presense of enemy now yields an attack. -There are other minor adjustments to what yields an attack -and what does not. - -12. "freeze" command reverts to "save", most people will understand this -better anyway. (SST2K recognizes both.) - -13. Screen-oriented interface, with sensor scans always up. (SST2K -supports both screen-oriented and TTY modes.) - -Eric Raymond's changes: - -Mainly, I translated this C code out of FORTRAN into C -- created #defines -for a lot of magic numbers and refactored the heck out of it. - -1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. - -2. Status report now indicates when dilithium crystals are on board. - -3. Per Dave Matuszek's remarks, Thingy state is never saved across games. - -4. Added game option selection so you can play a close (but not bug-for- -bug identical) approximation of older versions. - -5. Half the quadrants now have inhabited planets, from which one -cannot mine dilithium (there will still be the same additional number -of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. -There is BSD-Trek-like logic for Klingons to attack and enslave -inhabited worlds, producing more ships (only is skill is 'good' or -better). (Controlled by OPTION_WORLDS and turned off if game -type is "plain" or "almy".) - -6. User input is now logged so we can do regression testing. - -7. More BSD-Trek features: You can now lose if your entire crew -dies in battle. When abandoning ship in a game with inhabited -worlds enabled, they must have one in the quadrant to beam down -to; otherwise they die in space and this counts heavily against -your score. Docking at a starbase replenishes your crew. - -8. Still more BSD-Trek: we now have a weighted damage table. -Also, the nav subsystem (enabling automatic course -setting) can be damaged separately from the main computer (which -handles weapons targeting, ETA calculation, and self-destruct). - -After these features were added, I translated this into Python and added -more: - -9. A long-range scan is done silently whenever you call CHART; thus -the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN -and turned off if game type is "plain" or "almy".) +See the doc/HACKING file in the distribution for designers notes and advice +ion how to modify (and how not to modify!) this code. """ -import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy +import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass SSTDOC = "/usr/share/doc/sst/sst.doc" DOC_NAME = "sst.doc" -# Stub to be replaced -def _(str): return str - -PHASEFAC = 2.0 -GALSIZE = 8 -NINHAB = (GALSIZE * GALSIZE / 2) -MAXUNINHAB = 10 -PLNETMAX = (NINHAB + MAXUNINHAB) -QUADSIZE = 10 -BASEMIN = 2 -BASEMAX = (GALSIZE * GALSIZE / 12) -MAXKLGAME = 127 -MAXKLQUAD = 9 -FULLCREW = 428 # BSD Trek was 387, that's wrong -FOREVER = 1e30 -MAXBURST = 3 -MINCMDR = 10 - -# These functions hide the difference between 0-origin and 1-origin addressing. -def VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y)=0 and self.i=0 and self.j=0 and self.i=0 and self.j %s" % (self, (self / QUADSIZE).roundtogrid()) + return self.roundtogrid() / QUADSIZE + def sector(self): + return self.roundtogrid() % QUADSIZE def scatter(self): s = coord() - s.x = self.x + randrange(-1, 2) - s.y = self.y + randrange(-1, 2) + s.i = self.i + randrange(-1, 2) + s.j = self.j + randrange(-1, 2) return s - def __hash__(self): - return hash((x, y)) def __str__(self): - if self.x == None or self.y == None: + if self.i == None or self.j == None: return "Nowhere" - return "%s - %s" % (self.x+1, self.y+1) + return "%s - %s" % (self.i+1, self.j+1) __repr__ = __str__ class planet: @@ -340,9 +155,9 @@ class snapshot: self.baseq = [] # Base quadrant coordinates self.kcmdr = [] # Commander quadrant coordinates self.kscmdr = coord() # Supercommander quadrant coordinates - # the galaxy (subscript 0 not used) + # the galaxy self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant()) - # the starchart (subscript 0 not used) + # the starchart self.chart = fill2d(GALSIZE, lambda i, j: page()) class event: @@ -414,39 +229,37 @@ FENSLV = 10 # Inhabited word is enslaved */ FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 -# -# abstract out the event handling -- underlying data structures will change -# when we implement stateful events -# +# Abstract out the event handling -- underlying data structures will change +# when we implement stateful events def findevent(evtype): return game.future[evtype] class enemy: def __init__(self, type=None, loc=None, power=None): self.type = type - self.kloc = coord() + self.location = coord() if loc: self.move(loc) - self.kpower = power # enemy energy level + self.power = power # enemy energy level game.enemies.append(self) def move(self, loc): - motion = (loc != self.kloc) - if self.kloc.x is not None and self.kloc.y is not None: + motion = (loc != self.location) + if self.location.i is not None and self.location.j is not None: if motion: - if self.type == IHT: - game.quad[self.kloc.x][self.kloc.y] = IHWEB + if self.type == 'T': + game.quad[self.location.i][self.location.j] = '#' else: - game.quad[self.kloc.x][self.kloc.y] = IHDOT + game.quad[self.location.i][self.location.j] = '.' if loc: - self.kloc = copy.copy(loc) - game.quad[self.kloc.x][self.kloc.y] = self.type + self.location = copy.copy(loc) + game.quad[self.location.i][self.location.j] = self.type self.kdist = self.kavgd = (game.sector - loc).distance() else: - self.kloc = coord() + self.location = coord() self.kdist = self.kavgd = None game.enemies.remove(self) return motion def __repr__(self): - return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging + return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging class gamestate: def __init__(self): @@ -466,7 +279,6 @@ class gamestate: self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant - self.probec = None # current probe quadrant self.gamewon = False # Finished! self.ididit = False # action taken -- allows enemy to attack self.alive = False # we are alive (not killed) @@ -509,7 +321,6 @@ class gamestate: self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base self.tourn = None # tournament number - self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources self.intime = 0.0 # initial time @@ -520,19 +331,12 @@ class gamestate: self.energy = 0.0 # energy level self.shield = 0.0 # shield level self.warpfac = 0.0 # warp speed - self.wfacsq = 0.0 # squared warp factor self.lsupres = 0.0 # life support reserves - self.dist = 0.0 # movement distance - self.direc = 0.0 # movement direction self.optime = 0.0 # time taken by current operation - self.docfac = 0.0 # repair factor when docking (constant?) self.damfac = 0.0 # damage factor self.lastchart = 0.0 # time star chart was last updated self.cryprob = 0.0 # probability that crystal will work - self.probex = 0.0 # location of probe - self.probey = 0.0 # - self.probeinx = 0.0 # probe x,y increment - self.probeiny = 0.0 # + self.probe = None # object holding probe course info self.height = 0.0 # height of orbit around planet def recompute(self): # Stas thinks this should be (C expression): @@ -542,28 +346,7 @@ class gamestate: # after killing the last klingon when score is shown -- perhaps also # if the only remaining klingon is SCOM. game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) -# From enumerated type 'feature' -IHR = 'R' -IHK = 'K' -IHC = 'C' -IHS = 'S' -IHSTAR = '*' -IHP = 'P' -IHW = '@' -IHB = 'B' -IHBLANK = ' ' -IHDOT = '.' -IHQUEST = '?' -IHE = 'E' -IHF = 'F' -IHT = 'T' -IHWEB = '#' -IHMATER0 = '-' -IHMATER1 = 'o' -IHMATER2 = '0' - - -# From enumerated type 'FINTYPE' + FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -587,63 +370,53 @@ FTRIBBLE = 19 FHOLE = 20 FCREW = 21 -# Log the results of pulling random numbers so we can check determinism. - -import traceback - def withprob(p): - v = random.random() - #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) - return v + return random.randrange(*args) def randreal(*args): v = random.random() if len(args) == 1: - v *= args[0] # returns from [0, args[0]) + v *= args[0] # from [0, args[0]) elif len(args) == 2: - v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1]) - #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) return v # Code from ai.c begins here 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 \ - game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD - + return iq.valid_quadrant() and \ + not game.state.galaxy[iq.i][iq.j].supernova and \ + game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD def tryexit(enemy, look, irun): "A bad guy attempts to bug out." iq = coord() - iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 - iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1 + iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1 + iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 if not welcoming(iq): return False; - if enemy.type == IHR: + if enemy.type == 'R': return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if enemy.type == IHC: + if enemy.type == 'C': if iq in game.state.kcmdr: return False # refuse to leave if currently attacking starbase if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy - if enemy.kpower > 1000.0: + if enemy.power > 1000.0: return False # emit escape message and move out of quadrant. # we know this if either short or long range sensors are working if not damaged(DSRSENS) or not damaged(DLRSENS) or \ game.condition == "docked": - prout(crmena(True, enemy.type, "sector", enemy.kloc) + \ + prout(crmena(True, enemy.type, "sector", enemy.location) + \ (_(" escapes to Quadrant %s (and regains strength).") % q)) # handle local matters related to escape enemy.move(None) @@ -651,9 +424,9 @@ def tryexit(enemy, look, irun): if game.condition != "docked": newcnd() # Handle global matters related to escape - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 - game.state.galaxy[iq.x][iq.y].klingons += 1 - if enemy.type==IHS: + game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 + game.state.galaxy[iq.i][iq.j].klingons += 1 + if enemy.type=='S': game.iscate = False game.ientesc = False game.isatb = 0 @@ -667,7 +440,6 @@ def tryexit(enemy, look, irun): break return True; # success -# # The bad-guy movement algorithm: # # 1. Enterprise has "force" based on condition of phaser and photon torpedoes. @@ -705,7 +477,6 @@ def tryexit(enemy, look, irun): # retreat, especially at high skill levels. # # 5. Motion is limited to skill level, except for SC hi-tailing it out. -# def movebaddy(enemy): "Tactical movement for the bad guys." @@ -719,13 +490,13 @@ def movebaddy(enemy): dist1 = enemy.kdist mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it - if enemy.type==IHS and \ - (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + if enemy.type=='S' and \ + (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1) + forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -760,10 +531,7 @@ def movebaddy(enemy): else: motion = game.skill # calculate preferred number of steps - if motion < 0: - nsteps = -motion - else: - nsteps = motion + nsteps = abs(int(motion)) if motion > 0 and nsteps > mdist: nsteps = mdist; # don't overshoot if nsteps > QUADSIZE: @@ -773,66 +541,57 @@ def movebaddy(enemy): if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y - m = game.sector - enemy.kloc - if 2.0 * abs(m.x) < abs(m.y): - m.x = 0 - if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x): - m.y = 0 - if m.x != 0: - if m.x*motion < 0: - m.x = -1 - else: - m.x = 1 - if m.y != 0: - if m.y*motion < 0: - m.y = -1 - else: - m.y = 1 - next = enemy.kloc + m = game.sector - enemy.location + if 2.0 * abs(m.i) < abs(m.j): + m.i = 0 + if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): + m.j = 0 + m = (motion * m).sgn() + next = enemy.location # main move loop for ll in range(nsteps): if idebug: proutn(" %d" % (ll+1)) # Check if preferred position available look = next + m - if m.x < 0: - krawlx = 1 + if m.i < 0: + krawli = 1 else: - krawlx = -1 - if m.y < 0: - krawly = 1 + krawli = -1 + if m.j < 0: + krawlj = 1 else: - krawly = -1 + krawlj = -1 success = False attempts = 0; # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 - if look.x < 0 or look.x >= QUADSIZE: + if look.i < 0 or look.i >= QUADSIZE: if motion < 0 and tryexit(enemy, look, irun): return - if krawlx == m.x or m.y == 0: + if krawli == m.i or m.j == 0: break - look.x = next.x + krawlx - krawlx = -krawlx - elif look.y < 0 or look.y >= QUADSIZE: + look.i = next.i + krawli + krawli = -krawli + elif look.j < 0 or look.j >= QUADSIZE: if motion < 0 and tryexit(enemy, look, irun): return - if krawly == m.y or m.x == 0: + if krawlj == m.j or m.i == 0: break - look.y = next.y + krawly - krawly = -krawly - elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: + look.j = next.j + krawlj + krawlj = -krawlj + elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship - if game.quad[look.x][look.y] == game.ship and \ - (enemy.type == IHC or enemy.type == IHS): + if game.quad[look.i][look.j] == game.ship and \ + (enemy.type == 'C' or enemy.type == 'S'): collision(rammed=True, enemy=enemy) return - if krawlx != m.x and m.y != 0: - look.x = next.x + krawlx - krawlx = -krawlx - elif krawly != m.y and m.x != 0: - look.y = next.y + krawly - krawly = -krawly + if krawli != m.i and m.j != 0: + look.i = next.i + krawli + krawli = -krawli + elif krawlj != m.j and m.i != 0: + look.j = next.j + krawlj + krawlj = -krawlj else: break; # we have failed else: @@ -847,7 +606,7 @@ def movebaddy(enemy): skip(1) if enemy.move(next): if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc)) + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) if enemy.kdist < dist1: proutn(_(" advances to ")) else: @@ -862,11 +621,11 @@ def moveklings(): # and do move if game.quadrant in game.state.kcmdr: for enemy in game.enemies: - if enemy.type == IHC: + if enemy.type == 'C': movebaddy(enemy) if game.state.kscmdr==game.quadrant: for enemy in game.enemies: - if enemy.type == IHS: + if enemy.type == 'S': movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! @@ -874,7 +633,7 @@ def moveklings(): # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: - if enemy.type in (IHK, IHR): + if enemy.type in ('K', 'R'): movebaddy(enemy) game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) @@ -882,13 +641,13 @@ def movescom(iq, avoid): "Commander 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 True + return False if game.justin and not game.iscate: - return True + return False # do the move - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1 + game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1 game.state.kscmdr = iq - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1 + game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1 if game.state.kscmdr==game.quadrant: # SC has scooted, Remove him from current quadrant game.iscate=False @@ -896,7 +655,7 @@ def movescom(iq, avoid): game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: - if enemy.type == IHS: + if enemy.type == 'S': break enemy.move(None) game.klhere -= 1 @@ -909,14 +668,14 @@ def movescom(iq, avoid): game.state.planets[i].crystals == "present": # destroy the planet game.state.planets[i].pclass = "destroyed" - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None + game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break - return False; # looks good! + return True; # looks good! def supercommander(): "Move the Super Commander." @@ -930,10 +689,10 @@ def supercommander(): if not game.iscate and avoid: # compute move away from Enterprise idelta = game.state.kscmdr-game.quadrant - if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0: + if idelta.distance() > 2.0: # circulate in space - idelta.x = game.state.kscmdr.y-game.quadrant.y - idelta.y = game.quadrant.x-game.state.kscmdr.x + idelta.i = game.state.kscmdr.j-game.quadrant.j + idelta.j = game.quadrant.i-game.state.kscmdr.i else: # compute distances to starbases if not game.state.baseq: @@ -974,32 +733,32 @@ def supercommander(): # there was what looked like a bug in the Almy C code here, # but it might be this translation is just wrong. iq = game.state.kscmdr + idelta - if movescom(iq, avoid): + if not movescom(iq, avoid): # failed -- try some other maneuvers - if idelta.x==0 or idelta.y==0: + if idelta.i==0 or idelta.j==0: # attempt angle move - if idelta.x != 0: - iq.y = game.state.kscmdr.y + 1 - if movescom(iq, avoid): - iq.y = game.state.kscmdr.y - 1 + if idelta.i != 0: + iq.j = game.state.kscmdr.j + 1 + if not movescom(iq, avoid): + iq.j = game.state.kscmdr.j - 1 movescom(iq, avoid) - else: - iq.x = game.state.kscmdr.x + 1 - if movescom(iq, avoid): - iq.x = game.state.kscmdr.x - 1 + elif idelta.j != 0: + iq.i = game.state.kscmdr.i + 1 + if not movescom(iq, avoid): + iq.i = game.state.kscmdr.i - 1 movescom(iq, avoid) else: # try moving just in x or y - iq.y = game.state.kscmdr.y - if movescom(iq, avoid): - iq.y = game.state.kscmdr.y + idelta.y - iq.x = game.state.kscmdr.x + iq.j = game.state.kscmdr.j + if not movescom(iq, avoid): + iq.j = game.state.kscmdr.j + idelta.j + iq.i = game.state.kscmdr.i movescom(iq, avoid) # check for a base if len(game.state.baseq) == 0: unschedule(FSCMOVE) else: - for (i, ibq) in enumerate(game.state.baseq): + for ibq in game.state.baseq: if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: @@ -1030,7 +789,7 @@ def supercommander(): if not idebug and \ (withprob(0.8) or \ (not communicating()) or \ - not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): + not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) @@ -1042,48 +801,48 @@ def movetholian(): if not game.tholian or game.justin: return id = coord() - if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: - id.x = 0; id.y = QUADSIZE-1 - elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: - id.x = QUADSIZE-1; id.y = QUADSIZE-1 - elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1: - id.x = QUADSIZE-1; id.y = 0 - elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0: - id.x = 0; id.y = 0 + if game.tholian.location.i == 0 and game.tholian.location.j == 0: + id.i = 0; id.j = QUADSIZE-1 + elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: + id.i = QUADSIZE-1; id.j = QUADSIZE-1 + elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: + id.i = QUADSIZE-1; id.j = 0 + elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: + id.i = 0; id.j = 0 else: # something is wrong! game.tholian.move(None) prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked - if game.quad[id.x][id.y] not in (IHDOT, IHWEB): + if game.quad[id.i][id.j] not in ('.', '#'): return - here = copy.copy(game.tholian.kloc) - delta = (id - game.tholian.kloc).sgn() + here = copy.copy(game.tholian.location) + delta = (id - game.tholian.location).sgn() # move in x axis - while here.x != id.x: - here.x += delta.x - if game.quad[here.x][here.y]==IHDOT: + while here.i != id.i: + here.i += delta.i + if game.quad[here.i][here.j]=='.': game.tholian.move(here) # move in y axis - while here.y != id.y: - here.y += delta.y - if game.quad[here.x][here.y]==IHDOT: + while here.j != id.j: + here.j += delta.j + if game.quad[here.i][here.j]=='.': 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: + if game.quad[0][i]!='#' and game.quad[0][i]!='T': return - if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT: + if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T': return - if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT: + if game.quad[i][0]!='#' and game.quad[i][0]!='T': return - if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: + if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T': return # All plugged up -- Tholian splits - game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB - dropin(IHBLANK) - prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web.")) + game.quad[game.tholian.location.i][game.tholian.location.j]='#' + dropin(' ') + prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) return @@ -1097,7 +856,7 @@ def doshield(shraise): action = "SHUP" else: key = scanner.next() - if key == IHALPHA: + if key == "IHALPHA": if scanner.sees("transfer"): action = "NRG" else: @@ -1111,7 +870,6 @@ def doshield(shraise): if action=="NONE": proutn(_("Do you wish to change shield energy? ")) if ja() == True: - proutn(_("Energy to transfer to shields- ")) action = "NRG" elif damaged(DSHIELD): prout(_("Shields damaged and down.")) @@ -1156,24 +914,25 @@ def doshield(shraise): game.ididit = True return elif action == "NRG": - while scanner.next() != IHREAL: + while scanner.next() != "IHREAL": scanner.chew() proutn(_("Energy to transfer to shields- ")) + nrg = scanner.real scanner.chew() - if scanner.real == 0: + if nrg == 0: return - if scanner.real > game.energy: + if nrg > game.energy: prout(_("Insufficient ship energy.")) return game.ididit = True - if game.shield+scanner.real >= game.inshld: + if game.shield+nrg >= game.inshld: prout(_("Shield energy maximized.")) - if game.shield+scanner.real > game.inshld: + if game.shield+nrg > game.inshld: prout(_("Excess energy requested returned to ship energy")) game.energy -= game.inshld-game.shield game.shield = game.inshld return - if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg: + if nrg < 0.0 and game.energy-nrg > game.inenrg: # Prevent shield drain loophole skip(1) prout(_("Engineering to bridge--")) @@ -1181,50 +940,28 @@ def doshield(shraise): prout(_(" I can't drain the shields.")) game.ididit = False return - if game.shield+scanner.real < 0: + if game.shield+nrg < 0: prout(_("All shield energy transferred to ship.")) game.energy += game.shield game.shield = 0.0 return proutn(_("Scotty- \"")) - if scanner.real > 0: + if nrg > 0: prout(_("Transferring energy to shields.\"")) else: prout(_("Draining energy from shields.\"")) - game.shield += scanner.real - game.energy -= scanner.real + game.shield += nrg + game.energy -= nrg return def randdevice(): "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 - # device is damaged depends on the device. Well protected - # devices (such as the computer, which is in the core of the - # ship and has considerable redundancy) almost never get - # damaged, whereas devices which are exposed (such as the - # warp engines) or which are particularly delicate (such as - # the transporter) have a much higher probability of being - # damaged." - # - # This is one place where OPTION_PLAIN does not restore the - # original behavior, which was equiprobable damage across - # all devices. If we wanted that, we'd return randrange(NDEVICES) - # and have done with it. Also, in the original game, DNAVYS - # and DCOMPTR were the same device. - # - # Instead, we use a table of weights similar to the one from BSD Trek. - # BSD doesn't have the shuttle, shield controller, death ray, or probes. - # 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% 120, # DPHASER: phasers 12.0% 120, # DPHOTON: photon torpedoes 12.0% - 25, # DLIFSUP: life support 2.5% + 25, # DLIFSUP: life support 2.5% 65, # DWARPEN: warp drive 6.5% 70, # DIMPULS: impulse engines 6.5% 145, # DSHIELD: deflector shields 14.5% @@ -1253,16 +990,16 @@ def collision(rammed, enemy): skip(2) proutn("***") proutn(crmshp()) - hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0) + hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0) if rammed: proutn(_(" rammed by ")) else: proutn(_(" rams ")) - proutn(crmena(False, enemy.type, "sector", enemy.kloc)) + proutn(crmena(False, enemy.type, "sector", enemy.location)) if rammed: proutn(_(" (original position)")) skip(1) - deadkl(enemy.kloc, enemy.type, game.sector) + deadkl(enemy.location, enemy.type, game.sector) proutn("***" + crmship() + " heavily damaged.") icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) @@ -1288,160 +1025,146 @@ def collision(rammed, enemy): finish(FWON) return -def torpedo(course, dispersion, origin, number, nburst): +def torpedo(origin, bearing, 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); - 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) + ac = bearing + 0.25*dispersion # dispersion is a random variable + bullseye = (15.0 - bearing)*0.5235988 + track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) + bumpto = coord(0, 0) # 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) - if not VALID_SECTOR(w.x, w.y): + setwnd(message_window) + for step in range(1, QUADSIZE*2): + if not track.next(): break + w = track.sector() + if not w.valid_sector(): break - iquad=game.quad[w.x][w.y] + iquad=game.quad[w.i][w.j] tracktorpedo(origin, w, step, number, nburst, iquad) - if iquad==IHDOT: + if iquad=='.': continue # hit something - setwnd(message_window) - if damaged(DSRSENS) and not game.condition=="docked": + if not damaged(DSRSENS) or game.condition == "docked": skip(1); # start new line after text track - if iquad in (IHE, IHF): # Hit our ship + if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) newcnd(); # we're blown out of dock - # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet - ang = angle + 2.5*(randreal()-0.5) - temp = math.fabs(math.sin(ang)) - if math.fabs(math.cos(ang)) > temp: - temp = math.fabs(math.cos(ang)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - jw.x = int(w.x+xx+0.5) - jw.y = int(w.y+yy+0.5) - if not VALID_SECTOR(jw.x, jw.y): + # In the C/FORTRAN version, dispersion was 2.5 radians, which + # is 143 degrees, which is almost exactly 4.8 clockface units + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() + if not bumpto.valid_sector(): return hit - if game.quad[jw.x][jw.y]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==' ': finish(FHOLE) return hit - if game.quad[jw.x][jw.y]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!='.': # can't move into object return hit - game.sector = jw + game.sector = bumpto proutn(crmshp()) - shoved = True - elif iquad in (IHC, IHS): # Hit a commander - if withprob(0.05): + game.quad[w.i][w.j]='.' + game.quad[bumpto.i][bumpto.j]=iquad + 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)) + return None + elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy + # find the enemy + if iquad in ('C', 'S') and withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None - 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.location: break - kp = math.fabs(e.kpower) + kp = math.fabs(enemy.power) 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 kp < h1: h1 = kp - if enemy.kpower < 0: - enemy.kpower -= -h1 + if enemy.power < 0: + enemy.power -= -h1 else: - enemy.kpower -= h1 - if enemy.kpower == 0: + enemy.power -= h1 + if enemy.power == 0: deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(randreal()-0.5) - temp = math.fabs(math.sin(ang)) - if math.fabs(math.cos(ang)) > temp: - temp = math.fabs(math.cos(ang)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - jw.x = int(w.x+xx+0.5) - jw.y = int(w.y+yy+0.5) - if not VALID_SECTOR(jw.x, jw.y): + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() + if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return - if game.quad[jw.x][jw.y]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == ' ': prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) - return None - if game.quad[jw.x][jw.y]!=IHDOT: - # can't move into object + deadkl(w, iquad, bumpto) + if game.quad[bumpto.i][bumpto.j] != '.': prout(_(" damaged but not destroyed.")) - return None - proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True - break - elif iquad == IHB: # Hit a base + else: + prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + enemy.location = bumpto + game.quad[w.i][w.j]='.' + 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)) + return None + elif iquad == 'B': # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq) - game.quad[w.x][w.y]=IHDOT + game.quad[w.i][w.j]='.' game.base.invalidate() - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1 - game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1 + game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1 + game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1 game.state.basekl += 1 newcnd() return None - elif iquad == IHP: # Hit a planet + elif iquad == 'P': # Hit a planet prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 1 - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.x][w.y] = IHDOT + game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) return None - elif iquad == IHW: # Hit an inhabited world -- very bad! + elif iquad == '@': # Hit an inhabited world -- very bad! prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 1 - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.x][w.y] = IHDOT + game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) - prout(_("You have just destroyed an inhabited planet.")) - prout(_("Celebratory rallies are being held on the Klingon homeworld.")) + prout(_("The torpedo destroyed an inhabited planet.")) return None - elif iquad == IHSTAR: # Hit a star + elif iquad == '*': # Hit a star if withprob(0.9): nova(w) else: - prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast.")) + prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) return None - elif iquad == IHQUEST: # Hit a thingy + elif iquad == '?': # Hit a thingy if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) @@ -1453,40 +1176,38 @@ def torpedo(course, dispersion, origin, number, nburst): 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 - elif iquad == IHBLANK: # Black hole + elif iquad == ' ': # Black hole skip(1) - prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo.")) + prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo.")) return None - elif iquad == IHWEB: # hit the web + elif iquad == '#': # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None - elif iquad == IHT: # Hit a Tholian + elif iquad == 'T': # Hit a Tholian h1 = 700.0 + randrange(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: - game.quad[w.x][w.y] = IHDOT + game.quad[w.i][w.j] = '.' deadkl(w, iquad, w) game.tholian = None return None skip(1) - proutn(crmena(True, IHT, "sector", w)) + proutn(crmena(True, 'T', "sector", w)) if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.tholian.move(None) - game.quad[w.x][w.y] = IHWEB - dropin(IHBLANK) + game.quad[w.i][w.j] = '#' + dropin(' ') return None else: # Problem! skip(1) @@ -1495,16 +1216,6 @@ def torpedo(course, dispersion, origin, number, nburst): skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.x][w.y]=IHDOT - game.quad[jw.x][jw.y]=iquad - prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(len(game.enemies)): - game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) - return None skip(1) prout(_("Torpedo missed.")) return None; @@ -1542,12 +1253,12 @@ def fry(hit): def attack(torps_ok): # bad guy attacks us # torps_ok == False forces use of phasers in an attack + # 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" - # game could be over at this point, check - if game.alldone: - return if idebug: prout("=== ATTACK!") # Tholian gets to move before attacking @@ -1572,46 +1283,46 @@ def attack(torps_ok): if game.skill <= SKILL_FAIR: where = "sector" for enemy in game.enemies: - if enemy.kpower < 0: + if enemy.power < 0: continue; # too weak to attack # compute hit strength and diminish shield power r = randreal() # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 - if enemy.kpower < 500: + if enemy.power < 500: r *= 0.25; - if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): + if enemy.type=='T' or (enemy.type=='?' and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (enemy.type == IHK and r > 0.0005) or \ - (enemy.type==IHC and r > 0.015) or \ - (enemy.type==IHR and r > 0.3) or \ - (enemy.type==IHS and r > 0.07) or \ - (enemy.type==IHQUEST and r > 0.05) + (enemy.type == 'K' and r > 0.0005) or \ + (enemy.type=='C' and r > 0.015) or \ + (enemy.type=='R' and r > 0.3) or \ + (enemy.type=='S' and r > 0.07) or \ + (enemy.type=='?' and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack dustfac = randreal(0.8, 0.85) - hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) - enemy.kpower *= 0.75 + hit = enemy.power*math.pow(dustfac,enemy.kavgd) + enemy.power *= 0.75 else: # Enemy uses photon torpedo - #course2 = (enemy.kloc-game.sector).bearing() - course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x) + # We should be able to make the bearing() method work here + course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): - proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc)) + proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) attempt = True 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) + dispersion += 0.002*enemy.power*dispersion + hit = torpedo(enemy.location, 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 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: return # Supernova or finished if hit == None: continue @@ -1641,7 +1352,7 @@ def attack(torps_ok): if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: proutn(_(" on the ") + crmshp()) if not damaged(DSRSENS) and usephasers: - prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc)) + prout(_(" from ") + crmena(False, enemy.type, where, enemy.location)) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1690,32 +1401,32 @@ def deadkl(w, type, mv): # Added mv to allow enemy to "move" before dying proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately - if type == IHR: - # chalk up a Romulan - game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 + if type == 'R': + # Chalk up a Romulan + game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 - elif type == IHT: + elif type == 'T': # Killed a Tholian game.tholian = None - elif type == IHQUEST: + elif type == '?': # Killed a Thingy global thing thing = None else: - # Some type of a Klingon - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 + # Killed some type of Klingon + game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 - if type == IHC: + if type == '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 == IHK: + elif type == 'K': game.state.remkl -= 1 - elif type == IHS: + elif type == 'S': game.state.nscrem -= 1 game.state.kscmdr.invalidate() game.isatb = 0 @@ -1729,18 +1440,21 @@ def deadkl(w, type, mv): game.recompute() # Remove enemy ship from arrays describing local conditions for e in game.enemies: - if e.kloc == w: + if e.location == w: e.move(None) break return def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." - if not VALID_SECTOR(w.x, w.y): + if not w.valid_sector(): 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.j = (w.j - game.sector.j); + delta.i = (game.sector.i - w.i); + if delta == coord(0, 0): skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) @@ -1751,7 +1465,7 @@ def targetcheck(w): def photon(): "Launch photon torpedo." - course = [0.0] * MAXBURST + course = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) @@ -1764,15 +1478,15 @@ def photon(): # First, get torpedo count while True: scanner.next() - if scanner.token == IHALPHA: + if scanner.token == "IHALPHA": huh() return - elif scanner.token == IHEOL or not scanner.waiting(): + elif scanner.token == "IHEOL" or not scanner.waiting(): prout(_("%d torpedoes left.") % game.torps) scanner.chew() proutn(_("Number of torpedoes to fire- ")) continue # Go back around to get a number - else: # key == IHREAL + else: # key == "IHREAL" n = scanner.int() if n <= 0: # abort command scanner.chew() @@ -1789,24 +1503,24 @@ def photon(): target = [] for i in range(n): key = scanner.next() - if i==0 and key == IHEOL: + if i==0 and key == "IHEOL": break; # no coordinate waiting, we will try prompting - if i==1 and key == IHEOL: + if i==1 and key == "IHEOL": # direct all torpedoes at one target while i < n: - target.append(targets[0]) + target.append(target[0]) course.append(course[0]) i += 1 break - scanner.push(key) + scanner.push(scanner.token) target.append(scanner.getcoord()) if target[-1] == None: return - course.append(targetcheck(target[1])) - if course[i] == None: + course.append(targetcheck(target[-1])) + if course[-1] == None: return scanner.chew() - if i == 0: + if len(target) == 0: # prompt for each one for i in range(n): proutn(_("Target sector for torpedo number %d- ") % (i+1)) @@ -1839,8 +1553,8 @@ def photon(): 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) - if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + torpedo(game.sector, course[i], dispersion, number=i, nburst=n) + if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); @@ -1899,24 +1613,24 @@ def hittem(hits): continue dustfac = randreal(0.9, 1.0) hit = wham*math.pow(dustfac,game.enemies[kk].kdist) - kpini = game.enemies[kk].kpower + kpini = game.enemies[kk].power kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.enemies[kk].kpower < 0: - game.enemies[kk].kpower -= -kp + if game.enemies[kk].power < 0: + game.enemies[kk].power -= -kp else: - game.enemies[kk].kpower -= kp - kpow = game.enemies[kk].kpower - w = game.enemies[kk].kloc + game.enemies[kk].power -= kp + kpow = game.enemies[kk].power + w = game.enemies[kk].location if hit > 0.005: if not damaged(DSRSENS): boom(w) proutn(_("%d unit hit on ") % int(hit)) else: proutn(_("Very small hit on ")) - ienm = game.quad[w.x][w.y] - if ienm==IHQUEST: + ienm = game.quad[w.i][w.j] + if ienm=='?': thing.angry = True proutn(crmena(False, ienm, "sector", w)) skip(1) @@ -1932,7 +1646,7 @@ def hittem(hits): if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) - game.enemies[kk].kpower = -kpow + game.enemies[kk].power = -kpow kk += 1 return @@ -1970,12 +1684,12 @@ def phasers(): # (That was Tom Almy talking about the C code, I think -- ESR) while automode=="NOTSET": key=scanner.next() - if key == IHALPHA: + if key == "IHALPHA": if scanner.sees("manual"): if len(game.enemies)==0: prout(_("There is no enemy present to select.")) scanner.chew() - key = IHEOL + key = "IHEOL" automode="AUTOMATIC" else: automode = "MANUAL" @@ -1993,7 +1707,7 @@ def phasers(): else: huh() return - elif key == IHREAL: + elif key == "IHREAL": if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" @@ -2002,7 +1716,7 @@ def phasers(): else: automode = "AUTOMATIC" else: - # IHEOL + # "IHEOL" if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" @@ -2015,29 +1729,29 @@ def phasers(): if ifast: avail -= 200.0 if automode == "AUTOMATIC": - if key == IHALPHA and scanner.sees("no"): + if key == "IHALPHA" and scanner.sees("no"): no = True key = scanner.next() - if key != IHREAL and len(game.enemies) != 0: + if key != "IHREAL" and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: scanner.chew() if not kz: 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 + irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) scanner.chew() proutn(_("Units to fire= ")) key = scanner.next() - if key!=IHREAL: + if key!="IHREAL": return rpow = scanner.real if rpow > avail: proutn(_("Energy available= %.2f") % avail) skip(1) - key = IHEOL + key = "IHEOL" if not rpow > avail: break if rpow<=0: @@ -2045,7 +1759,7 @@ def phasers(): scanner.chew() return key=scanner.next() - if key == IHALPHA and scanner.sees("no"): + if key == "IHALPHA" and scanner.sees("no"): no = True if ifast: game.energy -= 200; # Go and do it! @@ -2061,7 +1775,7 @@ def phasers(): hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over @@ -2084,7 +1798,7 @@ def phasers(): prout(_("%d expended on empty space.") % int(extra)) elif automode == "FORCEMAN": scanner.chew() - key = IHEOL + key = "IHEOL" if damaged(DCOMPTR): prout(_("Battle computer damaged, manual fire only.")) else: @@ -2098,25 +1812,25 @@ def phasers(): elif automode == "MANUAL": rpow = 0.0 for k in range(len(game.enemies)): - aim = game.enemies[k].kloc - ienm = game.quad[aim.x][aim.y] + aim = game.enemies[k].location + ienm = game.quad[aim.i][aim.j] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) skip(1) msgflag = False rpow = 0.0 if damaged(DSRSENS) and \ - not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS): + not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'): prout(cramen(ienm) + _(" can't be located without short range scan.")) scanner.chew() - key = IHEOL + key = "IHEOL" hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko k += 1 continue - if key == IHEOL: + if key == "IHEOL": scanner.chew() if itarg and k > kz: - irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 + irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2124,17 +1838,16 @@ def phasers(): 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"): + if key == "IHALPHA" and scanner.sees("no"): no = True key = scanner.next() continue - if key == IHALPHA: + if key == "IHALPHA": huh() return - if key == IHEOL: + if key == "IHEOL": if k==1: # Let me say I'm baffled by this msgflag = True continue @@ -2155,7 +1868,7 @@ def phasers(): # zero energy -- abort scanner.chew() return - if key == IHALPHA and scanner.sees("no"): + if key == "IHALPHA" and scanner.sees("no"): no = True game.energy -= rpow scanner.chew() @@ -2171,7 +1884,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if withprob(0.99): + if withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2269,7 +1982,7 @@ def events(): 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) @@ -2283,8 +1996,8 @@ def events(): # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: - game.state.chart[game.battle.x][game.battle.y].starbase = False - game.quad[game.base.x][game.base.y] = IHDOT + game.state.chart[game.battle.i][game.battle.j].starbase = False + game.quad[game.base.i][game.base.j] = '.' game.base.invalidate() newcnd() skip(1) @@ -2299,9 +2012,9 @@ def events(): prout(_("the Klingon Super-Commander")) else: prout(_("a Klingon Commander")) - game.state.chart[game.battle.x][game.battle.y].starbase = False + game.state.chart[game.battle.i][game.battle.j].starbase = False # Remove Starbase from galaxy - game.state.galaxy[game.battle.x][game.battle.y].starbase = False + game.state.galaxy[game.battle.i][game.battle.j].starbase = False game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq) if game.isatb == 2: # reinstate a commander's base attack @@ -2328,7 +2041,7 @@ def events(): else: prout("never") radio_was_broken = damaged(DRADIO) - hold.x = hold.y = 0 + hold.i = hold.j = 0 while True: # Select earliest extraneous event, evcode==0 if no events evcode = FSPY @@ -2364,7 +2077,7 @@ def events(): # Fix devices repair = xtime if game.condition == "docked": - repair /= game.docfac + repair /= DOCKFAC # Don't fix Deathray here for l in range(NDEVICES): if game.damage[l] > 0.0 and l != DDRAY: @@ -2387,9 +2100,9 @@ def events(): game.optime -= xtime if evcode == FSNOVA: # Supernova announce() - supernova(False) + supernova(None) schedule(FSNOVA, expran(0.5*game.intime)) - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return elif evcode == FSPY: # Check with spy to see if SC should tractor beam if game.state.nscrem == 0 or \ @@ -2434,14 +2147,16 @@ def events(): 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 "foundit" - except "foundit": - # no match found -- try later - schedule(FBATTAK, expran(0.3*game.intime)) - unschedule(FCDBAS) - continue + raise ibq + else: + # no match found -- try later + schedule(FBATTAK, expran(0.3*game.intime)) + unschedule(FCDBAS) + continue + except coord: + pass # commander + starbase combination found -- launch attack - game.battle = game.state.baseq[j] + game.battle = ibq schedule(FCDBAS, randreal(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) @@ -2460,7 +2175,7 @@ def events(): elif evcode == FSCDBAS: # Supercommander destroys base unschedule(FSCDBAS) game.isatb = 2 - if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: + if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: continue # WAS RETURN! hold = game.battle game.battle = game.state.kscmdr @@ -2469,7 +2184,7 @@ def events(): if evcode==FCDBAS: unschedule(FCDBAS) if not game.state.baseq() \ - or not game.state.galaxy[game.battle.x][game.battle.y].starbase: + or not game.state.galaxy[game.battle.i][game.battle.j].starbase: game.battle.invalidate() continue # find the lucky pair @@ -2487,45 +2202,36 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - game.probex += game.probeinx - game.probey += game.probeiny - i = (int)(game.probex/QUADSIZE +0.05) - j = (int)(game.probey/QUADSIZE + 0.05) - if game.probec.x != i or game.probec.y != j: - game.probec.x = i - game.probec.y = j - if not VALID_QUADRANT(i, j) or \ - game.state.galaxy[game.probec.x][game.probec.y].supernova: + if not game.probe.next(): + if not game.probe.quadrant().valid_quadrant() or \ + game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova - if comunicating(): + if communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) - if not VALID_QUADRANT(j, i): - proutn(_("has left the galaxy")) + if not game.probe.quadrant().valid_quadrant(): + prout(_("has left the galaxy.\"")) else: - proutn(_("is no longer transmitting")) - prout(".\"") + prout(_("is no longer transmitting.\"")) unschedule(FDSPROB) continue - if not communicating(): - announce() + if communicating(): + #announce() skip(1) - proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec) - pdest = game.state.galaxy[game.probec.x][game.probec.y] - # Update star chart if Radio is working or have access to radio + prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j] if communicating(): - chp = game.state.chart[game.probec.x][game.probec.y] + chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j] chp.klingons = pdest.klingons chp.starbase = pdest.starbase chp.stars = pdest.stars pdest.charted = True - game.proben -= 1 # One less to travel - if game.proben == 0 and game.isarmed and pdest.stars: - # lets blow the sucker! - supernova(True, game.probec) + game.probe.moves -= 1 # One less to travel + if game.probe.arrived() and game.isarmed and pdest.stars: + supernova(game.probe) # fire in the hole! unschedule(FDSPROB) - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2536,7 +2242,7 @@ def events(): # not already under attack, which is not # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) - q = game.state.galaxy[w.x][w.y] + q = game.state.galaxy[w.i][w.j] if not (game.quadrant == w or q.planet == None or \ not q.planet.inhabited or \ q.supernova or q.status!="secure" or q.klingons<=0): @@ -2549,8 +2255,7 @@ def events(): # got one!! Schedule its enslavement ev = schedule(FENSLV, expran(game.intime)) ev.quadrant = w - q.status = distressed - + q.status = "distressed" # tell the captain about it if we can if communicating(): prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ @@ -2561,7 +2266,7 @@ def events(): elif evcode == FENSLV: # starsystem is enslaved ev = unschedule(FENSLV) # see if current distress call still active - q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] + q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] if q.klingons <= 0: q.status = "secure" continue @@ -2581,7 +2286,7 @@ def events(): # explicitly retrieve and restore the x and y. ev = schedule(FREPRO, expran(1.0 * game.intime)) # see if current distress call still active - q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] + q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] if q.klingons <= 0: q.status = "secure" continue @@ -2589,14 +2294,15 @@ def events(): continue # full right now # reproduce one Klingon w = ev.quadrant + m = coord() if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one - for i in range(w.x - 1, w.x + 2): - for j in range(w.y - 1, w.y + 2): - if not VALID_QUADRANT(i, j): + for m.i in range(w.i - 1, w.i + 2): + for m.j in range(w.j - 1, w.j + 2): + if not m.valid_quadrant(): continue - q = game.state.galaxy[w.x][w.y] + q = game.state.galaxy[m.i][m.j] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue @@ -2604,8 +2310,7 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.x = i - w.y = j + w = m # deliver the child game.state.remkl += 1 q.klingons += 1 @@ -2614,7 +2319,6 @@ def events(): game.enemies.append(newkling()) # recompute time left game.recompute() - # report the disaster if we can if communicating(): if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) @@ -2622,7 +2326,7 @@ def events(): else: prout(_("Uhura- Starfleet reports increased Klingon activity")) if q.planet != None: - proutn(_("near %s") % q.planet) + proutn(_("near %s ") % q.planet) prout(_("in Quadrant %s.") % w) def wait(): @@ -2630,11 +2334,11 @@ def wait(): game.ididit = False while True: key = scanner.next() - if key != IHEOL: + if key != "IHEOL": break proutn(_("How long? ")) scanner.chew() - if key != IHREAL: + if key != "IHREAL": huh() return origTime = delay = scanner.real @@ -2671,30 +2375,23 @@ def wait(): if origTime-delay >= 9.99 and game.condition == "docked": game.damage[DDRAY] = 0.0 # leave if quadrant supernovas - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break game.resting = False game.optime = 0 -# A nova occurs. It is the result of having a star hit with a -# photon torpedo, or possibly of a probe warhead going off. -# Stars that go nova cause stars which surround them to undergo -# the same probabilistic process. Klingons next to them are -# destroyed. And if the starship is next to it, it gets zapped. -# If the zap is too much, it gets destroyed. - def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed - supernova(False, nov) + supernova(game.quadrant) return # handle initial nova - game.quad[nov.x][nov.y] = IHDOT - prout(crmena(False, IHSTAR, "sector", nov) + _(" novas.")) - game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + game.quad[nov.i][nov.j] = '.' + prout(crmena(False, '*', "sector", nov) + _(" novas.")) + game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 # Set up queue to recursively trigger adjacent stars hits = [nov] @@ -2702,53 +2399,53 @@ def nova(nov): while hits: offset = coord() start = hits.pop() - for offset.x in range(-1, 1+1): - for offset.y in range(-1, 1+1): - if offset.y==0 and offset.x==0: + for offset.i in range(-1, 1+1): + for offset.j in range(-1, 1+1): + if offset.j==0 and offset.i==0: continue neighbor = start + offset - if not VALID_SECTOR(neighbor.y, neighbor.x): + if not neighbor.valid_sector(): continue - iquad = game.quad[neighbor.x][neighbor.y] + iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + if iquad in ('.', '?', ' ', 'T', '#'): pass - elif iquad == IHSTAR: # Affect another star + elif iquad == '*': # Affect another star if withprob(0.05): # This star supernovas - supernova(False) + supernova(game.quadrant) return else: hits.append(neighbor) - game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 - proutn(crmena(True, IHSTAR, "sector", neighbor)) + proutn(crmena(True, '*', "sector", neighbor)) prout(_(" novas.")) - game.quad[neighbor.x][neighbor.y] = IHDOT + game.quad[neighbor.i][neighbor.j] = '.' kount += 1 - elif iquad in (IHP, IHW): # Destroy planet - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None - if iquad == IHP: + elif iquad in ('P', '@'): # Destroy planet + game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None + if iquad == 'P': game.state.nplankl += 1 else: game.state.worldkl += 1 - prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) + prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() if game.landed: finish(FPNOVA) return - game.quad[neighbor.x][neighbor.y] = IHDOT - elif iquad == IHB: # Destroy base - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False + game.quad[neighbor.i][neighbor.j] = '.' + elif iquad == 'B': # Destroy base + game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq) game.base.invalidate() game.state.basekl += 1 newcnd() - prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) - game.quad[neighbor.x][neighbor.y] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship + prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) + game.quad[neighbor.i][neighbor.j] = '.' + elif iquad in ('E', 'F'): # Buffet ship prout(_("***Starship buffeted by nova.")) if game.shldup: if game.shield >= 2000.0: @@ -2767,70 +2464,69 @@ def nova(nov): return # add in course nova contributes to kicking starship bump += (game.sector-hits[mm]).sgn() - elif iquad == IHK: # kill klingon + elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + elif iquad in ('C','S','R'): # Damage/destroy big enemies for ll in range(len(game.enemies)): - if game.enemies[ll].kloc == neighbor: + if game.enemies[ll].location == neighbor: break - game.enemies[ll].kpower -= 800.0 # If firepower is lost, die - if game.enemies[ll].kpower <= 0.0: + 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[mm] proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) - if not VALID_SECTOR(newc.x, newc.y): + if not newc.valid_sector(): # can't leave quadrant skip(1) break - iquad1 = game.quad[newc.x][newc.y] - if iquad1 == IHBLANK: - proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc)) + 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 != IHDOT: + if iquad1 != '.': # can't move into something else skip(1) break proutn(_(", buffeted to Sector %s") % newc) - game.quad[neighbor.x][neighbor.y] = IHDOT - game.quad[newc.x][newc.y] = iquad + game.quad[neighbor.i][neighbor.j] = '.' + game.quad[newc.i][newc.j] = iquad game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. - game.dist = kount*0.1 - game.direc = course[3*(bump.x+1)+bump.y+2] - if game.direc == 0.0: - game.dist = 0.0 - if game.dist == 0.0: + dist = kount*0.1 + direc = course[3*(bump.i+1)+bump.j+2] + if direc == 0.0: + dist = 0.0 + if dist == 0.0: return - game.optime = 10.0*game.dist/16.0 + course = course(bearing=direc, distance=dist) + game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(novapush=True) - game.optime = 10.0*game.dist/16.0 + imove(course, noattack=True) + game.optime = course.time(warp=4) return -def supernova(induced, w=None): +def supernova(w): "Star goes supernova." num = 0; npdead = 0 - nq = coord() if w != None: - nq = w + nq = copy.copy(w) else: + # Scheduled supernova -- select star at random. stars = 0 - # Scheduled supernova -- select star - # logic changed here so that we won't favor quadrants in top - # left of universe - for nq.x in range(GALSIZE): - for nq.y in range(GALSIZE): - stars += game.state.galaxy[nq.x][nq.y].stars + nq = coord() + for nq.i in range(GALSIZE): + for nq.j in range(GALSIZE): + stars += game.state.galaxy[nq.i][nq.j].stars if stars == 0: return # nothing to supernova exists num = randrange(stars) + 1 - for nq.x in range(GALSIZE): - for nq.y in range(GALSIZE): - num -= game.state.galaxy[nq.x][nq.y].stars + for nq.i in range(GALSIZE): + for nq.j in range(GALSIZE): + num -= game.state.galaxy[nq.i][nq.j].stars if num <= 0: break if num <=0: @@ -2848,10 +2544,10 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 - for ns.x in range(QUADSIZE): - for ns.y in range(QUADSIZE): - if game.quad[ns.x][ns.y]==IHSTAR: + num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 + for ns.i in range(QUADSIZE): + for ns.j in range(QUADSIZE): + if game.quad[ns.i][ns.j]=='*': num -= 1 if num==0: break @@ -2861,18 +2557,18 @@ def supernova(induced, w=None): prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***Incipient supernova detected at Sector %s") % ns) - if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1: + if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1: proutn(_("Emergency override attempts t")) prouts("***************") skip(1) stars() game.alldone = True - # destroy any Klingons in supernovaed quadrant - kldead = game.state.galaxy[nq.x][nq.y].klingons - game.state.galaxy[nq.x][nq.y].klingons = 0 + # destroy any Klingons in supernovaed quadrant + kldead = game.state.galaxy[nq.i][nq.j].klingons + game.state.galaxy[nq.i][nq.j].klingons = 0 if nq == game.state.kscmdr: # did in the Supercommander! - game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) @@ -2884,8 +2580,8 @@ def supernova(induced, w=None): unschedule(FTBEAM) game.state.remkl -= kldead # destroy Romulans and planets in supernovaed quadrant - nrmdead = game.state.galaxy[nq.x][nq.y].romulans - game.state.galaxy[nq.x][nq.y].romulans = 0 + nrmdead = game.state.galaxy[nq.i][nq.j].romulans + game.state.galaxy[nq.i][nq.j].romulans = 0 game.state.nromrem -= nrmdead # Destroy planets for loop in range(game.inplan): @@ -2895,17 +2591,17 @@ def supernova(induced, w=None): # Destroy any base in supernovaed quadrant game.state.baseq = filter(lambda x: x != nq, game.state.baseq) # If starship caused supernova, tally up destruction - if induced: - game.state.starkl += game.state.galaxy[nq.x][nq.y].stars - game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase + if w != None: + game.state.starkl += game.state.galaxy[nq.i][nq.j].stars + game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase game.state.nplankl += npdead # mark supernova in galaxy and in star chart if game.quadrant == nq or communicating(): - game.state.galaxy[nq.x][nq.y].supernova = True + game.state.galaxy[nq.i][nq.j].supernova = True # If supernova destroys last Klingons give special message if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant: skip(2) - if not induced: + if w == None: prout(_("Lucky you!")) proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq) finish(FWON) @@ -2958,7 +2654,7 @@ def selfdestruct(): def kaboom(): stars() - if game.ship==IHE: + if game.ship=='E': prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) @@ -2968,8 +2664,8 @@ def kaboom(): whammo = 25.0 * game.energy l=1 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) + 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) @@ -2992,7 +2688,7 @@ def badpoints(): 45.0*game.nhelp +\ 100.0*game.state.basekl +\ 3.0*game.abandoned - if game.ship == IHF: + if game.ship == 'F': badpt += 100.0 elif game.ship == None: badpt += 200.0 @@ -3164,10 +2860,10 @@ def finish(ifin): prout(_("You are crushed into extremely dense matter.")) elif ifin == FCREW: prout(_("Your last crew member has died.")) - if game.ship == IHF: + if game.ship == 'F': game.ship = None - elif game.ship == IHE: - game.ship = IHF + elif game.ship == 'E': + game.ship = 'F' game.alive = False if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor @@ -3202,14 +2898,12 @@ def score(): iwon = 0 if game.gamewon: iwon = 100*game.skill - if game.ship == IHE: + if game.ship == 'E': klship = 0 - elif game.ship == IHF: + elif game.ship == 'F': klship = 1 else: klship = 2 - if not game.gamewon: - game.state.nromrem = 0 # None captured if no win iscore = 10*(game.inkling - game.state.remkl) \ + 50*(game.incom - len(game.state.kcmdr)) \ + ithperd + iwon \ @@ -3224,7 +2918,7 @@ def score(): if game.inrom - game.state.nromrem: prout(_("%6d Romulans destroyed %5d") % (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem))) - if game.state.nromrem: + if game.state.nromrem and game.gamewon: prout(_("%6d Romulans captured %5d") % (game.state.nromrem, game.state.nromrem)) if game.inkling - game.state.remkl: @@ -3247,7 +2941,7 @@ def score(): (game.state.nplankl, -10*game.state.nplankl)) if (game.options & OPTION_WORLDS) and game.state.nworldkl: prout(_("%6d inhabited planets destroyed by your action %5d") % - (game.state.nplankl, -300*game.state.nworldkl)) + (game.state.nworldkl, -300*game.state.nworldkl)) if game.state.basekl: prout(_("%6d bases destroyed by your action %5d") % (game.state.basekl, -100*game.state.basekl)) @@ -3327,7 +3021,7 @@ def plaque(): fp.write(_("Emeritus level\n\n")) else: fp.write(_(" Cheat level\n\n")) - timestring = ctime() + 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) @@ -3348,27 +3042,10 @@ message_window = None prompt_window = None curwnd = None -def outro(): - "Wrap up, either normally or due to signal" - if game.options & OPTION_CURSES: - #clear() - #curs_set(1) - #refresh() - #resetterm() - #echo() - curses.endwin() - sys.stdout.write('\n') - if logfp: - logfp.close() - def iostart(): global stdscr, rows - #setlocale(LC_ALL, "") - #bindtextdomain(PACKAGE, LOCALEDIR) - #textdomain(PACKAGE) - if atexit.register(outro): - sys.stderr.write("Unable to register outro(), exiting...\n") - raise SysExit,1 + gettext.bindtextdomain("sst", "/usr/local/share/locale") + gettext.textdomain("sst") if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: @@ -3378,19 +3055,8 @@ def iostart(): else: stdscr = curses.initscr() stdscr.keypad(True) - #saveterm() curses.nonl() curses.cbreak() - curses.start_color() - curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK) - #noecho() global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window (rows, columns) = stdscr.getmaxyx() @@ -3403,24 +3069,23 @@ def iostart(): prompt_window = curses.newwin(1, 0, rows-2, 0) message_window.scrollok(True) setwnd(fullscreen_window) - textcolor(DEFAULT) - -def textcolor(color): - "Set text foreground color. Presently a stub." - pass # FIXME def ioend(): - "Wrap up I/O. Presently a stub." - pass + "Wrap up I/O." + if game.options & OPTION_CURSES: + stdscr.keypad(False) + curses.echo() + curses.nocbreak() + curses.endwin() def waitfor(): "Wait for user action -- OK to do nothing if on a TTY" if game.options & OPTION_CURSES: - stsdcr.getch() + stdscr.getch() def announce(): skip(1) - prouts(_("[ANOUNCEMENT ARRIVING...]")) + prouts(_("[ANNOUNCEMENT ARRIVING...]")) skip(1) def pause_game(): @@ -3432,7 +3097,7 @@ def pause_game(): if game.options & OPTION_CURSES: drawmaps(0) setwnd(prompt_window) - prompt_window.wclear() + prompt_window.clear() prompt_window.addstr(prompt) prompt_window.getstr() prompt_window.clear() @@ -3457,7 +3122,10 @@ def skip(i): pause_game() clrscr() else: - proutn("\n") + try: + curwnd.move(y+1, 0) + except curses.error: + pass else: global linecount linecount += 1 @@ -3486,7 +3154,7 @@ def prouts(line): time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: - wrefresh(curwnd) + curwnd.refresh() else: sys.stdout.flush() if not replayfp or replayfp.closed: @@ -3524,8 +3192,8 @@ def setwnd(wnd): def clreol(): "Clear to end of line -- can be a no-op in tty mode" if game.options & OPTION_CURSES: - wclrtoeol(curwnd) - wrefresh(curwnd) + curwnd.clrtoeol() + curwnd.refresh() def clrscr(): "Clear screen -- can be a no-op in tty mode." @@ -3536,11 +3204,6 @@ def clrscr(): curwnd.refresh() linecount = 0 -def highvideo(): - "Set highlight video, if this is reasonable." - if game.options & OPTION_CURSES: - curwnd.attron(curses.A_REVERSE) - # # Things past this point have policy implications. # @@ -3568,7 +3231,7 @@ def drawmaps(mode): def put_srscan_sym(w, sym): "Emit symbol for short-range scan." - srscan_window.move(w.x+1, w.y*2+2) + srscan_window.move(w.i+1, w.j*2+2) srscan_window.addch(sym) srscan_window.refresh() @@ -3578,12 +3241,12 @@ def boom(w): drawmaps(2) setwnd(srscan_window) srscan_window.attron(curses.A_REVERSE) - put_srscan_sym(w, game.quad[w.x][w.y]) + put_srscan_sym(w, game.quad[w.i][w.j]) #sound(500) #time.sleep(1.0) #nosound() srscan_window.attroff(curses.A_REVERSE) - put_srscan_sym(w, game.quad[w.x][w.y]) + put_srscan_sym(w, game.quad[w.i][w.j]) curses.delay_output(500) setwnd(message_window) @@ -3605,7 +3268,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if step == 1: if n != 1: skip(1) - proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1)) + proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) @@ -3617,7 +3280,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if i != 0 and step == 1: drawmaps(2) time.sleep(0.4) - if (iquad==IHDOT) or (iquad==IHBLANK): + if (iquad=='.') or (iquad==' '): put_srscan_sym(w, '+') #sound(step*10) #time.sleep(0.1) @@ -3659,180 +3322,151 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(novapush): +def imove(course=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." - w = coord(); final = coord() - trbeam = False + w = coord() - def no_quad_change(): - # No quadrant change -- compute new average enemy distances - game.quad[game.sector.x][game.sector.y] = game.ship - if game.enemies: + def newquadrant(noattack): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not noattack: + newcnd() for enemy in game.enemies: - finald = (w-enemy.kloc).distance() + 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)) - if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + # Stas Sergeev added the condition + # that attacks only happen if Klingons + # are present and your skill is good. + if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: attack(torps_ok=False) - for enemy in game.enemies: - enemy.kavgd = enemy.kdist - newcnd() - drawmaps(0) - setwnd(message_window) - w.x = w.y = 0 + if game.alldone: + return + # check for edge of galaxy + kinks = 0 + while True: + kink = False + if course.final.i < 0: + course.final.i = -course.final.i + kink = True + if course.final.j < 0: + course.final.j = -course.final.j + kink = True + if course.final.i >= GALSIZE*QUADSIZE: + course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i + kink = True + if course.final.j >= GALSIZE*QUADSIZE: + course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j + kink = True + if kink: + kinks += 1 + else: + break + if kinks: + game.nkinks += 1 + if game.nkinks == 3: + # Three strikes -- you're out! + finish(FNEG3) + return + skip(1) + prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) + prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) + prout(_("YOU WILL BE DESTROYED.")) + # Compute final position in new quadrant + if trbeam: # Don't bother if we are to be beamed + return + game.quadrant = course.final.quadrant() + game.sector = course.final.sector() + skip(1) + prout(_("Entering Quadrant %s.") % game.quadrant) + game.quad[game.sector.i][game.sector.j] = game.ship + newqad() + if game.skill>SKILL_NOVICE: + attack(torps_ok=False) + + def check_collision(h): + iquad = game.quad[h.i][h.j] + if iquad != '.': + # object encountered in flight path + stopegy = 50.0*course.distance/game.optime + 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 + elif iquad == ' ': + skip(1) + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn("***" + crmshp()) + proutn(_(" pulled into black hole at Sector %s") % h) + # Getting pulled into a black hole was certain + # death in Almy's original. Stas Sergeev added a + # possibility that you'll get timewarped instead. + n=0 + for m in range(NDEVICES): + if game.damage[m]>0: + n += 1 + probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): + timwrp() + else: + finish(FHOLE) + return True + else: + # something else + skip(1) + proutn(crmshp()) + if iquad == '#': + prout(_(" encounters Tholian web at %s;") % h) + else: + prout(_(" blocked by object at %s;") % h) + proutn(_("Emergency stop required ")) + prout(_("%2d units of energy.") % int(stopegy)) + game.energy -= stopegy + if game.energy <= 0: + finish(FNRG) + return True + return False + + trbeam = False if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - deltay /= bigger - deltax /= bigger # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True game.condition = "red" - game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 - # Move within the quadrant - game.quad[game.sector.x][game.sector.y] = IHDOT - x = game.sector.x - y = game.sector.y - n = int(10.0*game.dist*bigger+0.5) - if n > 0: - for m in range(1, n+1): - x += deltax - y += deltay - w.x = int(round(x)) - w.y = int(round(y)) - if not VALID_SECTOR(w.x, w.y): - # Leaving quadrant -- allow final enemy attack - # Don't do it if being pushed by Nova - if len(game.enemies) != 0 and not novapush: - newcnd() - for enemy in game.enemies: - finald = (w - enemy.kloc).distance() - enemy.kavgd = 0.5 * (finald + enemy.kdist) - # - # Stas Sergeev added the condition - # that attacks only happen if Klingons - # are present and your skill is good. - # - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: - attack(torps_ok=False) - if game.alldone: - return - # compute final position -- new quadrant and sector - x = (QUADSIZE*game.quadrant.x)+game.sector.x - y = (QUADSIZE*game.quadrant.y)+game.sector.y - w.x = int(round(x+10.0*game.dist*bigger*deltax)) - w.y = int(round(y+10.0*game.dist*bigger*deltay)) - # check for edge of galaxy - kinks = 0 - while True: - kink = False - if w.x < 0: - w.x = -w.x - kink = True - if w.y < 0: - w.y = -w.y - kink = True - if w.x >= GALSIZE*QUADSIZE: - w.x = (GALSIZE*QUADSIZE*2) - w.x - kink = True - if w.y >= GALSIZE*QUADSIZE: - w.y = (GALSIZE*QUADSIZE*2) - w.y - kink = True - if kink: - kinks += 1 - else: - break - if kinks: - game.nkinks += 1 - if game.nkinks == 3: - # Three strikes -- you're out! - finish(FNEG3) - return - skip(1) - prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) - prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) - prout(_("YOU WILL BE DESTROYED.")) - # Compute final position in new quadrant - if trbeam: # Don't bother if we are to be beamed - return - game.quadrant.x = w.x/QUADSIZE - game.quadrant.y = w.y/QUADSIZE - game.sector.x = w.x - (QUADSIZE*game.quadrant.x) - game.sector.y = w.y - (QUADSIZE*game.quadrant.y) - skip(1) - prout(_("Entering Quadrant %s.") % game.quadrant) - game.quad[game.sector.x][game.sector.y] = game.ship - newqad(False) - if game.skill>SKILL_NOVICE: - attack(torps_ok=False) - return - iquad = game.quad[w.x][w.y] - if iquad != IHDOT: - # object encountered in flight path - stopegy = 50.0*game.dist/game.optime - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): - game.sector = w - for enemy in game.enemies: - if enemy.kloc == game.sector: - break - collision(rammed=False, enemy=enemy) - final = game.sector - elif iquad == IHBLANK: - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % w) - # - # Getting pulled into a black hole was certain - # death in Almy's original. Stas Sergeev added a - # possibility that you'll get timewarped instead. - # - n=0 - for m in range(NDEVICES): - if game.damage[m]>0: - n += 1 - probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and withprob(1-probf): - timwrp() - else: - finish(FHOLE) - return - else: - # something else - skip(1) - proutn(crmshp()) - if iquad == IHWEB: - prout(_(" encounters Tholian web at %s;") % w) - else: - prout(_(" blocked by object at %s;") % w) - proutn(_("Emergency stop required ")) - prout(_("%2d units of energy.") % int(stopegy)) - game.energy -= stopegy - final.x = int(round(deltax)) - final.y = int(round(deltay)) - game.sector = final - if game.energy <= 0: - finish(FNRG) - return - # We're here! - no_quad_change() - return - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) - game.sector = w - final = game.sector - no_quad_change() + # Move out + game.quad[game.sector.i][game.sector.j] = '.' + for m in range(course.moves): + course.next() + w = course.sector() + if course.origin.quadrant() != course.location.quadrant(): + newquadrant(noattack) + break + elif check_collision(w): + print "Collision detected" + break + else: + game.sector = w + # We're in destination quadrant -- compute new average enemy distances + game.quad[game.sector.i][game.sector.j] = game.ship + if game.enemies: + for enemy in game.enemies: + 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)) + if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + attack(torps_ok=False) + for enemy in game.enemies: + enemy.kavgd = enemy.kdist + newcnd() + drawmaps(0) + setwnd(message_window) return def dock(verbose): @@ -3844,7 +3478,7 @@ def dock(verbose): if game.inorbit: prout(_("You must first leave standard orbit.")) return - if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: + if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1: prout(crmshp() + _(" not adjacent to base.")) return game.condition = "docked" @@ -3863,16 +3497,16 @@ def dock(verbose): prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) attackreport(False) game.iseenit = True - -# This program originally required input in terms of a (clock) -# direction and distance. Somewhere in history, it was changed to -# cartesian coordinates. So we need to convert. Probably -# "manual" input should still be done this way -- it's a real -# pain if the computer isn't working! Manual mode is still confusing -# because it involves giving x and y motions, yet the coordinates -# are always displayed y - x, where +y is downward! - -def getcourse(isprobe, akey): + +def cartesian(loc1=None, loc2=None): + if loc1 is None: + return game.quadrant * QUADSIZE + game.sector + elif loc2 is None: + return game.quadrant * QUADSIZE + loc1 + else: + return loc1 * QUADSIZE + loc2 + +def getcourse(isprobe): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) @@ -3884,7 +3518,7 @@ def getcourse(isprobe, akey): prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scanner.chew() - return False + raise TrekError while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: @@ -3893,19 +3527,14 @@ def getcourse(isprobe, akey): prout(_("Computer damaged; manual movement only")) scanner.chew() navmode = "manual" - key = IHEOL + key = "IHEOL" break - if isprobe and akey != -1: - # For probe launch, use pre-scanned value first time - key = akey - akey = -1 - else: - key = scanner.next() - if key == IHEOL: + key = scanner.next() + if key == "IHEOL": proutn(_("Manual or automatic- ")) iprompt = True scanner.chew() - elif key == IHALPHA: + elif key == "IHALPHA": if scanner.sees("manual"): navmode = "manual" key = scanner.next() @@ -3917,7 +3546,7 @@ def getcourse(isprobe, akey): else: huh() scanner.chew() - return False + raise TrekError else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3925,8 +3554,9 @@ def getcourse(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": - while key == IHEOL: + while key == "IHEOL": if isprobe: proutn(_("Target quadrant or quadrant§or- ")) else: @@ -3934,43 +3564,43 @@ def getcourse(isprobe, akey): scanner.chew() iprompt = True key = scanner.next() - if key != IHREAL: + if key != "IHREAL": huh() - return False + raise TrekError xi = int(round(scanner.real))-1 key = scanner.next() - if key != IHREAL: + if key != "IHREAL": huh() - return False + raise TrekError xj = int(round(scanner.real))-1 key = scanner.next() - if key == IHREAL: + if key == "IHREAL": # both quadrant and sector specified xk = int(round(scanner.real))-1 key = scanner.next() - if key != IHREAL: + if key != "IHREAL": huh() - return False + raise TrekError xl = int(round(scanner.real))-1 - dquad.x = xi - dquad.y = xj - dsect.y = xk - dsect.x = xl + dquad.i = xi + dquad.j = xj + dsect.i = xk + dsect.j = xl else: # only one pair of numbers was specified if isprobe: # only quadrant specified -- go to center of dest quad - dquad.x = xi - dquad.y = xj - dsect.y = dsect.x = 4 # preserves 1-origin behavior + dquad.i = xi + dquad.j = xj + dsect.j = dsect.i = 4 # preserves 1-origin behavior else: # only sector specified - dsect.y = xi - dsect.x = xj + dsect.i = xi + dsect.j = xj itemp = "normal" - if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y): + if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() - return False + raise TrekError skip(1) if not isprobe: if itemp > "curt": @@ -3979,39 +3609,77 @@ def getcourse(isprobe, akey): else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here - delta = coord() - delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y) - delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y) + delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) + delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) else: # manual - while key == IHEOL: + while key == "IHEOL": proutn(_("X and Y displacements- ")) scanner.chew() iprompt = True key = scanner.next() itemp = "verbose" - if key != IHREAL: + if key != "IHREAL": huh() - return False - delta.x = scanner.real + raise TrekError + delta.j = scanner.real key = scanner.next() - if key != IHREAL: + if key != "IHREAL": huh() - return False - delta.y = scanner.real + raise TrekError + delta.i = scanner.real # Check for zero movement - if delta.x == 0 and delta.y == 0: + if delta.i == 0 and delta.j == 0: scanner.chew() - return False + raise TrekError if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) - # Course actually laid in. - game.dist = delta.distance() - game.direc = delta.bearing() - if game.direc < 0.0: - game.direc += 12.0 scanner.chew() - return True + return course(bearing=delta.bearing(), distance=delta.distance()) + +class course: + def __init__(self, bearing, distance, origin=None): + self.distance = distance + self.bearing = bearing + if origin is None: + self.origin = cartesian(game.quadrant, game.sector) + else: + self.origin = origin + # The bearing() code we inherited from FORTRAN is actually computing + # clockface directions! + 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() + def reset(self): + self.location = self.origin + self.step = 0 + def arrived(self): + return self.location.roundtogrid() == self.final + def next(self): + "Next step on course." + self.step += 1 + self.nextlocation = self.location + self.increment + samequad = (self.location.quadrant() == self.nextlocation.quadrant()) + self.location = self.nextlocation + return samequad + def quadrant(self): + 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 impulse(): "Move under impulse power." @@ -4022,9 +3690,11 @@ def impulse(): prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: - if not getcourse(isprobe=False, akey=0): + try: + course = getcourse(isprobe=False) + except TrekError: return - power = 20.0 + 100.0*game.dist + power = 20.0 + 100.0*course.distance else: power = 30.0 if power >= game.energy: @@ -4041,7 +3711,7 @@ def impulse(): scanner.chew() return # Make sure enough time is left for the trip - game.optime = game.dist/0.095 + game.optime = course.dist/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")) @@ -4049,26 +3719,26 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(novapush=False) + imove(course, noattack=False) game.ididit = True if game.alldone: return - power = 20.0 + 100.0*game.dist + power = 20.0 + 100.0*course.dist game.energy -= power - game.optime = game.dist/0.095 + game.optime = course.dist/0.095 if game.energy <= 0: finish(FNRG) return -def warp(timewarp): +def warp(course, involuntary): "ove under warp drive." blooey = False; twarp = False - if not timewarp: # Not WARPX entry + if not involuntary: # Not WARPX entry game.ididit = False if game.damage[DWARPEN] > 10.0: scanner.chew() skip(1) - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) + prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: scanner.chew() @@ -4076,18 +3746,22 @@ def warp(timewarp): prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) return - # Read in course and distance - if not getcourse(isprobe=False, akey=0): - return - # Make sure starship has enough energy for the trip - power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) - if power >= game.energy: + # Read in course and distance + if course==None: + try: + course = getcourse(isprobe=False) + except TrekError: + return + # Make sure starship has enough energy for the trip + # Note: this formula is slightly different from the C version, + # and lets you skate a bit closer to the edge. + if course.power(game.warpfac) >= game.energy: # Insufficient power for trip game.ididit = False skip(1) prout(_("Engineering to bridge--")) if not game.shldup or 0.5*power > game.energy: - iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333) + iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333 if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: @@ -4099,10 +3773,9 @@ def warp(timewarp): prout(".") else: prout(_("We haven't the energy to go that far with the shields up.")) - return - + return # Make sure enough time is left for the trip - game.optime = 10.0*game.dist/game.wfacsq + game.optime = course.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -4118,12 +3791,12 @@ def warp(timewarp): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = game.dist*(6.0-game.warpfac)**2/66.666666666 + prob = course.distance*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True - game.dist = randreal(game.dist) + course.distance = randreal(course.distance) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4133,36 +3806,23 @@ def warp(timewarp): if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage - angle = ((15.0-game.direc)*0.5235998) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - deltax /= bigger - deltay /= bigger - n = 10.0 * game.dist * bigger +0.5 - x = game.sector.x - y = game.sector.y - for l in range(1, n+1): - x += deltax - ix = x + 0.5 - y += deltay - iy = y +0.5 - if not VALID_SECTOR(ix, iy): - break - if game.quad[ix][iy] != IHDOT: + for m in range(course.moves): + course.next() + w = course.sector() + if not w.valid_sector(): + break + if game.quad[w.i][w.j] != '.': blooey = False twarp = False + course.reset() # Activate Warp Engines and pay the cost - imove(novapush=False) + imove(course, noattack=False) if game.alldone: return - game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) + game.energy -= course.power(game.warpfac) if game.energy <= 0: finish(FNRG) - game.optime = 10.0*game.dist/game.wfacsq + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4178,12 +3838,12 @@ def setwarp(): "Change the warp factor." while True: key=scanner.next() - if key != IHEOL: + if key != "IHEOL": break scanner.chew() proutn(_("Warp factor- ")) scanner.chew() - if key != IHREAL: + if key != "IHREAL": huh() return if game.damage[DWARPEN] > 10.0: @@ -4201,7 +3861,6 @@ def setwarp(): return oldfac = game.warpfac game.warpfac = scanner.real - game.wfacsq=game.warpfac*game.warpfac if game.warpfac <= oldfac or game.warpfac <= 6.0: prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % int(game.warpfac)) @@ -4258,10 +3917,9 @@ def atover(igrab): prouts(_(" a supernova.")) skip(2) prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) - skip(1) prout(_("safely out of quadrant.")) if not damaged(DRADIO): - game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True + game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True # Try to use warp engines if damaged(DWARPEN): skip(1) @@ -4269,18 +3927,15 @@ def atover(igrab): finish(FSNOVAED) return game.warpfac = randreal(6.0, 8.0) - game.wfacsq = game.warpfac * game.warpfac prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy - game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = randreal(math.sqrt(2)) - if distreq < game.dist: - game.dist = distreq - game.optime = 10.0*game.dist/game.wfacsq - game.direc = randreal(12) # How dumb! + dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) + dist = max(dist, randreal(math.sqrt(2))) + bugout = course(bearing=randreal(12), distance=dist) # How dumb! + game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False - warp(True) + warp(bugout, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -4290,7 +3945,7 @@ def atover(igrab): finish(FSNOVAED) return # Repeat if another snova - if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON) # Snova killed remaining enemy. @@ -4317,32 +3972,31 @@ def timwrp(): unschedule(FCDBAS) unschedule(FSCDBAS) game.battle.invalidate() - # Make sure Galileo is consistant -- Snapshot may have been taken # when on planet, which would give us two Galileos! gotit = False for l in range(game.inplan): if game.state.planets[l].known == "shuttle_down": gotit = True - if game.iscraft == "onship" and game.ship==IHE: + if game.iscraft == "onship" and game.ship=='E': prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) game.iscraft = "offship" # Likewise, if in the original time the Galileo was abandoned, but # was on ship earlier, it would have vanished -- let's restore it. if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: - prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")) + prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\"")) game.iscraft = "onship" # There used to be code to do the actual reconstrction here, # but the starchart is now part of the snapshotted galaxy state. prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time - game.optime = -0.5*game.intime*math.log(randreal()) + game.optime = expran(0.5*game.intime) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # 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(): @@ -4351,7 +4005,7 @@ def probe(): if game.nprobes == 0: scanner.chew() skip(1) - if game.ship == IHE: + if game.ship == 'E': prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) else: prout(_("Ye Faerie Queene has no deep space probes.")) @@ -4371,8 +4025,7 @@ def probe(): prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) return key = scanner.next() - if key == IHEOL: - # slow mode, so let Kirk know how many probes there are left + if key == "IHEOL": if game.nprobes == 1: prout(_("1 probe left.")) else: @@ -4381,50 +4034,24 @@ def probe(): if ja() == False: return game.isarmed = False - if key == IHALPHA and scanner.token == "armed": + if key == "IHALPHA" and scanner.token == "armed": game.isarmed = True key = scanner.next() - elif key == IHEOL: + elif key == "IHEOL": proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() - if not getcourse(isprobe=True, akey=key): - return + elif key == "IHREAL": # first element of course + scanner.push(scanner.token) + try: + game.probe = getcourse(isprobe=True) + except TrekError: + return game.nprobes -= 1 - angle = ((15.0 - game.direc) * 0.5235988) - game.probeinx = -math.sin(angle) - game.probeiny = math.cos(angle) - if math.fabs(game.probeinx) > math.fabs(game.probeiny): - bigger = math.fabs(game.probeinx) - else: - bigger = math.fabs(game.probeiny) - game.probeiny /= bigger - game.probeinx /= bigger - game.proben = 10.0*game.dist*bigger +0.5 - game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original - game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1 - game.probec = game.quadrant schedule(FDSPROB, 0.01) # Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) game.ididit = True return -# Here's how the mayday code works: -# -# First, the closest starbase is selected. If there is a a starbase -# in your own quadrant, you are in good shape. This distance takes -# quadrant distances into account only. -# -# A magic number is computed based on the distance which acts as the -# probability that you will be rematerialized. You get three tries. -# -# When it is determined that you should be able to be rematerialized -# (i.e., when the probability thing mentioned above comes up -# positive), you are put into that quadrant (anywhere). Then, we try -# to see if there is a spot adjacent to the star- base. If not, you -# can't be rematerialized!!! Otherwise, it drops you there. It only -# tries five times to find a spot to drop you. After that, it's your -# problem. - def mayday(): "Yell for help from nearest starbase." # There's more than one way to move in this game! @@ -4444,7 +4071,7 @@ def mayday(): return # OK -- call for help from nearest starbase game.nhelp += 1 - if game.base.x!=0: + if game.base.i!=0: # There's one in this quadrant ddist = (game.base - game.sector).distance() else: @@ -4455,15 +4082,15 @@ def mayday(): 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 + game.quad[game.sector.i][game.sector.j]='.' proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ % (game.quadrant, crmshp())) game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]=='.': # found one -- finish up game.sector = w break @@ -4478,52 +4105,30 @@ def mayday(): elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) - game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] - textcolor("red") + game.quad[ix][iy]=('-','o','O')[m-1] warble() if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) - textcolor(None) if m > 3: - game.quad[ix][iy]=IHQUEST + game.quad[ix][iy]='?' game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return game.quad[ix][iy]=game.ship - textcolor("green") prout(_("succeeds.")) - textcolor(None) dock(False) skip(1) prout(_("Lt. Uhura- \"Captain, we made it!\"")) -# Abandon Ship (the BSD-Trek description) -# -# The ship is abandoned. If your current ship is the Faire -# Queene, or if your shuttlecraft is dead, you're out of -# luck. You need the shuttlecraft in order for the captain -# (that's you!!) to escape. -# -# Your crew can beam to an inhabited starsystem in the -# quadrant, if there is one and if the transporter is working. -# If there is no inhabited starsystem, or if the transporter -# is out, they are left to die in outer space. -# -# If there are no starbases left, you are captured by the -# Klingons, who torture you mercilessly. However, if there -# is at least one starbase, you are returned to the -# Federation in a prisoner of war exchange. Of course, this -# can't happen unless you have taken some prisoners. - def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": - if game.ship!=IHE: + if game.ship!='E': prout(_("You cannot abandon Ye Faerie Queene.")) return else: @@ -4554,7 +4159,7 @@ def abandon(): # Oops! no place to go... finish(FABANDN) return - q = game.state.galaxy[game.quadrant.x][game.quadrant.y] + q = game.state.galaxy[game.quadrant.i][game.quadrant.j] # Dispose of crew if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down")) @@ -4577,23 +4182,23 @@ def abandon(): # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] - game.sector.x = game.sector.y = 5 - newqad(True) + game.sector.i = game.sector.j = 5 + newqad() while True: # position next to base by trial and error - game.quad[game.sector.x][game.sector.y] = IHDOT + game.quad[game.sector.i][game.sector.j] = '.' for l in range(QUADSIZE): game.sector = game.base.scatter() - if VALID_SECTOR(game.sector.x, game.sector.y) and \ - game.quad[game.sector.x][game.sector.y] == IHDOT: + if game.sector.valid_sector() and \ + game.quad[game.sector.i][game.sector.j] == '.': break if l < QUADSIZE+1: break # found a spot - game.sector.x=QUADSIZE/2 - game.sector.y=QUADSIZE/2 - newqad(True) + game.sector.i=QUADSIZE/2 + game.sector.j=QUADSIZE/2 + newqad() # Get new commission - game.quad[game.sector.x][game.sector.y] = game.ship = IHF + game.quad[game.sector.i][game.sector.j] = game.ship = 'F' game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) @@ -4613,7 +4218,6 @@ def abandon(): game.lsupres=game.inlsr=3.0 game.shldup=False game.warpfac=5.0 - game.wfacsq=25.0 return # Code from planets.c begins here. @@ -4622,7 +4226,7 @@ def consumeTime(): "Abort a lengthy operation if an event interrupts it." game.ididit = True events() - if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: + if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: return True return False @@ -4667,7 +4271,7 @@ def orbit(): if not game.plnet.is_valid(): prout("There is no planet in this sector.") return - if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1: + if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: prout(crmshp() + _(" not adjacent to planet.")) skip(1) return @@ -4977,7 +4581,7 @@ def deathray(): game.ididit = False skip(1) scanner.chew() - if game.ship != IHE: + if game.ship != 'E': prout(_("Ye Faerie Queene has no death ray.")) return if len(game.enemies)==0: @@ -5013,7 +4617,7 @@ def deathray(): prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) 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) + deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0: finish(FWON) @@ -5061,8 +4665,8 @@ def deathray(): prout(_(" Mr. Sulu.")) for i in range(QUADSIZE): for j in range(QUADSIZE): - if game.quad[i][j] == IHDOT: - game.quad[i][j] = IHQUEST + if game.quad[i][j] == '.': + game.quad[i][j] = '?' prout(_(" Captain, our quadrant is now infested with")) prouts(_(" - - - - - - *THINGS*.")) skip(1) @@ -5136,7 +4740,7 @@ def report(): prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) if game.nhelp: prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) - if game.ship == IHE: + if game.ship == 'E': proutn(_("You have ")) if game.nprobes: proutn("%d" % (game.nprobes)) @@ -5177,11 +4781,11 @@ def lrscan(silent): prout(_("Starbase's long-range scan")) elif not silent: prout(_("Long-range scan")) - for x in range(game.quadrant.x-1, game.quadrant.x+2): + for x in range(game.quadrant.i-1, game.quadrant.i+2): if not silent: proutn(" ") - for y in range(game.quadrant.y-1, game.quadrant.y+2): - if not VALID_QUADRANT(x, y): + for y in range(game.quadrant.j-1, game.quadrant.j+2): + if not coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: @@ -5200,7 +4804,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5209,7 +4812,7 @@ def damagereport(): jdam = True prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i], game.damage[i]+0.05, - game.docfac*game.damage[i]+0.005)) + DOCKFAC*game.damage[i]+0.005)) if not jdam: prout(_("All devices functional.")) @@ -5240,7 +4843,7 @@ def chart(): for i in range(GALSIZE): proutn("%d |" % (i+1)) for j in range(GALSIZE): - if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: + if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: proutn("<") else: proutn(" ") @@ -5253,7 +4856,7 @@ def chart(): else: show = "..." proutn(show) - if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: + if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: proutn(">") else: proutn(" ") @@ -5263,17 +4866,8 @@ def chart(): def sectscan(goodScan, i, j): "Light up an individual dot in a sector." - if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1): - if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF): - if game.condition == "red": textcolor("red") - elif game.condition == "green": textcolor("green") - elif game.condition == "yellow": textcolor("yellow") - elif game.condition == "docked": textcolor("cyan") - elif game.condition == "dead": textcolor("brown") - if game.quad[i][j] != game.ship: - highvideo() + if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1): proutn("%c " % game.quad[i][j]) - textcolor(None) else: proutn("- ") @@ -5285,11 +4879,8 @@ def status(req=0): if not req or req == 2: if game.condition != "docked": newcnd() - dam = 0 - for t in range(NDEVICES): - if game.damage[t]>0: - dam += 1 - prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) + prstat(_("Condition"), _("%s, %i DAMAGES") % \ + (game.condition.upper(), sum(map(lambda x: x > 0, game.damage)))) if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) if not req or req == 4: @@ -5322,10 +4913,10 @@ def status(req=0): prstat(_("Shields"), s+data) if not req or req == 9: prstat(_("Klingons Left"), "%d" \ - % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)) + % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem)) if not req or req == 10: if game.options & OPTION_WORLDS: - plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet + plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: @@ -5336,7 +4927,7 @@ def status(req=0): def request(): "Request specified status data, a historical relic from slow TTYs." requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") - while scanner.next() == IHEOL: + while scanner.next() == "IHEOL": proutn(_("Information desired? ")) scanner.chew() if scanner.token in requests: @@ -5359,10 +4950,10 @@ def srscan(): else: prout(_(" Short-range scan")) if goodScan and not damaged(DRADIO): - game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons - game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase - game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars - game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True + game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons + game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase + game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars + game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True prout(" 1 2 3 4 5 6 7 8 9 10") if game.condition != "docked": newcnd() @@ -5371,7 +4962,7 @@ def srscan(): for j in range(QUADSIZE): sectscan(goodScan, i, j) skip(1) - + def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() @@ -5380,49 +4971,49 @@ def eta(): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return - if scanner.next() != IHREAL: + if scanner.next() != "IHREAL": prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) - if scanner.next()!=IHREAL: + if scanner.next()!="IHREAL": huh() return - w1.y = int(scanner.real-0.5) - if scanner.next() != IHREAL: + w1.j = int(scanner.real-0.5) + if scanner.next() != "IHREAL": huh() return - w1.x = int(scanner.real-0.5) - if scanner.next() == IHREAL: - w2.y = int(scanner.real-0.5) - if scanner.next() != IHREAL: + w1.i = int(scanner.real-0.5) + if scanner.next() == "IHREAL": + w2.j = int(scanner.real-0.5) + if scanner.next() != "IHREAL": huh() return - w2.x = int(scanner.real-0.5) + w2.i = int(scanner.real-0.5) else: - if game.quadrant.y>w1.x: - w2.x = 0 + if game.quadrant.j>w1.i: + w2.i = 0 else: - w2.x=QUADSIZE-1 - if game.quadrant.x>w1.y: - w2.y = 0 + w2.i=QUADSIZE-1 + if game.quadrant.i>w1.j: + w2.j = 0 else: - w2.y=QUADSIZE-1 - if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y): + w2.j=QUADSIZE-1 + if not w1.valid_quadrant() or not w2.valid_sector(): huh() return - game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+ - (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2) + dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ + (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) wfl = False if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: scanner.chew() proutn(_("Time or arrival date? ")) - if scanner.next()==IHREAL: + if scanner.next()=="IHREAL": ttime = scanner.real if ttime > game.state.date: ttime -= game.state.date # Actually a star date - twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 + twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) scanner.chew() @@ -5432,7 +5023,7 @@ def eta(): break scanner.chew() proutn(_("Warp factor? ")) - if scanner.next()== IHREAL: + if scanner.next()== "IHREAL": wfl = True twarp = scanner.real if twarp<1.0 or twarp > 10.0: @@ -5442,15 +5033,15 @@ def eta(): prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*game.dist)/twarp**2 - tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) + ttime = (10.0*dist)/twarp**2 + tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) if not game.shldup or tpower > game.energy*2.0: if not wfl: return proutn(_("New warp factor to try? ")) - if scanner.next() == IHREAL: + if scanner.next() == "IHREAL": wfl = True twarp = scanner.real if twarp<1.0 or twarp > 10.0: @@ -5483,7 +5074,7 @@ def eta(): (scheduled(FCDBAS) 10.0: @@ -5508,18 +5099,17 @@ def prelim(): def freeze(boss): "Save game." if boss: - scanner.token = "emsave.trk" - else: + scanner.push("emsave.trk") + key = scanner.next() + if key == "IHEOL": + proutn(_("File name: ")) key = scanner.next() - if key == IHEOL: - proutn(_("File name: ")) - key = scanner.next() - if key != IHALPHA: - huh() - return - scanner.chew() - if '.' not in scanner.token: - scanner.token += ".trk" + if key != "IHALPHA": + huh() + return + scanner.chew() + if '.' not in scanner.token: + scanner.token += ".trk" try: fp = open(scanner.token, "wb") except IOError: @@ -5532,10 +5122,10 @@ def thaw(): "Retrieve saved game." game.passwd[0] = '\0' key = scanner.next() - if key == IHEOL: + if key == "IHEOL": proutn(_("File name: ")) key = scanner.next() - if key != IHALPHA: + if key != "IHALPHA": huh() return True scanner.chew() @@ -5562,11 +5152,11 @@ systnames = ( _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" _("Vulcan (T'Khasi)"), # many episodes _("Medusa"), # TOS: "Is There in Truth No Beauty?" - _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD) + _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) _("Ardana"), # TOS: "The Cloud Minders" _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" _("Gideon"), # TOS: "The Mark of Gideon" - _("Aldebaran III"), # TOS: "The Deadly Years" + _("Aldebaran III"), # TOS: "The Deadly Years" _("Alpha Majoris I"), # TOS: "Wolf in the Fold" _("Altair IV"), # TOS: "Amok Time _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" @@ -5628,13 +5218,11 @@ def setup(): if choose(): return # frozen game # Prepare the Enterprise - game.alldone = game.gamewon = False - game.ship = IHE + game.alldone = game.gamewon = game.shldchg = game.shldup = False + game.ship = 'E' game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 - game.shldchg = False - game.shldup = False game.inlsr = 4.0 game.lsupres = 4.0 game.quadrant = randplace(GALSIZE) @@ -5642,7 +5230,6 @@ def setup(): game.torps = game.intorps = 10 game.nprobes = randrange(2, 5) game.warpfac = 5.0 - game.wfacsq = game.warpfac * game.warpfac for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters @@ -5655,7 +5242,6 @@ def setup(): game.iscraft = "onship" game.landed = False game.alive = True - game.docfac = 0.25 # Starchart is functional but we've never seen it game.lastchart = FOREVER # Put stars in the galaxy @@ -5670,7 +5256,7 @@ def setup(): while True: while True: w = randplace(GALSIZE) - if not game.state.galaxy[w.x][w.y].starbase: + if not game.state.galaxy[w.i][w.j].starbase: break contflag = False # C version: for (j = i-1; j > 0; j--) @@ -5689,7 +5275,7 @@ def setup(): if not contflag: break game.state.baseq.append(w) - game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True + game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True # Position ordinary Klingon Battle Cruisers krem = game.inkling klumper = 0.25*game.skill*(9.0-game.length)+1.0 @@ -5703,10 +5289,10 @@ def setup(): krem -= klump while True: w = randplace(GALSIZE) - if not game.state.galaxy[w.x][w.y].supernova and \ - game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD: + if not game.state.galaxy[w.i][w.j].supernova and \ + game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD: break - game.state.galaxy[w.x][w.y].klingons += int(klump) + game.state.galaxy[w.i][w.j].klingons += int(klump) if krem <= 0: break # Position Klingon Commander Ships @@ -5715,15 +5301,15 @@ def setup(): w = randplace(GALSIZE) if not welcoming(w) or w in game.state.kcmdr: continue - if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)): + if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)): break - game.state.galaxy[w.x][w.y].klingons += 1 + game.state.galaxy[w.i][w.j].klingons += 1 game.state.kcmdr.append(w) # Locate planets in galaxy for i in range(game.inplan): while True: w = randplace(GALSIZE) - if game.state.galaxy[w.x][w.y].planet == None: + if game.state.galaxy[w.i][w.j].planet == None: break new = planet() new.quadrant = w @@ -5740,12 +5326,12 @@ def setup(): new.crystals = "present" new.known = "unknown" new.inhabited = False - game.state.galaxy[w.x][w.y].planet = new + game.state.galaxy[w.i][w.j].planet = new game.state.planets.append(new) # Locate Romulans for i in range(game.state.nromrem): w = randplace(GALSIZE) - game.state.galaxy[w.x][w.y].romulans += 1 + game.state.galaxy[w.i][w.j].romulans += 1 # Place the Super-Commander if needed if game.state.nscrem > 0: while True: @@ -5753,7 +5339,7 @@ def setup(): if welcoming(w): break game.state.kscmdr = w - game.state.galaxy[w.x][w.y].klingons += 1 + game.state.galaxy[w.i][w.j].klingons += 1 # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) @@ -5773,9 +5359,14 @@ def setup(): 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: @@ -5808,7 +5399,7 @@ def setup(): 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 @@ -5816,19 +5407,15 @@ def setup(): def choose(): "Choose your game type." - global thing while True: - game.tourn = 0 + game.tourn = game.length = 0 game.thawed = False game.skill = SKILL_NONE - game.length = 0 if not scanner.inqueue: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) scanner.next() - if len(scanner.token)==0: # Try again - continue if scanner.sees("tournament"): - while scanner.next() == IHEOL: + while scanner.next() == "IHEOL": proutn(_("Type in tournament number-")) if scanner.real == 0: scanner.chew() @@ -5854,7 +5441,7 @@ def choose(): proutn(_("What is \"%s\"?") % scanner.token) scanner.chew() while game.length==0 or game.skill==SKILL_NONE: - if scanner.next() == IHALPHA: + if scanner.next() == "IHALPHA": if scanner.sees("short"): game.length = 1 elif scanner.sees("medium"): @@ -5882,9 +5469,9 @@ def choose(): elif game.skill == SKILL_NONE: proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) # Choose game options -- added by ESR for SST2K - if scanner.next() != IHALPHA: + if scanner.next() != "IHALPHA": scanner.chew() - proutn(_("Choose your game style (or just press enter): ")) + proutn(_("Choose your game style (plain, almy, fancy or just press enter): ")) scanner.next() if scanner.sees("plain"): # Approximates the UT FORTRAN version. @@ -5894,7 +5481,7 @@ def choose(): # Approximates Tom Almy's version. game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) game.options |= OPTION_ALMY - elif scanner.sees("fancy"): + elif scanner.sees("fancy") or scanner.sees("\n"): pass elif len(scanner.token): proutn(_("What is \"%s\"?") % scanner.token) @@ -5926,10 +5513,10 @@ def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) - if game.quad[w.x][w.y] == IHDOT: + if game.quad[w.i][w.j] == '.': break if iquad is not None: - game.quad[w.x][w.y] = iquad + game.quad[w.i][w.j] = iquad return w def newcnd(): @@ -5937,41 +5524,35 @@ def newcnd(): game.condition = "green" if game.energy < 1000.0: game.condition = "yellow" - if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans: game.condition = "red" if not game.alive: game.condition="dead" def newkling(): "Drop new Klingon into current quadrant." - return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) + return enemy('K', 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) + game.quad = fill2d(QUADSIZE, lambda i, j: '.') if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False game.ientesc = True - q = game.state.galaxy[game.quadrant.x][game.quadrant.y] + q = game.state.galaxy[game.quadrant.i][game.quadrant.j] # cope with supernova if q.supernova: return game.klhere = q.klingons game.irhere = q.romulans # Position Starship - game.quad[game.sector.x][game.sector.y] = game.ship + game.quad[game.sector.i][game.sector.j] = game.ship game.enemies = [] if q.klingons: # Position ordinary Klingons @@ -5981,28 +5562,28 @@ def newqad(shutup): for cmdr in game.state.kcmdr: if cmdr == game.quadrant: e = game.enemies[game.klhere-1] - game.quad[e.kloc.x][e.kloc.y] = IHC - e.kpower = randreal(950,1350) + 50.0*game.skill + game.quad[e.location.i][e.location.j] = 'C' + e.power = randreal(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] - game.quad[e.kloc.x][e.kloc.y] = IHS - e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill + game.quad[e.location.i][e.location.j] = 'S' + 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): - enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + 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: - game.base = dropin(IHB) + game.base = dropin('B') # If quadrant needs a planet, put it in if q.planet: game.iplnet = q.planet if not q.planet.inhabited: - game.plnet = dropin(IHP) + game.plnet = dropin('P') else: - game.plnet = dropin(IHW) + game.plnet = dropin('@') # Check for condition newcnd() # Check for RNZ @@ -6015,15 +5596,14 @@ def newqad(shutup): 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='?', 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 \ @@ -6031,39 +5611,39 @@ def newqad(shutup): (game.skill > SKILL_GOOD and withprob(0.08)): w = coord() while True: - w.x = withprob(0.5) * (QUADSIZE-1) - w.y = withprob(0.5) * (QUADSIZE-1) - if game.quad[w.x][w.y] == IHDOT: + w.i = withprob(0.5) * (QUADSIZE-1) + w.j = withprob(0.5) * (QUADSIZE-1) + if game.quad[w.i][w.j] == '.': break - game.tholian = enemy(type=IHT, loc=w, + game.tholian = enemy(type='T', loc=w, power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners - if game.quad[0][0]==IHDOT: + if game.quad[0][0]=='.': game.quad[0][0] = 'X' - if game.quad[0][QUADSIZE-1]==IHDOT: + if game.quad[0][QUADSIZE-1]=='.': game.quad[0][QUADSIZE-1] = 'X' - if game.quad[QUADSIZE-1][0]==IHDOT: + if game.quad[QUADSIZE-1][0]=='.': game.quad[QUADSIZE-1][0] = 'X' - if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + 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)) # And finally the stars for i in range(q.stars): - dropin(IHSTAR) + dropin('*') # Put in a few black holes for i in range(1, 3+1): if withprob(0.5): - dropin(IHBLANK) + dropin(' ') # Take out X's in corners if Tholian present if game.tholian: if game.quad[0][0]=='X': - game.quad[0][0] = IHDOT + game.quad[0][0] = '.' if game.quad[0][QUADSIZE-1]=='X': - game.quad[0][QUADSIZE-1] = IHDOT + game.quad[0][QUADSIZE-1] = '.' if game.quad[QUADSIZE-1][0]=='X': - game.quad[QUADSIZE-1][0] = IHDOT + game.quad[QUADSIZE-1][0] = '.' if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': - game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + game.quad[QUADSIZE-1][QUADSIZE-1] = '.' def setpassword(): "Set the self-destruct password." @@ -6126,30 +5706,32 @@ commands = { def listCommands(): "Generate a list of legal commands." - proutn(_("LEGAL COMMANDS ARE:")) - for (k, key) in enumerate(commands): - if not commands[cmd] or (commands[key] & game.options): - if k % 5 == 0: + prout(_("LEGAL COMMANDS ARE:")) + emitted = 0 + for key in commands: + if not commands[key] or (commands[key] & game.options): + proutn("%-12s " % key) + emitted += 1 + if emitted % 5 == 4: skip(1) - proutn("%-12s " % key) skip(1) def helpme(): "Browse on-line help." key = scanner.next() while True: - if key == IHEOL: + if key == "IHEOL": setwnd(prompt_window) proutn(_("Help on what command? ")) key = scanner.next() setwnd(message_window) - if key == IHEOL: + if key == "IHEOL": return if scanner.token in commands or scanner.token == "ABBREV": break skip(1) listCommands() - key = IHEOL + key = "IHEOL" scanner.chew() skip(1) cmd = scanner.token.upper() @@ -6166,10 +5748,8 @@ def helpme(): proutn(_(" current directory or to ")) proutn(SSTDOC) prout(".\"") - # # This used to continue: "You need to find SST.DOC and put # it in the current directory." - # return while True: linebuf = fp.readline() @@ -6198,13 +5778,12 @@ def makemoves(): drawmaps(1) while True: # get a command hitme = False - game.justin = False - game.optime = 0.0 + game.optime = game.justin = False scanner.chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") - if scanner.next() == IHEOL: + if scanner.next() == "IHEOL": if game.options & OPTION_CURSES: makechart() continue @@ -6241,7 +5820,7 @@ def makemoves(): if game.ididit: hitme = True elif cmd == "MOVE": # move under warp - warp(False) + warp(course=None, involuntary=False) elif cmd == "SHIELDS": # shields doshield(shraise=False) if game.ididit: @@ -6331,14 +5910,14 @@ def makemoves(): events() if game.alldone: break # Events did us in - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: atover(False) continue if hitme and not game.justin: attack(torps_ok=True) if game.alldone: break - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: atover(False) hitme = True continue @@ -6350,18 +5929,18 @@ def makemoves(): def cramen(type): "Emit the name of an enemy or feature." - if type == IHR: s = _("Romulan") - elif type == IHK: s = _("Klingon") - elif type == IHC: s = _("Commander") - elif type == IHS: s = _("Super-commander") - elif type == IHSTAR: s = _("Star") - elif type == IHP: s = _("Planet") - elif type == IHB: s = _("Starbase") - elif type == IHBLANK: s = _("Black hole") - elif type == IHT: s = _("Tholian") - elif type == IHWEB: s = _("Tholian web") - elif type == IHQUEST: s = _("Stranger") - elif type == IHW: s = _("Inhabited World") + 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") else: s = "Unknown??" return s @@ -6379,7 +5958,7 @@ def crmena(stars, enemy, loctype, w): def crmshp(): "Emit our ship name." - return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???") + return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???") def stars(): "Emit a line of stars" @@ -6392,8 +5971,8 @@ def expran(avrage): def randplace(size): "Choose a random location." w = coord() - w.x = randrange(size) - w.y = randrange(size) + w.i = randrange(size) + w.j = randrange(size) return w class sstscanner: @@ -6415,40 +5994,36 @@ class sstscanner: clrscr() if line == '': return None - # Skip leading white space - line = line.lstrip() if not line: continue else: - self.inqueue = line.lstrip().split() + [IHEOL] + self.inqueue = line.lstrip().split() + ["\n"] # From here on in it's all looking at the queue self.token = self.inqueue.pop(0) - if self.token == IHEOL: - self.type = IHEOL - return IHEOL + if self.token == "\n": + self.type = "IHEOL" + return "IHEOL" try: self.real = float(self.token) - self.type = IHREAL - return IHREAL + self.type = "IHREAL" + return "IHREAL" except ValueError: pass # Treat as alpha self.token = self.token.lower() - self.type = IHALPHA + self.type = "IHALPHA" self.real = None - return IHALPHA - def push(self, tok): + return "IHALPHA" + def append(self, tok): self.inqueue.append(tok) + def push(self, tok): + self.inqueue.insert(0, tok) def waiting(self): return self.inqueue def chew(self): # Demand input for next scan self.inqueue = [] self.real = self.token = None - def chew2(self): - # return IHEOL next time - self.inqueue = [IHEOL] - self.real = self.token = None def sees(self, s): # compares s to item and returns true if it matches to the length of s return s.startswith(self.token) @@ -6458,27 +6033,29 @@ class sstscanner: def getcoord(self): s = coord() scanner.next() - if scanner.type != IHREAL: + if scanner.type != "IHREAL": huh() return None - s.x = scanner.int()-1 + s.i = scanner.int()-1 scanner.next() - if scanner.type != IHREAL: + if scanner.type != "IHREAL": huh() return None - s.y = scanner.int()-1 + s.j = scanner.int()-1 return s + def __repr__(str): + return "" % (scanner.token, scanner.type, scanner.inqueue) def ja(): "Yes-or-no confirmation." scanner.chew() while True: scanner.next() - scanner.chew() if scanner.token == 'y': return True if scanner.token == 'n': return False + scanner.chew() proutn(_("Please answer with \"y\" or \"n\": ")) def huh(): @@ -6514,7 +6091,7 @@ def debugme(): proutn("Kill %s?" % device[i]) scanner.chew() key = scanner.next() - if key == IHALPHA and scanner.sees("y"): + if key == "IHALPHA" and scanner.sees("y"): game.damage[i] = 10.0 proutn("Examine/change events? ") if ja() == True: @@ -6548,33 +6125,34 @@ def debugme(): if key == 'n': unschedule(i) scanner.chew() - elif key == IHREAL: + elif key == "IHREAL": ev = schedule(i, scanner.real) if i == FENSLV or i == FREPRO: scanner.chew() proutn("In quadrant- ") key = scanner.next() - # IHEOL says to leave coordinates as they are - if key != IHEOL: - if key != IHREAL: + # "IHEOL" says to leave coordinates as they are + if key != "IHEOL": + if key != "IHREAL": prout("Event %d canceled, no x coordinate." % (i)) unschedule(i) continue - w.x = int(round(scanner.real)) + w.i = int(round(scanner.real)) key = scanner.next() - if key != IHREAL: + if key != "IHREAL": prout("Event %d canceled, no y coordinate." % (i)) unschedule(i) continue - w.y = int(round(scanner.real)) + w.j = int(round(scanner.real)) ev.quadrant = w scanner.chew() proutn("Induce supernova here? ") if ja() == True: - game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True + game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True atover(True) if __name__ == '__main__': + import getopt, socket try: global line, thing, game, idebug game = None @@ -6583,11 +6161,10 @@ if __name__ == '__main__': game = gamestate() idebug = 0 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) - # Disable curses mode until the game logic is working. - # if os.getenv("TERM"): - # game.options |= OPTION_CURSES | OPTION_SHOWME - # else: - game.options |= OPTION_TTY + if os.getenv("TERM"): + game.options |= OPTION_CURSES + else: + game.options |= OPTION_TTY seed = int(time.time()) (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx") for (switch, val) in options: @@ -6621,15 +6198,18 @@ if __name__ == '__main__': raise SystemExit, 1 # where to save the input in case of bugs try: - logfp = open("/usr/tmp/sst-input.log", "w") + logfp = open("/tmp/sst-input.log", "w") except IOError: sys.stderr.write("sst: warning, can't open logfile\n") + sys.exit(1) if logfp: logfp.write("# seed %s\n" % seed) logfp.write("# options %s\n" % " ".join(arguments)) + logfp.write("# recorded by %s@%s on %s\n" % \ + (getpass.getuser(),socket.gethostname(),time.ctime())) random.seed(seed) scanner = sstscanner() - map(scanner.push, arguments) + map(scanner.append, arguments) try: iostart() while True: # Play a game @@ -6648,7 +6228,8 @@ if __name__ == '__main__': if game.tourn and game.alldone: proutn(_("Do you want your score recorded?")) if ja() == True: - scanner.chew2() + scanner.chew() + scanner.push("\n") freeze(False) scanner.chew() proutn(_("Do you want to play again? ")) @@ -6660,5 +6241,6 @@ if __name__ == '__main__': ioend() raise SystemExit, 0 except KeyboardInterrupt: - print"" - pass + if logfp: + logfp.close() + print ""