X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=3f37ea35b92f1265a942347f5347b90fbec9c152;hp=38de3bd08a2b100388390386e19d2071fbd663cc;hb=22f7cb3bfdf2e4759470f5decce4dba8c306e139;hpb=e60212adbf91269814deef3ece92000586115f7c diff --git a/src/sst.py b/src/sst.py index 38de3bd..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 @@ -201,10 +33,6 @@ FOREVER = 1e30 MAXBURST = 3 MINCMDR = 10 -# These functions hide the difference between 0-origin and 1-origin addressing. -def VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y)=0 and self.i=0 and self.j=0 and self.i=0 and self.j %s" % (self, (self / QUADSIZE).roundtogrid()) + return self.roundtogrid() / QUADSIZE + def sector(self): + return self.roundtogrid() % QUADSIZE def scatter(self): s = coord() s.i = self.i + randrange(-1, 2) s.j = self.j + randrange(-1, 2) return s - def __hash__(self): - return hash((x, y)) def __str__(self): if self.i == None or self.j == None: return "Nowhere" @@ -460,7 +301,6 @@ class gamestate: self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant - self.probec = None # current probe quadrant self.gamewon = False # Finished! self.ididit = False # action taken -- allows enemy to attack self.alive = False # we are alive (not killed) @@ -503,7 +343,6 @@ class gamestate: self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base self.tourn = None # tournament number - self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources self.intime = 0.0 # initial time @@ -516,15 +355,12 @@ 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.probe = None # location of probe - self.probein = None # probe i,j increment + 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): @@ -600,7 +436,7 @@ def randreal(*args): def welcoming(iq): "Would this quadrant welcome another Klingon?" - return VALID_QUADRANT(iq.i,iq.j) and \ + return iq.valid_quadrant() and \ not game.state.galaxy[iq.i][iq.j].supernova and \ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD @@ -853,9 +689,9 @@ def movescom(iq, avoid): "Commander movement helper." # Avoid quadrants with bases if we want to avoid Enterprise if not welcoming(iq) or (avoid and iq in game.state.baseq): - return True + return False if game.justin and not game.iscate: - return True + return False # do the move game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1 game.state.kscmdr = iq @@ -887,7 +723,7 @@ def movescom(iq, avoid): 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." @@ -945,24 +781,24 @@ def supercommander(): # there was what looked like a bug in the Almy C code here, # but it might be this translation is just wrong. iq = game.state.kscmdr + idelta - if movescom(iq, avoid): + if not movescom(iq, avoid): # failed -- try some other maneuvers if idelta.i==0 or idelta.j==0: # attempt angle move if idelta.i != 0: iq.j = game.state.kscmdr.j + 1 - if movescom(iq, avoid): + if not movescom(iq, avoid): iq.j = game.state.kscmdr.j - 1 movescom(iq, avoid) - else: + elif idelta.j != 0: iq.i = game.state.kscmdr.i + 1 - if movescom(iq, avoid): + if not movescom(iq, avoid): iq.i = game.state.kscmdr.i - 1 movescom(iq, avoid) else: # try moving just in x or y iq.j = game.state.kscmdr.j - if movescom(iq, avoid): + if not movescom(iq, avoid): iq.j = game.state.kscmdr.j + idelta.j iq.i = game.state.kscmdr.i movescom(iq, avoid) @@ -970,7 +806,7 @@ def supercommander(): if len(game.state.baseq) == 0: unschedule(FSCMOVE) else: - for (i, ibq) in enumerate(game.state.baseq): + for ibq in game.state.baseq: if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: @@ -1259,63 +1095,60 @@ def collision(rammed, enemy): finish(FWON) return -def torpedo(origin, course, dispersion, number, nburst): +def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" if not damaged(DSRSENS) or game.condition=="docked": setwnd(srscan_window) else: setwnd(message_window) - shoved = False - ac = course + 0.25*dispersion - angle = (15.0-ac)*0.5235988 - bullseye = (15.0 - course)*0.5235988 - delta = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(delta.i), abs(delta.j)) - delta /= bigger - w = coord(0, 0); jw = coord(0, 0) - ungridded = copy.copy(origin) + ac = bearing + 0.25*dispersion # dispersion is a