X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=33149f30dcd454bec93b83d6f344a993d5121dfd;hp=4c365259009ae0ca8dd4ba506188b3aeae1549a0;hb=3590e0facac5ef56922642ab463ba1ccffd58464;hpb=7d2fa7a973f6e8a8927b36c87c172c91ec4b6ed5 diff --git a/src/sst.py b/src/sst.py index 4c36525..33149f3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -2,10 +2,9 @@ """ 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.) +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: @@ -46,11 +45,11 @@ 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.) +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 @@ -180,13 +179,12 @@ more: the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN and turned off if game type is "plain" or "almy".) """ -import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy +import os, sys, math, curses, time, readline, cPickle, random, copy, gettext SSTDOC = "/usr/share/doc/sst/sst.doc" DOC_NAME = "sst.doc" -# Stub to be replaced -def _(str): return str +def _(str): return gettext.gettext(str) PHASEFAC = 2.0 GALSIZE = 8 @@ -203,10 +201,6 @@ 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 %f (%s) at %s\n" % (p, v, v 2.0: + if idelta.distance() > 2.0: # circulate in space idelta.i = game.state.kscmdr.j-game.quadrant.j idelta.j = game.quadrant.i-game.state.kscmdr.i @@ -957,24 +947,24 @@ 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.i==0 or idelta.j==0: # attempt angle move if idelta.i != 0: iq.j = game.state.kscmdr.j + 1 - if movescom(iq, avoid): + if not movescom(iq, avoid): iq.j = game.state.kscmdr.j - 1 movescom(iq, avoid) - else: + elif idelta.j != 0: iq.i = game.state.kscmdr.i + 1 - if movescom(iq, avoid): + if not movescom(iq, avoid): iq.i = game.state.kscmdr.i - 1 movescom(iq, avoid) else: # try moving just in x or y iq.j = game.state.kscmdr.j - if movescom(iq, avoid): + if not movescom(iq, avoid): iq.j = game.state.kscmdr.j + idelta.j iq.i = game.state.kscmdr.i movescom(iq, avoid) @@ -982,7 +972,7 @@ def supercommander(): 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: @@ -1057,11 +1047,11 @@ def movetholian(): for i in range(QUADSIZE): if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: return - if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT: + if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT: return if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT: return - if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: + if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT: return # All plugged up -- Tholian splits game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB @@ -1271,66 +1261,66 @@ def collision(rammed, enemy): finish(FWON) return -def torpedo(origin, course, dispersion, number, nburst): +def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" if not damaged(DSRSENS) or game.condition=="docked": setwnd(srscan_window) else: setwnd(message_window) - shoved = False - ac = course + 0.25*dispersion - angle = (15.0-ac)*0.5235988 - bullseye = (15.0 - course)*0.5235988 - delta = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(delta.i), abs(delta.j)) - delta /= bigger - w = coord(0, 0); jw = coord(0, 0) - ungridded = copy.copy(origin) + 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 + setwnd(message_window) for step in range(1, QUADSIZE*2): - ungridded += delta - w = ungridded.snaptogrid() - if not VALID_SECTOR(w.i, w.j): + track.next() + 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: 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 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) + 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 VALID_SECTOR(jw.i, jw.j): + bumpto.i = int(w.i+xx+0.5) + bumpto.j = int(w.j+yy+0.5) + if not bumpto.valid_sector(): return hit - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==IHBLANK: finish(FHOLE) return hit - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!=IHDOT: # can't move into object return hit - game.sector = jw + game.sector = bumpto proutn(crmshp()) - shoved = True + game.quad[w.i][w.j]=IHDOT + 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.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy # find the enemy - if withprob(0.05): + if iquad in (IHC, IHS) and withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None @@ -1339,7 +1329,7 @@ def torpedo(origin, course, dispersion, number, nburst): break kp = math.fabs(enemy.kpower) 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 @@ -1352,29 +1342,31 @@ def torpedo(origin, course, dispersion, number, nburst): return None proutn(crmena(True, iquad, "sector", w)) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(randreal()-0.5) + 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 VALID_SECTOR(jw.i, jw.j): + bumpto.i = int(w.i+xx+0.5) + bumpto.j = int(w.j+yy+0.5) + 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] == IHBLANK: 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] != IHDOT: prout(_(" damaged but not destroyed.")) - return None - proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True - break + else: + prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + enemy.kloc = bumpto + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) @@ -1470,16 +1462,6 @@ def torpedo(origin, course, 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; @@ -1666,7 +1648,7 @@ def deadkl(w, type, mv): proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately if type == IHR: - # chalk up a Romulan + # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 @@ -1678,7 +1660,7 @@ def deadkl(w, type, mv): global thing thing = None else: - # Some type of a Klingon + # Killed some type of Klingon game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 if type == IHC: @@ -1711,7 +1693,7 @@ def deadkl(w, type, mv): def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." - if not VALID_SECTOR(w.i, w.j): + if not w.valid_sector(): huh() return None delta = coord() @@ -1725,7 +1707,7 @@ def targetcheck(w): prout(_(" the Captain's psychological profile.\"")) scanner.chew() return None - return 1.90985932*math.atan2(delta.j, delta.i) + return delta.bearing() def photon(): "Launch photon torpedo." @@ -2466,45 +2448,36 @@ 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.i != i or game.probec.j != j: - game.probec.i = i - game.probec.j = j - if not VALID_QUADRANT(i, j) or \ - game.state.galaxy[game.probec.i][game.probec.j].supernova: + if game.probe.next(grain=QUADSIZE): + 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.i][game.probec.j] - # 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.i][game.probec.j] + 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(game.probec) + game.probe.moves -= 1 # One less to travel + if game.probe.moves == 0 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: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2567,14 +2540,15 @@ 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.i - 1, w.i + 2): - for j in range(w.j - 1, w.j + 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.i][w.j] + 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 @@ -2582,7 +2556,7 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.i = i; w.j = j + w = m # deliver the child game.state.remkl += 1 q.klingons += 1 @@ -2591,7 +2565,6 @@ 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")) @@ -2653,13 +2626,6 @@ def wait(): 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) @@ -2684,7 +2650,7 @@ def nova(nov): if offset.j==0 and offset.i==0: continue neighbor = start + offset - if not VALID_SECTOR(neighbor.j, neighbor.i): + if not neighbor.valid_sector(): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction @@ -2756,7 +2722,7 @@ def nova(nov): break newc = neighbor + neighbor - hits[mm] proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) - if not VALID_SECTOR(newc.i, newc.j): + if not newc.valid_sector(): # can't leave quadrant skip(1) break @@ -2775,17 +2741,18 @@ def nova(nov): 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.i+1)+bump.j+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, novapush=True) + game.optime = course.time(warp=4) return def supernova(w): @@ -3302,7 +3269,7 @@ 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) @@ -3323,27 +3290,10 @@ 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: @@ -3355,7 +3305,6 @@ def iostart(): stdscr.keypad(True) curses.nonl() curses.cbreak() - curses.start_color() global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window (rows, columns) = stdscr.getmaxyx() @@ -3368,24 +3317,23 @@ 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(): @@ -3397,7 +3345,7 @@ 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() @@ -3422,7 +3370,10 @@ def skip(i): pause_game() clrscr() else: - proutn("\n") + try: + curwnd.move(y+1, 0) + except curses.error: + pass else: global linecount linecount += 1 @@ -3451,7 +3402,7 @@ 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: @@ -3489,8 +3440,8 @@ 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." @@ -3570,7 +3521,7 @@ 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- ")) @@ -3624,7 +3575,7 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(novapush): +def imove(course=None, novapush=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." w = coord(); final = coord() trbeam = False @@ -3649,7 +3600,7 @@ def imove(novapush): if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) + angle = ((15.0 - course.bearing) * 0.5235988) deltax = -math.sin(angle) deltay = math.cos(angle) if math.fabs(deltax) > math.fabs(deltay): @@ -3662,20 +3613,20 @@ def imove(novapush): 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.i][game.sector.j] = IHDOT x = game.sector.i y = game.sector.j - n = int(10.0*game.dist*bigger+0.5) + 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 VALID_SECTOR(w.i, w.j): + 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: @@ -3695,8 +3646,8 @@ def imove(novapush): # 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+10.0*game.dist*bigger*deltax)) - w.j = int(round(y+10.0*game.dist*bigger*deltay)) + 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: @@ -3744,8 +3695,8 @@ def imove(novapush): iquad = game.quad[w.i][w.j] if iquad != IHDOT: # object encountered in flight path - stopegy = 50.0*game.dist/game.optime - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) + 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: @@ -3759,11 +3710,9 @@ def imove(novapush): 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: @@ -3794,7 +3743,7 @@ def imove(novapush): # We're here! no_quad_change() return - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) + course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) game.sector = w final = game.sector no_quad_change() @@ -3837,7 +3786,15 @@ def dock(verbose): # 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) @@ -3849,7 +3806,7 @@ 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: @@ -3860,12 +3817,7 @@ def getcourse(isprobe, akey): navmode = "manual" 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() + key = scanner.next() if key == "IHEOL": proutn(_("Manual or automatic- ")) iprompt = True @@ -3882,7 +3834,7 @@ def getcourse(isprobe, akey): else: huh() scanner.chew() - return False + raise TrekError else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3890,6 +3842,7 @@ def getcourse(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3901,12 +3854,12 @@ def getcourse(isprobe, akey): key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xi = int(round(scanner.real))-1 key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xj = int(round(scanner.real))-1 key = scanner.next() if key == "IHREAL": @@ -3915,7 +3868,7 @@ def getcourse(isprobe, akey): key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xl = int(round(scanner.real))-1 dquad.i = xi dquad.j = xj @@ -3933,9 +3886,9 @@ def getcourse(isprobe, akey): dsect.i = xi dsect.j = xj itemp = "normal" - if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j): + if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() - return False + raise TrekError skip(1) if not isprobe: if itemp > "curt": @@ -3944,9 +3897,8 @@ def getcourse(isprobe, akey): else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here - delta = coord() - delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j) - delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i) + 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": proutn(_("X and Y displacements- ")) @@ -3956,27 +3908,59 @@ def getcourse(isprobe, akey): itemp = "verbose" if key != "IHREAL": huh() - return False + raise TrekError delta.j = scanner.real key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError delta.i = scanner.real # Check for zero movement 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 + # 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) + else: + self.location = 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): + "Next step on course." + self.moves -=1 + self.nextlocation = self.location + self.increment + oldloc = (self.location/grain).roundtogrid() + newloc = (self.nextlocation/grain).roundtogrid() + self.location = self.nextlocation + if newloc != oldloc: + return True + else: + return False + def quadrant(self): + return (self.location / QUADSIZE).roundtogrid() + def sector(self): + return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE) + 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." @@ -3987,9 +3971,11 @@ 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: @@ -4006,7 +3992,7 @@ 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")) @@ -4014,26 +4000,26 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(novapush=False) + imove(course, novapush=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() @@ -4041,18 +4027,22 @@ 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: @@ -4064,10 +4054,9 @@ 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.warpfac**2 + 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")) @@ -4083,12 +4072,12 @@ 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.dist*(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.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4098,7 +4087,7 @@ 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) + angle = ((15.0-course.bearing)*0.5235998) deltax = -math.sin(angle) deltay = math.cos(angle) if math.fabs(deltax) > math.fabs(deltay): @@ -4107,7 +4096,7 @@ def warp(timewarp): bigger = math.fabs(deltay) deltax /= bigger deltay /= bigger - n = 10.0 * game.dist * bigger +0.5 + n = 10.0 * course.distance * bigger +0.5 x = game.sector.i y = game.sector.j for l in range(1, n+1): @@ -4115,19 +4104,19 @@ def warp(timewarp): ix = x + 0.5 y += deltay iy = y +0.5 - if not VALID_SECTOR(ix, iy): + if not coord(ix, iy).valid_sector(): break if game.quad[ix][iy] != IHDOT: blooey = False twarp = False # Activate Warp Engines and pay the cost - imove(novapush=False) + imove(course, novapush=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.warpfac**2 + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4221,8 +4210,7 @@ def atover(igrab): proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) - skip(1) + proutn(_("***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 @@ -4235,15 +4223,15 @@ def atover(igrab): game.warpfac = randreal(6.0, 8.0) 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)) + 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.warpfac**2 - game.direc = randreal(12) # How dumb! + dist = distreq + course = course(bearing=randreal(12), distance=dist) # How dumb! + game.optime = course.time() game.justin = False game.inorbit = False - warp(True) + warp(course, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -4280,7 +4268,6 @@ 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 @@ -4335,7 +4322,6 @@ def probe(): return key = scanner.next() if key == "IHEOL": - # slow mode, so let Kirk know how many probes there are left if game.nprobes == 1: prout(_("1 probe left.")) else: @@ -4350,44 +4336,18 @@ def probe(): 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.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original - game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 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! @@ -4426,7 +4386,7 @@ def mayday(): game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: # found one -- finish up game.sector = w break @@ -4442,13 +4402,13 @@ def mayday(): elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] - textcolor("red") + #textcolor("red") warble() if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) - textcolor(None) + #textcolor(None) if m > 3: game.quad[ix][iy]=IHQUEST game.alive = False @@ -4457,31 +4417,13 @@ def mayday(): finish(FMATERIALIZE) return game.quad[ix][iy]=game.ship - textcolor("green") + #textcolor("green") prout(_("succeeds.")) - textcolor(None) + #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() @@ -4547,7 +4489,7 @@ def abandon(): game.quad[game.sector.i][game.sector.j] = IHDOT for l in range(QUADSIZE): game.sector = game.base.scatter() - if VALID_SECTOR(game.sector.i, game.sector.j) and \ + if game.sector.valid_sector() and \ game.quad[game.sector.i][game.sector.j] == IHDOT: break if l < QUADSIZE+1: @@ -5143,7 +5085,7 @@ def lrscan(silent): if not silent: proutn(" ") for y in range(game.quadrant.j-1, game.quadrant.j+2): - if not VALID_QUADRANT(x, y): + if not coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: @@ -5162,7 +5104,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5227,15 +5168,15 @@ 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.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) + #textcolor(None) else: proutn("- ") @@ -5333,7 +5274,7 @@ 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() @@ -5369,11 +5310,11 @@ def eta(): w2.j = 0 else: w2.j=QUADSIZE-1 - if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j): + if not w1.valid_quadrant() or not w2.valid_sector(): huh() return - game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+ - (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**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:")) @@ -5384,7 +5325,7 @@ def eta(): 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() @@ -5405,7 +5346,7 @@ def eta(): while True: scanner.chew() ttime = (10.0*game.dist)/twarp**2 - tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) + 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: @@ -5470,18 +5411,17 @@ 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: @@ -5524,11 +5464,11 @@ 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" @@ -5789,8 +5729,6 @@ def choose(): 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": proutn(_("Type in tournament number-")) @@ -5858,7 +5796,7 @@ 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) @@ -6083,12 +6021,14 @@ commands = { def listCommands(): "Generate a list of legal commands." - proutn(_("LEGAL COMMANDS ARE:")) - for (k, key) in enumerate(commands): + prout(_("LEGAL COMMANDS ARE:")) + emitted = 0 + for key in commands: if not commands[key] or (commands[key] & game.options): - if k % 5 == 0: + proutn("%-12s " % key) + emitted += 1 + if emitted % 5 == 4: skip(1) - proutn("%-12s " % key) skip(1) def helpme(): @@ -6123,10 +6063,8 @@ 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() @@ -6198,7 +6136,7 @@ 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: @@ -6375,10 +6313,10 @@ class sstscanner: 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": + if self.token == "\n": self.type = "IHEOL" return "IHEOL" try: @@ -6402,10 +6340,6 @@ class sstscanner: # 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) @@ -6534,6 +6468,7 @@ def debugme(): atover(True) if __name__ == '__main__': + import getopt, socket try: global line, thing, game, idebug game = None @@ -6585,6 +6520,8 @@ if __name__ == '__main__': 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())) random.seed(seed) scanner = sstscanner() map(scanner.append, arguments) @@ -6606,7 +6543,8 @@ 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? ")) @@ -6618,5 +6556,6 @@ if __name__ == '__main__': ioend() raise SystemExit, 0 except KeyboardInterrupt: + if logfp: + logfp.close() print "" - pass