X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=5f2c91813dbda28d9d1a7d737f9afd90e1b409bf;hp=14a1f27429c2885fd9174a7a6aa8ba10cd30f72a;hb=9d46bf767d8682fc9f2825660381ce59e04a8bc5;hpb=6059a6d14ea95686e2dad1f6251580ee9951e2f1 diff --git a/src/sst.py b/src/sst.py index 14a1f27..5f2c918 100644 --- a/src/sst.py +++ b/src/sst.py @@ -3,9 +3,9 @@ sst.py =-- Super Star Trek in Python This code is a Python translation of a C translation of a FORTRAN original. -The FORTRANness still shows in many ways, notably the use of 1-origin index -an a lot of parallel arrays where a more modern language would use structures -or objects. +The FORTRANness still shows in many ways, notably the use of a lot of +parallel arrays where a more modern language would use structures +or objects. (However, 1-origin array indexing was fixed.) Dave Matuszek says: @@ -173,7 +173,7 @@ 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). """ -import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt +import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy SSTDOC = "/usr/share/doc/sst/sst.doc" DOC_NAME = "sst.doc" @@ -195,8 +195,8 @@ 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 VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y) %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, a1) + elif len(args) == 2: + v = args[0] + v*args[1] # returns from [a1, a2) + #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): @@ -572,7 +608,7 @@ def tryexit(look, ienm, loccom, irun): if not irun: # avoid intruding on another commander's territory if ienm == IHC: - for n in range(1, game.state.remcom+1): + for n in range(game.state.remcom): if game.state.kcmdr[n] == iq: return False # refuse to leave if currently attacking starbase @@ -609,7 +645,7 @@ def tryexit(look, ienm, loccom, irun): unschedule(FSCDBAS) game.state.kscmdr=iq else: - for n in range(1, game.state.remcom+1): + for n in range(game.state.remcom): if game.state.kcmdr[n] == game.quadrant: game.state.kcmdr[n]=iq break @@ -693,12 +729,12 @@ def movebaddy(com, loccom, ienm): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces+200.0*random.random())/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(random.random()))*dist1 + 1.0 + motion = (1.0-square(randreal()))*dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-square(random.random())) + motion -= game.skill*(2.0-square(randreal())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -760,14 +796,14 @@ def movebaddy(com, loccom, ienm): attempts = 0; # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 - if look.x < 1 or look.x > QUADSIZE: + if look.x < 0 or look.x >= QUADSIZE: if motion < 0 and tryexit(look, ienm, loccom, irun): return if krawlx == mx or my == 0: break look.x = next.x + krawlx krawlx = -krawlx - elif look.y < 1 or look.y > QUADSIZE: + elif look.y < 0 or look.y >= QUADSIZE: if motion < 0 and tryexit(look, ienm, loccom, irun): return if krawly == my or mx == 0: @@ -823,13 +859,13 @@ def moveklings(): # Figure out which Klingon is the commander (or Supercommander) # and do move if game.comhere: - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): 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): + for i in range(game.nenhere): w = game.ks[i] if game.quad[w.x][w.y] == IHS: movebaddy(w, i, IHS) @@ -838,7 +874,7 @@ def moveklings(): # 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): + for i in range(game.nenhere): 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]) @@ -852,7 +888,7 @@ def movescom(iq, avoid): return 1 if avoid: # Avoid quadrants with bases if we want to avoid Enterprise - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): if game.state.baseq[i] == iq: return True if game.justin and not game.iscate: @@ -868,7 +904,7 @@ def movescom(iq, avoid): game.ishere = False game.ientesc = False unschedule(FSCDBAS) - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): if game.quad[game.ks[i].x][game.ks[i].y] == IHS: break game.quad[game.ks[i].x][game.ks[i].y] = IHDOT @@ -887,7 +923,7 @@ def movescom(iq, avoid): 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.x][game.state.kscmdr.y].planet = None if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) @@ -919,14 +955,14 @@ def supercommander(): unschedule(FSCMOVE) return sc = game.state.kscmdr - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): basetbl.append((i, distance(game.state.baseq[i], sc))) if game.state.rembase > 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 in range(game.state.rembase): 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 \ @@ -935,7 +971,7 @@ def supercommander(): 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): + for j in range(game.state.remcom): if ibq == game.state.kcmdr[j] and ifindit!= 2: ifindit = 2 iwhichb = i @@ -980,7 +1016,7 @@ def supercommander(): if game.state.rembase == 0: unschedule(FSCMOVE) else: - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): ibq = game.state.baseq[i] if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base @@ -988,7 +1024,7 @@ def supercommander(): return; # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*random.random()) + schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): @@ -1010,7 +1046,7 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (random.random() > 0.2 or \ + (withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return @@ -1021,27 +1057,24 @@ def supercommander(): def movetholian(): # move the Tholian - if not game.ithere or game.justin: + 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 + if game.tholian.x == 0 and game.tholian.y == 0: + idx = 0; idy = QUADSIZE-1 + elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1: + idx = QUADSIZE-1; idy = QUADSIZE-1 + elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1: + idx = QUADSIZE-1; idy = 0 + elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0: + idx = 0; idy = 0 else: # something is wrong! game.ithere = False return - # do nothing if we are blocked if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= 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) @@ -1060,12 +1093,12 @@ def movetholian(): game.ks[game.nenhere] = game.tholian # 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: 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: return @@ -1074,7 +1107,7 @@ def movetholian(): dropin(IHBLANK) crmena(True, IHT, "sector", game.tholian) prout(_(" completes web.")) - game.ithere = False + game.tholian = None game.nenhere -= 1 return @@ -1203,7 +1236,7 @@ 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*random.random() + # 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. # @@ -1231,7 +1264,7 @@ def randdevice(): 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = random.random() * 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 @@ -1252,7 +1285,7 @@ def ram(ibumpd, ienm, w): proutn(_(" rammed by ")) else: proutn(_(" rams ")) - crmena(False, ienm, sector, w) + crmena(False, ienm, "sector", w) if ibumpd: proutn(_(" (original position)")) skip(1) @@ -1260,7 +1293,7 @@ def ram(ibumpd, ienm, w): proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10.0+20.0*random.random() + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1269,12 +1302,12 @@ def ram(ibumpd, ienm, w): # which was silly. Instead, pick up to half the devices at # random according to our weighting table, # - ncrits = random.randrange(NDEVICES/2) + ncrits = randrange(NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*random.random()+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 @@ -1326,13 +1359,13 @@ def torpedo(course, r, incoming, i, n): proutn(_("Torpedo hits ")) crmshp() prout(".") - hit = 700.0 + 100.0*random.random() - \ + hit = 700.0 + randreal(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-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*(random.random()-0.5) + 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)) @@ -1352,18 +1385,18 @@ def torpedo(course, r, incoming, i, n): crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander - if random.random() <= 0.05: - crmena(True, iquad, sector, w) + if withprob(0.05): + crmena(True, iquad, "sector", w) prout(_(" 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): + for ll in range(game.nenhere): if w == game.ks[ll]: break kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*random.random() - \ + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: @@ -1377,7 +1410,7 @@ def torpedo(course, r, incoming, i, n): return None crmena(True, iquad, "sector", w) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(random.random()-0.5) + 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)) @@ -1403,7 +1436,7 @@ def torpedo(course, r, incoming, i, n): elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) - for ll in range(1, game.state.rembase+1): + for ll in range(game.state.rembase): if game.state.baseq[ll] == game.quadrant: game.state.baseq[ll]=game.state.baseq[game.state.rembase] break @@ -1416,12 +1449,12 @@ def torpedo(course, r, incoming, i, n): newcnd() return None elif iquad == IHP: # Hit a planet - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) prout(_(" 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 + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + game.iplnet.pclass = "destroyed" + game.iplnet = None invalidate(game.plnet) game.quad[w.x][w.y] = IHDOT if game.landed: @@ -1429,12 +1462,12 @@ def torpedo(course, r, incoming, i, n): finish(FDPLANET) return None elif iquad == IHW: # Hit an inhabited world -- very bad! - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) prout(_(" 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 + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + game.iplnet.pclass = "destroyed" + game.iplnet = None invalidate(game.plnet) game.quad[w.x][w.y] = IHDOT if game.landed: @@ -1444,14 +1477,14 @@ 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 random.random() > 0.10: + if withprob(0.9): nova(w) - return None - crmena(True, IHSTAR, sector, w) - prout(_(" unaffected by photon blast.")) + else: + crmena(True, IHSTAR, "sector", w) + prout(_(" unaffected by photon blast.")) return None elif iquad == IHQUEST: # Hit a thingy - if not (game.options & OPTION_THINGY) or random.random()>0.7: + if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1466,13 +1499,14 @@ def torpedo(course, r, incoming, i, n): # 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. - # + # + global iqengry iqengry = True shoved = True return None elif iquad == IHBLANK: # Black hole skip(1) - crmena(True, IHBLANK, sector, w) + crmena(True, IHBLANK, "sector", w) prout(_(" swallows torpedo.")) return None elif iquad == IHWEB: # hit the web @@ -1480,29 +1514,29 @@ def torpedo(course, r, incoming, i, n): prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == IHT: # Hit a Tholian - h1 = 700.0 + 100.0*random.random() - \ + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: game.quad[w.x][w.y] = IHDOT - game.ithere = False + game.tholian = None deadkl(w, iquad, w) return None skip(1) - crmena(True, IHT, sector, w) - if random.random() > 0.05: + 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.tholian = None game.nenhere -= 1 dropin(IHBLANK) return None else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) skip(1) return None break @@ -1512,7 +1546,7 @@ def torpedo(course, r, incoming, i, n): 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): + for ll in range(game.nenhere): game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) sortklings() return None @@ -1524,10 +1558,9 @@ def fry(hit): # critical-hit resolution ktr=1 # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()): + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): return - - ncrit = 1.0 + hit/(500.0+100.0*random.random()) + ncrit = int(1.0 + hit/(500.0+randreal(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1538,7 +1571,7 @@ 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*random.random())) + extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm if loop1 > 0: for loop2 in range(loop1): @@ -1563,47 +1596,37 @@ def attack(torps_ok): hitmax=0.0; hittot=0.0; chgfac=1.0 jay = coord() where = "neither" - # game could be over at this point, check if game.alldone: return - 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: moveklings() - # if no enemies remain after movement, we're done - if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry): + if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry): 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*random.random() - + 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): + for loop in range(game.nenhere): if game.kpower[loop] < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = random.random() + r = randreal() # Increase chance of photon torpedos if docked or enemy energy low if game.condition == "docked": r *= 0.25 @@ -1624,7 +1647,7 @@ def attack(torps_ok): if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*random.random() + dustfac = 0.8 + randreal(0.5) hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) game.kpower[loop] *= 0.75 else: # Enemy uses photon torpedo @@ -1636,7 +1659,7 @@ def attack(torps_ok): crmena(False, iquad, where, jay) attempt = True prout(" ") - r = (random.random()+random.random())*0.5 -0.5 + r = (randreal()+randreal())*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: @@ -1706,7 +1729,7 @@ 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*random.random()*0.015 + icas = randrange(hittot * 0.015) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1714,7 +1737,7 @@ 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): + for loop in range(game.nenhere): game.kavgd[loop] = game.kdist[loop] sortklings() return; @@ -1722,8 +1745,7 @@ def attack(torps_ok): def deadkl(w, type, mv): # kill a Klingon, Tholian, Romulan, or Thingy # Added mv to allow enemy to "move" before dying - - crmena(True, type, sector, mv) + crmena(True, type, "sector", mv) # Decide what kind of enemy it is and update appropriately if type == IHR: # chalk up a Romulan @@ -1732,10 +1754,11 @@ def deadkl(w, type, mv): game.state.nromrem -= 1 elif type == IHT: # Killed a Tholian - game.ithere = False + game.tholian = None elif type == IHQUEST: - # Killed a Thingy - iqhere = iqengry = False + # Killed a Thingy + global iqengry + iqengry = False invalidate(thing) else: # Some type of a Klingon @@ -1743,7 +1766,7 @@ def deadkl(w, type, mv): game.klhere -= 1 if type == IHC: game.comhere = False - for i in range(1, game.state.remcom+1): + for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: break game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] @@ -1764,7 +1787,6 @@ def deadkl(w, type, mv): unschedule(FSCDBAS) else: prout("*** Internal error, deadkl() called on %s\n" % type) - # For each kind of enemy, finish message to player prout(_(" destroyed.")) game.quad[w.x][w.y] = IHDOT @@ -1774,20 +1796,20 @@ def deadkl(w, type, mv): # 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): + for i in range(game.nenhere): if game.ks[i] == w: + for j in range(i, game.nenhere): + 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].x = 0 + game.ks[game.nenhere].y = 0 + game.kdist[game.nenhere] = 0 + game.kavgd[game.nenhere] = 0 + game.kpower[game.nenhere] = 0 + game.nenhere -= 1 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 + break return; def targetcheck(x, y): @@ -1873,35 +1895,35 @@ def photon(): if key != IHREAL: huh() return - targ[i][1] = aaitem + targ[i][1] = int(aaitem-0.5) key = scan() if key != IHREAL: huh() return - targ[i][2] = aaitem + targ[i][2] = int(aaitem-0.5) chew() course[i] = targetcheck(targ[i][1], targ[i][2]) if course[i] == 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 = (random.random()+random.random())*0.5 -0.5 + r = (randreal()+randreal())*0.5 -0.5 if math.fabs(r) >= 0.47: # misfire! - r = (random.random()+1.2) * r - if n>1: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) + r *= 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 random.random() <= 0.2: + if withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random()) + 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 @@ -1914,16 +1936,15 @@ def photon(): def overheat(rpow): # check for phasers overheating if rpow > 1500: - chekbrn = (rpow-1500.)*0.00038 - if random.random() <= chekbrn: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): # check shield control - skip(1) - if random.random() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1941,7 +1962,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = hit*random.random()*0.012 + icas = randrange(hit*0.012) skip(1) fry(0.8*hit) if icas: @@ -1956,16 +1977,16 @@ def checkshctrl(rpow): overheat(rpow) return True; -def hittem(doublehits): +def hittem(hits): # register a phaser hit on Klingons and Romulans - nenhr2=game.nenhere; kk=1 + nenhr2 = game.nenhere; kk=1 w = coord() skip(1) - for k in range(1, nenhr2+1): + for k in range(nenhr2): wham = hits[k] if wham==0: continue - dustfac = 0.9 + 0.01*random.random() + dustfac = randreal(0.9, 1.0) hit = wham*math.pow(dustfac,game.kdist[kk]) kpini = game.kpower[kk] kp = math.fabs(kpini) @@ -1985,6 +2006,7 @@ def hittem(doublehits): proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: + global iqengry iqengry = True crmena(False, ienm, "sector", w) skip(1) @@ -1996,9 +2018,8 @@ def hittem(doublehits): return kk -= 1; # don't do the increment else: # decide whether or not to emasculate klingon - if kpow > 0 and random.random() >= 0.9 and \ - kpow <= ((0.4 + 0.4*random.random())*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 kk += 1 @@ -2006,12 +2027,11 @@ def hittem(doublehits): def phasers(): # fire phasers - hits = []; rpow=0 + 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 if damaged(DSRSENS) or damaged(DCOMPTR): @@ -2035,8 +2055,8 @@ def phasers(): 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: @@ -2078,7 +2098,8 @@ def phasers(): elif not itarg: automode = "FORCEMAN" else: - proutn(_("Manual or automatic? ")) + proutn(_("Manual or automatic? ")) + chew() avail = game.energy if ifast: avail -= 200.0 @@ -2092,8 +2113,8 @@ def phasers(): while True: 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*random.random()) + 1.0 + for i in range(game.nenhere): + irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -2125,12 +2146,12 @@ def phasers(): if game.nenhere: extra = 0.0 powrem = rpow - for i in range(1, game.nenhere+1): - hits[i] = 0.0 + for i in range(game.nenhere): + 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*random.random())*hits[i] + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2143,7 +2164,7 @@ 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: proutn(_("excess ")) @@ -2165,7 +2186,7 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(1, game.nenhere+1): + for k in range(game.nenhere): aim = game.ks[k] ienm = game.quad[aim.x][aim.y] if msgflag: @@ -2185,7 +2206,7 @@ def phasers(): if key == IHEOL: chew() if itarg and k > kz: - irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0 + irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2194,7 +2215,7 @@ def phasers(): proutn("??") proutn(") ") proutn(_("units to fire at ")) - crmena(False, ienm, sector, aim) + crmena(False, ienm, "sector", aim) proutn("- ") key = scan() if key == IHALPHA and isit("no"): @@ -2241,7 +2262,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if random.random() >= 0.99: + if withprob(0.99): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2259,8 +2280,6 @@ 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 game.future[evtype].date = FOREVER @@ -2292,7 +2311,6 @@ def cancelrest(): game.resting = False game.optime = 0.0 return True - return False def events(): @@ -2303,9 +2321,8 @@ def events(): w = coord(); hold = coord() ev = event(); ev2 = event() - def tractorbeam(): + def tractorbeam(yank): # tractor beaming cases merge here - yank = math.sqrt(yank) announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) @@ -2322,14 +2339,14 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if random.random() > 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] @@ -2342,8 +2359,8 @@ def events(): 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) @@ -2447,7 +2464,7 @@ 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 @@ -2484,27 +2501,25 @@ 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(distance(game.state.kscmdr, game.quadrant)) else: return elif evcode == FTBEAM: # Tractor beam if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.random()*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(game.state.remcom) + yank = distance(game.state.kcmdr[i], game.quadrant) 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)) 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 @@ -2514,8 +2529,8 @@ def events(): unschedule(FCDBAS) continue i = 0 - for j in range(1, game.state.rembase+1): - for k in range(1, game.state.remcom+1): + for j in range(game.state.rembase): + for k in range(game.state.remcom): 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: @@ -2529,7 +2544,7 @@ def events(): continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*random.random()) + 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) @@ -2557,7 +2572,7 @@ def events(): if evcode==FCDBAS: unschedule(FCDBAS) # find the lucky pair - for i in range(1, game.state.remcom+1): + for i in range(game.state.remcom): if game.state.kcmdr[i] == game.battle: break if i > game.state.remcom or game.state.rembase == 0 or \ @@ -2623,9 +2638,9 @@ def events(): # 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 \ - not game.state.planets[q.planet].inhabited or \ - q.supernova or q.status!=secure or q.klingons<=0): + 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 @@ -2707,7 +2722,7 @@ def events(): 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) @@ -2730,9 +2745,7 @@ def wait(): proutn(_("Are you sure? ")) if ja() == False: return - # Alternate resting periods (events) with attacks - game.resting = True while True: if delay <= 0: @@ -2742,7 +2755,7 @@ def wait(): return temp = game.optime = delay if game.nenhere: - rtime = 1.0 + random.random() + rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp @@ -2775,15 +2788,13 @@ def nova(nov): # star goes nova course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); scratch = coord() - - if random.random() < 0.05: + if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return - # handle initial nova game.quad[nov.x][nov.y] = IHDOT - crmena(False, IHSTAR, sector, nov) + crmena(False, IHSTAR, "sector", nov) prout(_(" novas.")) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 @@ -2809,7 +2820,7 @@ def nova(nov): if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): break elif iquad == IHSTAR: # Affect another star - if random.random() < 0.05: + if wthprob(0.05): # This star supernovas scratch = supernova(False) return @@ -2818,16 +2829,16 @@ def nova(nov): hits[top2][2]=scratch.y game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - crmena(True, IHSTAR, sector, scratch) + crmena(True, IHSTAR, "sector", scratch) 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.galaxy[game.quadrant.x][game.quadrant.y].planet = None game.state.nplankl += 1 - crmena(True, IHP, sector, scratch) + crmena(True, IHP, "sector", scratch) prout(_(" destroyed.")) - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 + game.iplnet.pclass = "destroyed" + game.iplnet = None invalidate(game.plnet) if game.landed: finish(FPNOVA) @@ -2835,7 +2846,7 @@ def nova(nov): 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): + for i in range(game.state.rembase): if game.state.baseq[i] == game.quadrant: break game.state.baseq[i] = game.state.baseq[game.state.rembase] @@ -2843,7 +2854,7 @@ def nova(nov): invalidate(game.base) game.state.basekl += 1 newcnd() - crmena(True, IHB, sector, scratch) + crmena(True, IHB, "sector", scratch) prout(_(" destroyed.")) game.quad[scratch.x][scratch.y] = IHDOT elif iquad in (IHE, IHF): # Buffet ship @@ -2857,7 +2868,7 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff else: game.energy -= 2000.0 if game.energy <= 0: @@ -2870,7 +2881,7 @@ def nova(nov): 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): + for ll in range(game.nenhere): if game.ks[ll] == scratch: break game.kpower[ll] -= 800.0 # If firepower is lost, die @@ -2879,7 +2890,7 @@ def nova(nov): break newc.x = scratch.x + scratch.x - hits[mm][1] newc.y = scratch.y + scratch.y - hits[mm][2] - crmena(True, iquad, sector, scratch) + crmena(True, iquad, "sector", scratch) proutn(_(" damaged")) if not VALID_SECTOR(newc.x, newc.y): # can't leave quadrant @@ -2888,7 +2899,7 @@ def nova(nov): iquad1 = game.quad[newc.x][newc.y] if iquad1 == IHBLANK: proutn(_(", blasted into ")) - crmena(False, IHBLANK, sector, newc) + crmena(False, IHBLANK, "sector", newc) skip(1) deadkl(scratch, iquad, newc) break @@ -2921,7 +2932,7 @@ def nova(nov): game.optime = 10.0*game.dist/16.0 skip(1) prout(_("Force of nova displaces starship.")) - imove(True) + imove(novapush=True) game.optime = 10.0*game.dist/16.0 return @@ -2929,7 +2940,6 @@ def supernova(induced, w=None): # star goes supernova num = 0; npdead = 0 nq = coord() - if w != None: nq = w else: @@ -2937,14 +2947,14 @@ def supernova(induced, w=None): # 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): + for nq.x in range(GALSIZE): + for nq.y in range(GALSIZE): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists - num = random.random()*stars + 1 - for nq.x in range(1, GALSIZE+1): - for nq.y in range(1, GALSIZE+1): + num = randrange(stars) + 1 + for nq.x in range(GALSIZE): + for nq.y in range(GALSIZE): num -= game.state.galaxy[nq.x][nq.y].stars if num <= 0: break @@ -2954,7 +2964,6 @@ 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(): @@ -2964,16 +2973,15 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.random()* 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): + num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 + for ns.x in range(QUADSIZE): + for ns.y in range(QUADSIZE): if game.quad[ns.x][ns.y]==IHSTAR: num -= 1 if num==0: break if num==0: break - skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) @@ -2996,7 +3004,7 @@ def supernova(induced, w=None): unschedule(FSCDBAS) if game.state.remcom: maxloop = game.state.remcom - for l in range(1, maxloop+1): + for l in range(maxloop): if game.state.kcmdr[l] == nq: game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom] invalidate(game.state.kcmdr[game.state.remcom]) @@ -3013,12 +3021,12 @@ def supernova(induced, w=None): # Destroy planets for loop in range(game.inplan): if game.state.planets[loop].w == nq: - game.state.planets[loop].pclass = destroyed + 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): + for loop in range(maxloop): if game.state.baseq[loop] == nq: game.state.baseq[loop] = game.state.baseq[game.state.rembase] invalidate(game.state.baseq[game.state.rembase]) @@ -3082,7 +3090,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if random.random() < 0.15: + if withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -3108,7 +3116,13 @@ def kaboom(): 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 + game.state.remcom + game.state.nscrem) + return (starting - remaining)/elapsed def badpoints(): "Compute demerits." @@ -3125,7 +3139,6 @@ def badpoints(): badpt += 200.0 return badpt - def finish(ifin): # end the game, with appropriate notfications igotit = False @@ -3314,10 +3327,10 @@ def finish(ifin): if (game.state.remkl + game.state.remcom + 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*random.random(): + 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+random.random(): + if goodies/baddies >= randreal(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3336,7 +3349,6 @@ def finish(ifin): def 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: timused = 5.0 @@ -3435,7 +3447,6 @@ def plaque(): 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" ) @@ -3512,7 +3523,7 @@ def iostart(): #textdomain(PACKAGE) if atexit.register(outro): sys.stderr.write("Unable to register outro(), exiting...\n") - os.exit(1) + raise SysExit,1 if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: @@ -3548,7 +3559,6 @@ def iostart(): setwnd(fullscreen_window) textcolor(DEFAULT) - def waitfor(): "wait for user action -- OK to do nothing if on a TTY" if game.options & OPTION_CURSES: @@ -3582,7 +3592,7 @@ def pause_game(): sys.stdout.write('\n') proutn(prompt) raw_input() - for j in range(0, rows): + for j in range(rows): sys.stdout.write('\n') linecount = 0 @@ -3621,13 +3631,13 @@ def prout(line): def prouts(line): "print slowly!" for c in line: - curses.delay_output(30) + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() - curses.delay_output(300) + time.sleep(0.03) def cgetline(): "Get a line of input." @@ -3636,11 +3646,18 @@ def cgetline(): curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() + while True: + line = replayfp.readline() + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: line = raw_input() if logfp: - logfp.write(line) + logfp.write(line + "\n") return line def setwnd(wnd): @@ -3708,9 +3725,6 @@ def highvideo(): if game.options & OPTION_CURSES: curwnd.attron(curses.A_REVERSE) -def commandhook(cmd, before): - pass - # # Things past this point have policy implications. # @@ -3730,7 +3744,7 @@ 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) @@ -3750,7 +3764,7 @@ def boom(w): srscan_window.attron(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) #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]) @@ -3786,18 +3800,18 @@ def tracktorpedo(w, l, i, n, iquad): if not damaged(DSRSENS) or game.condition=="docked": if i != 1 and l == 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) + #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) @@ -3821,8 +3835,8 @@ 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) @@ -3835,27 +3849,25 @@ def imove(novapush): trbeam = False def no_quad_change(): - # No quadrant change -- compute new avg enemy distances + # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.nenhere: - for m in range(1, game.nenhere+1): + for m in range(game.nenhere): 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): + for m in range(game.nenhere): game.kavgd[m] = game.kdist[m] newcnd() drawmaps(0) setwnd(message_window) - w.x = w.y = 0 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) @@ -3863,10 +3875,8 @@ def imove(novapush): 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 @@ -3877,20 +3887,19 @@ def imove(novapush): 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 - + n = int(10.0*game.dist*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 + w.x = int(round(x)) + w.y = int(round(y)) if not VALID_SECTOR(w.x, w.y): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova if game.nenhere != 0 and not novapush: newcnd() - for m in range(1, game.nenhere+1): + for m in range(game.nenhere): finald = distance(w, game.ks[m]) game.kavgd[m] = 0.5 * (finald + game.kdist[m]) # @@ -3903,31 +3912,30 @@ def imove(novapush): 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.x)+game.sector.x + y = (QUADSIZE*game.quadrant.y)+game.sector.y + w.x = int(round(x+10.0*game.dist*bigger*deltax)) + w.y = int(round(y+10.0*game.dist*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.x < 0: + w.x = -w.x + kink = True + if w.y < 0: + w.y = -w.y + kink = True + if w.x >= GALSIZE*QUADSIZE: + w.x = (GALSIZE*QUADSIZE*2) - w.x + kink = True + if w.y >= GALSIZE*QUADSIZE: + w.y = (GALSIZE*QUADSIZE*2) - w.y + kink = True if kink: - kinks = 1 - if not kink: - break - + kinks += 1 + else: + break if kinks: game.nkinks += 1 if game.nkinks == 3: @@ -3941,10 +3949,10 @@ 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.x = w.x/QUADSIZE + game.quadrant.y = w.y/QUADSIZE + game.sector.x = w.x - (QUADSIZE*game.quadrant.x) + game.sector.y = w.y - (QUADSIZE*game.quadrant.y) skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.x][game.sector.y] = game.ship @@ -3957,7 +3965,7 @@ def imove(novapush): # 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): + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w ram(False, iquad, game.sector) final = game.sector @@ -3974,11 +3982,11 @@ def imove(novapush): # 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 random.random()>probf: + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): timwrp() else: finish(FHOLE) @@ -4038,8 +4046,7 @@ 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 @@ -4047,25 +4054,20 @@ 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 getcourse(isprobe, akey): + # get course and distance + 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 + return False while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: @@ -4082,7 +4084,6 @@ def getcd(isprobe, akey): akey = -1 else: key = scan() - if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True @@ -4099,7 +4100,7 @@ def getcd(isprobe, akey): else: huh() chew() - return + return False else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -4107,7 +4108,6 @@ def getcd(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break - if navmode == "automatic": while key == IHEOL: if isprobe: @@ -4117,52 +4117,53 @@ def getcd(isprobe, akey): chew() iprompt = True key = scan() - if key != IHREAL: huh() - return - xi = aaitem + return False + xi = int(round(aaitem))-1 key = scan() if key != IHREAL: huh() - return - xj = aaitem + return False + xj = int(round(aaitem))-1 key = scan() if key == IHREAL: # both quadrant and sector specified - xk = aaitem + xk = int(round(aaitem))-1 key = scan() 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 + return False + xl = int(round(aaitem))-1 + dquad.x = xi + dquad.y = xj + dsect.y = xk + dsect.x = 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.x = xi + dquad.y = xj + dsect.y = dsect.x = 4 # preserves 1-origin behavior else: - incr.y = xi + 0.5 - incr.x = xj + 0.5 + # only sector specified + dsect.y = xi + dsect.x = xj itemp = "normal" - if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y): + if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y): huh() - return + return False 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 + deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y) + deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y) else: # manual while key == IHEOL: proutn(_("X and Y displacements- ")) @@ -4172,26 +4173,27 @@ def getcd(isprobe, akey): itemp = "verbose" if key != IHREAL: huh() - return + return False deltax = aaitem key = scan() if key != IHREAL: huh() - return + return False deltay = aaitem # Check for zero movement if deltax == 0 and deltay == 0: chew() - return + return False if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) + # Course actually laid in. 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 + return True def impulse(): # move under impulse power @@ -4202,13 +4204,11 @@ def impulse(): prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: - getcd(False, 0) - if game.direc == -1.0: + if not getcourse(isprobe=False, akey=0): return power = 20.0 + 100.0*game.dist else: power = 30.0 - if power >= game.energy: # Insufficient power for trip skip(1) @@ -4231,7 +4231,7 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(False) + imove(novapush=False) game.ididit = True if game.alldone: return @@ -4258,12 +4258,9 @@ 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 - getcd(False, 0) - if game.direc == -1.0: + # Read in course and distance + if not getcourse(isprobe=False, akey=0): return - # Make sure starship has enough energy for the trip power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) if power >= game.energy: @@ -4301,13 +4298,14 @@ 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 > random.random(): + # Decide if engine damage will occur + # ESR: Seems wrong. Probability of damage goes *down* with distance? + prob = game.dist*square(6.0-game.warpfac)/66.666666666 + if prob > randreal(): blooey = True - game.dist = random.random()*game.dist + game.dist = randreal(game.dist) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random(): + if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4340,10 +4338,8 @@ def warp(timewarp): if game.quad[ix][iy] != IHDOT: blooey = False twarp = False - - # Activate Warp Engines and pay the cost - imove(False) + imove(novapush=False) if game.alldone: return game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) @@ -4353,7 +4349,7 @@ def warp(timewarp): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*random.random()+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.")) @@ -4404,7 +4400,6 @@ def setwarp(): def atover(igrab): # cope with being tossed out of quadrant by supernova or yanked by beam - chew() # is captain on planet? if game.landed: @@ -4416,7 +4411,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if random.random() <= 0.5: + if withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4424,20 +4419,18 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if random.random() <= 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: @@ -4461,16 +4454,16 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*random.random() + game.warpfac = randreal(6.0, 8.0) game.wfacsq = game.warpfac * game.warpfac 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+random.random() + distreq = randreal(math.sqrt(2)) if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*random.random() # How dumb! + game.direc = randreal(12) # How dumb! game.justin = False game.inorbit = False warp(True) @@ -4491,7 +4484,7 @@ def atover(igrab): def timwrp(): # let's do the time warp again prout(_("***TIME WARP ENTERED.")) - if game.state.snap and random.random() < 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)) @@ -4532,7 +4525,7 @@ def timwrp(): prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time - game.optime = -0.5*game.intime*math.log(random.random()) + 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) @@ -4566,7 +4559,6 @@ def probe(): 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 if game.nprobes == 1: @@ -4576,7 +4568,6 @@ 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": game.isarmed = True @@ -4584,8 +4575,7 @@ def probe(): elif key == IHEOL: proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() - getcd(True, key) - if game.direc == -1.0: + if not getcourse(isprobe=True, akey=key): return game.nprobes -= 1 angle = ((15.0 - game.direc) * 0.5235988) @@ -4595,7 +4585,6 @@ def probe(): 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 @@ -4628,7 +4617,6 @@ def mayday(): # yell for help from nearest starbase # There's more than one way to move in this game! line = 0 - chew() # Test for conditions which prevent calling for help if game.condition == "docked": @@ -4652,7 +4640,7 @@ def mayday(): ddist = distance(game.base, game.sector) else: ddist = FOREVER - for m in range(1, game.state.rembase+1): + for m in range(game.state.rembase): xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant) if xdist < ddist: ddist = xdist @@ -4667,12 +4655,10 @@ def mayday(): prout(_(" dematerializes.")) game.sector.x=0 for m in range(1, 5+1): - ix = game.base.x+3.0*random.random()-1 - iy = game.base.y+3.0*random.random()-1 + w = game.base.scatter() if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: # found one -- finish up - game.sector.x=ix - game.sector.y=iy + game.sector = w break if not is_valid(game.sector): prout(_("You have been lost in space...")) @@ -4689,7 +4675,7 @@ def mayday(): game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] textcolor(RED) warble() - if random.random() > probf: + if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) @@ -4767,7 +4753,7 @@ def abandon(): 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: @@ -4782,7 +4768,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = random.random()*game.state.rembase+1 + nb = randrange(game.state.rembase) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4791,9 +4777,8 @@ def abandon(): 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*random.random() - 1.0 + game.base.x - game.sector.y = 3.0*random.random() - 1.0 + game.base.y + for l in range(QUADSIZE): + game.sector = game.base.scatter() if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: break @@ -4814,7 +4799,7 @@ 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 @@ -4844,7 +4829,7 @@ def survey(): 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 not game.state.planets[i].inhabited) \ @@ -4879,12 +4864,12 @@ def orbit(): prout(_(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*random.random() + game.optime = randreal(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*random.random()) + game.height = randreal(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4895,23 +4880,26 @@ def sensor(): 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 @@ -4920,7 +4908,7 @@ def beam(): 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: @@ -4933,12 +4921,12 @@ def beam(): 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?\" ")) @@ -4955,7 +4943,7 @@ 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: @@ -4963,7 +4951,7 @@ def beam(): 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() @@ -4986,7 +4974,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if random.random() > 0.98: + if withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4997,7 +4985,7 @@ 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 @@ -5012,10 +5000,10 @@ def mine(): 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: @@ -5027,11 +5015,11 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*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(): @@ -5062,7 +5050,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if random.random() <= game.cryprob: + if with(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -5072,7 +5060,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*random.random()) + game.energy += randreal(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -5086,7 +5074,7 @@ def shuttle(): 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.")) @@ -5099,16 +5087,16 @@ def shuttle(): crmshp() prout(_(" 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.\"")) @@ -5140,7 +5128,7 @@ 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: @@ -5150,7 +5138,7 @@ 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 @@ -5176,7 +5164,7 @@ 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.")) @@ -5184,8 +5172,6 @@ def shuttle(): def deathray(): # use the big zapper - r = random.random() - game.ididit = False skip(1) chew() @@ -5217,9 +5203,10 @@ 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) @@ -5230,14 +5217,14 @@ def deathray(): finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if random.random() <= 0.05: + if withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = random.random() # 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!")) @@ -5251,7 +5238,7 @@ 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!\"")) @@ -5270,8 +5257,8 @@ 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")) @@ -5423,8 +5410,8 @@ def damagereport(): def rechart(): # 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 @@ -5443,22 +5430,22 @@ def chart(): 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): + for i in range(GALSIZE): + proutn("%d |" % (i+1)) + for j in range(GALSIZE): if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: 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) + show = "..." + proutn(show) if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn(">") else: @@ -5483,57 +5470,57 @@ def sectscan(goodScan, i, j): else: proutn("- ") -def status(req): +def status(req=0): # print 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: + 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: + if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) @@ -5572,9 +5559,9 @@ def srscan(): 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) @@ -5594,34 +5581,32 @@ def eta(): if scan()!=IHREAL: huh() return - w1.y = aaitem +0.5 + w1.y = int(aaitem-0.5) if scan() != IHREAL: huh() return - w1.x = aaitem + 0.5 + w1.x = int(aaitem-0.5) if scan() == IHREAL: - w2.y = aaitem + 0.5 + w2.y = int(aaitem-0.5) if scan() != IHREAL: huh() return - w2.x = aaitem + 0.5 + w2.x = int(aaitem-0.5) else: if game.quadrant.y>w1.x: - w2.x = 1 + w2.x = 0 else: - w2.x=QUADSIZE + w2.x=QUADSIZE-1 if game.quadrant.x>w1.y: - w2.y = 1 + w2.y = 0 else: - w2.y=QUADSIZE - + w2.y=QUADSIZE-1 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y): 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))) wfl = False - if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: @@ -5704,83 +5689,16 @@ def eta(): 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), -) - -def visual(): - v = coord() - if scan() != IHREAL: - chew() - proutn(_("Direction? ")) - if scan()!=IHREAL: - huh() - return - if aaitem < 0.0 or aaitem > 360.0: - 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 = '?' - 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 = '?' - 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 = '?' - else: - co = game.quad[ix][iy] - prout("%c %d,%d\n" % (co, ix, iy)) - game.optime = 0.5 - game.ididit = True -#endif - # Code from setup.c begins here -def filelength(fd): - return os.fstat(fd).st_size - def prelim(): # issue a historically correct banner skip(2) prout(_("-SUPER- STAR TREK")) skip(1) -#ifdef __HISTORICAL__ +# From the FORTRAN original # prout(_("Latest update-21 Sept 78")) # skip(1) -#endif __HISTORICAL__ def freeze(boss): # save game @@ -5901,7 +5819,6 @@ device = ( def setup(needprompt): # prepare to play, set up cosmos w = coord() - # Decide how many of everything if choose(needprompt): return # frozen game @@ -5918,14 +5835,14 @@ def setup(needprompt): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these + game.nprobes = randrange(2, 5) game.warpfac = 5.0 game.wfacsq = game.warpfac * game.warpfac - for i in range(0, NDEVICES): + 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*int(31.0*random.random()+20.0) + 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 @@ -5934,11 +5851,11 @@ def setup(needprompt): game.landed = False game.alive = True game.docfac = 0.25 - for i in range(1, GALSIZE+1): - for j in range(1, GALSIZE+1): + for i in range(GALSIZE): + for j in range(GALSIZE): quad = game.state.galaxy[i][j] quad.charted = 0 - quad.planet = NOPLANET + quad.planet = None quad.romulans = 0 quad.klingons = 0 quad.starbase = False @@ -5947,7 +5864,7 @@ def setup(needprompt): # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom))) - schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot + schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: @@ -5966,13 +5883,13 @@ def setup(needprompt): game.lastchart = FOREVER # Put stars in the galaxy game.instar = 0 - for i in range(1, GALSIZE+1): - for j in range(1, GALSIZE+1): - k = random.random()*9.0 + 1.0 + 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(1, game.inbase+1): + for i in range(game.inbase): while True: while True: w = randplace(GALSIZE) @@ -5984,7 +5901,7 @@ def setup(needprompt): for j in range(1, i): # Improved placement algorithm to spread out bases distq = w.distance(game.state.baseq[j]) - if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75: + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True if idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -6003,7 +5920,7 @@ def setup(needprompt): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = random.random() + r = randreal() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem @@ -6013,14 +5930,14 @@ def setup(needprompt): if not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD: break - game.state.galaxy[w.x][w.y].klingons += klump + game.state.galaxy[w.x][w.y].klingons += int(klump) if krem <= 0: break # Position Klingon Commander Ships for i in range(1, game.incom+1): while True: w = randplace(GALSIZE) - if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \ + if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \ not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \ not w in game.state.kcmdr[:i]: @@ -6031,7 +5948,7 @@ def setup(needprompt): for i in range(game.inplan): while True: w = randplace(GALSIZE) - if game.state.galaxy[w.x][w.y].planet == NOPLANET: + if game.state.galaxy[w.x][w.y].planet == None: break new = planet() new.w = w @@ -6043,15 +5960,15 @@ def setup(needprompt): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[random.randint(0, 2)] - if random.random()*1.5: # 1 in 3 chance of crystals + 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.x][w.y].planet = new game.state.planets.append(new) # Locate Romulans - for i in range(1, game.state.nromrem+1): + for i in range(game.state.nromrem): w = randplace(GALSIZE) game.state.galaxy[w.x][w.y].romulans += 1 # Locate the Super Commander @@ -6087,7 +6004,7 @@ def setup(needprompt): prout(_("And one (GULP) Super-Commander.")) prout(_("%d stardates.") % int(game.intime)) proutn(_("%d starbases in ") % game.inbase) - for i in range(1, game.inbase+1): + for i in range(game.inbase): proutn(`game.state.baseq[i]`) proutn(" ") skip(2) @@ -6099,7 +6016,7 @@ def setup(needprompt): prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) - if game.nenhere - iqhere-game.ithere: + if game.nenhere - (thing == game.quadrant) - (game.tholian != None): game.shldup = True if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(False) @@ -6123,8 +6040,10 @@ def choose(needprompt): if aaitem == 0: chew() continue # We don't want a blank entry - game.tourn = int(aaitem) + game.tourn = int(round(aaitem)) random.seed(aaitem) + if logfp: + logfp.write("# random.seed(%d)\n" % aaitem) break if isit("saved") or isit("frozen"): if thaw(): @@ -6193,19 +6112,19 @@ def choose(needprompt): # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = random.randint(BASEMIN, BASEMAX) + game.state.rembase = randrange(BASEMIN, BASEMAX+1) game.inbase = game.state.rembase game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random() + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: - game.inplan += NINHAB - game.state.nromrem = game.inrom = (2.0+random.random())*game.skill + 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*random.random())*game.skill*0.1+.15) - game.incom = game.skill + 0.0625*game.inkling*random.random() + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) + game.incom = int(game.skill + 0.0625*game.inkling*randreal()) game.state.remcom = min(10, game.incom) game.incom = game.state.remcom game.state.remres = (game.inkling+4*game.incom)*game.intime @@ -6240,7 +6159,7 @@ def newkling(i): pi = dropin(IHK) game.ks[i] = pi game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) - game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill + game.kpower[i] = randreal(300, 450) + 25.0*game.skill return pi def newqad(shutup): @@ -6257,8 +6176,7 @@ def newqad(shutup): game.inorbit = False game.landed = False game.ientesc = False - game.ithere = False - iqhere = False + global iqengry iqengry = False game.iseenit = False if game.iscate: @@ -6272,52 +6190,48 @@ def newqad(shutup): game.klhere = q.klingons game.irhere = q.romulans game.nenhere = game.klhere + game.irhere - # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship - if q.klingons: w.x = w.y = 0 # quiet a gcc warning # Position ordinary Klingons - for i in range(1, game.klhere+1): + for i in range(game.klhere): w = newkling(i) # If we need a commander, promote a Klingon - for i in range(1, game.state.remcom+1): + for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: break if i <= game.state.remcom: game.quad[w.x][w.y] = IHC - game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill + game.kpower[game.klhere] = randreal(950, 1350) + 50.0*game.skill game.comhere = True - # If we need a super-commander, promote a Klingon - if same(game.quadrant, game.state.kscmdr): - game.quad[game.ks[1].x][game.ks[1].y] = IHS - game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill + if game.quadrant == game.state.kscmdr: + game.quad[game.ks[0].x][game.ks[0].y] = IHS + game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed - for i in range(game.klhere+1, game.nenhere+1): + for i in range(game.klhere, game.nenhere): w = dropin(IHR) game.ks[i] = w game.kdist[i] = game.kavgd[i] = distance(game.sector, w) - game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill + game.kpower[i] = 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 != NOPLANET: + if q.planet: game.iplnet = q.planet - if game.state.planets[q.planet].inhabited == UNINHABITED: + if not q.planet.inhabited: game.plnet = dropin(IHP) else: game.plnet = dropin(IHW) # Check for condition newcnd() # And finally the stars - for i in range(1, q.stars+1): + for i in range(q.stars): dropin(IHSTAR) # Check for RNZ @@ -6330,75 +6244,71 @@ def newqad(shutup): skip(1) prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) - if shutup==0: # Put in THING if needed - if same(thing, game.quadrant): + global thing + if thing == game.quadrant: w = dropin(IHQUEST) thing = randplace(GALSIZE) game.nenhere += 1 - iqhere = True game.ks[game.nenhere] = w game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, w) - game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill + game.kpower[game.nenhere] = 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 random.random() <= 0.02) or \ - (game.skill == SKILL_GOOD and random.random() <= 0.05) or \ - (game.skill > SKILL_GOOD and random.random() <= 0.08): + 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)): + game.tholian = coord() while True: - game.tholian.x = random.choice((1, QUADSIZE)) - game.tholian.y = random.choice((1, QUADSIZE)) + game.tholian.x = withprob(0.5) * (QUADSIZE-1) + game.tholian.y = withprob(0.5) * (QUADSIZE-1) if game.quad[game.tholian.x][game.tholian.y] == IHDOT: break game.quad[game.tholian.x][game.tholian.y] = IHT - game.ithere = True game.nenhere += 1 game.ks[game.nenhere] = game.tholian game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, game.tholian) - game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill + game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill # Reserve unoccupied corners - if game.quad[1][1]==IHDOT: - game.quad[1][1] = 'X' - if game.quad[1][QUADSIZE]==IHDOT: - game.quad[1][QUADSIZE] = 'X' - if game.quad[QUADSIZE][1]==IHDOT: - game.quad[QUADSIZE][1] = 'X' - if game.quad[QUADSIZE][QUADSIZE]==IHDOT: - game.quad[QUADSIZE][QUADSIZE] = 'X' + 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' sortklings() - # Put in a few black holes for i in range(1, 3+1): - if random.random() > 0.5: + if withprob(0.5): dropin(IHBLANK) - # Take out X's in corners if Tholian present - if game.ithere: - if game.quad[1][1]=='X': - game.quad[1][1] = IHDOT - if game.quad[1][QUADSIZE]=='X': - game.quad[1][QUADSIZE] = IHDOT - if game.quad[QUADSIZE][1]=='X': - game.quad[QUADSIZE][1] = IHDOT - if game.quad[QUADSIZE][QUADSIZE]=='X': - game.quad[QUADSIZE][QUADSIZE] = IHDOT + 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 sortklings(): # sort Klingons by distance from us # The author liked bubble sort. So we will use it. :-( - if game.nenhere-iqhere-game.ithere < 2: + if game.nenhere-(thing==game.quadrant)-(game.tholian!=None) < 2: return while True: sw = False - for j in range(1, game.nenhere): + for j in range(game.nenhere): if game.kdist[j] > game.kdist[j+1]: sw = True t = game.kdist[j] @@ -6432,7 +6342,7 @@ def setpassword(): else: game.passwd = "" for i in range(3): - game.passwd += chr(97+int(random.random()*25)) + game.passwd += chr(ord('a')+randrange(26)) # Code from sst.c begins here @@ -6487,7 +6397,7 @@ def listCommands(): k = 0 proutn(_("LEGAL COMMANDS ARE:")) for key in commands: - if ACCEPT(cmd): + if ACCEPT(key): if k % 5 == 0: skip(1) proutn("%-12s " % key) @@ -6562,7 +6472,6 @@ def makemoves(): hitme = False game.justin = False game.optime = 0.0 - i = -1 chew() setwnd(prompt_window) clrscr() @@ -6575,15 +6484,20 @@ def makemoves(): clrscr() setwnd(message_window) clrscr() - cmd = citem.upoper - if cmd not in commands: + candidates = filter(lambda x: x.startswith(citem.upper()), + commands) + if len(candidates) == 1: + cmd = candidates[0] + break + elif candidates and not (game.options & OPTION_PLAIN): + prout("Commands with that prefix: " + " ".join(candidates)) + else: listCommands() continue - commandhook(commands[i].name, True) if cmd == "SRSCAN": # srscan srscan() elif cmd == "STATUS": # status - status(0) + status() elif cmd == "REQUEST": # status request request() elif cmd == "LRSCAN": # long range scan @@ -6599,7 +6513,7 @@ def makemoves(): elif cmd == "MOVE": # move under warp warp(False) elif cmd == "SHIELDS": # shields - doshield(False) + doshield(shraise=False) if game.ididit: hitme = True game.shldchg = False @@ -6652,7 +6566,7 @@ def makemoves(): elif cmd == "EMEXIT": # Emergency exit clrscr() # Hide screen freeze(True) # forced save - os.exit(1) # And quick exit + raise SysExit,1 # And quick exit elif cmd == "PROBE": probe() # Launch probe if game.ididit: @@ -6680,15 +6594,6 @@ def makemoves(): game.alldone = True # quit the game elif cmd == "HELP": helpme() # get help - elif cmd == "SEED": # set random-number seed - key = scan() - if key == IHREAL: - seed = int(aaitem) -#ifdef BSD_BUG_FOR_BUG -# elif cmd == "VISUAL": -# visual() # perform visual scan -#endif - commandhook(commands[i].name, False) while True: if game.alldone: break # Game has ended @@ -6730,22 +6635,18 @@ def cramen(cmd): else: s = "Unknown??" proutn(s) -def cramlc(loctype, w): - # name a location - if loctype == "quadrant": - buf = _("Quadrant ") - elif loctype == "sector": - buf = _("Sector ") - buf += ("%d - %d" % (w.x, w.y)) - return buf - def crmena(stars, enemy, loctype, w): # print an enemy and his location if stars: proutn("***") cramen(enemy) proutn(_(" at ")) - proutn(cramlc(loctype, w)) + buf = "" + if loctype == "quadrant": + buf = _("Quadrant ") + elif loctype == "sector": + buf = _("Sector ") + proutn(buf + `w`) def crmshp(): # print our ship name @@ -6763,13 +6664,13 @@ def stars(): skip(1) def expran(avrage): - return -avrage*math.log(1e-7 + random.random()) + return -avrage*math.log(1e-7 + randreal()) def randplace(size): # choose a random location w = coord() - w.x = random.randint(1, size) - w.y = random.randint(1, size) + w.x = randrange(size) + w.y = randrange(size) return w def chew(): @@ -6784,7 +6685,7 @@ def chew2(): def scan(): # Get a token from the user - global inqueue, line, citem + global inqueue, line, citem, aaitem aaitem = 0.0 citem = '' @@ -6850,7 +6751,7 @@ def debugme(): game.lsupres = game.inlsr proutn("Reset damage? ") if ja() == True: - for i in range(0, NDEVICES): + for i in range(NDEVICES): if game.damage[i] > 0.0: game.damage[i] = 0.0 proutn("Toggle debug flag? ") @@ -6914,13 +6815,13 @@ def debugme(): prout("Event %d canceled, no x coordinate." % (i)) unschedule(i) continue - w.x = int(aaitem) + w.x = int(round(aaitem)) key = scan() if key != IHREAL: prout("Event %d canceled, no y coordinate." % (i)) unschedule(i) continue - w.y = int(aaitem) + w.y = int(round(aaitem)) ev.quadrant = w chew() proutn("Induce supernova here? ") @@ -6929,35 +6830,37 @@ def debugme(): atover(True) if __name__ == '__main__': - global line, thing, game + global line, thing, game, idebug, iqengry game = citem = aaitem = inqueue = None line = '' thing = coord() + iqengry = False game = gamestate() idebug = 0 - game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY) # Disable curses mode until the game logic is working. # if os.getenv("TERM"): # game.options |= OPTION_CURSES | OPTION_SHOWME # else: game.options |= OPTION_TTY - - seed = time.time() + seed = int(time.time()) (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") for (switch, val) in options: if switch == '-r': try: - replayfp = open(optarg, "r") + replayfp = open(val, "r") except IOError: - sys.stderr.write("sst: can't open replay file %s\n" % optarg) - os.exit(1) - line = replayfp.readline().strip() + sys.stderr.write("sst: can't open replay file %s\n" % val) + raise SystemExit, 1 try: - (key, seed) = line.split() - seed = int(seed) + 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"%optarg) + sys.stderr.write("sst: replay file %s is ill-formed\n"% val) os.exit(1) game.options |= OPTION_TTY game.options &=~ OPTION_CURSES @@ -6975,21 +6878,19 @@ if __name__ == '__main__': except IOError: sys.stderr.write("sst: warning, can't open logfile\n") if logfp: - #setlinebuf(logfp) - logfp.write("seed %d\n" % (seed)) + logfp.write("# seed %s\n" % seed) + logfp.write("# options %s\n" % " ".join(arguments)) random.seed(seed) - iostart() if arguments: inqueue = arguments else: inqueue = None - while True: # Play a game setwnd(fullscreen_window) clrscr() prelim() - setup(needprompt=not line) + setup(needprompt=not inqueue) if game.alldone: score() game.alldone = False @@ -6998,16 +6899,15 @@ if __name__ == '__main__': skip(1) stars() skip(1) - if game.tourn and game.alldone: proutn(_("Do you want your score recorded?")) if ja() == True: chew2() freeze(False) + 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.")) - raise SysExit, 0 - + raise SystemExit, 0