X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=33149f30dcd454bec93b83d6f344a993d5121dfd;hp=7a54d8b89068674854335678c1e771234843e2ea;hb=3590e0facac5ef56922642ab463ba1ccffd58464;hpb=8c4200ad2ce7e8d65007b14157e41dd785a99538 diff --git a/src/sst.py b/src/sst.py index 7a54d8b..33149f3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,17 +1,190 @@ +#!/usr/bin/env python """ sst.py =-- Super Star Trek in Python -This code is a Python translation of a C translation of a FORTRAN original. -The FORTRANness still shows in many ways, notably the use of 1-origin index -an a lot of parallel arrays where a more modern language would use structures -or objects. +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".) + +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.) + +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".) """ -import os, sys, math, curses, time, atexit, readline +import os, sys, math, curses, time, readline, cPickle, random, copy, gettext -SSTDOC = "/usr/share/doc/sst/sst.doc" +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 @@ -19,20 +192,14 @@ 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 - -# These functions hide the difference between 0-origin and 1-origin addressing. -def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE) -def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE) - -def square(i): return ((i)*(i)) -def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y)) -def invalidate(w): w.x = w.y = 0 -def is_valid(w): return (w.x != 0 and w.y != 0) +MAXBURST = 3 +MINCMDR = 10 # How to represent features IHR = 'R', @@ -54,93 +221,130 @@ IHMATER0 = '-', IHMATER1 = 'o', IHMATER2 = '0' +class TrekError: + pass + class coord: - def __init(self, x=None, y=None): - self.x = x - self.y = y + def __init__(self, x=None, y=None): + self.i = x + self.j = y + def valid_quadrant(self): + return self.i>=0 and self.i=0 and self.j=0 and self.i=0 and self.j" % (self.type, self.kloc, self.kpower) # For debugging + class gamestate: def __init__(self): self.options = None # Game options - self.state = None # A snapshot structure - self.snapsht = None # Last snapshot taken for time-travel purposes - self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant - self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels - self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances - self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances - self.damage = [0] * NDEVICES # damage encountered - self.future = [0.0] * NEVENTS # future events + self.state = snapshot() # A snapshot structure + self.snapsht = snapshot() # Last snapshot taken for time-travel purposes + self.quad = None # contents of our quadrant + self.damage = [0.0] * NDEVICES # damage encountered + self.future = [] # future events for i in range(NEVENTS): self.future.append(event()) self.passwd = None; # Self Destruct password - self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations + self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small - self.tholian = None # coordinates of Tholian + self.tholian = None # Tholian enemy object self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant - self.probec = None # current probe quadrant self.gamewon = False # Finished! self.ididit = False # action taken -- allows enemy to attack self.alive = False # we are alive (not killed) self.justin = False # just entered quadrant self.shldup = False # shields are up self.shldchg = False # shield is changing (affects efficiency) - self.comhere = False # commander here - self.ishere = False # super-commander in quadrant self.iscate = False # super commander is here self.ientesc = False # attempted escape from supercommander - self.ithere = False # Tholian is here self.resting = False # rest time self.icraft = False # Kirk in Galileo self.landed = False # party on planet (true), on ship (false) @@ -278,13 +504,11 @@ class gamestate: self.casual = 0 # causalties self.nhelp = 0 # calls for help self.nkinks = 0 # count of energy-barrier crossings - self.iplnet = 0 # planet # in quadrant + self.iplnet = None # planet # in quadrant self.inplan = 0 # initial planets - self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base - self.tourn = 0 # tournament number - self.proben = 0 # number of moves for probe + self.tourn = None # tournament number self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources self.intime = 0.0 # initial time @@ -297,27 +521,22 @@ class gamestate: self.warpfac = 0.0 # warp speed self.wfacsq = 0.0 # squared warp factor self.lsupres = 0.0 # life support reserves - self.dist = 0.0 # movement distance - self.direc = 0.0 # movement direction self.optime = 0.0 # time taken by current operation self.docfac = 0.0 # repair factor when docking (constant?) self.damfac = 0.0 # damage factor self.lastchart = 0.0 # time star chart was last updated self.cryprob = 0.0 # probability that crystal will work - self.probex = 0.0 # location of probe - self.probey = 0.0 # - self.probeinx = 0.0 # probe x,y increment - self.probeiny = 0.0 # + self.probe = None # object holding probe course info self.height = 0.0 # height of orbit around planet def recompute(self): # Stas thinks this should be (C expression): - # game.state.remkl + game.state.remcom > 0 ? - # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99 + # game.state.remkl + len(game.state.kcmdr) > 0 ? + # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99 # He says the existing expression is prone to divide-by-zero errors # after killing the last klingon when score is shown -- perhaps also # if the only remaining klingon is SCOM. - game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom) -# From enumerated type 'feature' + game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) + IHR = 'R' IHK = 'K' IHC = 'C' @@ -337,8 +556,6 @@ IHMATER0 = '-' IHMATER1 = 'o' IHMATER2 = '0' - -# From enumerated type 'FINTYPE' FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -362,71 +579,68 @@ FTRIBBLE = 19 FHOLE = 20 FCREW = 21 -# From enumerated type 'COLORS' -DEFAULT = 0 -BLACK = 1 -BLUE = 2 -GREEN = 3 -CYAN = 4 -RED = 5 -MAGENTA = 6 -BROWN = 7 -LIGHTGRAY = 8 -DARKGRAY = 9 -LIGHTBLUE = 10 -LIGHTGREEN = 11 -LIGHTCYAN = 12 -LIGHTRED = 13 -LIGHTMAGENTA = 14 -YELLOW = 15 -WHITE = 16 +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 + +def randreal(*args): + v = random.random() + if len(args) == 1: + v *= args[0] # returns 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:])) + return v # Code from ai.c begins here -def tryexit(look, ienm, loccom, irun): - # a bad guy attempts to bug out +def welcoming(iq): + "Would this quadrant welcome another Klingon?" + return iq.valid_quadrant() and \ + not game.state.galaxy[iq.i][iq.j].supernova and \ + game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD + +def tryexit(enemy, look, irun): + "A bad guy attempts to bug out." iq = coord() - iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 - iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1 - if not VALID_QUADRANT(iq.x,iq.y) or \ - game.state.galaxy[iq.x][iq.y].supernova or \ - game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: - return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons - if ienm == IHR: + iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1 + iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 + if not welcoming(iq): + return False; + if enemy.type == IHR: return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if ienm == IHC: - for n in range(1, game.state.remcom+1): - if game.state.kcmdr[n] == iq: - return False + if enemy.type == IHC: + 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 game.kpower[loccom] > 1000.0: + if enemy.kpower > 1000.0: return False - # print escape message and move out of quadrant. + # 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: - crmena(True, ienm, "sector", game.ks[loccom]) - prout(_(" escapes to Quadrant %s (and regains strength).") % q) - # handle local matters related to escape - game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT - game.ks[loccom] = game.ks[game.nenhere] - game.kavgd[loccom] = game.kavgd[game.nenhere] - game.kpower[loccom] = game.kpower[game.nenhere] - game.kdist[loccom] = game.kdist[game.nenhere] + game.condition == "docked": + prout(crmena(True, enemy.type, "sector", enemy.kloc) + \ + (_(" escapes to Quadrant %s (and regains strength).") % q)) + # handle local matters related to escape + enemy.move(None) game.klhere -= 1 - game.nenhere -= 1 - if game.condition != docked: + if game.condition != "docked": newcnd() # Handle global matters related to escape - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 - game.state.galaxy[iq.x][iq.y].klingons += 1 - if ienm==IHS: - game.ishere = False + game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 + game.state.galaxy[iq.i][iq.j].klingons += 1 + if enemy.type==IHS: game.iscate = False game.ientesc = False game.isatb = 0 @@ -434,14 +648,12 @@ def tryexit(look, ienm, loccom, irun): unschedule(FSCDBAS) game.state.kscmdr=iq else: - for n in range(1, game.state.remcom+1): - if game.state.kcmdr[n] == game.quadrant: - game.state.kcmdr[n]=iq + for cmdr in game.state.kcmdr: + if cmdr == game.quadrant: + game.state.kcmdr[n] = iq break - game.comhere = False return True; # success -# # The bad-guy movement algorithm: # # 1. Enterprise has "force" based on condition of phaser and photon torpedoes. @@ -479,29 +691,26 @@ def tryexit(look, ienm, loccom, irun): # retreat, especially at high skill levels. # # 5. Motion is limited to skill level, except for SC hi-tailing it out. -# -def movebaddy(com, loccom, ienm): - # tactical movement for the bad guys +def movebaddy(enemy): + "Tactical movement for the bad guys." next = coord(); look = coord() irun = False - # This should probably be just game.comhere + game.ishere + # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: - nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) + nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: - nbaddys = game.comhere + game.ishere - - dist1 = game.kdist[loccom] + nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) + dist1 = enemy.kdist mdist = int(dist1 + 0.5); # Nearest integer distance - # If SC, check with spy to see if should hi-tail it - if ienm==IHS and \ - (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + if enemy.type==IHS and \ + (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) + forces = enemy.kpower+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): @@ -518,12 +727,12 @@ def movebaddy(com, loccom, ienm): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces+200.0*Rand())/150.0) - 5.0 + motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0-square(Rand()))*dist1 + 1.0 + motion = (1.0 - randreal())**2 * dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-square(Rand())) + motion -= game.skill*(2.0-randreal()**2) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -536,10 +745,7 @@ def movebaddy(com, loccom, ienm): else: motion = game.skill # calculate preferred number of steps - if motion < 0: - msteps = -motion - else: - msteps = motion + nsteps = abs(int(motion)) if motion > 0 and nsteps > mdist: nsteps = mdist; # don't overshoot if nsteps > QUADSIZE: @@ -549,68 +755,57 @@ def movebaddy(com, loccom, ienm): if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y - mx = game.sector.x - com.x - my = game.sector.y - com.y - if 2.0 * abs(mx) < abs(my): - mx = 0 - if 2.0 * abs(my) < abs(game.sector.x-com.x): - my = 0 - if mx != 0: - if mx*motion < 0: - mx = -1 - else: - mx = 1 - if my != 0: - if my*motion < 0: - my = -1 - else: - my = 1 - next = com + m = game.sector - enemy.kloc + 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): + m.j = 0 + m = (motion * m).sgn() + next = enemy.kloc # main move loop for ll in range(nsteps): if idebug: proutn(" %d" % (ll+1)) # Check if preferred position available - look.x = next.x + mx - look.y = next.y + my - if mx < 0: - krawlx = 1 + look = next + m + if m.i < 0: + krawli = 1 else: - krawlx = -1 - if my < 0: - krawly = 1 + krawli = -1 + if m.j < 0: + krawlj = 1 else: - krawly = -1 + krawlj = -1 success = False attempts = 0; # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 - if look.x < 1 or look.x > QUADSIZE: - if motion < 0 and tryexit(look, ienm, loccom, irun): + if look.i < 0 or look.i >= QUADSIZE: + if motion < 0 and tryexit(enemy, look, irun): return - if krawlx == mx or my == 0: + if krawli == m.i or m.j == 0: break - look.x = next.x + krawlx - krawlx = -krawlx - elif look.y < 1 or look.y > QUADSIZE: - if motion < 0 and tryexit(look, ienm, loccom, irun): + look.i = next.i + krawli + krawli = -krawli + elif look.j < 0 or look.j >= QUADSIZE: + if motion < 0 and tryexit(enemy, look, irun): return - if krawly == my or mx == 0: + if krawlj == m.j or m.i == 0: break - look.y = next.y + krawly - krawly = -krawly - elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: - # See if we should ram ship - if game.quad[look.x][look.y] == game.ship and \ - (ienm == IHC or ienm == IHS): - ram(True, ienm, com) + look.j = next.j + krawlj + krawlj = -krawlj + elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT: + # See if enemy should ram ship + if game.quad[look.i][look.j] == game.ship and \ + (enemy.type == IHC or enemy.type == IHS): + collision(rammed=True, enemy=enemy) return - if krawlx != mx and my != 0: - look.x = next.x + krawlx - krawlx = -krawlx - elif krawly != my and mx != 0: - look.y = next.y + krawly - krawly = -krawly + if krawli != m.i and m.j != 0: + look.i = next.i + krawli + krawli = -krawli + elif krawlj != m.j and m.i != 0: + look.j = next.j + krawlj + krawlj = -krawlj else: break; # we have failed else: @@ -621,156 +816,128 @@ def movebaddy(com, loccom, ienm): proutn(`next`) else: break; # done early - if idebug: skip(1) - # Put commander in place within same quadrant - game.quad[com.x][com.y] = IHDOT - game.quad[next.x][next.y] = ienm - if next != com: - # it moved - game.ks[loccom] = next - game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) - if not damaged(DSRSENS) or game.condition == docked: - proutn("***") - cramen(ienm) - proutn(_(" from Sector %s") % com) - if game.kdist[loccom] < dist1: + if enemy.move(next): + if not damaged(DSRSENS) or game.condition == "docked": + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc)) + if enemy.kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) prout("Sector %s." % next) def moveklings(): - # Klingon tactical movement + "Sequence Klingon tactical movement." if idebug: prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move - if game.comhere: - for i in range(1, game.nenhere+1): - w = game.ks[i] - if game.quad[w.x][w.y] == IHC: - movebaddy(w, i, IHC) - break - if game.ishere: - for i in range(1, game.nenhere+1): - w = game.ks[i] - if game.quad[w.x][w.y] == IHS: - movebaddy(w, i, IHS) + if game.quadrant in game.state.kcmdr: + for enemy in game.enemies: + if enemy.type == IHC: + movebaddy(enemy) + if game.state.kscmdr==game.quadrant: + for enemy in game.enemies: + if enemy.type == IHS: + movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): - for i in range(1, game.nenhere+1): - w = game.ks[i] - if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: - movebaddy(w, i, game.quad[w.x][w.y]) - sortklings(); + for enemy in game.enemies: + if enemy.type in (IHK, IHR): + movebaddy(enemy) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) def movescom(iq, avoid): - # commander movement helper - if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \ - game.state.galaxy[iq.x][iq.y].supernova or \ - game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: - return 1 - if avoid: - # Avoid quadrants with bases if we want to avoid Enterprise - for i in range(1, game.state.rembase+1): - if game.state.baseq[i] == iq: - return True + "Commander movement helper." + # Avoid quadrants with bases if we want to avoid Enterprise + if not welcoming(iq) or (avoid and iq in game.state.baseq): + return False if game.justin and not game.iscate: - return True + return False # do the move - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1 + game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1 game.state.kscmdr = iq - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1 - if game.ishere: + game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1 + if game.state.kscmdr==game.quadrant: # SC has scooted, Remove him from current quadrant game.iscate=False game.isatb=0 - game.ishere = False game.ientesc = False unschedule(FSCDBAS) - for i in range(1, game.nenhere+1): - if game.quad[game.ks[i].x][game.ks[i].y] == IHS: + for enemy in game.enemies: + if enemy.type == IHS: break - game.quad[game.ks[i].x][game.ks[i].y] = IHDOT - game.ks[i] = game.ks[game.nenhere] - game.kdist[i] = game.kdist[game.nenhere] - game.kavgd[i] = game.kavgd[game.nenhere] - game.kpower[i] = game.kpower[game.nenhere] + enemy.move(None) game.klhere -= 1 - game.nenhere -= 1 - if game.condition!=docked: + if game.condition != "docked": newcnd() - sortklings() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) # check for a helpful planet for i in range(game.inplan): - if game.state.planets[i].w == game.state.kscmdr and \ + if game.state.planets[i].quadrant == game.state.kscmdr and \ game.state.planets[i].crystals == "present": # destroy the planet game.state.planets[i].pclass = "destroyed" - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET + game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break - return False; # looks good! + return True; # looks good! def supercommander(): - # move the Super Commander + "Move the Super Commander." iq = coord(); sc = coord(); ibq = coord(); idelta = coord() basetbl = [] if idebug: prout("== SUPERCOMMANDER") # Decide on being active or passive - avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ + avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ (game.state.date-game.indate) < 3.0) if not game.iscate and avoid: # compute move away from Enterprise idelta = game.state.kscmdr-game.quadrant - if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0: + if idelta.distance() > 2.0: # circulate in space - idelta.x = game.state.kscmdr.y-game.quadrant.y - idelta.y = game.quadrant.x-game.state.kscmdr.x + idelta.i = game.state.kscmdr.j-game.quadrant.j + idelta.j = game.quadrant.i-game.state.kscmdr.i else: # compute distances to starbases - if game.state.rembase <= 0: + if not game.state.baseq: # nothing left to do unschedule(FSCMOVE) return sc = game.state.kscmdr - for i in range(1, game.state.rembase+1): - basetbl.append((i, distance(game.state.baseq[i], sc))) - if game.state.rembase > 1: + for base in game.state.baseq: + basetbl.append((i, (base - sc).distance())) + if game.state.baseq > 1: basetbl.sort(lambda x, y: cmp(x[1]. y[1])) # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 - for i2 in range(1, game.state.rembase+1): + for (i2, base) in enumerate(game.state.baseq): i = basetbl[i2][0]; # bug in original had it not finding nearest - ibq = game.state.baseq[i] - if ibq == game.quadrant or ibq == game.battle or \ - game.state.galaxy[ibq.x][ibq.y].supernova or \ - game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1: + if base==game.quadrant or base==game.battle or not welcoming(base): continue # if there is a commander, and no other base is appropriate, - # we will take the one with the commander - for j in range(1, game.state.remcom+1): - if ibq == game.state.kcmdr[j] and ifindit!= 2: + # we will take the one with the commander + for cmdr in game.state.kcmdr: + if base == cmdr and ifindit != 2: ifindit = 2 iwhichb = i break - if j > game.state.remcom: # no commander -- use this one + else: # no commander -- use this one ifindit = 1 iwhichb = i break if ifindit==0: - return; # Nothing suitable -- wait until next time + return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr @@ -780,44 +947,43 @@ def supercommander(): # there was what looked like a bug in the Almy C code here, # but it might be this translation is just wrong. iq = game.state.kscmdr + idelta - if movescom(iq, avoid): + if not movescom(iq, avoid): # failed -- try some other maneuvers - if idelta.x==0 or idelta.y==0: + if idelta.i==0 or idelta.j==0: # attempt angle move - if idelta.x != 0: - iq.y = game.state.kscmdr.y + 1 - if movescom(iq, avoid): - iq.y = game.state.kscmdr.y - 1 + if idelta.i != 0: + iq.j = game.state.kscmdr.j + 1 + if not movescom(iq, avoid): + iq.j = game.state.kscmdr.j - 1 movescom(iq, avoid) - else: - iq.x = game.state.kscmdr.x + 1 - if movescom(iq, avoid): - iq.x = game.state.kscmdr.x - 1 + elif idelta.j != 0: + iq.i = game.state.kscmdr.i + 1 + if not movescom(iq, avoid): + iq.i = game.state.kscmdr.i - 1 movescom(iq, avoid) else: # try moving just in x or y - iq.y = game.state.kscmdr.y - if movescom(iq, avoid): - iq.y = game.state.kscmdr.y + idelta.y - iq.x = game.state.kscmdr.x + iq.j = game.state.kscmdr.j + if not movescom(iq, avoid): + iq.j = game.state.kscmdr.j + idelta.j + iq.i = game.state.kscmdr.i movescom(iq, avoid) # check for a base - if game.state.rembase == 0: + if len(game.state.baseq) == 0: unschedule(FSCMOVE) else: - for i in range(1, game.state.rembase+1): - ibq = game.state.baseq[i] + for ibq in game.state.baseq: if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: - return; # no, don't attack base! + return # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*Rand()) + schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): - return; # no warning + return # no warning game.iseenit = True announce() prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ @@ -835,95 +1001,85 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (Rand() > 0.2 or \ + (withprob(0.8) or \ (not communicating()) or \ - not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): + not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) - return; + return def movetholian(): - # move the Tholian - if not game.ithere or game.justin: + "Move the Tholian." + if not game.tholian or game.justin: return - - if game.tholian.x == 1 and game.tholian.y == 1: - idx = 1; idy = QUADSIZE - elif game.tholian.x == 1 and game.tholian.y == QUADSIZE: - idx = QUADSIZE; idy = QUADSIZE - elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE: - idx = QUADSIZE; idy = 1 - elif game.tholian.x == QUADSIZE and game.tholian.y == 1: - idx = 1; idy = 1 + id = coord() + if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0: + id.i = 0; id.j = QUADSIZE-1 + elif game.tholian.kloc.i == 0 and game.tholian.kloc.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: + id.i = QUADSIZE-1; id.j = 0 + elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0: + id.i = 0; id.j = 0 else: # something is wrong! - game.ithere = False + game.tholian.move(None) + prout("***Internal error: Tholian in a bad spot.") return - # do nothing if we are blocked - if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB: + if game.quad[id.i][id.j] not in (IHDOT, IHWEB): return - game.quad[game.tholian.x][game.tholian.y] = IHWEB - - if game.tholian.x != idx: - # move in x axis - im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) - while game.tholian.x != idx: - game.tholian.x += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - elif game.tholian.y != idy: - # move in y axis - im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y) - while game.tholian.y != idy: - game.tholian.y += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - game.quad[game.tholian.x][game.tholian.y] = IHT - game.ks[game.nenhere] = game.tholian - + here = copy.copy(game.tholian.kloc) + delta = (id - game.tholian.kloc).sgn() + # move in x axis + while here.i != id.i: + here.i += delta.i + if game.quad[here.i][here.j]==IHDOT: + 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: + game.tholian.move(here) # check to see if all holes plugged - for i in range(1, QUADSIZE+1): - if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT: + 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][1]!=IHWEB and game.quad[i][1]!=IHT: + 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.x][game.tholian.y]=IHWEB + game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB dropin(IHBLANK) - crmena(True, IHT, "sector", game.tholian) - prout(_(" completes web.")) - game.ithere = False - game.nenhere -= 1 + prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web.")) + game.tholian.move(None) return # Code from battle.c begins here def doshield(shraise): - # change shield status + "Change shield status." action = "NONE" game.ididit = False if shraise: action = "SHUP" else: - key = scan() - if key == IHALPHA: - if isit("transfer"): + key = scanner.next() + if key == "IHALPHA": + if scanner.sees("transfer"): action = "NRG" else: - chew() if damaged(DSHIELD): prout(_("Shields damaged and down.")) return - if isit("up"): + if scanner.sees("up"): action = "SHUP" - elif isit("down"): + elif scanner.sees("down"): action = "SHDN" if action=="NONE": proutn(_("Do you wish to change shield energy? ")) @@ -938,14 +1094,14 @@ def doshield(shraise): if ja() == True: action = "SHDN" else: - chew() + scanner.chew() return else: proutn(_("Shields are down. Do you want them up? ")) if ja() == True: action = "SHUP" else: - chew() + scanner.chew() return if action == "SHUP": # raise shields if game.shldup: @@ -973,24 +1129,24 @@ def doshield(shraise): game.ididit = True return elif action == "NRG": - while scan() != IHREAL: - chew() + while scanner.next() != "IHREAL": + scanner.chew() proutn(_("Energy to transfer to shields- ")) - chew() - if aaitem==0: + scanner.chew() + if scanner.real == 0: return - if aaitem > game.energy: + if scanner.real > game.energy: prout(_("Insufficient ship energy.")) return game.ididit = True - if game.shield+aaitem >= game.inshld: + if game.shield+scanner.real >= game.inshld: prout(_("Shield energy maximized.")) - if game.shield+aaitem > game.inshld: + if game.shield+scanner.real > game.inshld: prout(_("Excess energy requested returned to ship energy")) game.energy -= game.inshld-game.shield game.shield = game.inshld return - if aaitem < 0.0 and game.energy-aaitem > game.inenrg: + if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg: # Prevent shield drain loophole skip(1) prout(_("Engineering to bridge--")) @@ -998,23 +1154,22 @@ def doshield(shraise): prout(_(" I can't drain the shields.")) game.ididit = False return - if game.shield+aaitem < 0: + if game.shield+scanner.real < 0: prout(_("All shield energy transferred to ship.")) game.energy += game.shield game.shield = 0.0 return proutn(_("Scotty- \"")) - if aaitem > 0: + if scanner.real > 0: prout(_("Transferring energy to shields.\"")) else: prout(_("Draining energy from shields.\"")) - game.shield += aaitem - game.energy -= aaitem + game.shield += scanner.real + game.energy -= scanner.real return def randdevice(): - # choose a device to damage, at random. - # + "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 @@ -1028,7 +1183,7 @@ def randdevice(): # # 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 NDEVICES*Rand() + # 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. # @@ -1037,7 +1192,6 @@ def randdevice(): # 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% @@ -1056,7 +1210,7 @@ def randdevice(): 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = Rand() * 1000.0 # weights must sum to 1000 + idx = randrange(1000) # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1064,204 +1218,186 @@ def randdevice(): return i return None; # we should never get here -def ram(ibumpd, ienm, w): - # make our ship ram something +def collision(rammed, enemy): + "Collision handling fot rammong events." prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***COLLISION IMMINENT.")) skip(2) proutn("***") - crmshp() - hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0) - if ibumpd: + proutn(crmshp()) + hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0) + if rammed: proutn(_(" rammed by ")) else: proutn(_(" rams ")) - crmena(False, ienm, sector, w) - if ibumpd: + proutn(crmena(False, enemy.type, "sector", enemy.kloc)) + if rammed: proutn(_(" (original position)")) skip(1) - deadkl(w, ienm, game.sector) - proutn("***") - crmshp() - prout(_(" heavily damaged.")) - icas = 10.0+20.0*Rand() + deadkl(enemy.kloc, enemy.type, game.sector) + proutn("***" + crmship() + " heavily damaged.") + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas - # # In the pre-SST2K version, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, - # - ncrits = Rand() * (NDEVICES/2) + ncrits = randrange(NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*Rand()+1.0)*game.damfac + extradm = (10.0*hardness*randreal()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False prout(_("***Shields are down.")) - if game.state.remkl + game.state.remcom + game.state.nscrem: + if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem: announce() damagereport() else: finish(FWON) - return; - -def torpedo(course, r, incoming, i, n): - # let a photon torpedo fly - iquad = 0 - shoved = False - ac = course + 0.25*r - angle = (15.0-ac)*0.5235988 - bullseye = (15.0 - course)*0.5235988 - deltax = -math.sin(angle); - deltay = math.cos(angle); - x = incoming.x; y = incoming.y - w = coord(); jw = coord() - w.x = w.y = jw.x = jw.y = 0 - bigger = max(math.fabs(deltax), math.fabs(deltay)) - deltax /= bigger - deltay /= bigger + return + +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) + ac = bearing + 0.25*dispersion # dispersion is a random variable + bullseye = (15.0 - bearing)*0.5235988 + track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) + bumpto = coord(0, 0) # Loop to move a single torpedo - for l in range(1, 15+1): - x += deltax - w.x = x + 0.5 - y += deltay - w.y = y + 0.5 - if not VALID_SECTOR(w.x, w.y): + setwnd(message_window) + for step in range(1, QUADSIZE*2): + track.next() + w = track.sector() + if not w.valid_sector(): break - iquad=game.quad[w.x][w.y] - tracktorpedo(w, l, i, n, iquad) + 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) - proutn(_("Torpedo hits ")) - crmshp() - prout(".") - hit = 700.0 + 100.0*Rand() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + prout(_("Torpedo hits %s.") % crmshp()) + hit = 700.0 + randreal(100) - \ + 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*(Rand()-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.x=w.x+xx+0.5 - jw.y=w.y+yy+0.5 - if not VALID_SECTOR(jw.x, jw.y): + 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.x][jw.y]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==IHBLANK: finish(FHOLE) return hit - if game.quad[jw.x][jw.y]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!=IHDOT: # can't move into object return hit - game.sector = jw - crmshp() - shoved = True - elif iquad in (IHC, IHS): # Hit a commander - if Rand() <= 0.05: - crmena(True, iquad, sector, w) - prout(_(" uses anti-photon device;")) + game.sector = bumpto + proutn(crmshp()) + 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 iquad in (IHC, IHS) and withprob(0.05): + prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None - elif iquad in (IHR, IHK): # Hit a regular enemy - # find the enemy - for ll in range(1, game.nenhere+1): - if w == game.ks[ll]: + for enemy in game.enemies: + if w == enemy.kloc: break - kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*Rand() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + kp = math.fabs(enemy.kpower) + 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 game.kpower[ll] < 0: - game.kpower[ll] -= -h1 + if enemy.kpower < 0: + enemy.kpower -= -h1 else: - game.kpower[ll] -= h1 - if game.kpower[ll] == 0: + enemy.kpower -= h1 + if enemy.kpower == 0: deadkl(w, iquad, w) return None - crmena(True, iquad, "sector", w) + proutn(crmena(True, iquad, "sector", w)) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(Rand()-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.x=w.x+xx+0.5 - jw.y=w.y+yy+0.5 - if not VALID_SECTOR(jw.x, jw.y): + 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.x][jw.y]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == IHBLANK: prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) - return None - if game.quad[jw.x][jw.y]!=IHDOT: - # can't move into object + deadkl(w, iquad, bumpto) + if game.quad[bumpto.i][bumpto.j] != IHDOT: prout(_(" damaged but not destroyed.")) - return None - proutn(_(" damaged--")) - game.ks[ll] = 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..")) - for ll in range(1, game.state.rembase+1): - if game.state.baseq[ll] == game.quadrant: - game.state.baseq[ll]=game.state.baseq[game.state.rembase] - break - game.quad[w.x][w.y]=IHDOT - game.state.rembase -= 1 - game.base.x=game.base.y=0 - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1 - game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1 + game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq) + game.quad[w.i][w.j]=IHDOT + 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 - crmena(True, iquad, sector, w) - prout(_(" destroyed.")) + prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 1 - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 - invalidate(game.plnet) - game.quad[w.x][w.y] = IHDOT + 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 if game.landed: # captain perishes on planet finish(FDPLANET) return None elif iquad == IHW: # Hit an inhabited world -- very bad! - crmena(True, iquad, sector, w) - prout(_(" destroyed.")) + prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 1 - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 - invalidate(game.plnet) - game.quad[w.x][w.y] = IHDOT + 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 if game.landed: # captain perishes on planet finish(FDPLANET) @@ -1269,14 +1405,13 @@ def torpedo(course, r, incoming, i, n): prout(_("Celebratory rallies are being held on the Klingon homeworld.")) return None elif iquad == IHSTAR: # Hit a star - if Rand() > 0.10: + if withprob(0.9): nova(w) - return None - crmena(True, IHSTAR, sector, w) - prout(_(" unaffected by photon blast.")) + else: + prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast.")) return None elif iquad == IHQUEST: # Hit a thingy - if not (game.options & OPTION_THINGY) or Rand()>0.7: + if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1287,72 +1422,55 @@ def torpedo(course, r, incoming, i, n): skip(1) deadkl(w, iquad, w) else: - # # Stas Sergeev added the possibility that # you can shove the Thingy and piss it off. # It then becomes an enemy and may fire at you. - # - iqengry = True + thing.angry = True shoved = True return None elif iquad == IHBLANK: # Black hole skip(1) - crmena(True, IHBLANK, sector, w) - prout(_(" swallows torpedo.")) + prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo.")) return None elif iquad == IHWEB: # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == IHT: # Hit a Tholian - h1 = 700.0 + 100.0*Rand() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + h1 = 700.0 + randrange(100) - \ + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: - game.quad[w.x][w.y] = IHDOT - game.ithere = False + game.quad[w.i][w.j] = IHDOT deadkl(w, iquad, w) + game.tholian = None return None skip(1) - crmena(True, IHT, sector, w) - if Rand() > 0.05: + proutn(crmena(True, IHT, "sector", w)) + if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) - game.quad[w.x][w.y] = IHWEB - game.ithere = False - game.nenhere -= 1 + game.tholian.move(None) + game.quad[w.i][w.j] = IHWEB dropin(IHBLANK) return None else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") - crmena(True, iquad, sector, w) + proutn(crmena(True, iquad, "sector", w)) skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.x][w.y]=IHDOT - game.quad[jw.x][jw.y]=iquad - prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(1, game.nenhere+1): - game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) - sortklings() - return None skip(1) prout(_("Torpedo missed.")) return None; def fry(hit): - # critical-hit resolution - ktr=1 - # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()): + "Critical-hit resolution." + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): return - - ncrit = 1.0 + hit/(500.0+100.0*Rand()) + ncrit = int(1.0 + hit/(500.0+randreal(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1363,19 +1481,16 @@ def fry(hit): if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())) + extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm - if loop1 > 0: - for loop2 in range(loop1): - if j == cdam[loop2]: - break - if loop2 < loop1: - continue - ktr += 1 - if ktr==3: - skip(1) - proutn(_(" and ")) + skipcount = 0 + for (i, j) in enumerate(cdam): proutn(device[j]) + if skipcount % 3 == 2 and i < len(cdam)-1: + skip(1) + skipcount += 1 + if i < len(cdam)-1: + proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) @@ -1383,91 +1498,78 @@ def fry(hit): def attack(torps_ok): # bad guy attacks us - # torps_ok == false forces use of phasers in an attack - atackd = False; attempt = False; ihurt = False; - hitmax=0.0; hittot=0.0; chgfac=1.0 - jay = coord() - where = "neither" - - # game could be over at this point, check + # torps_ok == False forces use of phasers in an attack + # game could be over at this point, check if game.alldone: return - + attempt = False; ihurt = False; + hitmax=0.0; hittot=0.0; chgfac=1.0 + where = "neither" if idebug: prout("=== ATTACK!") - - # Tholian gewts to move before attacking - if game.ithere: + # Tholian gets to move before attacking + if game.tholian: movetholian() - # if you have just entered the RNZ, you'll get a warning if game.neutz: # The one chance not to be attacked game.neutz = False return - # commanders get a chance to tac-move towards you - if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: + if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: moveklings() - # if no enemies remain after movement, we're done - if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry): + if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): return - # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25+0.5*Rand() - + chgfac = 0.25 + randreal(0.5) skip(1) - # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" - - for loop in range(1, game.nenhere+1): - if game.kpower[loop] < 0: + for enemy in game.enemies: + if enemy.kpower < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = Rand() - # Increase chance of photon torpedos if docked or enemy energy low + r = randreal() + # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 - if game.kpower[loop] < 500: + if enemy.kpower < 500: r *= 0.25; - jay = game.ks[loop] - iquad = game.quad[jay.x][jay.y] - if iquad==IHT or (iquad==IHQUEST and not iqengry): + if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (iquad == IHK and r > 0.0005) or \ - (iquad==IHC and r > 0.015) or \ - (iquad==IHR and r > 0.3) or \ - (iquad==IHS and r > 0.07) or \ - (iquad==IHQUEST and r > 0.05) + (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) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*Rand() - hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) - game.kpower[loop] *= 0.75 + dustfac = randreal(0.8, 0.85) + hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) + enemy.kpower *= 0.75 else: # Enemy uses photon torpedo - course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) + # 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) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): - proutn(_(" From ")) - crmena(False, iquad, where, jay) + proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc)) attempt = True prout(" ") - r = (Rand()+Rand())*0.5 -0.5 - r += 0.002*game.kpower[loop]*r - hit = torpedo(course, r, jay, 1, 1) - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + dispersion = (randreal()+randreal())*0.5 - 0.5 + dispersion += 0.002*enemy.kpower*dispersion + hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1) + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: - return; # Supernova or finished + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: + return # Supernova or finished if hit == None: continue # incoming phaser or torpedo, shields may dissipate it @@ -1494,11 +1596,9 @@ def attack(torps_ok): ihurt = True proutn(_("%d unit hit") % int(hit)) if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: - proutn(_(" on the ")) - crmshp() + proutn(_(" on the ") + crmshp()) if not damaged(DSRSENS) and usephasers: - proutn(_(" from ")) - crmena(False, iquad, where, jay) + prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc)) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1512,14 +1612,12 @@ def attack(torps_ok): return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) - if not atackd: - return percent = 100.0*pfac*game.shield+0.5 if not ihurt: # Shields fully protect ship proutn(_("Enemy attack reduces shield strength to ")) else: - # Print message if starship suffered hit(s) + # Emit message if starship suffered hit(s) skip(1) proutn(_("Energy left %2d shields ") % int(game.energy)) if game.shldup: @@ -1531,7 +1629,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas= hittot*Rand()*0.015 + icas = randrange(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1539,216 +1637,186 @@ def attack(torps_ok): game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies - for loop in range(1, game.nenhere+1): - game.kavgd[loop] = game.kdist[loop] - sortklings() - return; + for enemy in game.enemies: + enemy.kavgd = enemy.kdist + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return def deadkl(w, type, mv): - # kill a Klingon, Tholian, Romulan, or Thingy + "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying - - crmena(True, type, sector, mv) + proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately if type == IHR: - # chalk up a Romulan - game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 - game.irhere -= 1 - game.state.nromrem -= 1 + # 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: - # Killed a Tholian - game.ithere = False + # Killed a Tholian + game.tholian = None elif type == IHQUEST: - # Killed a Thingy - iqhere = iqengry = False - invalidate(thing) + # Killed a Thingy + global thing + thing = None else: - # Some type of a Klingon - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 - game.klhere -= 1 - if type == IHC: - game.comhere = False - for i in range(1, game.state.remcom+1): - if game.state.kcmdr[i] == game.quadrant: - break - game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] - game.state.kcmdr[game.state.remcom].x = 0 - game.state.kcmdr[game.state.remcom].y = 0 - game.state.remcom -= 1 - unschedule(FTBEAM) - if game.state.remcom != 0: - schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) - elif type == IHK: - game.state.remkl -= 1 - elif type == IHS: - game.state.nscrem -= 1 - game.ishere = False - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 - game.iscate = False - unschedule(FSCMOVE) - unschedule(FSCDBAS) - else: - prout("*** Internal error, deadkl() called on %s\n" % type) - + # Killed some type of Klingon + game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 + game.klhere -= 1 + if type == IHC: + 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: + game.state.remkl -= 1 + elif type == IHS: + game.state.nscrem -= 1 + game.state.kscmdr.invalidate() + game.isatb = 0 + game.iscate = False + unschedule(FSCMOVE) + unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) - game.quad[w.x][w.y] = IHDOT - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: return game.recompute() - # Remove enemy ship from arrays describing local conditions - if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: - unschedule(FCDBAS) - for i in range(1, game.nenhere+1): - if game.ks[i] == w: + # Remove enemy ship from arrays describing local conditions + for e in game.enemies: + if e.kloc == w: + e.move(None) break - game.nenhere -= 1 - if i <= game.nenhere: - for j in range(i, game.nenhere+1): - game.ks[j] = game.ks[j+1] - game.kpower[j] = game.kpower[j+1] - game.kavgd[j] = game.kdist[j] = game.kdist[j+1] - game.ks[game.nenhere+1].x = 0 - game.ks[game.nenhere+1].x = 0 - game.kdist[game.nenhere+1] = 0 - game.kavgd[game.nenhere+1] = 0 - game.kpower[game.nenhere+1] = 0 - return; - -def targetcheck(x, y): - # Return None if target is invalid - if not VALID_SECTOR(x, y): + return + +def targetcheck(w): + "Return None if target is invalid, otherwise return a course angle." + if not w.valid_sector(): huh() return None - deltx = 0.1*(y - game.sector.y) - delty = 0.1*(x - game.sector.x) - if deltx==0 and delty== 0: + delta = coord() + # FIXME: C code this was translated from is wacky -- why the sign reversal? + delta.j = (w.j - game.sector.j); + delta.i = (game.sector.i - w.i); + if delta == coord(0, 0): skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) prout(_(" the Captain's psychological profile.\"")) - chew() + scanner.chew() return None - return 1.90985932*math.atan2(deltx, delty) + return delta.bearing() def photon(): - # launch photon torpedo + "Launch photon torpedo." + course = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) - chew() + scanner.chew() return if game.torps == 0: prout(_("No torpedoes left.")) - chew() + scanner.chew() return - key = scan() + # First, get torpedo count while True: - if key == IHALPHA: + scanner.next() + if scanner.token == "IHALPHA": huh() return - elif key == IHEOL: + elif scanner.token == "IHEOL" or not scanner.waiting(): prout(_("%d torpedoes left.") % game.torps) + scanner.chew() proutn(_("Number of torpedoes to fire- ")) - key = scan() - else: # key == IHREAL { - n = aaitem + 0.5 + continue # Go back around to get a number + else: # key == "IHREAL" + n = scanner.int() if n <= 0: # abort command - chew() + scanner.chew() return - if n > 3: - chew() - prout(_("Maximum of 3 torpedoes per burst.")) - key = IHEOL + if n > MAXBURST: + scanner.chew() + prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) return - if n <= game.torps: - break - chew() - key = IHEOL - for i in range(1, n+1): - key = scan() - if i==1 and key == IHEOL: - break; # we will try prompting - if i==2 and key == IHEOL: + if n > game.torps: + scanner.chew() # User requested more torps than available + continue # Go back around + break # All is good, go to next stage + # Next, get targets + target = [] + for i in range(n): + key = scanner.next() + if i==0 and key == "IHEOL": + break; # no coordinate waiting, we will try prompting + if i==1 and key == "IHEOL": # direct all torpedoes at one target - while i <= n: - targ[i][1] = targ[1][1] - targ[i][2] = targ[1][2] - course[i] = course[1] + while i < n: + target.append(target[0]) + course.append(course[0]) i += 1 break - if key != IHREAL: - huh() - return - targ[i][1] = aaitem - key = scan() - if key != IHREAL: - huh() - return - targ[i][2] = aaitem - course[i] = targetcheck(targ[i][1], targ[i][2]) - if course[i] == None: + scanner.push(scanner.token) + target.append(scanner.getcoord()) + if target[-1] == None: + return + course.append(targetcheck(target[-1])) + if course[-1] == None: return - chew() - if i == 1 and key == IHEOL: + scanner.chew() + if len(target) == 0: # prompt for each one - for i in range(1, n+1): - proutn(_("Target sector for torpedo number %d- ") % i) - key = scan() - if key != IHREAL: - huh() - return - targ[i][1] = aaitem - key = scan() - if key != IHREAL: - huh() - return - targ[i][2] = aaitem - chew() - course[i] = targetcheck(targ[i][1], targ[i][2]) - if course[i] == None: + for i in range(n): + proutn(_("Target sector for torpedo number %d- ") % (i+1)) + scanner.chew() + target.append(scanner.getcoord()) + if target[-1] == None: + return + course.append(targetcheck(target[-1])) + if course[-1] == None: return game.ididit = True # Loop for moving torpedoes - for i in range(1, n+1): + for i in range(n): if game.condition != "docked": game.torps -= 1 - r = (Rand()+Rand())*0.5 -0.5 - if math.fabs(r) >= 0.47: + dispersion = (randreal()+randreal())*0.5 -0.5 + if math.fabs(dispersion) >= 0.47: # misfire! - r = (Rand()+1.2) * r - if n>1: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) + dispersion *= randreal(1.2, 2.2) + if n > 0: + prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if Rand() <= 0.2: + if withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()) + game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) break if game.shldup or game.condition == "docked": - r *= 1.0 + 0.0001*game.shield - torpedo(course[i], r, game.sector, i, n) - if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + dispersion *= 1.0 + 0.0001*game.shield + torpedo(game.sector, course[i], dispersion, number=i, nburst=n) + if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); def overheat(rpow): - # check for phasers overheating + "Check for phasers overheating." if rpow > 1500: - chekbrn = (rpow-1500.)*0.00038 - if Rand() <= chekbrn: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): - # check shield control - + "Check shield control." skip(1) - if Rand() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1766,7 +1834,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = hit*Rand()*0.012 + icas = randrange(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -1781,114 +1849,112 @@ def checkshctrl(rpow): overheat(rpow) return True; -def hittem(doublehits): - # register a phaser hit on Klingons and Romulans - nenhr2=game.nenhere; kk=1 +def hittem(hits): + "Register a phaser hit on Klingons and Romulans." + nenhr2 = len(game.enemies); kk=0 w = coord() skip(1) - for k in range(1, nenhr2+1): - wham = hits[k] + for (k, wham) in enumerate(hits): if wham==0: continue - dustfac = 0.9 + 0.01*Rand() - hit = wham*math.pow(dustfac,game.kdist[kk]) - kpini = game.kpower[kk] + dustfac = randreal(0.9, 1.0) + hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + kpini = game.enemies[kk].kpower kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.kpower[kk] < 0: - game.kpower[kk] -= -kp + if game.enemies[kk].kpower < 0: + game.enemies[kk].kpower -= -kp else: - game.kpower[kk] -= kp - kpow = game.kpower[kk] - w = game.ks[kk] + game.enemies[kk].kpower -= kp + kpow = game.enemies[kk].kpower + w = game.enemies[kk].kloc if hit > 0.005: if not damaged(DSRSENS): boom(w) proutn(_("%d unit hit on ") % int(hit)) else: proutn(_("Very small hit on ")) - ienm = game.quad[w.x][w.y] + ienm = game.quad[w.i][w.j] if ienm==IHQUEST: - iqengry = True - crmena(False, ienm, "sector", w) + thing.angry = True + proutn(crmena(False, ienm, "sector", w)) skip(1) if kpow == 0: deadkl(w, ienm, w) - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); if game.alldone: return - kk -= 1; # don't do the increment + kk -= 1 # don't do the increment + continue else: # decide whether or not to emasculate klingon - if kpow > 0 and Rand() >= 0.9 and \ - kpow <= ((0.4 + 0.4*Rand())*kpini): - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) + 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.kpower[kk] = -kpow + game.enemies[kk].kpower = -kpow kk += 1 - return; + return def phasers(): - # fire phasers - hits = []; rpow=0 + "Fire phasers at bad guys." + hits = [] kz = 0; k = 1; irec=0 # Cheating inhibitor - ifast = False; no = False; itarg = True; msgflag = True + ifast = False; no = False; itarg = True; msgflag = True; rpow=0 automode = "NOTSET" key=0 - skip(1) - # SR sensors and Computer are needed fopr automode + # SR sensors and Computer are needed for automode if damaged(DSRSENS) or damaged(DCOMPTR): itarg = False if game.condition == "docked": prout(_("Phasers can't be fired through base shields.")) - chew() + scanner.chew() return if damaged(DPHASER): prout(_("Phaser control damaged.")) - chew() + scanner.chew() return if game.shldup: if damaged(DSHCTRL): prout(_("High speed shield control damaged.")) - chew() + scanner.chew() return if game.energy <= 200.0: prout(_("Insufficient energy to activate high-speed shield control.")) - chew() + scanner.chew() return prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) ifast = True - - # Original code so convoluted, I re-did it all + # Original code so convoluted, I re-did it all + # (That was Tom Almy talking about the C code, I think -- ESR) while automode=="NOTSET": - key=scan() - if key == IHALPHA: - if isit("manual"): - if game.nenhere==0: + key=scanner.next() + if key == "IHALPHA": + if scanner.sees("manual"): + if len(game.enemies)==0: prout(_("There is no enemy present to select.")) - chew() - key = IHEOL + scanner.chew() + key = "IHEOL" automode="AUTOMATIC" else: automode = "MANUAL" - key = scan() - elif isit("automatic"): - if (not itarg) and game.nenhere != 0: + key = scanner.next() + elif scanner.sees("automatic"): + if (not itarg) and len(game.enemies) != 0: automode = "FORCEMAN" else: - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" - key = scan() - elif isit("no"): + key = scanner.next() + elif scanner.sees("no"): no = True else: huh() return - elif key == IHREAL: - if game.nenhere==0: + elif key == "IHREAL": + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: @@ -1896,66 +1962,67 @@ def phasers(): else: automode = "AUTOMATIC" else: - # IHEOL - if game.nenhere==0: + # "IHEOL" + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: automode = "FORCEMAN" else: - proutn(_("Manual or automatic? ")) + proutn(_("Manual or automatic? ")) + scanner.chew() avail = game.energy if ifast: avail -= 200.0 if automode == "AUTOMATIC": - if key == IHALPHA and isit("no"): + if key == "IHALPHA" and scanner.sees("no"): no = True - key = scan() - if key != IHREAL and game.nenhere != 0: + key = scanner.next() + if key != "IHREAL" and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: - chew() + scanner.chew() if not kz: - for i in range(1, game.nenhere+1): - irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0 + 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 kz=1 proutn(_("%d units required. ") % irec) - chew() + scanner.chew() proutn(_("Units to fire= ")) - key = scan() - if key!=IHREAL: + key = scanner.next() + if key!="IHREAL": return - rpow = aaitem + rpow = scanner.real if rpow > avail: proutn(_("Energy available= %.2f") % avail) skip(1) - key = IHEOL + key = "IHEOL" if not rpow > avail: break if rpow<=0: # chicken out - chew() + scanner.chew() return - key=scan() - if key == IHALPHA and isit("no"): + key=scanner.next() + if key == "IHALPHA" and scanner.sees("no"): no = True if ifast: game.energy -= 200; # Go and do it! if checkshctrl(rpow): return - chew() + scanner.chew() game.energy -= rpow extra = rpow - if game.nenhere: + if len(game.enemies): extra = 0.0 powrem = rpow - for i in range(1, game.nenhere+1): - hits[i] = 0.0 + for i in range(len(game.enemies)): + hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) - over = (0.01 + 0.05*Rand())*hits[i] + hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -1968,16 +2035,16 @@ def phasers(): hittem(hits) game.ididit = True if extra > 0 and not game.alldone: - if game.ithere: + if game.tholian: proutn(_("*** Tholian web absorbs ")) - if game.nenhere>0: + if len(game.enemies)>0: proutn(_("excess ")) prout(_("phaser energy.")) else: prout(_("%d expended on empty space.") % int(extra)) elif automode == "FORCEMAN": - chew() - key = IHEOL + scanner.chew() + key = "IHEOL" if damaged(DCOMPTR): prout(_("Battle computer damaged, manual fire only.")) else: @@ -1990,27 +2057,26 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(1, game.nenhere+1): - aim = game.ks[k] - ienm = game.quad[aim.x][aim.y] + for k in range(len(game.enemies)): + aim = game.enemies[k].kloc + ienm = game.quad[aim.i][aim.j] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) skip(1) msgflag = False rpow = 0.0 - if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \ - (ienm == IHC or ienm == IHS): - cramen(ienm) - prout(_(" can't be located without short range scan.")) - chew() - key = IHEOL + if damaged(DSRSENS) and \ + not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS): + prout(cramen(ienm) + _(" can't be located without short range scan.")) + scanner.chew() + key = "IHEOL" hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko k += 1 continue - if key == IHEOL: - chew() + if key == "IHEOL": + scanner.chew() if itarg and k > kz: - irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0 + irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2018,42 +2084,40 @@ def phasers(): else: proutn("??") proutn(") ") - proutn(_("units to fire at ")) - crmena(False, ienm, sector, aim) - proutn("- ") - key = scan() - if key == IHALPHA and isit("no"): + proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim)) + key = scanner.next() + if key == "IHALPHA" and scanner.sees("no"): no = True - key = scan() + key = scanner.next() continue - if key == IHALPHA: + if key == "IHALPHA": huh() return - if key == IHEOL: + if key == "IHEOL": if k==1: # Let me say I'm baffled by this msgflag = True continue - if aaitem < 0: + if scanner.real < 0: # abort out - chew() + scanner.chew() return - hits[k] = aaitem - rpow += aaitem + hits[k] = scanner.real + rpow += scanner.real # If total requested is too much, inform and start over if rpow > avail: prout(_("Available energy exceeded -- try again.")) - chew() + scanner.chew() return - key = scan(); # scan for next value + key = scanner.next(); # scan for next value k += 1 if rpow == 0.0: # zero energy -- abort - chew() + scanner.chew() return - if key == IHALPHA and isit("no"): + if key == "IHALPHA" and scanner.sees("no"): no = True game.energy -= rpow - chew() + scanner.chew() if ifast: game.energy -= 200.0 if checkshctrl(rpow): @@ -2066,7 +2130,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if Rand() >= 0.99: + if withprob(0.99): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2084,32 +2148,30 @@ def phasers(): # only have one FDISTR/FENSLV/FREPRO sequence going at any given time # BSD Trek, from which we swiped the idea, can have up to 5. -import math - def unschedule(evtype): - # remove an event from the schedule + "Remove an event from the schedule." game.future[evtype].date = FOREVER return game.future[evtype] def is_scheduled(evtype): - # is an event of specified type scheduled + "Is an event of specified type scheduled." return game.future[evtype].date != FOREVER def scheduled(evtype): - # when will this event happen? + "When will this event happen?" return game.future[evtype].date def schedule(evtype, offset): - # schedule an event of specified type + "Schedule an event of specified type." game.future[evtype].date = game.state.date + offset return game.future[evtype] def postpone(evtype, offset): - # postpone a scheduled event + "Postpone a scheduled event." game.future[evtype].date += offset def cancelrest(): - # rest period is interrupted by event + "Rest period is interrupted by event." if game.resting: skip(1) proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) @@ -2117,26 +2179,22 @@ def cancelrest(): game.resting = False game.optime = 0.0 return True - return False def events(): - # run through the event queue looking for things to do + "Run through the event queue looking for things to do." i=0 fintim = game.state.date + game.optime; yank=0 ictbeam = False; istract = False w = coord(); hold = coord() ev = event(); ev2 = event() - def tractorbeam(): - # tractor beaming cases merge here - yank = math.sqrt(yank) + def tractorbeam(yank): + "Tractor-beaming cases merge here." announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) - proutn("***") - crmshp() - prout(_(" caught in long range tractor beam--")) + prout("***" + crmshp() + _(" caught in long range tractor beam--")) # If Kirk & Co. screwing around on planet, handle atover(True) # atover(true) is Grab if game.alldone: @@ -2147,51 +2205,50 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if Rand() > 0.5: + if withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 game.iscraft = "removed" else: prout(_("Galileo, left on the planet surface, is well hidden.")) - if evcode==0: + if evcode == FSPY: game.quadrant = game.state.kscmdr else: game.quadrant = game.state.kcmdr[i] game.sector = randplace(QUADSIZE) - crmshp() - prout(_(" is pulled to Quadrant %s, Sector %s") \ + prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \ % (game.quadrant, game.sector)) if game.resting: prout(_("(Remainder of rest/repair period cancelled.)")) game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: - doshield(True) # raise shields - game.shldchg=False + doshield(shraise=True) # raise shields + game.shldchg = False else: prout(_("(Shields not currently useable.)")) - newqad(False) + newqad() # Adjust finish time to time of tractor beaming fintim = game.state.date+game.optime - attack(False) - if game.state.remcom <= 0: + attack(torps_ok=False) + if not game.state.kcmdr: unschedule(FTBEAM) else: - schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom)) + schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr))) def destroybase(): - # Code merges here for any commander destroying base + "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: - game.state.chart[game.battle.x][game.battle.y].starbase = False - game.quad[game.base.x][game.base.y] = IHDOT - game.base.x=game.base.y=0 + game.state.chart[game.battle.i][game.battle.j].starbase = False + game.quad[game.base.i][game.base.j] = IHDOT + game.base.invalidate() newcnd() skip(1) prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) - elif game.state.rembase != 1 and communicating(): + elif game.state.baseq and communicating(): # Get word via subspace radio announce() skip(1) @@ -2201,20 +2258,16 @@ def events(): prout(_("the Klingon Super-Commander")) else: prout(_("a Klingon Commander")) - game.state.chart[game.battle.x][game.battle.y].starbase = False + game.state.chart[game.battle.i][game.battle.j].starbase = False # Remove Starbase from galaxy - game.state.galaxy[game.battle.x][game.battle.y].starbase = False - for i in range(1, game.state.rembase+1): - if game.state.baseq[i] == game.battle: - game.state.baseq[i] = game.state.baseq[game.state.rembase] - game.state.rembase -= 1 + game.state.galaxy[game.battle.i][game.battle.j].starbase = False + game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq) if game.isatb == 2: # reinstate a commander's base attack game.battle = hold game.isatb = 0 else: - invalidate(game.battle) - + game.battle.invalidate() if idebug: prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim)) for i in range(1, NEVENTS): @@ -2234,7 +2287,7 @@ def events(): else: prout("never") radio_was_broken = damaged(DRADIO) - hold.x = hold.y = 0 + hold.i = hold.j = 0 while True: # Select earliest extraneous event, evcode==0 if no events evcode = FSPY @@ -2250,7 +2303,7 @@ def events(): xtime = datemin-game.state.date game.state.date = datemin # Decrement Federation resources and recompute remaining time - game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime + game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime game.recompute() if game.state.remtime <=0: finish(FDEPLETE) @@ -2272,7 +2325,7 @@ def events(): if game.condition == "docked": repair /= game.docfac # Don't fix Deathray here - for l in range(0, NDEVICES): + for l in range(NDEVICES): if game.damage[l] > 0.0 and l != DDRAY: if game.damage[l]-repair > 0.0: game.damage[l] -= repair @@ -2293,9 +2346,9 @@ def events(): game.optime -= xtime if evcode == FSNOVA: # Supernova announce() - supernova(False) + supernova(None) schedule(FSNOVA, expran(0.5*game.intime)) - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return elif evcode == FSPY: # Check with spy to see if SC should tractor beam if game.state.nscrem == 0 or \ @@ -2309,52 +2362,48 @@ def events(): (game.energy < 2500 or damaged(DPHASER)) and \ (game.torps < 5 or damaged(DPHOTON))): # Tractor-beam her! - istract = True - yank = distance(game.state.kscmdr, game.quadrant) - ictbeam = True - tractorbeam() + istract = ictbeam = True + tractorbeam((game.state.kscmdr-game.quadrant).distance()) else: return elif evcode == FTBEAM: # Tractor beam - if game.state.remcom == 0: + if not game.state.kcmdr: unschedule(FTBEAM) continue - i = Rand()*game.state.remcom+1.0 - yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) + i = randrange(len(game.state.kcmdr)) + yank = (game.state.kcmdr[i]-game.quadrant).distance() if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule schedule(FTBEAM, - game.optime + expran(1.5*game.intime/game.state.remcom)) + game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) continue ictbeam = True - tractorbeam() + tractorbeam(yank) elif evcode == FSNAP: # Snapshot of the universe (for time warp) - game.snapsht = game.state + game.snapsht = copy.deepcopy(game.state) game.state.snap = True schedule(FSNAP, expran(0.5 * game.intime)) elif evcode == FBATTAK: # Commander attacks starbase - if game.state.remcom==0 or game.state.rembase==0: + if not game.state.kcmdr or not game.state.baseq: # no can do unschedule(FBATTAK) unschedule(FCDBAS) continue - i = 0 - for j in range(1, game.state.rembase+1): - for k in range(1, game.state.remcom+1): - if game.state.baseq[j] == game.state.kcmdr[k] and \ - not game.state.baseq[j] == game.quadrant and \ - not game.state.baseq[j] == game.state.kscmdr: - i = 1 - if i == 1: - continue - if j>game.state.rembase: - # no match found -- try later - schedule(FBATTAK, expran(0.3*game.intime)) - unschedule(FCDBAS) - continue + try: + for ibq in game.state.baseq: + for cmdr in game.state.kcmdr: + if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: + raise ibq + else: + # no match found -- try later + schedule(FBATTAK, expran(0.3*game.intime)) + unschedule(FCDBAS) + continue + except coord: + pass # commander + starbase combination found -- launch attack - game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*Rand()) + game.battle = ibq + schedule(FCDBAS, randreal(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) @@ -2364,16 +2413,15 @@ def events(): game.iseenit = True announce() skip(1) - proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) - proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS)))) - prout(".\"") + prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) if cancelrest(): return elif evcode == FSCDBAS: # Supercommander destroys base unschedule(FSCDBAS) game.isatb = 2 - if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: + if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: continue # WAS RETURN! hold = game.battle game.battle = game.state.kscmdr @@ -2381,14 +2429,16 @@ def events(): elif evcode == FCDBAS: # Commander succeeds in destroying base if evcode==FCDBAS: unschedule(FCDBAS) + if not game.state.baseq() \ + or not game.state.galaxy[game.battle.i][game.battle.j].starbase: + game.battle.invalidate() + continue # find the lucky pair - for i in range(1, game.state.remcom+1): - if game.state.kcmdr[i] == game.battle: + for cmdr in game.state.kcmdr: + if cmdr == game.battle: break - if i > game.state.remcom or game.state.rembase == 0 or \ - not game.state.galaxy[game.battle.x][game.battle.y].starbase: + else: # No action to take after all - invalidate(game.battle) continue destroybase() elif evcode == FSCMOVE: # Supercommander moves @@ -2398,45 +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.x != i or game.probec.y != j: - game.probec.x = i - game.probec.y = j - if not VALID_QUADRANT(i, j) or \ - game.state.galaxy[game.probec.x][game.probec.y].supernova: + if 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.x][game.probec.y] - # Update star chart if Radio is working or have access to radio + prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j] if communicating(): - chp = game.state.chart[game.probec.x][game.probec.y] + chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j] chp.klingons = pdest.klingons chp.starbase = pdest.starbase chp.stars = pdest.stars pdest.charted = True - game.proben -= 1 # One less to travel - if game.proben == 0 and game.isarmed and pdest.stars: - # lets blow the sucker! - supernova(True, game.probec) + game.probe.moves -= 1 # One less to travel + if game.probe.moves == 0 and game.isarmed and pdest.stars: + supernova(game.probe) # fire in the hole! unschedule(FDSPROB) - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2447,10 +2488,10 @@ def events(): # not already under attack, which is not # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) - q = game.state.galaxy[w.x][w.y] - if not (game.quadrant == w or q.planet == NOPLANET or \ - game.state.planets[q.planet].inhabited == UNINHABITED or \ - q.supernova or q.status!=secure or q.klingons<=0): + q = game.state.galaxy[w.i][w.j] + if not (game.quadrant == w or q.planet == None or \ + not q.planet.inhabited or \ + q.supernova or q.status!="secure" or q.klingons<=0): break else: # can't seem to find one; ignore this call @@ -2460,8 +2501,7 @@ def events(): # got one!! Schedule its enslavement ev = schedule(FENSLV, expran(game.intime)) ev.quadrant = w - q.status = distressed - + q.status = "distressed" # tell the captain about it if we can if communicating(): prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ @@ -2472,7 +2512,7 @@ def events(): elif evcode == FENSLV: # starsystem is enslaved ev = unschedule(FENSLV) # see if current distress call still active - q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] + q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] if q.klingons <= 0: q.status = "secure" continue @@ -2492,7 +2532,7 @@ def events(): # explicitly retrieve and restore the x and y. ev = schedule(FREPRO, expran(1.0 * game.intime)) # see if current distress call still active - q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] + q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] if q.klingons <= 0: q.status = "secure" continue @@ -2500,14 +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.x - 1, w.x + 2): - for j in range(w.y - 1, w.y + 2): - if not VALID_QUADRANT(i, j): + for m.i in range(w.i - 1, w.i + 2): + for m.j in range(w.j - 1, w.j + 2): + if not m.valid_quadrant(): continue - q = game.state.galaxy[w.x][w.y] + q = game.state.galaxy[m.i][m.j] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue @@ -2515,49 +2556,45 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.x = i - w.y = j + w = m # deliver the child game.state.remkl += 1 q.klingons += 1 if game.quadrant == w: game.klhere += 1 - newkling(game.klhere) + 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")) prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) - if q.planet != NOPLANET: + if q.planet != None: proutn(_("near %s") % q.planet) prout(_("in Quadrant %s.") % w) def wait(): - # wait on events + "Wait on events." game.ididit = False while True: - key = scan() - if key != IHEOL: + key = scanner.next() + if key != "IHEOL": break proutn(_("How long? ")) - chew() - if key != IHREAL: + scanner.chew() + if key != "IHREAL": huh() return - origTime = delay = aaitem + origTime = delay = scanner.real if delay <= 0.0: return - if delay >= game.state.remtime or game.nenhere != 0: + if delay >= game.state.remtime or len(game.enemies) != 0: proutn(_("Are you sure? ")) if ja() == False: return - # Alternate resting periods (events) with attacks - game.resting = True while True: if delay <= 0: @@ -2566,13 +2603,13 @@ def wait(): prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay - if game.nenhere: - rtime = 1.0 + Rand() + if len(game.enemies): + rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp if game.optime < delay: - attack(False) + attack(torps_ok=False) if game.alldone: return events() @@ -2584,193 +2621,158 @@ def wait(): if origTime-delay >= 9.99 and game.condition == "docked": game.damage[DDRAY] = 0.0 # leave if quadrant supernovas - if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break game.resting = False game.optime = 0 -# A nova occurs. It is the result of having a star hit with a -# photon torpedo, or possibly of a probe warhead going off. -# Stars that go nova cause stars which surround them to undergo -# the same probabilistic process. Klingons next to them are -# destroyed. And if the starship is next to it, it gets zapped. -# If the zap is too much, it gets destroyed. - def nova(nov): - # star goes nova + "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) - newc = coord(); scratch = coord() - - if Rand() < 0.05: + newc = coord(); neighbor = coord(); bump = coord(0, 0) + if withprob(0.05): # Wow! We've supernova'ed - supernova(False, nov) + supernova(game.quadrant) return - # handle initial nova - game.quad[nov.x][nov.y] = IHDOT - crmena(False, IHSTAR, sector, nov) - prout(_(" novas.")) - game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + game.quad[nov.i][nov.j] = IHDOT + prout(crmena(False, IHSTAR, "sector", nov) + _(" novas.")) + game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 - - # Set up stack to recursively trigger adjacent stars - bot = top = top2 = 1 + # Set up queue to recursively trigger adjacent stars + hits = [nov] kount = 0 - icx = icy = 0 - hits[1][1] = nov.x - hits[1][2] = nov.y - while True: - for mm in range(bot, top+1): - for nn in range(1, 3+1): # nn,j represents coordinates around current - for j in range(1, 3+1): - if j==2 and nn== 2: - continue - scratch.x = hits[mm][1]+nn-2 - scratch.y = hits[mm][2]+j-2 - if not VALID_SECTOR(scratch.y, scratch.x): - continue - iquad = game.quad[scratch.x][scratch.y] - # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): - break - elif iquad == IHSTAR: # Affect another star - if Rand() < 0.05: - # This star supernovas - scratch = supernova(False) - return - top2 += 1 - hits[top2][1]=scratch.x - hits[top2][2]=scratch.y - game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + while hits: + offset = coord() + start = hits.pop() + for offset.i in range(-1, 1+1): + for offset.j in range(-1, 1+1): + if offset.j==0 and offset.i==0: + continue + neighbor = start + offset + if not neighbor.valid_sector(): + continue + iquad = game.quad[neighbor.i][neighbor.j] + # Empty space ends reaction + if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + pass + elif iquad == IHSTAR: # Affect another star + if withprob(0.05): + # This star supernovas + supernova(game.quadrant) + return + else: + hits.append(neighbor) + game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 - crmena(True, IHSTAR, sector, scratch) + proutn(crmena(True, IHSTAR, "sector", neighbor)) prout(_(" novas.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHP: # Destroy planet - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET - game.state.nplankl += 1 - crmena(True, IHP, sector, scratch) - prout(_(" destroyed.")) - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 - invalidate(game.plnet) - if game.landed: - finish(FPNOVA) - return - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHB: # Destroy base - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False - for i in range(1, game.state.rembase+1): - if game.state.baseq[i] == game.quadrant: - break - game.state.baseq[i] = game.state.baseq[game.state.rembase] - game.state.rembase -= 1 - invalidate(game.base) - game.state.basekl += 1 - newcnd() - crmena(True, IHB, sector, scratch) - prout(_(" destroyed.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship - prout(_("***Starship buffeted by nova.")) - if game.shldup: - if game.shield >= 2000.0: - game.shield -= 2000.0 - else: - diff = 2000.0 - game.shield - game.energy -= diff - game.shield = 0.0 - game.shldup = False - prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff - else: - game.energy -= 2000.0 - if game.energy <= 0: - finish(FNOVA) - return - # add in course nova contributes to kicking starship - icx += game.sector.x-hits[mm][1] - icy += game.sector.y-hits[mm][2] - kount += 1 - elif iquad == IHK: # kill klingon - deadkl(scratch,iquad, scratch) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies - for ll in range(1, game.nenhere+1): - if game.ks[ll] == scratch: - break - game.kpower[ll] -= 800.0 # If firepower is lost, die - if game.kpower[ll] <= 0.0: - deadkl(scratch, iquad, scratch) - break - newc.x = scratch.x + scratch.x - hits[mm][1] - newc.y = scratch.y + scratch.y - hits[mm][2] - crmena(True, iquad, sector, scratch) - proutn(_(" damaged")) - if not VALID_SECTOR(newc.x, newc.y): - # can't leave quadrant - skip(1) - break - iquad1 = game.quad[newc.x][newc.y] - if iquad1 == IHBLANK: - proutn(_(", blasted into ")) - crmena(False, IHBLANK, sector, newc) - skip(1) - deadkl(scratch, iquad, newc) - break - if iquad1 != IHDOT: - # can't move into something else - skip(1) - break - proutn(_(", buffeted to Sector %s") % newc) - game.quad[scratch.x][scratch.y] = IHDOT - game.quad[newc.x][newc.y] = iquad - game.ks[ll] = newc - game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) - skip(1) - if top == top2: - break - bot = top + 1 - top = top2 - if kount==0: - return - + game.quad[neighbor.i][neighbor.j] = IHDOT + kount += 1 + elif iquad in (IHP, IHW): # Destroy planet + game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None + if iquad == IHP: + game.state.nplankl += 1 + else: + game.state.worldkl += 1 + prout(crmena(True, IHB, "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.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(_("***Starship buffeted by nova.")) + if game.shldup: + if game.shield >= 2000.0: + game.shield -= 2000.0 + else: + diff = 2000.0 - game.shield + game.energy -= diff + game.shield = 0.0 + game.shldup = False + prout(_("***Shields knocked out.")) + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff + else: + game.energy -= 2000.0 + if game.energy <= 0: + finish(FNOVA) + return + # add in course nova contributes to kicking starship + bump += (game.sector-hits[mm]).sgn() + elif iquad == IHK: # kill klingon + deadkl(neighbor, iquad, neighbor) + elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + for ll in range(len(game.enemies)): + if game.enemies[ll].kloc == neighbor: + break + game.enemies[ll].kpower -= 800.0 # If firepower is lost, die + if game.enemies[ll].kpower <= 0.0: + deadkl(neighbor, iquad, neighbor) + break + newc = neighbor + neighbor - hits[mm] + proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) + if not newc.valid_sector(): + # can't leave quadrant + skip(1) + break + iquad1 = game.quad[newc.i][newc.j] + if iquad1 == IHBLANK: + proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc)) + skip(1) + deadkl(neighbor, iquad, newc) + break + if iquad1 != IHDOT: + # can't move into something else + skip(1) + break + proutn(_(", buffeted to Sector %s") % newc) + game.quad[neighbor.i][neighbor.j] = IHDOT + game.quad[newc.i][newc.j] = iquad + game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. - game.dist = kount*0.1 - icx = sgn(icx) - icy = sgn(icy) - game.direc = course[3*(icx+1)+icy+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(True) - game.optime = 10.0*game.dist/16.0 + imove(course, novapush=True) + game.optime = course.time(warp=4) return -def supernova(induced, w=None): - # star goes supernova +def supernova(w): + "Star goes supernova." num = 0; npdead = 0 - nq = coord() - if w != None: - nq = w + nq = copy.copy(w) else: + # Scheduled supernova -- select star at random. stars = 0 - # Scheduled supernova -- select star - # logic changed here so that we won't favor quadrants in top - # left of universe - for nq.x in range(1, GALSIZE+1): - for nq.y in range(1, GALSIZE+1): - stars += game.state.galaxy[nq.x][nq.y].stars + nq = coord() + for nq.i in range(GALSIZE): + for nq.j in range(GALSIZE): + stars += game.state.galaxy[nq.i][nq.j].stars if stars == 0: return # nothing to supernova exists - num = Rand()*stars + 1 - for nq.x in range(1, GALSIZE+1): - for nq.y in range(1, GALSIZE+1): - num -= game.state.galaxy[nq.x][nq.y].stars + num = randrange(stars) + 1 + for nq.i in range(GALSIZE): + for nq.j in range(GALSIZE): + num -= game.state.galaxy[nq.i][nq.j].stars if num <= 0: break if num <=0: @@ -2779,7 +2781,6 @@ def supernova(induced, w=None): proutn("=== Super nova here?") if ja() == True: nq = game.quadrant - if not nq == game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) if communicating(): @@ -2789,78 +2790,64 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1 - for ns.x in range(1, QUADSIZE+1): - for ns.y in range(1, QUADSIZE+1): - if game.quad[ns.x][ns.y]==IHSTAR: + num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 + for ns.i in range(QUADSIZE): + for ns.j in range(QUADSIZE): + if game.quad[ns.i][ns.j]==IHSTAR: num -= 1 if num==0: break if num==0: break - skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***Incipient supernova detected at Sector %s") % ns) - if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1: + if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1: proutn(_("Emergency override attempts t")) prouts("***************") skip(1) stars() game.alldone = True - - # destroy any Klingons in supernovaed quadrant - kldead = game.state.galaxy[nq.x][nq.y].klingons - game.state.galaxy[nq.x][nq.y].klingons = 0 + # destroy any Klingons in supernovaed quadrant + kldead = game.state.galaxy[nq.i][nq.j].klingons + game.state.galaxy[nq.i][nq.j].klingons = 0 if nq == game.state.kscmdr: # did in the Supercommander! - game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) - if game.state.remcom: - maxloop = game.state.remcom - for l in range(1, maxloop+1): - if game.state.kcmdr[l] == nq: - game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom] - invalidate(game.state.kcmdr[game.state.remcom]) - game.state.remcom -= 1 - kldead -= 1 - if game.state.remcom==0: - unschedule(FTBEAM) - break + survivors = filter(lambda w: w != nq, game.state.kcmdr) + comkills = len(game.state.kcmdr) - len(survivors) + game.state.kcmdr = survivors + kldead -= comkills + if not game.state.kcmdr: + unschedule(FTBEAM) game.state.remkl -= kldead # destroy Romulans and planets in supernovaed quadrant - nrmdead = game.state.galaxy[nq.x][nq.y].romulans - game.state.galaxy[nq.x][nq.y].romulans = 0 + nrmdead = game.state.galaxy[nq.i][nq.j].romulans + game.state.galaxy[nq.i][nq.j].romulans = 0 game.state.nromrem -= nrmdead # Destroy planets for loop in range(game.inplan): - if game.state.planets[loop].w == nq: - game.state.planets[loop].pclass = destroyed + if game.state.planets[loop].quadrant == nq: + game.state.planets[loop].pclass = "destroyed" npdead += 1 - # Destroy any base in supernovaed quadrant - if game.state.rembase: - maxloop = game.state.rembase - for loop in range(1, maxloop+1): - if game.state.baseq[loop] == nq: - game.state.baseq[loop] = game.state.baseq[game.state.rembase] - invalidate(game.state.baseq[game.state.rembase]) - game.state.rembase -= 1 - break + # Destroy any base in supernovaed quadrant + game.state.baseq = filter(lambda x: x != nq, game.state.baseq) # If starship caused supernova, tally up destruction - if induced: - game.state.starkl += game.state.galaxy[nq.x][nq.y].stars - game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase + if w != None: + game.state.starkl += game.state.galaxy[nq.i][nq.j].stars + game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase game.state.nplankl += npdead # mark supernova in galaxy and in star chart if game.quadrant == nq or communicating(): - game.state.galaxy[nq.x][nq.y].supernova = True + game.state.galaxy[nq.i][nq.j].supernova = True # If supernova destroys last Klingons give special message - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant: skip(2) - if not induced: + if w == None: prout(_("Lucky you!")) proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq) finish(FWON) @@ -2873,9 +2860,8 @@ def supernova(induced, w=None): # Code from finish.c ends here. def selfdestruct(): - # self-destruct maneuver - # Finish with a BANG! - chew() + "Self-destruct maneuver. Finish with a BANG!" + scanner.chew() if damaged(DCOMPTR): prout(_("Computer damaged; cannot execute destruct sequence.")) return @@ -2893,9 +2879,9 @@ def selfdestruct(): skip(1) prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED")) skip(1) - scan() - chew() - if game.passwd != citem: + scanner.next() + scanner.chew() + if game.passwd != scanner.token: prouts(_("PASSWORD-REJECTED;")) skip(1) prouts(_("CONTINUITY-EFFECTED")) @@ -2907,7 +2893,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if Rand() < 0.15: + if withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -2916,24 +2902,28 @@ def kaboom(): stars() if game.ship==IHE: prouts("***") - prouts(_("********* Entropy of ")) - crmshp() - prouts(_(" maximized *********")) + prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) stars() skip(1) - if game.nenhere != 0: + if len(game.enemies) != 0: whammo = 25.0 * game.energy l=1 - while l <= game.nenhere: - if game.kpower[l]*game.kdist[l] <= whammo: - deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l]) + 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) l += 1 finish(FDILITHIUM) def killrate(): "Compute our rate of kils over time." - return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate) + elapsed = game.state.date - game.indate + if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 + return 0 + else: + starting = (game.inkling + game.incom + game.inscom) + remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) + return (starting - remaining)/elapsed def badpoints(): "Compute demerits." @@ -2950,7 +2940,6 @@ def badpoints(): badpt += 200.0 return badpt - def finish(ifin): # end the game, with appropriate notfications igotit = False @@ -3008,7 +2997,7 @@ def finish(ifin): prout(_("You cannot get a citation, so...")) else: proutn(_("Do you want your Commodore Emeritus Citation printed? ")) - chew() + scanner.chew() if ja() == True: igotit = True # Only grant long life if alive (original didn't!) @@ -3023,7 +3012,7 @@ def finish(ifin): prout(_("conquered. Your starship is now Klingon property,")) prout(_("and you are put on trial as a war criminal. On the")) proutn(_("basis of your record, you are ")) - if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom): + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom): prout(_("acquitted.")) skip(1) prout(_("LIVE LONG AND PROSPER.")) @@ -3042,9 +3031,7 @@ def finish(ifin): skip(1) prout(_("Your starship is a derelict in space.")) elif ifin == FBATTLE: - proutn(_("The ")) - crmshp() - prout(_("has been destroyed in battle.")) + prout(_("The %s has been destroyed in battle.") % crmshp()) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: @@ -3058,9 +3045,7 @@ def finish(ifin): prout(_("That was a great shot.")) skip(1) elif ifin == FSNOVAED: - proutn(_("The ")) - crmshp() - prout(_(" has been fried by a supernova.")) + prout(_("The %s has been fried by a supernova.") % crmshp()) prout(_("...Not even cinders remain...")) elif ifin == FABANDN: prout(_("You have been captured by the Klingons. If you still")) @@ -3073,9 +3058,7 @@ def finish(ifin): prout(_("Starbase was unable to re-materialize your starship.")) prout(_("Sic transit gloria mundi")) elif ifin == FPHASER: - proutn(_("The ")) - crmshp() - prout(_(" has been cremated by its own phasers.")) + prout(_("The %s has been cremated by its own phasers.") % crmshp()) elif ifin == FLOST: prout(_("You and your landing party have been")) prout(_("converted to energy, disipating through space.")) @@ -3085,9 +3068,7 @@ def finish(ifin): skip(1) prout(_("They are very fond of \"Captain Kirk\" soup.")) skip(1) - proutn(_("Without your leadership, the ")) - crmshp() - prout(_(" is destroyed.")) + prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDPLANET: prout(_("You and your mining party perish.")) skip(1) @@ -3097,25 +3078,19 @@ def finish(ifin): prout(_("The Galileo is instantly annihilated by the supernova.")) prout(_("You and your mining party are atomized.")) skip(1) - proutn(_("Mr. Spock takes command of the ")) - crmshp() - prout(_(" and")) - prout(_("joins the Romulans, reigning terror on the Federation.")) + prout(_("Mr. Spock takes command of the %s and") % crmshp()) + prout(_("joins the Romulans, wreaking terror on the Federation.")) elif ifin == FPNOVA: prout(_("You and your mining party are atomized.")) skip(1) - proutn(_("Mr. Spock takes command of the ")) - crmshp() - prout(_(" and")) - prout(_("joins the Romulans, reigning terror on the Federation.")) + prout(_("Mr. Spock takes command of the %s and") % crmshp()) + prout(_("joins the Romulans, wreaking terror on the Federation.")) elif ifin == FSTRACTOR: prout(_("The shuttle craft Galileo is also caught,")) prout(_("and breaks up under the strain.")) skip(1) prout(_("Your debris is scattered for millions of miles.")) - proutn(_("Without your leadership, the ")) - crmshp() - prout(_(" is destroyed.")) + prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDRAY: prout(_("The mutants attack and kill Spock.")) prout(_("Your ship is captured by Klingons, and")) @@ -3136,13 +3111,13 @@ def finish(ifin): elif game.ship == IHE: game.ship = IHF game.alive = False - if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor - baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom) - if goodies/baddies >= 1.0+0.5*Rand(): + baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) + if goodies/baddies >= randreal(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= 3.0+Rand(): + if goodies/baddies >= randreal(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3159,11 +3134,10 @@ def finish(ifin): score() def score(): - # compute player's score + "Compute player's score." timused = game.state.date - game.indate - iskill = game.skill - if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0: + if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0: timused = 5.0 perdate = killrate() ithperd = 500*perdate + 0.5 @@ -3179,7 +3153,7 @@ def score(): if not game.gamewon: game.state.nromrem = 0 # None captured if no win iscore = 10*(game.inkling - game.state.remkl) \ - + 50*(game.incom - game.state.remcom) \ + + 50*(game.incom - len(game.state.kcmdr)) \ + ithperd + iwon \ + 20*(game.inrom - game.state.nromrem) \ + 200*(game.inscom - game.state.nscrem) \ @@ -3198,9 +3172,9 @@ def score(): if game.inkling - game.state.remkl: prout(_("%6d ordinary Klingons destroyed %5d") % (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl))) - if game.incom - game.state.remcom: + if game.incom - len(game.state.kcmdr): prout(_("%6d Klingon commanders destroyed %5d") % - (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom))) + (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr)))) if game.inscom - game.state.nscrem: prout(_("%6d Super-Commander destroyed %5d") % (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))) @@ -3245,11 +3219,11 @@ def score(): prout(_("TOTAL SCORE %5d") % iscore) def plaque(): - # emit winner's commemmorative plaque + "Emit winner's commemmorative plaque." skip(2) while True: proutn(_("File or device name for your plaque: ")) - cgetline(winner, sizeof(winner)) + winner = cgetline() try: fp = open(winner, "w") break @@ -3257,10 +3231,9 @@ def plaque(): prout(_("Invalid name.")) proutn(_("Enter name to go on plaque (up to 30 characters): ")) - cgetline(winner, sizeof(winner)) + winner = cgetline() # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 - fp.write("\n\n\n\n") # --------DRAW ENTERPRISE PICTURE. fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" ) @@ -3296,7 +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) @@ -3307,6 +3280,7 @@ def plaque(): rows = linecount = 0 # for paging stdscr = None +replayfp = None fullscreen_window = None srscan_window = None report_window = None @@ -3314,28 +3288,12 @@ status_window = None lrscan_window = None message_window = None prompt_window = 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() - stdout.write('\n') - if logfp: - logfp.close() +curwnd = None def iostart(): - global stdscr - #setlocale(LC_ALL, "") - #bindtextdomain(PACKAGE, LOCALEDIR) - #textdomain(PACKAGE) - if atexit.register(outro): - sys.stderr.write("Unable to register outro(), exiting...\n") - os.exit(1) + global stdscr, rows + gettext.bindtextdomain("sst", "/usr/local/share/locale") + gettext.textdomain("sst") if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: @@ -3345,21 +3303,11 @@ def iostart(): else: stdscr = curses.initscr() stdscr.keypad(True) - #saveterm() curses.nonl() curses.cbreak() - curses.start_color() - curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK) - curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK) - #noecho() global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window + (rows, columns) = stdscr.getmaxyx() fullscreen_window = stdscr srscan_window = curses.newwin(12, 25, 0, 0) report_window = curses.newwin(11, 0, 1, 25) @@ -3369,20 +3317,23 @@ def iostart(): prompt_window = curses.newwin(1, 0, rows-2, 0) message_window.scrollok(True) setwnd(fullscreen_window) - textcolor(DEFAULT) +def ioend(): + "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" + "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) - if game.skill > SKILL_FAIR: - prouts(_("[ANOUNCEMENT ARRIVING...]")) - else: - prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]")) + prouts(_("[ANNOUNCEMENT ARRIVING...]")) skip(1) def pause_game(): @@ -3394,7 +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() @@ -3402,16 +3353,16 @@ def pause_game(): setwnd(message_window) else: global linecount - stdout.write('\n') + sys.stdout.write('\n') proutn(prompt) raw_input() - for j in range(0, rows): - stdout.write('\n') + for j in range(rows): + sys.stdout.write('\n') linecount = 0 def skip(i): "Skip i lines. Pause game if this would cause a scrolling event." - while dummy in range(i): + for dummy in range(i): if game.options & OPTION_CURSES: (y, x) = curwnd.getyx() (my, mx) = curwnd.getmaxyx() @@ -3419,14 +3370,17 @@ def skip(i): pause_game() clrscr() else: - proutn("\n") + try: + curwnd.move(y+1, 0) + except curses.error: + pass else: global linecount linecount += 1 - if linecount >= rows: + if rows and linecount >= rows: pause_game() else: - stdout.write('\n') + sys.stdout.write('\n') def proutn(line): "Utter a line with no following line feed." @@ -3434,38 +3388,51 @@ def proutn(line): curwnd.addstr(line) curwnd.refresh() else: - stdout.write(line) + sys.stdout.write(line) + sys.stdout.flush() def prout(line): proutn(line) skip(1) def prouts(line): - "print slowly!" + "Emit slowly!" for c in line: - curses.delay_output(30) + if not replayfp or replayfp.closed: # Don't slow down replays + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: - wrefresh(curwnd) + curwnd.refresh() else: sys.stdout.flush() - curses.delay_output(300) + if not replayfp or replayfp.closed: + time.sleep(0.03) -def cgetline(line, max): +def cgetline(): "Get a line of input." if game.options & OPTION_CURSES: line = curwnd.getstr() + "\n" curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() + while True: + line = replayfp.readline() + proutn(line) + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: - sys.stdin.readline() + line = raw_input() + "\n" if logfp: logfp.write(line) + return line def setwnd(wnd): - "Change windows -- OK for this to be a no-op in tty mode." + "Change windows -- OK for this to be a no-op in tty mode." + global curwnd if game.options & OPTION_CURSES: curwnd = wnd curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window) @@ -3473,8 +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." @@ -3484,53 +3451,12 @@ def clrscr(): curwnd.move(0, 0) curwnd.refresh() linecount = 0 - -def textcolor(color): - "Set the current text color" - if game.options & OPTION_CURSES: - if color == DEFAULT: - curwnd.attrset(0) - elif color == BLACK: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK)) - elif color == BLUE: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE)) - elif color == GREEN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN)) - elif color == CYAN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN)) - elif color == RED: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED)) - elif color == MAGENTA: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA)) - elif color == BROWN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW)) - elif color == LIGHTGRAY: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE)) - elif color == DARKGRAY: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD) - elif color == LIGHTBLUE: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD) - elif color == LIGHTGREEN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD) - elif color == LIGHTCYAN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD) - elif color == LIGHTRED: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD) - elif color == LIGHTMAGENTA: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD) - elif color == YELLOW: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD) - elif color == WHITE: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD) - + def highvideo(): "Set highlight video, if this is reasonable." if game.options & OPTION_CURSES: curwnd.attron(curses.A_REVERSE) -def commandhook(cmd, before): - pass - # # Things past this point have policy implications. # @@ -3550,15 +3476,15 @@ def drawmaps(mode): setwnd(report_window) report_window.clear() report_window.move(0, 0) - status(0) + status() setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) - lrscan() + lrscan(silent=False) def put_srscan_sym(w, sym): "Emit symbol for short-range scan." - srscan_window.move(w.x+1, w.y*2+2) + srscan_window.move(w.i+1, w.j*2+2) srscan_window.addch(sym) srscan_window.refresh() @@ -3568,12 +3494,12 @@ def boom(w): drawmaps(2) setwnd(srscan_window) srscan_window.attron(curses.A_REVERSE) - put_srscan_sym(w, game.quad[w.x][w.y]) + put_srscan_sym(w, game.quad[w.i][w.j]) #sound(500) - #delay(1000) + #time.sleep(1.0) #nosound() srscan_window.attroff(curses.A_REVERSE) - put_srscan_sym(w, game.quad[w.x][w.y]) + put_srscan_sym(w, game.quad[w.i][w.j]) curses.delay_output(500) setwnd(message_window) @@ -3589,40 +3515,40 @@ def warble(): #nosound() pass -def tracktorpedo(w, l, i, n, iquad): +def tracktorpedo(origin, w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: - if l == 1: + if step == 1: if n != 1: skip(1) - proutn(_("Track for torpedo number %d- ") % i) + proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) - elif l==4 or l==9: + elif step==4 or step==9: skip(1) - proutn("%d - %d " % (w.x, w.y)) + proutn("%s " % w) else: if not damaged(DSRSENS) or game.condition=="docked": - if i != 1 and l == 1: + if i != 0 and step == 1: drawmaps(2) - curses.delay_output(400) + time.sleep(0.4) if (iquad==IHDOT) or (iquad==IHBLANK): put_srscan_sym(w, '+') - #sound(l*10) - #curses.delay_output(100) + #sound(step*10) + #time.sleep(0.1) #nosound() put_srscan_sym(w, iquad) else: curwnd.attron(curses.A_REVERSE) put_srscan_sym(w, iquad) #sound(500) - #curses.delay_output(1000) + #time.sleep(1.0) #nosound() curwnd.attroff(curses.A_REVERSE) put_srscan_sym(w, iquad) else: - proutn("%d - %d " % (w.x, w.y)) + proutn("%s " % w) def makechart(): "Display the current galaxy chart." @@ -3641,113 +3567,107 @@ def prstat(txt, data): skip(1) setwnd(status_window) else: - proutn(" " * NSYM - len(tx)) - vproutn(data) + proutn(" " * (NSYM - len(txt))) + proutn(data) skip(1) if game.options & OPTION_CURSES: setwnd(report_window) # Code from moving.c begins here -def imove(novapush): - # movement execution for warp, impulse, supernova, and tractor-beam events +def imove(course=None, novapush=False): + "Movement execution for warp, impulse, supernova, and tractor-beam events." w = coord(); final = coord() trbeam = False def no_quad_change(): - # No quadrant change -- compute new avg enemy distances - game.quad[game.sector.x][game.sector.y] = game.ship - if game.nenhere: - for m in range(1, game.nenhere+1): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald+game.kdist[m]) - game.kdist[m] = finald - sortklings() - if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: - attack(False) - for m in range(1, game.nenhere+1): - game.kavgd[m] = game.kdist[m] + # No quadrant change -- 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.kloc).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) - - w.x = w.y = 0 + w.i = w.j = 0 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): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) - deltay /= bigger deltax /= bigger - # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True game.condition = "red" - game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move within the quadrant - game.quad[game.sector.x][game.sector.y] = IHDOT - x = game.sector.x - y = game.sector.y - n = 10.0*game.dist*bigger+0.5 - + 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.x = x + 0.5 - w.y = y + 0.5 - if not VALID_SECTOR(w.x, w.y): + 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 game.nenhere != 0 and not novapush: + if len(game.enemies) != 0 and not novapush: newcnd() - for m in range(1, game.nenhere+1): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald + game.kdist[m]) + for enemy in game.enemies: + finald = (w - enemy.kloc).distance() + enemy.kavgd = 0.5 * (finald + enemy.kdist) # # Stas Sergeev added the condition # that attacks only happen if Klingons # are present and your skill is good. # - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: - attack(False) + 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.x-1)+game.sector.x - y = QUADSIZE*(game.quadrant.y-1)+game.sector.y - w.x = x+10.0*game.dist*bigger*deltax+0.5 - w.y = y+10.0*game.dist*bigger*deltay+0.5 + 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 = 0 - if w.x <= 0: - w.x = -w.x + 1 - kink = 1 - if w.y <= 0: - w.y = -w.y + 1 - kink = 1 - if w.x > GALSIZE*QUADSIZE: - w.x = (GALSIZE*QUADSIZE*2)+1 - w.x - kink = 1 - if w.y > GALSIZE*QUADSIZE: - w.y = (GALSIZE*QUADSIZE*2)+1 - w.y - kink = 1 + 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 - if not kink: - break - + kinks += 1 + else: + break if kinks: game.nkinks += 1 if game.nkinks == 3: @@ -3761,44 +3681,44 @@ def imove(novapush): # Compute final position in new quadrant if trbeam: # Don't bother if we are to be beamed return - game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE - game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE - game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1) - game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1) + 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.x][game.sector.y] = game.ship - newqad(False) + game.quad[game.sector.i][game.sector.j] = game.ship + newqad() if game.skill>SKILL_NOVICE: - attack(False) + attack(torps_ok=False) return - iquad = game.quad[w.x][w.y] + iquad = game.quad[w.i][w.j] if iquad != IHDOT: # object encountered in flight path - stopegy = 50.0*game.dist/game.optime - game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) - if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST): + 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 - ram(False, iquad, game.sector) + 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("***" + 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(0, NDEVICES): + 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 Rand()>probf: + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): timwrp() else: finish(FHOLE) @@ -3806,16 +3726,16 @@ def imove(novapush): else: # something else skip(1) - crmshp() + proutn(crmshp()) if iquad == IHWEB: - proutn(_(" encounters Tholian web at %s;") % w) + prout(_(" encounters Tholian web at %s;") % w) else: - proutn(_(" blocked by object at %s;") % w) + prout(_(" blocked by object at %s;") % w) proutn(_("Emergency stop required ")) prout(_("%2d units of energy.") % int(stopegy)) game.energy -= stopegy - final.x = x-deltax+0.5 - final.y = y-deltay+0.5 + final.i = int(round(deltax)) + final.j = int(round(deltay)) game.sector = final if game.energy <= 0: finish(FNRG) @@ -3823,24 +3743,23 @@ def imove(novapush): # We're here! no_quad_change() return - game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) + course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) game.sector = w final = game.sector no_quad_change() return def dock(verbose): - # dock our ship at a starbase - chew() + "Dock our ship at a starbase." + scanner.chew() if game.condition == "docked" and verbose: prout(_("Already docked.")) return if game.inorbit: prout(_("You must first leave standard orbit.")) return - if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: - crmshp() - prout(_(" not adjacent to base.")) + if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1: + prout(crmshp() + _(" not adjacent to base.")) return game.condition = "docked" if "verbose": @@ -3858,8 +3777,7 @@ 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 @@ -3867,59 +3785,56 @@ def dock(verbose): # 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 getcd(isprobe, akey): - # get course and distance - irowq=game.quadrant.x; icolq=game.quadrant.y; key=0 +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) navmode = "unspecified" itemp = "curt" - incr = coord() + dsect = coord() iprompt = False - - # Get course direction and distance. If user types bad values, return - # with DIREC = -1.0. - game.direc = -1.0 - if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) - chew() - return + scanner.chew() + raise TrekError while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: prout(_("Computer damaged; manual navigation only")) else: prout(_("Computer damaged; manual movement only")) - chew() + scanner.chew() navmode = "manual" - key = IHEOL + key = "IHEOL" break - if isprobe and akey != -1: - # For probe launch, use pre-scanned value first time - key = akey - akey = -1 - else: - key = scan() - - if key == IHEOL: + key = scanner.next() + if key == "IHEOL": proutn(_("Manual or automatic- ")) iprompt = True - chew() - elif key == IHALPHA: - if isit("manual"): + scanner.chew() + elif key == "IHALPHA": + if scanner.sees("manual"): navmode = "manual" - key = scan() + key = scanner.next() break - elif isit("automatic"): + elif scanner.sees("automatic"): navmode = "automatic" - key = scan() + key = scanner.next() break else: huh() - chew() - return + scanner.chew() + raise TrekError else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3927,108 +3842,142 @@ def getcd(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break - + delta = coord() if navmode == "automatic": - while key == IHEOL: + while key == "IHEOL": if isprobe: proutn(_("Target quadrant or quadrant§or- ")) else: proutn(_("Destination sector or quadrant§or- ")) - chew() + scanner.chew() iprompt = True - key = scan() - - if key != IHREAL: + key = scanner.next() + if key != "IHREAL": huh() - return - xi = aaitem - key = scan() - if key != IHREAL: + raise TrekError + xi = int(round(scanner.real))-1 + key = scanner.next() + if key != "IHREAL": huh() - return - xj = aaitem - key = scan() - if key == IHREAL: + raise TrekError + xj = int(round(scanner.real))-1 + key = scanner.next() + if key == "IHREAL": # both quadrant and sector specified - xk = aaitem - key = scan() - if key != IHREAL: + xk = int(round(scanner.real))-1 + key = scanner.next() + if key != "IHREAL": huh() - return - xl = aaitem - - irowq = xi + 0.5 - icolq = xj + 0.5 - incr.y = xk + 0.5 - incr.x = xl + 0.5 + raise TrekError + xl = int(round(scanner.real))-1 + dquad.i = xi + dquad.j = xj + dsect.i = xk + dsect.j = xl else: + # only one pair of numbers was specified if isprobe: # only quadrant specified -- go to center of dest quad - irowq = xi + 0.5 - icolq = xj + 0.5 - incr.y = incr.x = 5 + dquad.i = xi + dquad.j = xj + dsect.j = dsect.i = 4 # preserves 1-origin behavior else: - incr.y = xi + 0.5 - incr.x = xj + 0.5 + # only sector specified + dsect.i = xi + dsect.j = xj itemp = "normal" - if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y): + if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() - return + raise TrekError skip(1) if not isprobe: if itemp > "curt": if iprompt: - prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr) + prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect) else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) - deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y) - deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y) + # the actual deltas get computed here + delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) + delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) else: # manual - while key == IHEOL: + while key == "IHEOL": proutn(_("X and Y displacements- ")) - chew() + scanner.chew() iprompt = True - key = scan() + key = scanner.next() itemp = "verbose" - if key != IHREAL: + if key != "IHREAL": huh() - return - deltax = aaitem - key = scan() - if key != IHREAL: + raise TrekError + delta.j = scanner.real + key = scanner.next() + if key != "IHREAL": huh() - return - deltay = aaitem + raise TrekError + delta.i = scanner.real # Check for zero movement - if deltax == 0 and deltay == 0: - chew() - return + if delta.i == 0 and delta.j == 0: + scanner.chew() + raise TrekError if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) - game.dist = math.sqrt(deltax*deltax + deltay*deltay) - game.direc = math.atan2(deltax, deltay)*1.90985932 - if game.direc < 0.0: - game.direc += 12.0 - chew() - return + scanner.chew() + 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 + "Move under impulse power." game.ididit = False if damaged(DIMPULS): - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: - getcd(False, 0) - if game.direc == -1.0: + 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: # Insufficient power for trip skip(1) @@ -4040,10 +3989,10 @@ def impulse(): prout(_(" quadrants.\"")) else: prout(_("quadrant. They are, therefore, useless.\"")) - chew() + 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")) @@ -4051,48 +4000,49 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(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): - # move under warp drive +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: - chew() + 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: - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) return - - # Read in course and distance - getcd(False, 0) - if game.direc == -1.0: - 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: @@ -4104,10 +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.wfacsq + game.optime = course.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -4121,13 +4070,14 @@ def warp(timewarp): return # Entry WARPX if game.warpfac > 6.0: - # Decide if engine damage will occur - prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 - if prob > Rand(): + # 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 + if prob > randreal(): blooey = True - game.dist = Rand()*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) > Rand(): + 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 @@ -4137,43 +4087,40 @@ 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): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) - deltax /= bigger deltay /= bigger - n = 10.0 * game.dist * bigger +0.5 - x = game.sector.x - y = game.sector.y + 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 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(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.wfacsq + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0) + game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4182,33 +4129,32 @@ def warp(timewarp): return def setwarp(): - # change the warp factor + "Change the warp factor." while True: - key=scan() - if key != IHEOL: + key=scanner.next() + if key != "IHEOL": break - chew() + scanner.chew() proutn(_("Warp factor- ")) - chew() - if key != IHREAL: + scanner.chew() + if key != "IHREAL": huh() return if game.damage[DWARPEN] > 10.0: prout(_("Warp engines inoperative.")) return - if damaged(DWARPEN) and aaitem > 4.0: + if damaged(DWARPEN) and scanner.real > 4.0: prout(_("Engineer Scott- \"I'm doing my best, Captain,")) prout(_(" but right now we can only go warp 4.\"")) return - if aaitem > 10.0: + if scanner.real > 10.0: prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) return - if aaitem < 1.0: + if scanner.real < 1.0: prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) return oldfac = game.warpfac - game.warpfac = aaitem - game.wfacsq=game.warpfac*game.warpfac + game.warpfac = scanner.real if game.warpfac <= oldfac or game.warpfac <= 6.0: prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % int(game.warpfac)) @@ -4223,9 +4169,8 @@ def setwarp(): return def atover(igrab): - # cope with being tossed out of quadrant by supernova or yanked by beam - - chew() + "Cope with being tossed out of quadrant by supernova or yanked by beam." + scanner.chew() # is captain on planet? if game.landed: if damaged(DTRANSP): @@ -4236,7 +4181,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if Rand() <= 0.5: + if withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4244,56 +4189,49 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if Rand() <= 0.25: + if withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) game.icrystl = True if igrab: return - # Check to see if captain in shuttle craft if game.icraft: finish(FSTRACTOR) if game.alldone: return - # Inform captain of attempt to reach safety skip(1) while True: if game.justin: prouts(_("***RED ALERT! RED ALERT!")) skip(1) - proutn(_("The ")) - crmshp() - prout(_(" has stopped in a quadrant containing")) + proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - proutn(_("***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.x][game.quadrant.y].charted = True + game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True # Try to use warp engines if damaged(DWARPEN): skip(1) prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*Rand() - game.wfacsq = game.warpfac * game.warpfac + 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)) - distreq = 1.4142+Rand() + dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) + distreq = randreal(math.sqrt(2)) if distreq < game.dist: - game.dist = distreq - game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*Rand() # 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: @@ -4303,22 +4241,22 @@ def atover(igrab): finish(FSNOVAED) return # Repeat if another snova - if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON) # Snova killed remaining enemy. def timwrp(): - # let's do the time warp again + "Let's do the time warp again." prout(_("***TIME WARP ENTERED.")) - if game.state.snap and Rand() < 0.5: + if game.state.snap and withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) game.state = game.snapsht game.state.snap = False - if game.state.remcom: - schedule(FTBEAM, expran(game.intime/game.state.remcom)) + if len(game.state.kcmdr): + schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr))) schedule(FBATTAK, expran(0.3*game.intime)) schedule(FSNOVA, expran(0.5*game.intime)) # next snapshot will be sooner @@ -4329,8 +4267,7 @@ def timwrp(): game.isatb = 0 unschedule(FCDBAS) unschedule(FSCDBAS) - invalidate(game.battle) - + game.battle.invalidate() # Make sure Galileo is consistant -- Snapshot may have been taken # when on planet, which would give us two Galileos! gotit = False @@ -4345,26 +4282,24 @@ def timwrp(): if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: prout(_("Checkov- \"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. -# + # 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(Rand()) + game.optime = -0.5*game.intime*math.log(randreal()) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) game.damage[DRADIO] += game.optime - newqad(False) + newqad() events() # Stas Sergeev added this -- do pending events def probe(): - # launch deep-space probe + "Launch deep-space probe." # New code to launch a deep space probe if game.nprobes == 0: - chew() + scanner.chew() skip(1) if game.ship == IHE: prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) @@ -4372,12 +4307,12 @@ def probe(): prout(_("Ye Faerie Queene has no deep space probes.")) return if damaged(DDSP): - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) return if is_scheduled(FDSPROB): - chew() + scanner.chew() skip(1) if damaged(DRADIO) and game.condition != "docked": prout(_("Spock- \"Records show the previous probe has not yet")) @@ -4385,10 +4320,8 @@ def probe(): else: prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) return - key = scan() - - if key == IHEOL: - # slow mode, so let Kirk know how many probes there are left + key = scanner.next() + if key == "IHEOL": if game.nprobes == 1: prout(_("1 probe left.")) else: @@ -4396,60 +4329,29 @@ def probe(): proutn(_("Are you sure you want to fire a probe? ")) if ja() == False: return - game.isarmed = False - if key == IHALPHA and citem == "armed": + if key == "IHALPHA" and scanner.token == "armed": game.isarmed = True - key = scan() - elif key == IHEOL: + key = scanner.next() + elif key == "IHEOL": proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() - getcd(True, key) - if game.direc == -1.0: - return + elif key == "IHREAL": # first element of course + scanner.push(scanner.token) + try: + game.probe = getcourse(isprobe=True) + except TrekError: + return game.nprobes -= 1 - angle = ((15.0 - game.direc) * 0.5235988) - game.probeinx = -math.sin(angle) - game.probeiny = math.cos(angle) - if math.fabs(game.probeinx) > math.fabs(game.probeiny): - bigger = math.fabs(game.probeinx) - else: - bigger = math.fabs(game.probeiny) - - game.probeiny /= bigger - game.probeinx /= bigger - game.proben = 10.0*game.dist*bigger +0.5 - game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original - game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1 - game.probec = game.quadrant schedule(FDSPROB, 0.01) # Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) game.ididit = True return -# Here's how the mayday code works: -# -# First, the closest starbase is selected. If there is a a starbase -# in your own quadrant, you are in good shape. This distance takes -# quadrant distances into account only. -# -# A magic number is computed based on the distance which acts as the -# probability that you will be rematerialized. You get three tries. -# -# When it is determined that you should be able to be rematerialized -# (i.e., when the probability thing mentioned above comes up -# positive), you are put into that quadrant (anywhere). Then, we try -# to see if there is a spot adjacent to the star- base. If not, you -# can't be rematerialized!!! Otherwise, it drops you there. It only -# tries five times to find a spot to drop you. After that, it's your -# problem. - def mayday(): - # yell for help from nearest starbase + "Yell for help from nearest starbase." # There's more than one way to move in this game! - line = 0 - - chew() + scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) @@ -4457,44 +4359,38 @@ def mayday(): if damaged(DRADIO): prout(_("Subspace radio damaged.")) return - if game.state.rembase==0: + if not game.state.baseq: prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")) return if game.landed: - proutn(_("You must be aboard the ")) - crmshp() - prout(".") + prout(_("You must be aboard the %s.") % crmshp()) return # OK -- call for help from nearest starbase game.nhelp += 1 - if game.base.x!=0: + if game.base.i!=0: # There's one in this quadrant - ddist = distance(game.base, game.sector) + ddist = (game.base - game.sector).distance() else: ddist = FOREVER - for m in range(1, game.state.rembase+1): - xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant) + for ibq in game.state.baseq: + xdist = QUADSIZE * (ibq - game.quadrant).distance() if xdist < ddist: ddist = xdist - line = m # Since starbase not in quadrant, set up new quadrant - game.quadrant = game.state.baseq[line] - newqad(True) + game.quadrant = ibq + newqad() # dematerialize starship - game.quad[game.sector.x][game.sector.y]=IHDOT - proutn(_("Starbase in Quadrant %s responds--") % game.quadrant) - crmshp() - prout(_(" dematerializes.")) - game.sector.x=0 + game.quad[game.sector.i][game.sector.j]=IHDOT + proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ + % (game.quadrant, crmshp())) + game.sector.invalidate() for m in range(1, 5+1): - ix = game.base.x+3.0*Rand()-1 - iy = game.base.y+3.0*Rand()-1 - if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: + w = game.base.scatter() + if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: # found one -- finish up - game.sector.x=ix - game.sector.y=iy + game.sector = w break - if not is_valid(game.sector): + if not game.sector.is_valid(): prout(_("You have been lost in space...")) finish(FMATERIALIZE) return @@ -4504,16 +4400,15 @@ def mayday(): if m == 1: proutn(_("1st")) elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) - proutn(_(" attempt to re-materialize ")) - crmshp() + proutn(_(" attempt to re-materialize ") + crmshp()) game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] - textcolor(RED) + #textcolor("red") warble() - if Rand() > probf: + if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) - textcolor(DEFAULT) + #textcolor(None) if m > 3: game.quad[ix][iy]=IHQUEST game.alive = False @@ -4522,34 +4417,16 @@ def mayday(): finish(FMATERIALIZE) return game.quad[ix][iy]=game.ship - textcolor(GREEN) + #textcolor("green") prout(_("succeeds.")) - textcolor(DEFAULT) + #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 - chew() + "Abandon ship." + scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) @@ -4571,23 +4448,23 @@ def abandon(): if game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return - # Print abandon ship messages + # Emit abandon ship messages skip(1) prouts(_("***ABANDON SHIP! ABANDON SHIP!")) skip(1) prouts(_("***ALL HANDS ABANDON SHIP!")) skip(2) prout(_("Captain and crew escape in shuttle craft.")) - if game.state.rembase==0: + if not game.state.baseq: # Oops! no place to go... finish(FABANDN) return - q = game.state.galaxy[game.quadrant.x][game.quadrant.y] + q = game.state.galaxy[game.quadrant.i][game.quadrant.j] # Dispose of crew if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down")) prout(_("to nearest habitable planet.")) - elif q.planet != NOPLANET and not damaged(DTRANSP): + elif q.planet != None and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down to %s.") % q.planet) else: @@ -4595,35 +4472,33 @@ def abandon(): game.state.crew) game.casual += game.state.crew game.abandoned += game.state.crew - # If at least one base left, give 'em the Faerie Queene skip(1) game.icrystl = False # crystals are lost game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = Rand()*game.state.rembase+1 + nb = randrange(len(game.state.baseq)) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] - game.sector.x = game.sector.y = 5 - newqad(True) + game.sector.i = game.sector.j = 5 + newqad() while True: # position next to base by trial and error - game.quad[game.sector.x][game.sector.y] = IHDOT - for l in range(1, QUADSIZE+1): - game.sector.x = 3.0*Rand() - 1.0 + game.base.x - game.sector.y = 3.0*Rand() - 1.0 + game.base.y - if VALID_SECTOR(game.sector.x, game.sector.y) and \ - game.quad[game.sector.x][game.sector.y] == IHDOT: + game.quad[game.sector.i][game.sector.j] = IHDOT + 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: break if l < QUADSIZE+1: break # found a spot - game.sector.x=QUADSIZE/2 - game.sector.y=QUADSIZE/2 - newqad(True) + game.sector.i=QUADSIZE/2 + game.sector.j=QUADSIZE/2 + newqad() # Get new commission - game.quad[game.sector.x][game.sector.y] = game.ship = IHF + game.quad[game.sector.i][game.sector.j] = game.ship = IHF game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) @@ -4634,7 +4509,7 @@ def abandon(): game.iscraft = "offship" # Galileo disappears # Resupply ship game.condition="docked" - for l in range(0, NDEVICES): + for l in range(NDEVICES): game.damage[l] = 0.0 game.damage[DSHUTTL] = -1 game.energy = game.inenrg = 3000.0 @@ -4643,36 +4518,35 @@ def abandon(): game.lsupres=game.inlsr=3.0 game.shldup=False game.warpfac=5.0 - game.wfacsq=25.0 return # Code from planets.c begins here. def consumeTime(): - # abort a lengthy operation if an event interrupts it + "Abort a lengthy operation if an event interrupts it." game.ididit = True events() - if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: + if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: return True return False def survey(): - # report on (uninhabited) planets in the galaxy + "Report on (uninhabited) planets in the galaxy." iknow = False skip(1) - chew() + scanner.chew() prout(_("Spock- \"Planet report follows, Captain.\"")) skip(1) for i in range(game.inplan): - if game.state.planets[i].pclass == destroyed: + if game.state.planets[i].pclass == "destroyed": continue if (game.state.planets[i].known != "unknown" \ - and game.state.planets[i].inhabited == UNINHABITED) \ + and not game.state.planets[i].inhabited) \ or idebug: iknow = True if idebug and game.state.planets[i].known=="unknown": proutn("(Unknown) ") - proutn(_("Quadrant %s") % game.state.planets[i].w) + proutn(_("Quadrant %s") % game.state.planets[i].quadrant) proutn(_(" class ")) proutn(game.state.planets[i].pclass) proutn(" ") @@ -4685,85 +4559,89 @@ def survey(): prout(_("No information available.")) def orbit(): - # enter standard orbit + "Enter standard orbit." skip(1) - chew() + scanner.chew() if game.inorbit: prout(_("Already in standard orbit.")) return if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return - if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1: - crmshp() - prout(_(" not adjacent to planet.")) + if not game.plnet.is_valid(): + prout("There is no planet in this sector.") + return + if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: + prout(crmshp() + _(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*Rand() + game.optime = randreal(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*Rand()) + game.height = randreal(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True def sensor(): - # examine planets in this quadrant + "Examine planets in this quadrant." if damaged(DSRSENS): if game.options & OPTION_TTY: prout(_("Short range sensors damaged.")) return - if not is_valid(game.plnet): + if game.iplnet == None: if game.options & OPTION_TTY: prout(_("Spock- \"No planet in this quadrant, Captain.\"")) return - if game.state.planets[game.iplnet].known == "unknown": + if game.iplnet.known == "unknown": prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) skip(1) prout(_(" Planet at Sector %s is of class %s.") % - (sector,game.plnet, game.state.planets[game.iplnet])) - if game.state.planets[game.iplnet].known=="shuttle_down": + (game.plnet, game.iplnet.pclass)) + if game.iplnet.known=="shuttle_down": prout(_(" Sensors show Galileo still on surface.")) proutn(_(" Readings indicate")) - if game.state.planets[game.iplnet].crystals != present: + if game.iplnet.crystals != "present": proutn(_(" no")) prout(_(" dilithium crystals present.\"")) - if game.state.planets[game.iplnet].known == "unknown": - game.state.planets[game.iplnet].known = "known" + if game.iplnet.known == "unknown": + game.iplnet.known = "known" + elif game.iplnet.inhabited: + prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name) + prout(_(" is located at Sector %s, Captain.\"") % game.plnet) def beam(): - # use the transporter + "Use the transporter." nrgneed = 0 - chew() + scanner.chew() skip(1) if damaged(DTRANSP): prout(_("Transporter damaged.")) - if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"): + if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"): skip(1) proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" ")) if ja() == True: shuttle() return if not game.inorbit: - crmshp() - prout(_(" not in standard orbit.")) + prout(crmshp() + _(" not in standard orbit.")) return if game.shldup: prout(_("Impossible to transport through shields.")) return - if game.state.planets[game.iplnet].known=="unknown": + if game.iplnet.known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not go down.\"")) return - if not game.landed and game.state.planets[game.iplnet].crystals==absent: + if not game.landed and game.iplnet.crystals=="absent": prout(_("Spock- \"Captain, I fail to see the logic in")) prout(_(" exploring a planet with no dilithium crystals.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: - chew() + scanner.chew() return if not (game.options & OPTION_PLAIN): nrgneed = 50 * game.skill + game.height / 100.0 @@ -4775,18 +4653,18 @@ def beam(): prout(_("Engineering to bridge--")) prout(_(" Captain, we have enough energy only to transport you down to")) prout(_(" the planet, but there wouldn't be an energy for the trip back.")) - if game.state.planets[game.iplnet].known == "shuttle_down": + if game.iplnet.known == "shuttle_down": prout(_(" Although the Galileo shuttle craft may still be on a surface.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: - chew() + scanner.chew() return if game.landed: # Coming from planet - if game.state.planets[game.iplnet].known=="shuttle_down": + if game.iplnet.known=="shuttle_down": proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) if ja() == True: - chew() + scanner.chew() return prout(_("Your crew hides the Galileo to prevent capture by aliens.")) prout(_("Landing party assembled, ready to beam up.")) @@ -4806,7 +4684,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if Rand() > 0.98: + if withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4817,7 +4695,7 @@ def beam(): game.energy -= nrgneed skip(2) prout(_("Transport complete.")) - if game.landed and game.state.planets[game.iplnet].known=="shuttle_down": + if game.landed and game.iplnet.known=="shuttle_down": prout(_("The shuttle craft Galileo is here!")) if not game.landed and game.imine: game.icrystl = True @@ -4826,39 +4704,37 @@ def beam(): return def mine(): - # strip-mine a world for dilithium + "Strip-mine a world for dilithium." skip(1) - chew() + scanner.chew() if not game.landed: prout(_("Mining party not on planet.")) return - if game.state.planets[game.iplnet].crystals == mined: + if game.iplnet.crystals == "mined": prout(_("This planet has already been strip-mined for dilithium.")) return - elif game.state.planets[game.iplnet].crystals == absent: + elif game.iplnet.crystals == "absent": prout(_("No dilithium crystals on this planet.")) return if game.imine: prout(_("You've already mined enough crystals for this trip.")) return if game.icrystl and game.cryprob == 0.05: - proutn(_("With all those fresh crystals aboard the ")) - crmshp() - skip(1) + prout(_("With all those fresh crystals aboard the ") + crmshp()) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) - game.state.planets[game.iplnet].crystals = mined + game.iplnet.crystals = "mined" game.imine = game.ididit = True def usecrystals(): - # use dilithium crystals + "Use dilithium crystals." game.ididit = False skip(1) - chew() + scanner.chew() if not game.icrystl: prout(_("No dilithium crystals available.")) return @@ -4871,7 +4747,7 @@ def usecrystals(): prout(_(" system may risk a severe explosion.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: - chew() + scanner.chew() return skip(1) prout(_("Engineering Officer Scott- \"(GULP) Aye Sir.")) @@ -4882,7 +4758,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if Rand() <= game.cryprob: + if with(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -4892,7 +4768,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*Rand()) + game.energy += randreal(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -4901,12 +4777,12 @@ def usecrystals(): game.ididit = True def shuttle(): - # use shuttlecraft for planetary jaunt - chew() + "Use shuttlecraft for planetary jaunt." + scanner.chew() skip(1) if damaged(DSHUTTL): if game.damage[DSHUTTL] == -1.0: - if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down": + if game.inorbit and game.iplnet.known == "shuttle_down": prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at.")) else: prout(_("Ye Faerie Queene had no shuttle craft.")) @@ -4916,19 +4792,18 @@ def shuttle(): prout(_("Shuttle craft is now serving Big Macs.")) return if not game.inorbit: - crmshp() - prout(_(" not in standard orbit.")) + prout(crmshp() + _(" not in standard orbit.")) return - if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship": + if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return - if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down": + if not game.landed and game.iplnet.known=="shuttle_down": prout(_("You will have to beam down to retrieve the shuttle craft.")) return if game.shldup or game.condition == "docked": prout(_("Shuttle craft cannot pass through shields.")) return - if game.state.planets[game.iplnet].known=="unknown": + if game.iplnet.known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not fly down.\"")) @@ -4960,7 +4835,7 @@ def shuttle(): skip(1) if consumeTime(): return - game.state.planets[game.iplnet].known="shuttle_down" + game.iplnet.known="shuttle_down" prout(_("Trip complete.")) return else: @@ -4970,7 +4845,7 @@ def shuttle(): skip(1) prouts(_("The short hop begins . . .")) skip(1) - game.state.planets[game.iplnet].known="known" + game.iplnet.known="known" game.icraft = True skip(1) game.landed = False @@ -4985,8 +4860,7 @@ def shuttle(): prout(_("Trip complete.")) return else: - # Kirk on ship - # and so is Galileo + # Kirk on ship and so is Galileo prout(_("Mining party assembles in the hangar deck,")) prout(_("ready to board the shuttle craft \"Galileo\".")) skip(1) @@ -4996,23 +4870,21 @@ def shuttle(): game.iscraft = "offship" if consumeTime(): return - game.state.planets[game.iplnet].known = "shuttle_down" + game.iplnet.known = "shuttle_down" game.landed = True game.icraft = False prout(_("Trip complete.")) return def deathray(): - # use the big zapper - r = Rand() - + "Use the big zapper." game.ididit = False skip(1) - chew() + scanner.chew() if game.ship != IHE: prout(_("Ye Faerie Queene has no death ray.")) return - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) return if damaged(DDRAY): @@ -5037,27 +4909,28 @@ def deathray(): skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) - dprob = .30 + dprob = 0.30 if game.options & OPTION_PLAIN: - dprob = .5 + dprob = 0.5 + r = randreal() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) - while game.nenhere > 0: - deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1]) + 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) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) - if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0: finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if Rand() <= 0.05: + if withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = Rand() # Pick failure method - if r <= .30: + r = randreal() # Pick failure method + if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) @@ -5071,7 +4944,7 @@ def deathray(): skip(1) kaboom() return - if r <= .55: + if r <= 0.55: prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) skip(1) prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) @@ -5090,8 +4963,8 @@ def deathray(): proutn(_("Spock- \"I believe the word is")) prouts(_(" *ASTONISHING*")) prout(_(" Mr. Sulu.")) - for i in range(1, QUADSIZE+1): - for j in range(1, QUADSIZE+1): + for i in range(QUADSIZE): + for j in range(QUADSIZE): if game.quad[i][j] == IHDOT: game.quad[i][j] = IHQUEST prout(_(" Captain, our quadrant is now infested with")) @@ -5109,7 +4982,7 @@ def deathray(): # Code from reports.c begins here def attackreport(curt): - # report status of bases under attack + "eport status of bases under attack." if not curt: if is_scheduled(FCDBAS): prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) @@ -5128,7 +5001,7 @@ def attackreport(curt): def report(): # report on general game status - chew() + scanner.chew() s1 = "" and game.thawed and _("thawed ") s2 = {1:"short", 2:"medium", 4:"long"}[game.length] s3 = (None, _("novice"). _("fair"), @@ -5139,23 +5012,23 @@ def report(): if game.tourn: prout(_("This is tournament game %d.") % game.tourn) prout(_("Your secret password is \"%s\"") % game.passwd) - proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)), + proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)), (game.inkling + game.incom + game.inscom))) - if game.incom - game.state.remcom: - prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1])) + if game.incom - len(game.state.kcmdr): + prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1])) elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0: prout(_(", but no Commanders.")) else: prout(".") if game.skill > SKILL_FAIR: prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem]) - if game.state.rembase != game.inbase: + if len(game.state.baseq) != game.inbase: proutn(_("There ")) - if game.inbase-game.state.rembase==1: + if game.inbase-len(game.state.baseq)==1: proutn(_("has been 1 base")) else: - proutn(_("have been %d bases") % (game.inbase-game.state.rembase)) - prout(_(" destroyed, %d remaining.") % game.state.rembase) + proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq))) + prout(_(" destroyed, %d remaining.") % len(game.state.baseq)) else: prout(_("There are %d bases.") % game.inbase) if communicating() or game.iseenit: @@ -5196,38 +5069,41 @@ def report(): (i, (_("s"), "")[i==1])) skip(1) -def lrscan(): - # long-range sensor scan +def lrscan(silent): + "Long-range sensor scan." if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": - prout(_("LONG-RANGE SENSORS DAMAGED.")) + if not silent: + prout(_("LONG-RANGE SENSORS DAMAGED.")) return - prout(_("Starbase's long-range scan")) - else: + if not silent: + prout(_("Starbase's long-range scan")) + elif not silent: prout(_("Long-range scan")) - for x in range(game.quadrant.x-1, game.quadrant.x+2): - proutn(" ") - for y in range(game.quadrant.y-1, game.quadrant.y+2): - if not VALID_QUADRANT(x, y): - proutn(" -1") + for x in range(game.quadrant.i-1, game.quadrant.i+2): + if not silent: + proutn(" ") + for y in range(game.quadrant.j-1, game.quadrant.j+2): + if not coord(x, y).valid_quadrant(): + if not silent: + proutn(" -1") else: if not damaged(DRADIO): game.state.galaxy[x][y].charted = True game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase game.state.chart[x][y].stars = game.state.galaxy[x][y].stars - if game.state.galaxy[x][y].supernova: + if not silent and game.state.galaxy[x][y].supernova: proutn(" ***") - else: + elif not silent: proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)) prout(" ") def damagereport(): - # damage report + "Damage report." jdam = False - chew() - + scanner.chew() for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5241,45 +5117,46 @@ def damagereport(): prout(_("All devices functional.")) def rechart(): - # update the chart in the Enterprise's computer from galaxy data + "Update the chart in the Enterprise's computer from galaxy data." game.lastchart = game.state.date - for i in range(1, GALSIZE+1): - for j in range(1, GALSIZE+1): + for i in range(GALSIZE): + for j in range(GALSIZE): if game.state.galaxy[i][j].charted: game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase game.state.chart[i][j].stars = game.state.galaxy[i][j].stars def chart(): - # display the star chart - chew() + "Display the star chart." + scanner.chew() + if (game.options & OPTION_AUTOSCAN): + lrscan(silent=True) if not damaged(DRADIO): rechart() if game.lastchart < game.state.date and game.condition == "docked": prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) rechart() - prout(_(" STAR CHART FOR THE KNOWN GALAXY")) if game.state.date > game.lastchart: prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) prout(" 1 2 3 4 5 6 7 8") - for i in range(1, GALSIZE+1): - proutn("%d |" % (i)) - for j in range(1, GALSIZE+1): - if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: + for i in range(GALSIZE): + proutn("%d |" % (i+1)) + for j in range(GALSIZE): + if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: proutn("<") else: proutn(" ") if game.state.galaxy[i][j].supernova: - strcpy(buf, "***") + show = "***" elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: - strcpy(buf, ".1.") + show = ".1." elif game.state.galaxy[i][j].charted: - sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)) + show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) else: - strcpy(buf, "...") - proutn(buf) - if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: + show = "..." + proutn(show) + if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: proutn(">") else: proutn(" ") @@ -5288,72 +5165,71 @@ def chart(): skip(1) def sectscan(goodScan, i, j): - # light up an individual dot in a sector - if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1): + "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(DEFAULT) + #textcolor(None) else: proutn("- ") -def status(req): - # print status report lines - +def status(req=0): + "Emit status report lines" if not req or req == 1: prstat(_("Stardate"), _("%.1f, Time Left %.2f") \ % (game.state.date, game.state.remtime)) - elif not req or req == 2: + if not req or req == 2: if game.condition != "docked": newcnd() dam = 0 - for t in range(0, NDEVICES): + for t in range(NDEVICES): if game.damage[t]>0: dam += 1 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) - elif not req or req == 3: + if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) - elif not req or req == 4: + if not req or req == 4: if damaged(DLIFSUP): if game.condition == "docked": - sprintf(s, _("DAMAGED, Base provides")) + s = _("DAMAGED, Base provides") else: - sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres) + s = _("DAMAGED, reserves=%4.2f") % game.lsupres else: - sprintf(s, _("ACTIVE")) + s = _("ACTIVE") prstat(_("Life Support"), s) - elif not req or req == 5: - prstat(_("Warp Factor"), "%.1f" % (game.warpfac)) - elif not req or req == 6: + if not req or req == 5: + prstat(_("Warp Factor"), "%.1f" % game.warpfac) + if not req or req == 6: extra = "" if game.icrystl and (game.options & OPTION_SHOWME): extra = _(" (have crystals)") - prstat(_("Energy"), "%.2f%s" % game.energy, extra) - elif not req or req == 7: + prstat(_("Energy"), "%.2f%s" % (game.energy, extra)) + if not req or req == 7: prstat(_("Torpedoes"), "%d" % (game.torps)) - elif not req or req == 8: + if not req or req == 8: if damaged(DSHIELD): - strcpy(s, _("DAMAGED,")) + s = _("DAMAGED,") elif game.shldup: - strcpy(s, _("UP,")) + s = _("UP,") else: - strcpy(s, _("DOWN,")) + s = _("DOWN,") data = _(" %d%% %.1f units") \ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) - prstat(_("Shields"), s) - elif not req or req == 9: + prstat(_("Shields"), s+data) + if not req or req == 9: prstat(_("Klingons Left"), "%d" \ - % (game.state.remkl + game.state.remcom + game.state.nscrem)) - elif not req or req == 10: + % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)) + if not req or req == 10: if game.options & OPTION_WORLDS: - plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet - if plnet != NOPLANET and game.state.planets[plnet].inhabited != UNINHABITED: + plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet + if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) @@ -5361,19 +5237,20 @@ def status(req): attackreport(not req) def request(): + "Request specified status data, a historical relic from slow TTYs." requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") - while scan() == IHEOL: + while scanner.next() == "IHEOL": proutn(_("Information desired? ")) - chew() - if citem in requests: - status(requests.index(citem)) + scanner.chew() + if scanner.token in requests: + status(requests.index(scanner.token)) else: prout(_("UNRECOGNIZED REQUEST. Legal requests are:")) prout((" date, condition, position, lsupport, warpfactor,")) prout((" energy, torpedoes, shields, klingons, system, time.")) def srscan(): - # short-range scan + "Short-range scan." goodScan=True if damaged(DSRSENS): # Allow base's sensors if docked @@ -5385,109 +5262,106 @@ def srscan(): else: prout(_(" Short-range scan")) if goodScan and not damaged(DRADIO): - game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons - game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase - game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars - game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True + game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons + game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase + game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars + game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True prout(" 1 2 3 4 5 6 7 8 9 10") if game.condition != "docked": newcnd() - for i in range(1, QUADSIZE+1): - proutn("%2d " % (i)) - for j in range(1, QUADSIZE+1): + for i in range(QUADSIZE): + proutn("%2d " % (i+1)) + 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 + "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return - if scan() != IHREAL: + if scanner.next() != "IHREAL": prompt = True - chew() + scanner.chew() proutn(_("Destination quadrant and/or sector? ")) - if scan()!=IHREAL: + if scanner.next()!="IHREAL": huh() return - w1.y = aaitem +0.5 - if scan() != IHREAL: + w1.j = int(scanner.real-0.5) + if scanner.next() != "IHREAL": huh() return - w1.x = aaitem + 0.5 - if scan() == IHREAL: - w2.y = aaitem + 0.5 - if scan() != IHREAL: + w1.i = int(scanner.real-0.5) + if scanner.next() == "IHREAL": + w2.j = int(scanner.real-0.5) + if scanner.next() != "IHREAL": huh() return - w2.x = aaitem + 0.5 + w2.i = int(scanner.real-0.5) else: - if game.quadrant.y>w1.x: - w2.x = 1 + if game.quadrant.j>w1.i: + w2.i = 0 else: - w2.x=QUADSIZE - if game.quadrant.x>w1.y: - w2.y = 1 + w2.i=QUADSIZE-1 + if game.quadrant.i>w1.j: + w2.j = 0 else: - w2.y=QUADSIZE - - if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y): + w2.j=QUADSIZE-1 + if not w1.valid_quadrant() or not w2.valid_sector(): huh() return - game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+ - square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))) + dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ + (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) wfl = False - if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: - chew() + scanner.chew() proutn(_("Time or arrival date? ")) - if scan()==IHREAL: - ttime = aaitem + if scanner.next()=="IHREAL": + ttime = scanner.real if ttime > game.state.date: ttime -= game.state.date # Actually a star date - twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 + twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) - chew() + scanner.chew() return if twarp < 1.0: twarp = 1.0 break - chew() + scanner.chew() proutn(_("Warp factor? ")) - if scan()== IHREAL: + if scanner.next()== "IHREAL": wfl = True - twarp = aaitem + twarp = scanner.real if twarp<1.0 or twarp > 10.0: huh() return break prout(_("Captain, certainly you can give me one of these.")) while True: - chew() - ttime = (10.0*game.dist)/square(twarp) - tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) + scanner.chew() + ttime = (10.0*game.dist)/twarp**2 + tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) if not game.shldup or tpower > game.energy*2.0: if not wfl: return proutn(_("New warp factor to try? ")) - if scan() == IHREAL: + if scanner.next() == "IHREAL": wfl = True - twarp = aaitem + twarp = scanner.real if twarp<1.0 or twarp > 10.0: huh() return continue else: - chew() + scanner.chew() skip(1) return prout(_("But if you lower your shields,")) @@ -5512,77 +5386,1176 @@ def eta(): (scheduled(FCDBAS) 10.0: huh() return else: - chew() + scanner.chew() skip(1) return - -#ifdef BSD_BUG_FOR_BUG -# A visual scan is made in a particular direction of three sectors -# in the general direction specified. This takes time, and -# Klingons can attack you, so it should be done only when sensors -# are out. Code swiped from BSD-Trek. Not presently used, as we -# automatically display all adjacent sectors on the short-range -# scan even when short-range sensors are out. - -# This struct[] has the delta x, delta y for particular directions - -visdelta = ( - (-1,-1), - (-1, 0), - (-1, 1), - (0, 1), - (1, 1), - (1, 0), - (1, -1), - (0, -1), - (-1,-1), - (-1, 0), - (-1, 1), -) +# Code from setup.c begins here -def visual(): - v = coord() - if scan() != IHREAL: - chew() - proutn(_("Direction? ")) - if scan()!=IHREAL: - huh() - return - if aaitem < 0.0 or aaitem > 360.0: +def prelim(): + "Issue a historically correct banner." + skip(2) + prout(_("-SUPER- STAR TREK")) + skip(1) +# From the FORTRAN original +# prout(_("Latest update-21 Sept 78")) +# skip(1) + +def freeze(boss): + "Save game." + if boss: + scanner.push("emsave.trk") + 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" + try: + fp = open(scanner.token, "wb") + except IOError: + prout(_("Can't freeze game as file %s") % scanner.token) return - co = (aaitem + 22) / 45 - v = visdelta[co] - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' + cPickle.dump(game, fp) + fp.close() + +def thaw(): + "Retrieve saved game." + game.passwd[0] = '\0' + key = scanner.next() + if key == "IHEOL": + proutn(_("File name: ")) + key = scanner.next() + if key != "IHALPHA": + huh() + return True + scanner.chew() + if '.' not in scanner.token: + scanner.token += ".trk" + try: + fp = open(scanner.token, "rb") + except IOError: + prout(_("Can't thaw game in %s") % scanner.token) + return + game = cPickle.load(fp) + fp.close() + return False + +# I used to find planets +# with references in ST:TOS. Eath and the Alpha Centauri +# Colony have been omitted. +# +# Some planets marked Class G and P here will be displayed as class M +# because of the way planets are generated. This is a known bug. +systnames = ( + # Federation Worlds + _("Andoria (Fesoan)"), # several episodes + _("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) + _("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" + _("Alpha Majoris I"), # TOS: "Wolf in the Fold" + _("Altair IV"), # TOS: "Amok Time + _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" + _("Benecia"), # TOS: "The Conscience of the King" + _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" + _("Alpha Carinae II"), # TOS: "The Ultimate Computer" + _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) + _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" + _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) + _("Eminiar VII"), # TOS: "A Taste of Armageddon" + _("Gamma Canaris IV"), # TOS: "Metamorphosis" + _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" + _("Ingraham B"), # TOS: "Operation: Annihilate" + _("Janus IV"), # TOS: "The Devil in the Dark" + _("Makus III"), # TOS: "The Galileo Seven" + _("Marcos XII"), # TOS: "And the Children Shall Lead", + _("Omega IV"), # TOS: "The Omega Glory" + _("Regulus V"), # TOS: "Amok Time + _("Deneva"), # TOS: "Operation -- Annihilate!" + # Worlds from BSD Trek + _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) + _("Beta III"), # TOS: "The Return of the Archons" + _("Triacus"), # TOS: "And the Children Shall Lead", + _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) +# # Others +# _("Hansen's Planet"), # TOS: "The Galileo Seven" +# _("Taurus IV"), # TOS: "The Galileo Seven" (class G) +# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" +# _("Izar"), # TOS: "Whom Gods Destroy" +# _("Tiburon"), # TOS: "The Way to Eden" +# _("Merak II"), # TOS: "The Cloud Minders" +# _("Coridan (Desotriana)"), # TOS: "Journey to Babel" +# _("Iotia"), # TOS: "A Piece of the Action" +) + +device = ( + _("S. R. Sensors"), \ + _("L. R. Sensors"), \ + _("Phasers"), \ + _("Photon Tubes"), \ + _("Life Support"), \ + _("Warp Engines"), \ + _("Impulse Engines"), \ + _("Shields"), \ + _("Subspace Radio"), \ + _("Shuttle Craft"), \ + _("Computer"), \ + _("Navigation System"), \ + _("Transporter"), \ + _("Shield Control"), \ + _("Death Ray"), \ + _("D. S. Probe"), \ +) + +def setup(): + "Prepare to play, set up cosmos." + w = coord() + # Decide how many of everything + if choose(): + return # frozen game + # Prepare the Enterprise + game.alldone = game.gamewon = game.shldchg = game.shldup = False + game.ship = IHE + game.state.crew = FULLCREW + game.energy = game.inenrg = 5000.0 + game.shield = game.inshld = 2500.0 + game.inlsr = 4.0 + game.lsupres = 4.0 + game.quadrant = randplace(GALSIZE) + game.sector = randplace(QUADSIZE) + game.torps = game.intorps = 10 + game.nprobes = randrange(2, 5) + game.warpfac = 5.0 + for i in range(NDEVICES): + game.damage[i] = 0.0 + # Set up assorted game parameters + game.battle = coord() + game.state.date = game.indate = 100.0 * randreal(20, 51) + game.nkinks = game.nhelp = game.casual = game.abandoned = 0 + game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False + game.isatb = game.state.nplankl = 0 + game.state.starkl = game.state.basekl = 0 + game.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 + game.instar = 0 + for i in range(GALSIZE): + for j in range(GALSIZE): + k = randrange(1, QUADSIZE**2/10+1) + game.instar += k + game.state.galaxy[i][j].stars = k + # Locate star bases in galaxy + for i in range(game.inbase): + while True: + while True: + w = randplace(GALSIZE) + if not game.state.galaxy[w.i][w.j].starbase: + break + contflag = False + # C version: for (j = i-1; j > 0; j--) + # so it did them in the opposite order. + for j in range(1, i): + # Improved placement algorithm to spread out bases + distq = (w - game.state.baseq[j]).distance() + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): + contflag = True + if idebug: + prout("=== Abandoning base #%d at %s" % (i, w)) + break + elif distq < 6.0 * (BASEMAX+1-game.inbase): + if idebug: + prout("=== Saving base #%d, close to #%d" % (i, j)) + if not contflag: + break + game.state.baseq.append(w) + game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True + # Position ordinary Klingon Battle Cruisers + krem = game.inkling + klumper = 0.25*game.skill*(9.0-game.length)+1.0 + if klumper > MAXKLQUAD: + klumper = MAXKLQUAD + while True: + r = randreal() + klump = (1.0 - r*r)*klumper + if klump > krem: + klump = krem + krem -= klump + while True: + w = randplace(GALSIZE) + if not game.state.galaxy[w.i][w.j].supernova and \ + game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD: + break + game.state.galaxy[w.i][w.j].klingons += int(klump) + if krem <= 0: + break + # Position Klingon Commander Ships + for i in range(game.incom): + while True: + w = randplace(GALSIZE) + if not welcoming(w) or w in game.state.kcmdr: + continue + if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)): + break + game.state.galaxy[w.i][w.j].klingons += 1 + game.state.kcmdr.append(w) + # Locate planets in galaxy + for i in range(game.inplan): + while True: + w = randplace(GALSIZE) + if game.state.galaxy[w.i][w.j].planet == None: + break + new = planet() + new.quadrant = w + new.crystals = "absent" + if (game.options & OPTION_WORLDS) and i < NINHAB: + new.pclass = "M" # All inhabited planets are class M + new.crystals = "absent" + new.known = "known" + new.name = systnames[i] + new.inhabited = True + else: + new.pclass = ("M", "N", "O")[randrange(0, 3)] + if withprob(0.33): + new.crystals = "present" + new.known = "unknown" + new.inhabited = False + game.state.galaxy[w.i][w.j].planet = new + game.state.planets.append(new) + # Locate Romulans + for i in range(game.state.nromrem): + w = randplace(GALSIZE) + game.state.galaxy[w.i][w.j].romulans += 1 + # Place the Super-Commander if needed + if game.state.nscrem > 0: + while True: + w = randplace(GALSIZE) + if welcoming(w): + break + game.state.kscmdr = w + game.state.galaxy[w.i][w.j].klingons += 1 + # Initialize times for extraneous events + schedule(FSNOVA, expran(0.5 * game.intime)) + schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) + schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot + schedule(FBATTAK, expran(0.3*game.intime)) + unschedule(FCDBAS) + if game.state.nscrem: + schedule(FSCMOVE, 0.2777) else: - co = game.quad[ix][iy] - printf("%d,%d %c " % (ix, iy, co)) - v += 1 - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' + unschedule(FSCMOVE) + unschedule(FSCDBAS) + unschedule(FDSPROB) + if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: + schedule(FDISTR, expran(1.0 + game.intime)) else: - co = game.quad[ix][iy] - printf("%c " % (co)) - v += 1 - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' + unschedule(FDISTR) + unschedule(FENSLV) + unschedule(FREPRO) + # Place thing (in tournament game, we don't want one!) + # New in SST2K: never place the Thing near a starbase. + # This makes sense and avoids a special case in the old code. + global thing + if game.tourn is None: + while True: + thing = randplace(GALSIZE) + if thing not in game.state.baseq: + break + skip(2) + game.state.snap = False + if game.skill == SKILL_NOVICE: + prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date)) + prout(_("a deadly Klingon invasion force. As captain of the United")) + prout(_("Starship U.S.S. Enterprise, it is your mission to seek out")) + prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom))) + prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime)) + prout(_("your mission. As you proceed you may be given more time.")) + skip(1) + prout(_("You will have %d supporting starbases.") % (game.inbase)) + proutn(_("Starbase locations- ")) else: - co = game.quad[ix][iy] - prout("%c %d,%d\n" % (co, ix, iy)) - game.optime = 0.5 - game.ididit = True -#endif + prout(_("Stardate %d.") % int(game.state.date)) + skip(1) + prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom)) + prout(_("An unknown number of Romulans.")) + if game.state.nscrem: + prout(_("And one (GULP) Super-Commander.")) + prout(_("%d stardates.") % int(game.intime)) + proutn(_("%d starbases in ") % game.inbase) + for i in range(game.inbase): + proutn(`game.state.baseq[i]`) + proutn(" ") + skip(2) + proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant) + proutn(_(" Sector %s") % game.sector) + skip(2) + prout(_("Good Luck!")) + if game.state.nscrem: + prout(_(" YOU'LL NEED IT.")) + waitfor() + newqad() + if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None): + game.shldup = True + if game.neutz: # bad luck to start in a Romulan Neutral Zone + attack(torps_ok=False) + +def choose(): + "Choose your game type." + global thing + while True: + game.tourn = 0 + game.thawed = False + game.skill = SKILL_NONE + game.length = 0 + if not scanner.inqueue: # Can start with command line options + proutn(_("Would you like a regular, tournament, or saved game? ")) + scanner.next() + if scanner.sees("tournament"): + while scanner.next() == "IHEOL": + proutn(_("Type in tournament number-")) + if scanner.real == 0: + scanner.chew() + continue # We don't want a blank entry + game.tourn = int(round(scanner.real)) + random.seed(scanner.real) + if logfp: + logfp.write("# random.seed(%d)\n" % scanner.real) + break + if scanner.sees("saved") or scanner.sees("frozen"): + if thaw(): + continue + scanner.chew() + if game.passwd == None: + continue + if not game.alldone: + game.thawed = True # No plaque if not finished + report() + waitfor() + return True + if scanner.sees("regular"): + break + proutn(_("What is \"%s\"?") % scanner.token) + scanner.chew() + while game.length==0 or game.skill==SKILL_NONE: + if scanner.next() == "IHALPHA": + if scanner.sees("short"): + game.length = 1 + elif scanner.sees("medium"): + game.length = 2 + elif scanner.sees("long"): + game.length = 4 + elif scanner.sees("novice"): + game.skill = SKILL_NOVICE + elif scanner.sees("fair"): + game.skill = SKILL_FAIR + elif scanner.sees("good"): + game.skill = SKILL_GOOD + elif scanner.sees("expert"): + game.skill = SKILL_EXPERT + elif scanner.sees("emeritus"): + game.skill = SKILL_EMERITUS + else: + proutn(_("What is \"")) + proutn(scanner.token) + prout("\"?") + else: + scanner.chew() + if game.length==0: + proutn(_("Would you like a Short, Medium, or Long game? ")) + elif game.skill == SKILL_NONE: + proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) + # Choose game options -- added by ESR for SST2K + if scanner.next() != "IHALPHA": + scanner.chew() + proutn(_("Choose your game style (or just press enter): ")) + scanner.next() + if scanner.sees("plain"): + # Approximates the UT FORTRAN version. + game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) + game.options |= OPTION_PLAIN + elif scanner.sees("almy"): + # Approximates Tom Almy's version. + game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) + game.options |= OPTION_ALMY + elif scanner.sees("fancy") or scanner.sees("\n"): + pass + elif len(scanner.token): + proutn(_("What is \"%s\"?") % scanner.token) + setpassword() + if game.passwd == "debug": + idebug = True + prout("=== Debug mode enabled.") + # Use parameters to generate initial values of things + game.damfac = 0.5 * game.skill + game.inbase = randrange(BASEMIN, BASEMAX+1) + game.inplan = 0 + if game.options & OPTION_PLANETS: + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) + if game.options & OPTION_WORLDS: + game.inplan += int(NINHAB) + game.state.nromrem = game.inrom = randrange(2 *game.skill) + game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) + game.state.remtime = 7.0 * game.length + game.intime = game.state.remtime + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) + game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal())) + game.state.remres = (game.inkling+4*game.incom)*game.intime + game.inresor = game.state.remres + if game.inkling > 50: + game.state.inbase += 1 + return False + +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: + break + if iquad is not None: + game.quad[w.i][w.j] = iquad + return w + +def newcnd(): + "Update our alert status." + game.condition = "green" + if game.energy < 1000.0: + game.condition = "yellow" + if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans: + game.condition = "red" + if not game.alive: + game.condition="dead" + +def newkling(): + "Drop new Klingon into current quadrant." + return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) + +def newqad(): + "Set up a new state of quadrant, for when we enter or re-enter it." + game.justin = True + game.iplnet = None + game.neutz = game.inorbit = game.landed = False + game.ientesc = game.iseenit = False + # Create a blank quadrant + game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) + if game.iscate: + # Attempt to escape Super-commander, so tbeam back! + game.iscate = False + game.ientesc = True + q = game.state.galaxy[game.quadrant.i][game.quadrant.j] + # cope with supernova + if q.supernova: + return + game.klhere = q.klingons + game.irhere = q.romulans + # Position Starship + game.quad[game.sector.i][game.sector.j] = game.ship + game.enemies = [] + if q.klingons: + # Position ordinary Klingons + for i in range(game.klhere): + newkling() + # If we need a commander, promote a Klingon + 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 + 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.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) + # If quadrant needs a starbase, put it in + if q.starbase: + game.base = dropin(IHB) + # If quadrant needs a planet, put it in + if q.planet: + game.iplnet = q.planet + if not q.planet.inhabited: + game.plnet = dropin(IHP) + else: + game.plnet = dropin(IHW) + # Check for condition + newcnd() + # Check for RNZ + if game.irhere > 0 and game.klhere == 0: + game.neutz = True + if not damaged(DRADIO): + skip(1) + prout(_("LT. Uhura- \"Captain, an urgent message.")) + prout(_(" I'll put it on audio.\" CLICK")) + skip(1) + prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) + prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) + # Put in THING if needed + if thing == game.quadrant: + enemy(type=IHQUEST, loc=dropin(), + power=randreal(6000,6500.0)+250.0*game.skill) + if not damaged(DSRSENS): + skip(1) + prout(_("Mr. Spock- \"Captain, this is most unusual.")) + prout(_(" Please examine your short-range scan.\"")) + # Decide if quadrant needs a Tholian; lighten up if skill is low + if game.options & OPTION_THOLIAN: + if (game.skill < SKILL_GOOD and withprob(0.02)) or \ + (game.skill == SKILL_GOOD and withprob(0.05)) or \ + (game.skill > SKILL_GOOD and withprob(0.08)): + w = coord() + while True: + w.i = withprob(0.5) * (QUADSIZE-1) + w.j = withprob(0.5) * (QUADSIZE-1) + if game.quad[w.i][w.j] == IHDOT: + break + game.tholian = enemy(type=IHT, loc=w, + power=randrange(100, 500) + 25.0*game.skill) + # Reserve unoccupied corners + if game.quad[0][0]==IHDOT: + game.quad[0][0] = 'X' + if game.quad[0][QUADSIZE-1]==IHDOT: + game.quad[0][QUADSIZE-1] = 'X' + if game.quad[QUADSIZE-1][0]==IHDOT: + game.quad[QUADSIZE-1][0] = 'X' + if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + 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) + # Put in a few black holes + for i in range(1, 3+1): + if withprob(0.5): + dropin(IHBLANK) + # Take out X's in corners if Tholian present + if game.tholian: + if game.quad[0][0]=='X': + game.quad[0][0] = IHDOT + if game.quad[0][QUADSIZE-1]=='X': + game.quad[0][QUADSIZE-1] = IHDOT + if game.quad[QUADSIZE-1][0]=='X': + game.quad[QUADSIZE-1][0] = IHDOT + if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': + game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + +def setpassword(): + "Set the self-destruct password." + if game.options & OPTION_PLAIN: + while True: + scanner.chew() + proutn(_("Please type in a secret password- ")) + scanner.next() + game.passwd = scanner.token + if game.passwd != None: + break + else: + game.passwd = "" + for i in range(8): + game.passwd += chr(ord('a')+randrange(26)) + +# Code from sst.c begins here + +commands = { + "SRSCAN": OPTION_TTY, + "STATUS": OPTION_TTY, + "REQUEST": OPTION_TTY, + "LRSCAN": OPTION_TTY, + "PHASERS": 0, + "TORPEDO": 0, + "PHOTONS": 0, + "MOVE": 0, + "SHIELDS": 0, + "DOCK": 0, + "DAMAGES": 0, + "CHART": 0, + "IMPULSE": 0, + "REST": 0, + "WARP": 0, + "SCORE": 0, + "SENSORS": OPTION_PLANETS, + "ORBIT": OPTION_PLANETS, + "TRANSPORT": OPTION_PLANETS, + "MINE": OPTION_PLANETS, + "CRYSTALS": OPTION_PLANETS, + "SHUTTLE": OPTION_PLANETS, + "PLANETS": OPTION_PLANETS, + "REPORT": 0, + "COMPUTER": 0, + "COMMANDS": 0, + "EMEXIT": 0, + "PROBE": OPTION_PROBE, + "SAVE": 0, + "FREEZE": 0, # Synonym for SAVE + "ABANDON": 0, + "DESTRUCT": 0, + "DEATHRAY": 0, + "DEBUG": 0, + "MAYDAY": 0, + "SOS": 0, # Synonym for MAYDAY + "CALL": 0, # Synonym for MAYDAY + "QUIT": 0, + "HELP": 0, +} + +def listCommands(): + "Generate a list of legal commands." + prout(_("LEGAL COMMANDS ARE:")) + emitted = 0 + for key in commands: + if not commands[key] or (commands[key] & game.options): + proutn("%-12s " % key) + emitted += 1 + if emitted % 5 == 4: + skip(1) + skip(1) + +def helpme(): + "Browse on-line help." + key = scanner.next() + while True: + if key == "IHEOL": + setwnd(prompt_window) + proutn(_("Help on what command? ")) + key = scanner.next() + setwnd(message_window) + if key == "IHEOL": + return + if scanner.token in commands or scanner.token == "ABBREV": + break + skip(1) + listCommands() + key = "IHEOL" + scanner.chew() + skip(1) + cmd = scanner.token.upper() + try: + fp = open(SSTDOC, "r") + except IOError: + try: + fp = open(DOC_NAME, "r") + except IOError: + prout(_("Spock- \"Captain, that information is missing from the")) + proutn(_(" computer. You need to find ")) + proutn(DOC_NAME) + prout(_(" and put it in the")) + 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() + if linebuf == '': + prout(_("Spock- \"Captain, there is no information on that command.\"")) + fp.close() + return + if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ': + linebuf = linebuf[3:].strip() + if cmd == linebuf: + break + skip(1) + prout(_("Spock- \"Captain, I've found the following information:\"")) + skip(1) + while linebuf in fp: + if "******" in linebuf: + break + proutn(linebuf) + fp.close() + +def makemoves(): + "Command-interpretation loop." + clrscr() + setwnd(message_window) + while True: # command loop + drawmaps(1) + while True: # get a command + hitme = False + game.justin = False + game.optime = 0.0 + scanner.chew() + setwnd(prompt_window) + clrscr() + proutn("COMMAND> ") + if scanner.next() == "IHEOL": + if game.options & OPTION_CURSES: + makechart() + continue + elif scanner.token == "": + continue + game.ididit = False + clrscr() + setwnd(message_window) + clrscr() + candidates = filter(lambda x: x.startswith(scanner.token.upper()), + commands) + if len(candidates) == 1: + cmd = candidates[0] + break + elif candidates and not (game.options & OPTION_PLAIN): + prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates))) + else: + listCommands() + continue + if cmd == "SRSCAN": # srscan + srscan() + elif cmd == "STATUS": # status + status() + elif cmd == "REQUEST": # status request + request() + elif cmd == "LRSCAN": # long range scan + lrscan(silent=False) + elif cmd == "PHASERS": # phasers + phasers() + if game.ididit: + hitme = True + elif cmd == "TORPEDO": # photon torpedos + photon() + if game.ididit: + hitme = True + elif cmd == "MOVE": # move under warp + warp(course=None, involuntary=False) + elif cmd == "SHIELDS": # shields + doshield(shraise=False) + if game.ididit: + hitme = True + game.shldchg = False + elif cmd == "DOCK": # dock at starbase + dock(True) + if game.ididit: + attack(torps_ok=False) + elif cmd == "DAMAGES": # damage reports + damagereport() + elif cmd == "CHART": # chart + makechart() + elif cmd == "IMPULSE": # impulse + impulse() + elif cmd == "REST": # rest + wait() + if game.ididit: + hitme = True + elif cmd == "WARP": # warp + setwarp() + elif cmd == "SCORE": # score + score() + elif cmd == "SENSORS": # sensors + sensor() + elif cmd == "ORBIT": # orbit + orbit() + if game.ididit: + hitme = True + elif cmd == "TRANSPORT": # transport "beam" + beam() + elif cmd == "MINE": # mine + mine() + if game.ididit: + hitme = True + elif cmd == "CRYSTALS": # crystals + usecrystals() + if game.ididit: + hitme = True + elif cmd == "SHUTTLE": # shuttle + shuttle() + if game.ididit: + hitme = True + elif cmd == "PLANETS": # Planet list + survey() + elif cmd == "REPORT": # Game Report + report() + elif cmd == "COMPUTER": # use COMPUTER! + eta() + elif cmd == "COMMANDS": + listCommands() + elif cmd == "EMEXIT": # Emergency exit + clrscr() # Hide screen + freeze(True) # forced save + raise SysExit,1 # And quick exit + elif cmd == "PROBE": + probe() # Launch probe + if game.ididit: + hitme = True + elif cmd == "ABANDON": # Abandon Ship + abandon() + elif cmd == "DESTRUCT": # Self Destruct + selfdestruct() + elif cmd == "SAVE": # Save Game + freeze(False) + clrscr() + if game.skill > SKILL_GOOD: + prout(_("WARNING--Saved games produce no plaques!")) + elif cmd == "DEATHRAY": # Try a desparation measure + deathray() + if game.ididit: + hitme = True + elif cmd == "DEBUGCMD": # What do we want for debug??? + debugme() + elif cmd == "MAYDAY": # Call for help + mayday() + if game.ididit: + hitme = True + elif cmd == "QUIT": + game.alldone = True # quit the game + elif cmd == "HELP": + helpme() # get help + while True: + if game.alldone: + break # Game has ended + if game.optime != 0.0: + events() + if game.alldone: + break # Events did us in + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + atover(False) + continue + if hitme and not game.justin: + attack(torps_ok=True) + if game.alldone: + break + if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + atover(False) + hitme = True + continue + break + if game.alldone: + break + if idebug: + prout("=== Ending") + +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") + else: s = "Unknown??" + return s + +def crmena(stars, enemy, loctype, w): + "Emit the name of an enemy and his location." + buf = "" + if stars: + buf += "***" + buf += cramen(enemy) + _(" at ") + if loctype == "quadrant": + buf += _("Quadrant ") + elif loctype == "sector": + buf += _("Sector ") + return buf + `w` + +def crmshp(): + "Emit our ship name." + return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???") + +def stars(): + "Emit a line of stars" + prouts("******************************************************") + skip(1) + +def expran(avrage): + return -avrage*math.log(1e-7 + randreal()) + +def randplace(size): + "Choose a random location." + w = coord() + w.i = randrange(size) + w.j = randrange(size) + return w + +class sstscanner: + def __init__(self): + self.type = None + self.token = None + self.real = 0.0 + self.inqueue = [] + def next(self): + # Get a token from the user + self.real = 0.0 + self.token = '' + # Fill the token quue if nothing here + while not self.inqueue: + line = cgetline() + if curwnd==prompt_window: + clrscr() + setwnd(message_window) + clrscr() + if line == '': + return None + if not line: + continue + else: + 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 == "\n": + self.type = "IHEOL" + return "IHEOL" + try: + self.real = float(self.token) + self.type = "IHREAL" + return "IHREAL" + except ValueError: + pass + # Treat as alpha + self.token = self.token.lower() + self.type = "IHALPHA" + self.real = None + return "IHALPHA" + def append(self, tok): + self.inqueue.append(tok) + def push(self, tok): + self.inqueue.insert(0, tok) + def waiting(self): + return self.inqueue + def chew(self): + # Demand input for next scan + self.inqueue = [] + self.real = self.token = None + def sees(self, s): + # compares s to item and returns true if it matches to the length of s + return s.startswith(self.token) + def int(self): + # Round token value to nearest integer + return int(round(scanner.real)) + def getcoord(self): + s = coord() + scanner.next() + if scanner.type != "IHREAL": + huh() + return None + s.i = scanner.int()-1 + scanner.next() + if scanner.type != "IHREAL": + huh() + return None + s.j = scanner.int()-1 + return s + def __repr__(str): + return "" % (scanner.token, scanner.type, scanner.inqueue) + +def ja(): + "Yes-or-no confirmation." + scanner.chew() + while True: + scanner.next() + if scanner.token == 'y': + return True + if scanner.token == 'n': + return False + scanner.chew() + proutn(_("Please answer with \"y\" or \"n\": ")) + +def huh(): + "Complain about unparseable input." + scanner.chew() + skip(1) + prout(_("Beg your pardon, Captain?")) + +def debugme(): + "Access to the internals for debugging." + proutn("Reset levels? ") + if ja() == True: + if game.energy < game.inenrg: + game.energy = game.inenrg + game.shield = game.inshld + game.torps = game.intorps + game.lsupres = game.inlsr + proutn("Reset damage? ") + if ja() == True: + for i in range(NDEVICES): + if game.damage[i] > 0.0: + game.damage[i] = 0.0 + proutn("Toggle debug flag? ") + if ja() == True: + idebug = not idebug + if idebug: + prout("Debug output ON") + else: + prout("Debug output OFF") + proutn("Cause selective damage? ") + if ja() == True: + for i in range(NDEVICES): + proutn("Kill %s?" % device[i]) + scanner.chew() + key = scanner.next() + if key == "IHALPHA" and scanner.sees("y"): + game.damage[i] = 10.0 + proutn("Examine/change events? ") + if ja() == True: + ev = event() + w = coord() + legends = { + FSNOVA: "Supernova ", + FTBEAM: "T Beam ", + FSNAP: "Snapshot ", + FBATTAK: "Base Attack ", + FCDBAS: "Base Destroy ", + FSCMOVE: "SC Move ", + FSCDBAS: "SC Base Destroy ", + FDSPROB: "Probe Move ", + FDISTR: "Distress Call ", + FENSLV: "Enslavement ", + FREPRO: "Klingon Build ", + } + for i in range(1, NEVENTS): + proutn(legends[i]) + if is_scheduled(i): + proutn("%.2f" % (scheduled(i)-game.state.date)) + if i == FENSLV or i == FREPRO: + ev = findevent(i) + proutn(" in %s" % ev.quadrant) + else: + proutn("never") + proutn("? ") + scanner.chew() + key = scanner.next() + if key == 'n': + unschedule(i) + scanner.chew() + elif key == "IHREAL": + ev = schedule(i, scanner.real) + if i == FENSLV or i == FREPRO: + scanner.chew() + proutn("In quadrant- ") + key = scanner.next() + # "IHEOL" says to leave coordinates as they are + if key != "IHEOL": + if key != "IHREAL": + prout("Event %d canceled, no x coordinate." % (i)) + unschedule(i) + continue + w.i = int(round(scanner.real)) + key = scanner.next() + if key != "IHREAL": + prout("Event %d canceled, no y coordinate." % (i)) + unschedule(i) + continue + w.j = int(round(scanner.real)) + ev.quadrant = w + scanner.chew() + proutn("Induce supernova here? ") + if ja() == True: + game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True + atover(True) + +if __name__ == '__main__': + import getopt, socket + try: + global line, thing, game, idebug + game = None + thing = coord() + thing.angry = False + game = gamestate() + idebug = 0 + game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) + if os.getenv("TERM"): + game.options |= OPTION_CURSES + else: + game.options |= OPTION_TTY + seed = int(time.time()) + (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx") + for (switch, val) in options: + if switch == '-r': + try: + replayfp = open(val, "r") + except IOError: + sys.stderr.write("sst: can't open replay file %s\n" % val) + raise SystemExit, 1 + try: + line = replayfp.readline().strip() + (leader, key, seed) = line.split() + seed = eval(seed) + sys.stderr.write("sst2k: seed set to %s\n" % seed) + line = replayfp.readline().strip() + arguments += line.split()[2:] + except ValueError: + sys.stderr.write("sst: replay file %s is ill-formed\n"% val) + raise SystemExit(1) + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-s': + seed = int(val) + elif switch == '-t': + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-x': + idebug = True + else: + sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") + raise SystemExit, 1 + # where to save the input in case of bugs + try: + logfp = open("/usr/tmp/sst-input.log", "w") + except IOError: + sys.stderr.write("sst: warning, can't open logfile\n") + 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) + try: + iostart() + while True: # Play a game + setwnd(fullscreen_window) + clrscr() + prelim() + setup() + if game.alldone: + score() + game.alldone = False + else: + makemoves() + skip(1) + stars() + skip(1) + if game.tourn and game.alldone: + proutn(_("Do you want your score recorded?")) + if ja() == True: + scanner.chew() + scanner.push("\n") + freeze(False) + scanner.chew() + proutn(_("Do you want to play again? ")) + if not ja(): + break + skip(1) + prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) + finally: + ioend() + raise SystemExit, 0 + except KeyboardInterrupt: + if logfp: + logfp.close() + print ""