X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=3f37ea35b92f1265a942347f5347b90fbec9c152;hp=08616b8f246d015dd716eab21f1b0f6a1cf33e5a;hb=22f7cb3bfdf2e4759470f5decce4dba8c306e139;hpb=d0c7d6f85627cc409bf8826f61d6bbce3e3a3c4c diff --git a/src/sst.py b/src/sst.py index 08616b8..3f37ea3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,183 +1,15 @@ #!/usr/bin/env python """ -sst.py =-- Super Star Trek in Python - -This code is a Python translation of a C translation of a FORTRAN -original dating back to 1973. Beautiful Python it is not. But it -works. - -Dave Matuszek says: - -SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, -LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE -were in the original non-"super" version of UT FORTRAN Star Trek. - -Tholians were not in the original. Dave is dubious about their merits. -(They are now controlled by OPTION_THOLIAN and turned off if the game -type is "plain".) - -Planets and dilithium crystals were not in the original. Dave is OK -with this idea. (It's now controlled by OPTION_PLANETS and turned -off if the game type is "plain".) +sst.py -- Super Star Trek 2K -Dave says the bit about the Galileo getting turned into a -McDonald's is "consistant with our original vision". (This has been -left permanently enabled, as it can only happen if OPTION_PLANETS -is on.) +SST2K is a Python translation of a C translation of a FORTRAN +original dating back to 1973. Beautiful Python it is not, but it +works. Translation by Eric S. Raymond; original game by David Matuszek +and Paul Reynolds, with modifications by Don Smith, Tom Almy, +Stas Sergeev, and Eric S. Raymond. -Dave also says the Space Thingy should not be preserved across saved -games, so you can't prove to others that you've seen it. He says it -shouldn't fire back, either. It should do nothing except scream and -disappear when hit by photon torpedos. It's OK that it may move -when attacked, but it didn't in the original. (Whether the Thingy -can fire back is now controlled by OPTION_THINGY and turned off if the -game type is "plain" or "almy". The no-save behavior has been restored.) - -The Faerie Queen, black holes, and time warping were in the original. - -Here are Tom Almy's changes: - -In early 1997, I got the bright idea to look for references to -"Super Star Trek" on the World Wide Web. There weren't many hits, -but there was one that came up with 1979 Fortran sources! This -version had a few additional features that mine didn't have, -however mine had some feature it didn't have. So I merged its -features that I liked. I also took a peek at the DECUS version (a -port, less sources, to the PDP-10), and some other variations. - -1, Compared to the original UT version, I've changed the "help" -command to "call" and the "terminate" command to "quit" to better -match user expectations. The DECUS version apparently made those -changes as well as changing "freeze" to "save". However I like -"freeze". (Both "freeze" and "save" work in SST2K.) - -2. The experimental deathray originally had only a 5% chance of -success, but could be used repeatedly. I guess after a couple -years of use, it was less "experimental" because the 1979 -version had a 70% success rate. However it was prone to breaking -after use. I upgraded the deathray, but kept the original set of -failure modes (great humor!). (Now controlled by OPTION_DEATHRAY -and turned off if game type is "plain".) - -3. The 1979 version also mentions srscan and lrscan working when -docked (using the starbase's scanners), so I made some changes here -to do this (and indicating that fact to the player), and then realized -the base would have a subspace radio as well -- doing a Chart when docked -updates the star chart, and all radio reports will be heard. The Dock -command will also give a report if a base is under attack. - -4. Tholian Web from the 1979 version. (Now controlled by -OPTION_THOLIAN and turned off if game type is "plain".) - -5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING -and turned off if game type is "plain".) - -6. Regular Klingons and Romulans can move in Expert and Emeritus games. -This code could use improvement. (Now controlled by OPTION_MVBADDY -and turned off if game type is "plain".) - -7. The deep-space probe feature from the DECUS version. (Now controlled -by OPTION_PROBE and turned off if game type is "plain"). - -8. 'emexit' command from the 1979 version. - -9. Bugfix: Klingon commander movements are no longer reported if long-range -sensors are damaged. - -10. Bugfix: Better base positioning at startup (more spread out). -That made sense to add because most people abort games with -bad base placement. - -In June 2002, I fixed two known bugs and a documentation typo. -In June 2004 I fixed a number of bugs involving: 1) parsing invalid -numbers, 2) manual phasers when SR scan is damaged and commander is -present, 3) time warping into the future, 4) hang when moving -klingons in crowded quadrants. (These fixes are in SST2K.) - -Here are Stas Sergeev's changes: - -1. The Space Thingy can be shoved, if you ram it, and can fire back if -fired upon. (Now controlled by OPTION_THINGY and turned off if game -type is "plain" or "almy".) - -2. When you are docked, base covers you with an almost invincible shield. -(A commander can still ram you, or a Romulan can destroy the base, -or a SCom can even succeed with direct attack IIRC, but this rarely -happens.) (Now controlled by OPTION_BASE and turned off if game -type is "plain" or "almy".) - -3. Ramming a black hole is no longer instant death. There is a -chance you might get timewarped instead. (Now controlled by -OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) - -4. The Tholian can be hit with phasers. - -5. SCom can't escape from you if no more enemies remain -(without this, chasing SCom can take an eternity). - -6. Probe target you enter is now the destination quadrant. Before I don't -remember what it was, but it was something I had difficulty using. - -7. Secret password is now autogenerated. - -8. "Plaque" is adjusted for A4 paper :-) - -9. Phasers now tells you how much energy needed, but only if the computer -is alive. - -10. Planets are auto-scanned when you enter the quadrant. - -11. Mining or using crystals in presense of enemy now yields an attack. -There are other minor adjustments to what yields an attack -and what does not. - -12. "freeze" command reverts to "save", most people will understand this -better anyway. (SST2K recognizes both.) - -13. Screen-oriented interface, with sensor scans always up. (SST2K -supports both screen-oriented and TTY modes.) - -Eric Raymond's changes: - -Mainly, I translated this C code out of FORTRAN into C -- created #defines -for a lot of magic numbers and refactored the heck out of it. - -1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. - -2. Status report now indicates when dilithium crystals are on board. - -3. Per Dave Matuszek's remarks, Thingy state is never saved across games. - -4. Added game option selection so you can play a close (but not bug-for- -bug identical) approximation of older versions. - -5. Half the quadrants now have inhabited planets, from which one -cannot mine dilithium (there will still be the same additional number -of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. -There is BSD-Trek-like logic for Klingons to attack and enslave -inhabited worlds, producing more ships (only is skill is 'good' or -better). (Controlled by OPTION_WORLDS and turned off if game -type is "plain" or "almy".) - -6. User input is now logged so we can do regression testing. - -7. More BSD-Trek features: You can now lose if your entire crew -dies in battle. When abandoning ship in a game with inhabited -worlds enabled, they must have one in the quadrant to beam down -to; otherwise they die in space and this counts heavily against -your score. Docking at a starbase replenishes your crew. - -8. Still more BSD-Trek: we now have a weighted damage table. -Also, the nav subsystem (enabling automatic course -setting) can be damaged separately from the main computer (which -handles weapons targeting, ETA calculation, and self-destruct). - -After these features were added, I translated this into Python and added -more: - -9. A long-range scan is done silently whenever you call CHART; thus -the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN -and turned off if game type is "plain" or "almy".) +See the doc/HACKING file in the distribution for designers notes and advice +ion how to modify (and how not to modify!) this code. """ import os, sys, math, curses, time, readline, cPickle, random, copy, gettext @@ -5146,7 +4978,7 @@ def status(req=0): if game.condition != "docked": newcnd() prstat(_("Condition"), _("%s, %i DAMAGES") % \ - (game.condition.upper(), sum(map(lambda x: x > 0, damages)))) + (game.condition.upper(), sum(map(lambda x: x > 0, game.damage)))) if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) if not req or req == 4: