X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=0a8a7863ac6029c83ba98e407bf6b98553ff8b8a;hp=bd01149621a1f10e24d6386883d9e0f3dbab4b13;hb=88f1367a7d32b1f5248e88117562781b0c14dc0b;hpb=31cf20ac304a2737e17dbe87b1f3933b1b2f0ad7 diff --git a/src/sst.py b/src/sst.py index bd01149..0a8a786 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,225 +1,37 @@ #!/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 dating back to 1973. Beautiful Python it is not. But it -works. - -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, readline, cPickle, random, copy, gettext +import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass SSTDOC = "/usr/share/doc/sst/sst.doc" DOC_NAME = "sst.doc" def _(str): return gettext.gettext(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 - -# How to represent features -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' +GALSIZE = 8 # Galaxy size in quadrants +NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds +MAXUNINHAB = 10 # Maximum uninhabited worlds +QUADSIZE = 10 # Quadrant size in sectors +BASEMIN = 2 # Minimum starbases +BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases +MAXKLGAME = 127 # Maximum Klingons per game +MAXKLQUAD = 9 # Maximum Klingons per quadrant +FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong +FOREVER = 1e30 # Time for the indefinite future +MAXBURST = 3 # Max # of torps you can launch in one turn +MINCMDR = 10 # Minimum number of Klingon commanders +DOCKFAC = 0.25 # Repair faster when docked +PHASEFAC = 2.0 # Unclear what this is, it was in the C version class TrekError: pass @@ -250,18 +62,17 @@ class coord: return coord(self.i*other, self.j*other) def __div__(self, other): return coord(self.i/other, self.j/other) + def __mod__(self, other): + return coord(self.i % other, self.j % other) def __rdiv__(self, other): return coord(self.i/other, self.j/other) def roundtogrid(self): return coord(int(round(self.i)), int(round(self.j))) - def trunctogrid(self): - return coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): if not other: other = coord(0, 0) return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) - def bearing(self, other=None): - if not other: other = coord(0, 0) - return 1.90985*math.atan2(self.j-other.j, self.i-other.i) + def bearing(self): + return 1.90985*math.atan2(self.j, self.i) def sgn(self): s = coord() if self.i == 0: @@ -273,13 +84,16 @@ class coord: else: s.j = self.j / abs(self.j) return s + def quadrant(self): + #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) + return self.roundtogrid() / QUADSIZE + def sector(self): + return self.roundtogrid() % QUADSIZE def scatter(self): s = coord() 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.i == None or self.j == None: return "Nowhere" @@ -415,39 +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.i is not None and self.kloc.j 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.i][self.kloc.j] = IHWEB + if self.type == 'T': + game.quad[self.location.i][self.location.j] = '#' else: - game.quad[self.kloc.i][self.kloc.j] = IHDOT + game.quad[self.location.i][self.location.j] = '.' if loc: - self.kloc = copy.copy(loc) - game.quad[self.kloc.i][self.kloc.j] = 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): @@ -519,10 +331,8 @@ 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.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 @@ -537,25 +347,6 @@ class gamestate: # if the only remaining klingon is SCOM. game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) -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' - FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -580,22 +371,17 @@ FHOLE = 20 FCREW = 21 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 @@ -613,24 +399,24 @@ def tryexit(enemy, look, irun): 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) @@ -640,7 +426,7 @@ def tryexit(enemy, look, irun): # Handle global matters related to escape game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.state.galaxy[iq.i][iq.j].klingons += 1 - if enemy.type==IHS: + if enemy.type=='S': game.iscate = False game.ientesc = False game.isatb = 0 @@ -704,13 +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): @@ -755,13 +541,13 @@ def movebaddy(enemy): if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y - m = game.sector - 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.kloc.i): + if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): m.j = 0 m = (motion * m).sgn() - next = enemy.kloc + next = enemy.location # main move loop for ll in range(nsteps): if idebug: @@ -794,10 +580,10 @@ def movebaddy(enemy): break look.j = next.j + krawlj krawlj = -krawlj - elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT: + elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship if game.quad[look.i][look.j] == game.ship and \ - (enemy.type == IHC or enemy.type == IHS): + (enemy.type == 'C' or enemy.type == 'S'): collision(rammed=True, enemy=enemy) return if krawli != m.i and m.j != 0: @@ -820,7 +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: @@ -835,11 +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! @@ -847,7 +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)) @@ -863,13 +649,13 @@ def movescom(iq, avoid): game.state.kscmdr = iq 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 + # SC has scooted, remove him from current quadrant game.iscate=False game.isatb=0 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 @@ -1015,13 +801,13 @@ def movetholian(): if not game.tholian or game.justin: return id = coord() - if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0: + if game.tholian.location.i == 0 and game.tholian.location.j == 0: id.i = 0; id.j = QUADSIZE-1 - elif game.tholian.kloc.i == 0 and game.tholian.kloc.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.kloc.i == QUADSIZE-1 and game.tholian.kloc.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.kloc.i == QUADSIZE-1 and game.tholian.kloc.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! @@ -1029,34 +815,34 @@ def movetholian(): prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked - if game.quad[id.i][id.j] 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.i != id.i: here.i += delta.i - if game.quad[here.i][here.j]==IHDOT: + if game.quad[here.i][here.j]=='.': game.tholian.move(here) # move in y axis while here.j != id.j: here.j += delta.j - if game.quad[here.i][here.j]==IHDOT: + 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-1][i]!=IHWEB and game.quad[QUADSIZE-1][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-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=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.i][game.tholian.kloc.j]=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 @@ -1084,7 +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.")) @@ -1132,21 +917,22 @@ def doshield(shraise): 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--")) @@ -1154,50 +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% @@ -1206,11 +970,12 @@ def randdevice(): 15, # DCOMPTR: computer 1.5% 20, # NAVCOMP: navigation system 2.0% 75, # DTRANSP: transporter 7.5% - 20, # DSHCTRL: high-speed shield controller 2.0% + 20, # DSHCTRL: high-speed shield controller 2.0% 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = randrange(1000) # weights must sum to 1000 + assert(sum(weights) == 1000) + idx = randrange(1000) sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1226,16 +991,16 @@ 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) @@ -1267,144 +1032,140 @@ def torpedo(origin, bearing, dispersion, number, nburst): setwnd(srscan_window) else: setwnd(message_window) - shoved = False 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)) - jw = coord(0, 0) + bumpto = coord(0, 0) # Loop to move a single torpedo + setwnd(message_window) for step in range(1, QUADSIZE*2): - track.next() + if not track.next(): break w = track.sector() if not w.valid_sector(): break 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 = track.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.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not jw.valid_sector(): + # 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.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==' ': finish(FHOLE) return hit - if game.quad[jw.i][jw.j]!=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, IHR, IHK): # Hit a regular enemy + 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 (IHC, IHS) and withprob(0.05): + if iquad in ('C', 'S') and withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None for enemy in game.enemies: - if w == enemy.kloc: + if w == enemy.location: break - kp = math.fabs(enemy.kpower) + kp = math.fabs(enemy.power) h1 = 700.0 + randrange(100) - \ 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 = track.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.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not jw.valid_sector(): + 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.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == ' ': prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) - return None - if game.quad[jw.i][jw.j]!=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.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' game.base.invalidate() 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.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = 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.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = 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!!!")) @@ -1422,32 +1183,32 @@ def torpedo(origin, bearing, dispersion, number, nburst): 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.i][w.j] = 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.i][w.j] = IHWEB - dropin(IHBLANK) + game.quad[w.i][w.j] = '#' + dropin(' ') return None else: # Problem! skip(1) @@ -1456,16 +1217,6 @@ def torpedo(origin, bearing, dispersion, number, nburst): skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.i][w.j]=IHDOT - game.quad[jw.i][jw.j]=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; @@ -1533,43 +1284,43 @@ 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 # We should be able to make the bearing() method work here - course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i) + 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(enemy.kloc, course, dispersion, 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.i][game.quadrant.j].supernova or game.alldone: @@ -1602,7 +1353,7 @@ 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: @@ -1651,15 +1402,15 @@ 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: + 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 @@ -1667,16 +1418,16 @@ def deadkl(w, type, mv): # 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 @@ -1690,7 +1441,7 @@ 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 @@ -1863,16 +1614,16 @@ 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) @@ -1880,7 +1631,7 @@ def hittem(hits): else: proutn(_("Very small hit on ")) ienm = game.quad[w.i][w.j] - if ienm==IHQUEST: + if ienm=='?': thing.angry = True proutn(crmena(False, ienm, "sector", w)) skip(1) @@ -1896,7 +1647,7 @@ 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 @@ -1989,7 +1740,7 @@ def phasers(): 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() @@ -2025,7 +1776,7 @@ 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 @@ -2062,7 +1813,7 @@ def phasers(): elif automode == "MANUAL": rpow = 0.0 for k in range(len(game.enemies)): - aim = game.enemies[k].kloc + aim = game.enemies[k].location ienm = game.quad[aim.i][aim.j] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) @@ -2070,7 +1821,7 @@ def phasers(): 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" @@ -2080,7 +1831,7 @@ def phasers(): 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): @@ -2134,7 +1885,7 @@ 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!")) @@ -2247,7 +1998,7 @@ def events(): # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False - game.quad[game.base.i][game.base.j] = IHDOT + game.quad[game.base.i][game.base.j] = '.' game.base.invalidate() newcnd() skip(1) @@ -2327,7 +2078,7 @@ 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: @@ -2452,7 +2203,7 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - if game.probe.next(grain=QUADSIZE): + 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 @@ -2478,7 +2229,7 @@ def events(): chp.stars = pdest.stars pdest.charted = True game.probe.moves -= 1 # One less to travel - if game.probe.moves == 0 and game.isarmed and pdest.stars: + 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().i][game.quadrant().j].supernova: @@ -2576,7 +2327,7 @@ 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(): @@ -2639,8 +2390,8 @@ def nova(nov): supernova(game.quadrant) return # handle initial nova - game.quad[nov.i][nov.j] = IHDOT - prout(crmena(False, IHSTAR, "sector", nov) + _(" novas.")) + 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 @@ -2658,9 +2409,9 @@ def nova(nov): continue 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(game.quadrant) @@ -2669,33 +2420,33 @@ def nova(nov): hits.append(neighbor) 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.i][neighbor.j] = IHDOT + game.quad[neighbor.i][neighbor.j] = '.' kount += 1 - elif iquad in (IHP, IHW): # Destroy planet + elif iquad in ('P', '@'): # Destroy planet game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - if iquad == IHP: + 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.i][neighbor.j] = IHDOT - elif iquad == IHB: # Destroy base + 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.i][neighbor.j] = 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: @@ -2714,14 +2465,14 @@ 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] @@ -2731,17 +2482,17 @@ def nova(nov): skip(1) break iquad1 = game.quad[newc.i][newc.j] - if iquad1 == IHBLANK: - proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc)) + 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.i][neighbor.j] = IHDOT + 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. @@ -2755,7 +2506,7 @@ def nova(nov): game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(course, novapush=True) + imove(course, noattack=True) game.optime = course.time(warp=4) return @@ -2797,7 +2548,7 @@ def supernova(w): 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]==IHSTAR: + if game.quad[ns.i][ns.j]=='*': num -= 1 if num==0: break @@ -2904,7 +2655,7 @@ def selfdestruct(): def kaboom(): stars() - if game.ship==IHE: + if game.ship=='E': prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) @@ -2914,8 +2665,8 @@ 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.i][game.enemies[l].kloc.j], 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) @@ -2938,7 +2689,7 @@ 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 @@ -3110,10 +2861,10 @@ 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 @@ -3148,14 +2899,12 @@ 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 \ @@ -3170,7 +2919,7 @@ 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: @@ -3193,7 +2942,7 @@ 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)) @@ -3456,11 +3205,6 @@ 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. # @@ -3525,7 +3269,7 @@ 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.i][origin.j],i+1)) + proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) @@ -3537,7 +3281,7 @@ 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) @@ -3579,178 +3323,151 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(course=None, novapush=False): +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.i][game.sector.j] = 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.i][game.quadrant.j].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.i = w.j = 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 - course.bearing) * 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" 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.i][game.sector.j] = IHDOT - x = game.sector.i - y = game.sector.j - n = int(10.0*course.distance*bigger+0.5) - if n > 0: - for m in range(1, n+1): - x += deltax - y += deltay - w.i = int(round(x)) - w.j = int(round(y)) - if not w.valid_sector(): - # 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.i][game.quadrant.j].supernova: - attack(torps_ok=False) - if game.alldone: - return - # compute final position -- new quadrant and sector - x = (QUADSIZE*game.quadrant.i)+game.sector.i - y = (QUADSIZE*game.quadrant.j)+game.sector.j - w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax)) - w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay)) - # check for edge of galaxy - kinks = 0 - while True: - kink = False - if w.i < 0: - w.i = -w.i - kink = True - if w.j < 0: - w.j = -w.j - kink = True - if w.i >= GALSIZE*QUADSIZE: - w.i = (GALSIZE*QUADSIZE*2) - w.i - kink = True - if w.j >= GALSIZE*QUADSIZE: - w.j = (GALSIZE*QUADSIZE*2) - w.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.i = w.i/QUADSIZE - game.quadrant.j = w.j/QUADSIZE - game.sector.i = w.i - (QUADSIZE*game.quadrant.i) - game.sector.j = w.j - (QUADSIZE*game.quadrant.j) - 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) - return - iquad = game.quad[w.i][w.j] - if iquad != IHDOT: - # object encountered in flight path - stopegy = 50.0*course.dist/game.optime - course.distance = (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.i = int(round(deltax)) - final.j = int(round(deltay)) - game.sector = final - if game.energy <= 0: - finish(FNRG) - return - # We're here! - no_quad_change() - return - course.distance = (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): @@ -3781,14 +3498,6 @@ 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 cartesian(loc1=None, loc2=None): if loc1 is None: @@ -3933,34 +3642,41 @@ 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.location = cartesian(game.quadrant, game.sector) + self.origin = cartesian(game.quadrant, game.sector) else: - self.location = cartesian(game.quadrant, origin) + 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 = 10*self.distance*bigger +0.5 - def next(self, grain=1): + 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.moves -=1 + self.step += 1 self.nextlocation = self.location + self.increment - oldloc = (self.location/grain).roundtogrid() - newloc = (self.nextlocation/grain).roundtogrid() + samequad = (self.location.quadrant() == self.nextlocation.quadrant()) self.location = self.nextlocation - if newloc != oldloc: - return True - else: - return False + return samequad def quadrant(self): - return (self.location / QUADSIZE).roundtogrid() + return self.location.quadrant() def sector(self): - return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE) + return self.location.sector() def power(self, warp): return self.distance*(warp**3)*(game.shldup+1) def time(self, warp): @@ -4004,7 +3720,7 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(course, novapush=False) + imove(course, noattack=False) game.ididit = True if game.alldone: return @@ -4076,12 +3792,12 @@ def warp(course, involuntary): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = course.dist*(6.0-game.warpfac)**2/66.666666666 + prob = course.distance*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True course.distance = randreal(course.distance) # Decide if time warp will occur - if 0.5*course.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 @@ -4091,30 +3807,17 @@ def warp(course, involuntary): 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-course.bearing)*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 * course.distance * bigger +0.5 - x = game.sector.i - y = game.sector.j - for l in range(1, n+1): - x += deltax - ix = x + 0.5 - y += deltay - iy = y +0.5 - if not coord(ix, iy).valid_sector(): - 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(course, novapush=False) + imove(course, noattack=False) if game.alldone: return game.energy -= course.power(game.warpfac) @@ -4214,7 +3917,7 @@ def atover(igrab): proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - proutn(_("***Emergency automatic override attempts to hurl ")+crmshp()) + prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True @@ -4228,14 +3931,12 @@ def atover(igrab): prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = randreal(math.sqrt(2)) - if distreq < game.dist: - dist = distreq - course = course(bearing=randreal(12), distance=dist) # How dumb! - game.optime = course.time() + 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(course, involuntary=True) + warp(bugout, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -4278,20 +3979,20 @@ def timwrp(): 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) @@ -4305,7 +4006,7 @@ 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.")) @@ -4384,13 +4085,13 @@ def mayday(): game.quadrant = ibq newqad() # dematerialize starship - game.quad[game.sector.i][game.sector.j]=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 w.valid_sector() and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]=='.': # found one -- finish up game.sector = w break @@ -4405,25 +4106,21 @@ 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!\"")) @@ -4432,7 +4129,7 @@ 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: @@ -4490,11 +4187,11 @@ def abandon(): newqad() while True: # position next to base by trial and error - game.quad[game.sector.i][game.sector.j] = IHDOT + game.quad[game.sector.i][game.sector.j] = '.' for l in range(QUADSIZE): game.sector = game.base.scatter() if game.sector.valid_sector() and \ - game.quad[game.sector.i][game.sector.j] == IHDOT: + game.quad[game.sector.i][game.sector.j] == '.': break if l < QUADSIZE+1: break # found a spot @@ -4502,7 +4199,7 @@ def abandon(): game.sector.j=QUADSIZE/2 newqad() # Get new commission - game.quad[game.sector.i][game.sector.j] = 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,")) @@ -4762,7 +4459,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if with(game.cryprob): + if random.random() > game.cryprob: prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -4885,7 +4582,7 @@ 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: @@ -4921,7 +4618,7 @@ 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.i][game.enemies[1].kloc.j],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) @@ -4969,8 +4666,8 @@ 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) @@ -5044,7 +4741,7 @@ 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)) @@ -5116,7 +4813,7 @@ 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.")) @@ -5171,16 +4868,7 @@ def chart(): def sectscan(goodScan, i, j): "Light up an individual dot in a sector." if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 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() proutn("%c " % game.quad[i][j]) - #textcolor(None) else: proutn("- ") @@ -5192,11 +4880,8 @@ 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: @@ -5229,7 +4914,7 @@ 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.i][game.quadrant.j].planet @@ -5349,7 +5034,7 @@ def eta(): prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*game.dist)/twarp**2 + ttime = (10.0*dist)/twarp**2 tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) @@ -5535,7 +5220,7 @@ def setup(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = game.shldchg = game.shldup = False - game.ship = IHE + game.ship = 'E' game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 @@ -5558,7 +5243,6 @@ 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 @@ -5724,12 +5408,10 @@ 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() @@ -5790,7 +5472,7 @@ def choose(): # Choose game options -- added by ESR for SST2K 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. @@ -5832,7 +5514,7 @@ def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) - if game.quad[w.i][w.j] == IHDOT: + if game.quad[w.i][w.j] == '.': break if iquad is not None: game.quad[w.i][w.j] = iquad @@ -5850,7 +5532,7 @@ def newcnd(): 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(): "Set up a new state of quadrant, for when we enter or re-enter it." @@ -5859,7 +5541,7 @@ def newqad(): 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 @@ -5881,28 +5563,28 @@ def newqad(): for cmdr in game.state.kcmdr: if cmdr == game.quadrant: e = game.enemies[game.klhere-1] - game.quad[e.kloc.i][e.kloc.j] = 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.i][e.kloc.j] = 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 @@ -5917,7 +5599,7 @@ def newqad(): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing == game.quadrant: - enemy(type=IHQUEST, loc=dropin(), + enemy(type='?', loc=dropin(), power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) @@ -5932,37 +5614,37 @@ def newqad(): while True: w.i = withprob(0.5) * (QUADSIZE-1) w.j = withprob(0.5) * (QUADSIZE-1) - if game.quad[w.i][w.j] == IHDOT: + 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." @@ -6097,8 +5779,7 @@ 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() @@ -6249,18 +5930,18 @@ 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 @@ -6278,7 +5959,7 @@ 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" @@ -6517,15 +6198,20 @@ if __name__ == '__main__': sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") raise SystemExit, 1 # where to save the input in case of bugs + if "TMPDIR" in os.environ: + tmpdir = os.environ['TMPDIR'] + else: + tmpdir = "/tmp" try: - logfp = open("/usr/tmp/sst-input.log", "w") + logfp = open(os.path.join(tmpdir, "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" % \ - (os.getenv("LOGNAME"),socket.gethostname(),time.ctime())) + (getpass.getuser(),socket.gethostname(),time.ctime())) random.seed(seed) scanner = sstscanner() map(scanner.append, arguments)