random variable + bullseye = (15.0 - bearing)*0.5235988 + track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) + bumpto = coord(0, 0) # Loop to move a single torpedo + setwnd(message_window) for step in range(1, QUADSIZE*2): - ungridded += delta - w = ungridded.snaptogrid() - if not VALID_SECTOR(w.i, w.j): + if not track.next(): break + w = track.sector() + if not w.valid_sector(): break iquad=game.quad[w.i][w.j] tracktorpedo(origin, w, step, number, nburst, iquad) if iquad==IHDOT: continue # hit something - setwnd(message_window) - if damaged(DSRSENS) and not game.condition=="docked": + if not damaged(DSRSENS) or game.condition == "docked": skip(1); # start new line after text track if iquad in (IHE, IHF): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) newcnd(); # we're blown out of dock - # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet - ang = angle + 2.5*(randreal()-0.5) - temp = math.fabs(math.sin(ang)) - if math.fabs(math.cos(ang)) > temp: - temp = math.fabs(math.cos(ang)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not VALID_SECTOR(jw.i, jw.j): + # In the C/FORTRAN version, dispersion was 2.5 radians, which + # is 143 degrees, which is almost exactly 4.8 clockface units + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() + if not bumpto.valid_sector(): return hit - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==IHBLANK: finish(FHOLE) return hit - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!=IHDOT: # can't move into object return hit - game.sector = jw + game.sector = bumpto proutn(crmshp()) - shoved = True + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + prout(_(" displaced by blast to Sector %s ") % bumpto) + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy # find the enemy if iquad in (IHC, IHS) and withprob(0.05): @@ -1327,7 +1160,7 @@ def torpedo(origin, course, dispersion, number, nburst): break kp = math.fabs(enemy.kpower) h1 = 700.0 + randrange(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp @@ -1339,30 +1172,26 @@ def torpedo(origin, course, dispersion, number, nburst): deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(randreal()-0.5) - temp = math.fabs(math.sin(ang)) - if math.fabs(math.cos(ang)) > temp: - temp = math.fabs(math.cos(ang)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not VALID_SECTOR(jw.i, jw.j): + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() + if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == IHBLANK: prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) - return None - if game.quad[jw.i][jw.j]!=IHDOT: - # can't move into object + deadkl(w, iquad, bumpto) + if game.quad[bumpto.i][bumpto.j] != IHDOT: prout(_(" damaged but not destroyed.")) - return None - proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True - break + else: + prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + enemy.kloc = bumpto + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) @@ -1397,8 +1226,7 @@ def torpedo(origin, course, dispersion, number, nburst): if game.landed: # captain perishes on planet finish(FDPLANET) - prout(_("You have just destroyed an inhabited planet.")) - prout(_("Celebratory rallies are being held on the Klingon homeworld.")) + prout(_("The torpedo destroyed an inhabited planet.")) return None elif iquad == IHSTAR: # Hit a star if withprob(0.9): @@ -1458,16 +1286,6 @@ def torpedo(origin, course, dispersion, number, nburst): skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.i][w.j]=IHDOT - game.quad[jw.i][jw.j]=iquad - prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(len(game.enemies)): - game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) - return None skip(1) prout(_("Torpedo missed.")) return None; @@ -1654,7 +1472,7 @@ def deadkl(w, type, mv): proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately if type == IHR: - # chalk up a Romulan + # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 @@ -1666,7 +1484,7 @@ def deadkl(w, type, mv): global thing thing = None else: - # Some type of a Klingon + # Killed some type of Klingon game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 if type == IHC: @@ -1699,7 +1517,7 @@ def deadkl(w, type, mv): def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." - if not VALID_SECTOR(w.i, w.j): + if not w.valid_sector(): huh() return None delta = coord() @@ -2136,7 +1954,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if withprob(0.99): + if withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2454,43 +2272,36 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - game.probe += game.probein - i = int(round(game.probe.i/float(QUADSIZE))) - j = int(round(game.probe.j/float(QUADSIZE))) - if game.probec.i != i or game.probec.j != j: - game.probec.i = i - game.probec.j = j - if not VALID_QUADRANT(i, j) or \ - game.state.galaxy[game.probec.i][game.probec.j].supernova: + if not game.probe.next(): + if not game.probe.quadrant().valid_quadrant() or \ + game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova if communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) - if not VALID_QUADRANT(i, j): - proutn(_("has left the galaxy")) + if not game.probe.quadrant().valid_quadrant(): + prout(_("has left the galaxy.\"")) else: - proutn(_("is no longer transmitting")) - prout(".\"") + prout(_("is no longer transmitting.\"")) unschedule(FDSPROB) continue - if not communicating(): - announce() + if communicating(): + #announce() skip(1) - proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec) - pdest = game.state.galaxy[game.probec.i][game.probec.j] - # Update star chart if Radio is working or have access to radio + prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j] if communicating(): - chp = game.state.chart[game.probec.i][game.probec.j] + chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j] chp.klingons = pdest.klingons chp.starbase = pdest.starbase chp.stars = pdest.stars pdest.charted = True - game.proben -= 1 # One less to travel - if game.proben == 0 and game.isarmed and pdest.stars: - supernova(game.probec) # fire in the hole! + game.probe.moves -= 1 # One less to travel + if game.probe.arrived() and game.isarmed and pdest.stars: + supernova(game.probe) # fire in the hole! unschedule(FDSPROB) - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2553,14 +2364,15 @@ def events(): continue # full right now # reproduce one Klingon w = ev.quadrant + m = coord() if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one - for i in range(w.i - 1, w.i + 2): - for j in range(w.j - 1, w.j + 2): - if not VALID_QUADRANT(i, j): + for m.i in range(w.i - 1, w.i + 2): + for m.j in range(w.j - 1, w.j + 2): + if not m.valid_quadrant(): continue - q = game.state.galaxy[w.i][w.j] + q = game.state.galaxy[m.i][m.j] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue @@ -2568,7 +2380,7 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.i = i; w.j = j + w = m # deliver the child game.state.remkl += 1 q.klingons += 1 @@ -2577,7 +2389,6 @@ def events(): game.enemies.append(newkling()) # recompute time left game.recompute() - # report the disaster if we can if communicating(): if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) @@ -2663,7 +2474,7 @@ def nova(nov): if offset.j==0 and offset.i==0: continue neighbor = start + offset - if not VALID_SECTOR(neighbor.j, neighbor.i): + if not neighbor.valid_sector(): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction @@ -2735,7 +2546,7 @@ def nova(nov): break newc = neighbor + neighbor - hits[mm] proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) - if not VALID_SECTOR(newc.i, newc.j): + if not newc.valid_sector(): # can't leave quadrant skip(1) break @@ -2754,17 +2565,18 @@ def nova(nov): game.quad[newc.i][newc.j] = iquad game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. - game.dist = kount*0.1 - game.direc = course[3*(bump.i+1)+bump.j+2] - if game.direc == 0.0: - game.dist = 0.0 - if game.dist == 0.0: + dist = kount*0.1 + direc = course[3*(bump.i+1)+bump.j+2] + if direc == 0.0: + dist = 0.0 + if dist == 0.0: return - game.optime = 10.0*game.dist/16.0 + course = course(bearing=direc, distance=dist) + game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(novapush=True) - game.optime = 10.0*game.dist/16.0 + imove(course, noattack=True) + game.optime = course.time(warp=4) return def supernova(w): @@ -3281,7 +3093,7 @@ 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) @@ -3345,7 +3157,7 @@ def waitfor(): def announce(): skip(1) - prouts(_("[ANOUNCEMENT ARRIVING...]")) + prouts(_("[ANNOUNCEMENT ARRIVING...]")) skip(1) def pause_game(): @@ -3533,7 +3345,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if step == 1: if n != 1: skip(1) - proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1)) + proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) @@ -3587,180 +3399,151 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(novapush): +def imove(course=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." - w = coord(); final = coord() - trbeam = False + w = coord() - def no_quad_change(): - # No quadrant change -- compute new average enemy distances - game.quad[game.sector.i][game.sector.j] = game.ship - if game.enemies: + def newquadrant(noattack): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not noattack: + newcnd() for enemy in game.enemies: - finald = (w-enemy.kloc).distance() + finald = (w - enemy.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: + # Stas Sergeev added the condition + # that attacks only happen if Klingons + # are present and your skill is good. + if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: attack(torps_ok=False) - for enemy in game.enemies: - enemy.kavgd = enemy.kdist - newcnd() - drawmaps(0) - setwnd(message_window) - w.i = w.j = 0 + if game.alldone: + return + # check for edge of galaxy + kinks = 0 + while True: + kink = False + if course.final.i < 0: + course.final.i = -course.final.i + kink = True + if course.final.j < 0: + course.final.j = -course.final.j + kink = True + if course.final.i >= GALSIZE*QUADSIZE: + course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i + kink = True + if course.final.j >= GALSIZE*QUADSIZE: + course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j + kink = True + if kink: + kinks += 1 + else: + break + if kinks: + game.nkinks += 1 + if game.nkinks == 3: + # Three strikes -- you're out! + finish(FNEG3) + return + skip(1) + prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) + prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) + prout(_("YOU WILL BE DESTROYED.")) + # Compute final position in new quadrant + if trbeam: # Don't bother if we are to be beamed + return + game.quadrant = course.final.quadrant() + game.sector = course.final.sector() + skip(1) + prout(_("Entering Quadrant %s.") % game.quadrant) + game.quad[game.sector.i][game.sector.j] = game.ship + newqad() + if game.skill>SKILL_NOVICE: + attack(torps_ok=False) + + def check_collision(h): + iquad = game.quad[h.i][h.j] + if iquad != IHDOT: + # object encountered in flight path + stopegy = 50.0*course.distance/game.optime + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): + for enemy in game.enemies: + if enemy.kloc == game.sector: + break + collision(rammed=False, enemy=enemy) + return True + elif iquad == IHBLANK: + skip(1) + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn("***" + crmshp()) + proutn(_(" pulled into black hole at Sector %s") % h) + # Getting pulled into a black hole was certain + # death in Almy's original. Stas Sergeev added a + # possibility that you'll get timewarped instead. + n=0 + for m in range(NDEVICES): + if game.damage[m]>0: + n += 1 + probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): + timwrp() + else: + finish(FHOLE) + return True + else: + # something else + skip(1) + proutn(crmshp()) + if iquad == IHWEB: + prout(_(" encounters Tholian web at %s;") % h) + else: + prout(_(" blocked by object at %s;") % h) + proutn(_("Emergency stop required ")) + prout(_("%2d units of energy.") % int(stopegy)) + game.energy -= stopegy + if game.energy <= 0: + finish(FNRG) + return True + return False + + trbeam = False if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - deltay /= bigger - deltax /= bigger # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True game.condition = "red" - game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 - # Move within the quadrant + # Move out game.quad[game.sector.i][game.sector.j] = IHDOT - x = game.sector.i - y = game.sector.j - n = int(10.0*game.dist*bigger+0.5) - if n > 0: - for m in range(1, n+1): - x += deltax - y += deltay - w.i = int(round(x)) - w.j = int(round(y)) - if not VALID_SECTOR(w.i, w.j): - # Leaving quadrant -- allow final enemy attack - # Don't do it if being pushed by Nova - if len(game.enemies) != 0 and not novapush: - newcnd() - for enemy in game.enemies: - finald = (w - enemy.kloc).distance() - enemy.kavgd = 0.5 * (finald + enemy.kdist) - # - # Stas Sergeev added the condition - # that attacks only happen if Klingons - # are present and your skill is good. - # - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - attack(torps_ok=False) - if game.alldone: - return - # compute final position -- new quadrant and sector - x = (QUADSIZE*game.quadrant.i)+game.sector.i - y = (QUADSIZE*game.quadrant.j)+game.sector.j - w.i = int(round(x+10.0*game.dist*bigger*deltax)) - w.j = int(round(y+10.0*game.dist*bigger*deltay)) - # check for edge of galaxy - kinks = 0 - while True: - kink = False - if w.i < 0: - w.i = -w.i - kink = True - if w.j < 0: - w.j = -w.j - kink = True - if w.i >= GALSIZE*QUADSIZE: - w.i = (GALSIZE*QUADSIZE*2) - w.i - kink = True - if w.j >= GALSIZE*QUADSIZE: - w.j = (GALSIZE*QUADSIZE*2) - w.j - kink = True - if kink: - kinks += 1 - else: - break - if kinks: - game.nkinks += 1 - if game.nkinks == 3: - # Three strikes -- you're out! - finish(FNEG3) - return - skip(1) - prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) - prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) - prout(_("YOU WILL BE DESTROYED.")) - # Compute final position in new quadrant - if trbeam: # Don't bother if we are to be beamed - return - game.quadrant.i = w.i/QUADSIZE - game.quadrant.j = w.j/QUADSIZE - game.sector.i = w.i - (QUADSIZE*game.quadrant.i) - game.sector.j = w.j - (QUADSIZE*game.quadrant.j) - skip(1) - prout(_("Entering Quadrant %s.") % game.quadrant) - game.quad[game.sector.i][game.sector.j] = game.ship - newqad() - if game.skill>SKILL_NOVICE: - attack(torps_ok=False) - return - iquad = game.quad[w.i][w.j] - if iquad != IHDOT: - # object encountered in flight path - stopegy = 50.0*game.dist/game.optime - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): - game.sector = w - for enemy in game.enemies: - if enemy.kloc == game.sector: - break - collision(rammed=False, enemy=enemy) - final = game.sector - elif iquad == IHBLANK: - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % w) - # - # Getting pulled into a black hole was certain - # death in Almy's original. Stas Sergeev added a - # possibility that you'll get timewarped instead. - # - n=0 - for m in range(NDEVICES): - if game.damage[m]>0: - n += 1 - probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and withprob(1-probf): - timwrp() - else: - finish(FHOLE) - return - else: - # something else - skip(1) - proutn(crmshp()) - if iquad == IHWEB: - prout(_(" encounters Tholian web at %s;") % w) - else: - prout(_(" blocked by object at %s;") % w) - proutn(_("Emergency stop required ")) - prout(_("%2d units of energy.") % int(stopegy)) - game.energy -= stopegy - final.i = int(round(deltax)) - final.j = int(round(deltay)) - game.sector = final - if game.energy <= 0: - finish(FNRG) - return - # We're here! - no_quad_change() - return - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) - game.sector = w - final = game.sector - no_quad_change() + for m in range(course.moves): + course.next() + w = course.sector() + if course.origin.quadrant() != course.location.quadrant(): + newquadrant(noattack) + break + elif check_collision(w): + print "Collision detected" + break + else: + game.sector = w + # We're in destination quadrant -- compute new average enemy distances + game.quad[game.sector.i][game.sector.j] = game.ship + if game.enemies: + for enemy in game.enemies: + finald = (w-enemy.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) return def dock(verbose): @@ -3800,6 +3583,14 @@ def dock(verbose): # because it involves giving x and y motions, yet the coordinates # are always displayed y - x, where +y is downward! +def cartesian(loc1=None, loc2=None): + if loc1 is None: + 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 @@ -3812,7 +3603,7 @@ def getcourse(isprobe): prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scanner.chew() - return False + raise TrekError while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: @@ -3840,7 +3631,7 @@ def getcourse(isprobe): else: huh() scanner.chew() - return False + raise TrekError else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3848,6 +3639,7 @@ def getcourse(isprobe): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3859,12 +3651,12 @@ def getcourse(isprobe): key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xi = int(round(scanner.real))-1 key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xj = int(round(scanner.real))-1 key = scanner.next() if key == "IHREAL": @@ -3873,7 +3665,7 @@ def getcourse(isprobe): key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xl = int(round(scanner.real))-1 dquad.i = xi dquad.j = xj @@ -3891,9 +3683,9 @@ def getcourse(isprobe): dsect.i = xi dsect.j = xj itemp = "normal" - if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j): + if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() - return False + raise TrekError skip(1) if not isprobe: if itemp > "curt": @@ -3902,7 +3694,6 @@ def getcourse(isprobe): else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here - delta = coord() 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 @@ -3914,27 +3705,66 @@ def getcourse(isprobe): itemp = "verbose" if key != "IHREAL": huh() - return False + raise TrekError delta.j = scanner.real key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError delta.i = scanner.real # Check for zero movement if delta.i == 0 and delta.j == 0: scanner.chew() - return False + raise TrekError if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) - # Course actually laid in. - game.dist = delta.distance() - game.direc = delta.bearing() - if game.direc < 0.0: - game.direc += 12.0 scanner.chew() - return True + return course(bearing=delta.bearing(), distance=delta.distance()) + +class course: + def __init__(self, bearing, distance, origin=None): + self.distance = distance + self.bearing = bearing + if origin is None: + self.origin = cartesian(game.quadrant, game.sector) + else: + self.origin = origin + # The bearing() code we inherited from FORTRAN is actually computing + # clockface directions! + if self.bearing < 0.0: + self.bearing += 12.0 + self.angle = ((15.0 - self.bearing) * 0.5235988) + if origin is None: + self.origin = cartesian(game.quadrant, game.sector) + else: + self.origin = cartesian(game.quadrant, origin) + self.increment = coord(-math.sin(self.angle), math.cos(self.angle)) + bigger = max(abs(self.increment.i), abs(self.increment.j)) + self.increment /= bigger + self.moves = int(round(10*self.distance*bigger)) + self.reset() + self.final = (self.location + self.moves*self.increment).roundtogrid() + def reset(self): + self.location = self.origin + self.step = 0 + def arrived(self): + return self.location.roundtogrid() == self.final + def next(self): + "Next step on course." + self.step += 1 + self.nextlocation = self.location + self.increment + samequad = (self.location.quadrant() == self.nextlocation.quadrant()) + self.location = self.nextlocation + return samequad + def quadrant(self): + return self.location.quadrant() + def sector(self): + return self.location.sector() + def power(self, warp): + return self.distance*(warp**3)*(game.shldup+1) + def time(self, warp): + return 10.0*self.distance/warp**2 def impulse(): "Move under impulse power." @@ -3945,9 +3775,11 @@ def impulse(): prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: - if not getcourse(isprobe=False): + 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: @@ -3964,7 +3796,7 @@ def impulse(): scanner.chew() return # Make sure enough time is left for the trip - game.optime = game.dist/0.095 + game.optime = course.dist/0.095 if game.optime >= game.state.remtime: prout(_("First Officer Spock- \"Captain, our speed under impulse")) prout(_("power is only 0.95 sectors per stardate. Are you sure")) @@ -3972,26 +3804,26 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(novapush=False) + imove(course, noattack=False) game.ididit = True if game.alldone: return - power = 20.0 + 100.0*game.dist + power = 20.0 + 100.0*course.dist game.energy -= power - game.optime = game.dist/0.095 + game.optime = course.dist/0.095 if game.energy <= 0: finish(FNRG) return -def warp(timewarp): +def warp(course, involuntary): "ove under warp drive." blooey = False; twarp = False - if not timewarp: # Not WARPX entry + if not involuntary: # Not WARPX entry game.ididit = False if game.damage[DWARPEN] > 10.0: scanner.chew() skip(1) - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) + prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: scanner.chew() @@ -3999,18 +3831,22 @@ def warp(timewarp): prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) return - # Read in course and distance - if not getcourse(isprobe=False): - 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: @@ -4022,10 +3858,9 @@ def warp(timewarp): prout(".") else: prout(_("We haven't the energy to go that far with the shields up.")) - return - + return # Make sure enough time is left for the trip - game.optime = 10.0*game.dist/game.warpfac**2 + game.optime = course.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -4041,12 +3876,12 @@ def warp(timewarp): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = game.dist*(6.0-game.warpfac)**2/66.666666666 + prob = course.distance*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True - game.dist = randreal(game.dist) + course.distance = randreal(course.distance) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4056,36 +3891,23 @@ def warp(timewarp): if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage - angle = ((15.0-game.direc)*0.5235998) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - deltax /= bigger - deltay /= bigger - n = 10.0 * game.dist * bigger +0.5 - x = game.sector.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): - break - if game.quad[ix][iy] != IHDOT: + for m in range(course.moves): + course.next() + w = course.sector() + if not w.valid_sector(): + break + if game.quad[w.i][w.j] != IHDOT: blooey = False twarp = False + course.reset() # Activate Warp Engines and pay the cost - imove(novapush=False) + imove(course, noattack=False) if game.alldone: return - game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) + game.energy -= course.power(game.warpfac) if game.energy <= 0: finish(FNRG) - game.optime = 10.0*game.dist/game.warpfac**2 + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4179,7 +4001,7 @@ def atover(igrab): proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - proutn(_("***Emergency automatic override attempts to hurl ")+crmshp()) + prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True @@ -4192,15 +4014,13 @@ def atover(igrab): game.warpfac = randreal(6.0, 8.0) prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy - game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = randreal(math.sqrt(2)) - if distreq < game.dist: - game.dist = distreq - game.optime = 10.0*game.dist/game.warpfac**2 - game.direc = randreal(12) # How dumb! + dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) + dist = max(dist, randreal(math.sqrt(2))) + bugout = course(bearing=randreal(12), distance=dist) # How dumb! + game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False - warp(True) + warp(bugout, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -4237,7 +4057,6 @@ def timwrp(): unschedule(FCDBAS) unschedule(FSCDBAS) game.battle.invalidate() - # Make sure Galileo is consistant -- Snapshot may have been taken # when on planet, which would give us two Galileos! gotit = False @@ -4308,17 +4127,11 @@ def probe(): game.isarmed = ja() elif key == "IHREAL": # first element of course scanner.push(scanner.token) - if not getcourse(isprobe=True): - return + try: + game.probe = getcourse(isprobe=True) + except TrekError: + return game.nprobes -= 1 - angle = ((15.0 - game.direc) * 0.5235988) - game.probein = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(game.probein.i), abs(game.probein.j)) - game.probein /= bigger - game.proben = 10.0*game.dist*bigger +0.5 - game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i, - game.quadrant.j*QUADSIZE + game.sector.j) - game.probec = copy.copy(game.quadrant) schedule(FDSPROB, 0.01) # Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) game.ididit = True @@ -4362,7 +4175,7 @@ def mayday(): game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: # found one -- finish up game.sector = w break @@ -4465,7 +4278,7 @@ def abandon(): game.quad[game.sector.i][game.sector.j] = IHDOT for l in range(QUADSIZE): game.sector = game.base.scatter() - if VALID_SECTOR(game.sector.i, game.sector.j) and \ + if game.sector.valid_sector() and \ game.quad[game.sector.i][game.sector.j] == IHDOT: break if l < QUADSIZE+1: @@ -5061,7 +4874,7 @@ def lrscan(silent): if not silent: proutn(" ") for y in range(game.quadrant.j-1, game.quadrant.j+2): - if not VALID_QUADRANT(x, y): + if not coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: @@ -5080,7 +4893,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5165,11 +4977,8 @@ def status(req=0): if not req or req == 2: if game.condition != "docked": newcnd() - dam = 0 - for t in range(NDEVICES): - if game.damage[t]>0: - dam += 1 - prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) + prstat(_("Condition"), _("%s, %i DAMAGES") % \ + (game.condition.upper(), sum(map(lambda x: x > 0, game.damage)))) if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) if not req or req == 4: @@ -5202,7 +5011,7 @@ def status(req=0): prstat(_("Shields"), s+data) if not req or req == 9: prstat(_("Klingons Left"), "%d" \ - % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)) + % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem)) if not req or req == 10: if game.options & OPTION_WORLDS: plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet @@ -5287,10 +5096,10 @@ def eta(): w2.j = 0 else: w2.j=QUADSIZE-1 - if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j): + if not w1.valid_quadrant() or not w2.valid_sector(): huh() return - game.dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ + dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) wfl = False if prompt: @@ -5302,7 +5111,7 @@ def eta(): ttime = scanner.real if ttime > game.state.date: ttime -= game.state.date # Actually a star date - twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 + twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) scanner.chew() @@ -5322,8 +5131,8 @@ def eta(): prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*game.dist)/twarp**2 - tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) + ttime = (10.0*dist)/twarp**2 + tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) if not game.shldup or tpower > game.energy*2.0: @@ -5388,18 +5197,17 @@ def prelim(): def freeze(boss): "Save game." if boss: - scanner.token = "emsave.trk" - else: + scanner.push("emsave.trk") + key = scanner.next() + if key == "IHEOL": + proutn(_("File name: ")) key = scanner.next() - if key == "IHEOL": - proutn(_("File name: ")) - key = scanner.next() - if key != "IHALPHA": - huh() - return - scanner.chew() - if '.' not in scanner.token: - scanner.token += ".trk" + if key != "IHALPHA": + huh() + return + scanner.chew() + if '.' not in scanner.token: + scanner.token += ".trk" try: fp = open(scanner.token, "wb") except IOError: @@ -5774,7 +5582,7 @@ def choose(): # Approximates Tom Almy's version. game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) game.options |= OPTION_ALMY - elif scanner.sees("fancy"): + elif scanner.sees("fancy") or scanner.sees("\n"): pass elif len(scanner.token): proutn(_("What is \"%s\"?") % scanner.token) @@ -6041,10 +5849,8 @@ def helpme(): proutn(_(" current directory or to ")) proutn(SSTDOC) prout(".\"") - # # This used to continue: "You need to find SST.DOC and put # it in the current directory." - # return while True: linebuf = fp.readline() @@ -6116,7 +5922,7 @@ def makemoves(): if game.ididit: hitme = True elif cmd == "MOVE": # move under warp - warp(False) + warp(course=None, involuntary=False) elif cmd == "SHIELDS": # shields doshield(shraise=False) if game.ididit: @@ -6293,10 +6099,10 @@ class sstscanner: if not line: continue else: - self.inqueue = line.lstrip().split() + ["IHEOL"] + self.inqueue = line.lstrip().split() + ["\n"] # From here on in it's all looking at the queue self.token = self.inqueue.pop(0) - if self.token == "IHEOL": + if self.token == "\n": self.type = "IHEOL" return "IHEOL" try: