X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=637a65db0033cbc66e1be7d5caee8881cd37ee4f;hp=3f37ea35b92f1265a942347f5347b90fbec9c152;hb=10dd0ac8c8c0985fb0fa2087b33ea435cd21f9de;hpb=22f7cb3bfdf2e4759470f5decce4dba8c306e139 diff --git a/src/sst.py b/src/sst.py index 3f37ea3..637a65d 100644 --- a/src/sst.py +++ b/src/sst.py @@ -33,26 +33,6 @@ FOREVER = 1e30 MAXBURST = 3 MINCMDR = 10 -# How to represent features -IHR = 'R', -IHK = 'K', -IHC = 'C', -IHS = 'S', -IHSTAR = '*', -IHP = 'P', -IHW = '@', -IHB = 'B', -IHBLANK = ' ', -IHDOT = '.', -IHQUEST = '?', -IHE = 'E', -IHF = 'F', -IHT = 'T', -IHWEB = '#', -IHMATER0 = '-', -IHMATER1 = 'o', -IHMATER2 = '0' - class TrekError: pass @@ -267,10 +247,10 @@ class enemy: motion = (loc != self.kloc) if self.kloc.i is not None and self.kloc.j is not None: if motion: - if self.type == IHT: - game.quad[self.kloc.i][self.kloc.j] = IHWEB + if self.type == 'T': + game.quad[self.kloc.i][self.kloc.j] = '#' else: - game.quad[self.kloc.i][self.kloc.j] = IHDOT + game.quad[self.kloc.i][self.kloc.j] = '.' if loc: self.kloc = copy.copy(loc) game.quad[self.kloc.i][self.kloc.j] = self.type @@ -371,25 +351,6 @@ class gamestate: # if the only remaining klingon is SCOM. game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) -IHR = 'R' -IHK = 'K' -IHC = 'C' -IHS = 'S' -IHSTAR = '*' -IHP = 'P' -IHW = '@' -IHB = 'B' -IHBLANK = ' ' -IHDOT = '.' -IHQUEST = '?' -IHE = 'E' -IHF = 'F' -IHT = 'T' -IHWEB = '#' -IHMATER0 = '-' -IHMATER1 = 'o' -IHMATER2 = '0' - FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -447,11 +408,11 @@ def tryexit(enemy, look, irun): iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 if not welcoming(iq): return False; - if enemy.type == IHR: + if enemy.type == 'R': return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if enemy.type == IHC: + if enemy.type == 'C': if iq in game.state.kcmdr: return False # refuse to leave if currently attacking starbase @@ -474,7 +435,7 @@ def tryexit(enemy, look, irun): # Handle global matters related to escape game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.state.galaxy[iq.i][iq.j].klingons += 1 - if enemy.type==IHS: + if enemy.type=='S': game.iscate = False game.ientesc = False game.isatb = 0 @@ -538,7 +499,7 @@ def movebaddy(enemy): dist1 = enemy.kdist mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it - if enemy.type==IHS and \ + if enemy.type=='S' and \ (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE @@ -628,10 +589,10 @@ def movebaddy(enemy): break look.j = next.j + krawlj krawlj = -krawlj - elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT: + elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship if game.quad[look.i][look.j] == game.ship and \ - (enemy.type == IHC or enemy.type == IHS): + (enemy.type == 'C' or enemy.type == 'S'): collision(rammed=True, enemy=enemy) return if krawli != m.i and m.j != 0: @@ -669,11 +630,11 @@ def moveklings(): # and do move if game.quadrant in game.state.kcmdr: for enemy in game.enemies: - if enemy.type == IHC: + if enemy.type == 'C': movebaddy(enemy) if game.state.kscmdr==game.quadrant: for enemy in game.enemies: - if enemy.type == IHS: + if enemy.type == 'S': movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! @@ -681,7 +642,7 @@ def moveklings(): # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: - if enemy.type in (IHK, IHR): + if enemy.type in ('K', 'R'): movebaddy(enemy) game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) @@ -703,7 +664,7 @@ def movescom(iq, avoid): game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: - if enemy.type == IHS: + if enemy.type == 'S': break enemy.move(None) game.klhere -= 1 @@ -863,34 +824,34 @@ def movetholian(): prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked - if game.quad[id.i][id.j] not in (IHDOT, IHWEB): + if game.quad[id.i][id.j] not in ('.', '#'): return here = copy.copy(game.tholian.kloc) delta = (id - game.tholian.kloc).sgn() # move in x axis while here.i != id.i: here.i += delta.i - if game.quad[here.i][here.j]==IHDOT: + if game.quad[here.i][here.j]=='.': game.tholian.move(here) # move in y axis while here.j != id.j: here.j += delta.j - if game.quad[here.i][here.j]==IHDOT: + if game.quad[here.i][here.j]=='.': game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): - if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: + if game.quad[0][i]!='#' and game.quad[0][i]!='T': return - if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT: + if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T': return - if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT: + if game.quad[i][0]!='#' and game.quad[i][0]!='T': return - if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT: + if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T': return # All plugged up -- Tholian splits - game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB - dropin(IHBLANK) - prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web.")) + game.quad[game.tholian.kloc.i][game.tholian.kloc.j]='#' + dropin(' ') + prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) return @@ -1060,7 +1021,7 @@ def collision(rammed, enemy): skip(2) proutn("***") proutn(crmshp()) - hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0) + hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0) if rammed: proutn(_(" rammed by ")) else: @@ -1114,12 +1075,12 @@ def torpedo(origin, bearing, dispersion, number, nburst): break iquad=game.quad[w.i][w.j] tracktorpedo(origin, w, step, number, nburst, iquad) - if iquad==IHDOT: + if iquad=='.': continue # hit something if not damaged(DSRSENS) or game.condition == "docked": skip(1); # start new line after text track - if iquad in (IHE, IHF): # Hit our ship + if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(100) - \ @@ -1134,24 +1095,24 @@ def torpedo(origin, bearing, dispersion, number, nburst): bumpto = displacement.sector() if not bumpto.valid_sector(): return hit - if game.quad[bumpto.i][bumpto.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==' ': finish(FHOLE) return hit - if game.quad[bumpto.i][bumpto.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!='.': # can't move into object return hit game.sector = bumpto proutn(crmshp()) - game.quad[w.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' game.quad[bumpto.i][bumpto.j]=iquad prout(_(" displaced by blast to Sector %s ") % bumpto) for enemy in game.enemies: enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None - elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy + elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy # find the enemy - if iquad in (IHC, IHS) and withprob(0.05): + if iquad in ('C', 'S') and withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None @@ -1178,63 +1139,63 @@ def torpedo(origin, bearing, dispersion, number, nburst): if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return - if game.quad[bumpto.i][bumpto.j] == IHBLANK: + if game.quad[bumpto.i][bumpto.j] == ' ': prout(_(" buffeted into black hole.")) deadkl(w, iquad, bumpto) - if game.quad[bumpto.i][bumpto.j] != IHDOT: + if game.quad[bumpto.i][bumpto.j] != '.': prout(_(" damaged but not destroyed.")) else: prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) enemy.kloc = bumpto - game.quad[w.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' game.quad[bumpto.i][bumpto.j]=iquad for enemy in game.enemies: enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None - elif iquad == IHB: # Hit a base + elif iquad == 'B': # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq) - game.quad[w.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' game.base.invalidate() game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1 game.state.basekl += 1 newcnd() return None - elif iquad == IHP: # Hit a planet + elif iquad == 'P': # Hit a planet prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = IHDOT + game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) return None - elif iquad == IHW: # Hit an inhabited world -- very bad! + elif iquad == '@': # Hit an inhabited world -- very bad! prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = IHDOT + game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) prout(_("The torpedo destroyed an inhabited planet.")) return None - elif iquad == IHSTAR: # Hit a star + elif iquad == '*': # Hit a star if withprob(0.9): nova(w) else: - prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast.")) + prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) return None - elif iquad == IHQUEST: # Hit a thingy + elif iquad == '?': # Hit a thingy if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) @@ -1252,32 +1213,32 @@ def torpedo(origin, bearing, dispersion, number, nburst): thing.angry = True shoved = True return None - elif iquad == IHBLANK: # Black hole + elif iquad == ' ': # Black hole skip(1) - prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo.")) + prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo.")) return None - elif iquad == IHWEB: # hit the web + elif iquad == '#': # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None - elif iquad == IHT: # Hit a Tholian + elif iquad == 'T': # Hit a Tholian h1 = 700.0 + randrange(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: - game.quad[w.i][w.j] = IHDOT + game.quad[w.i][w.j] = '.' deadkl(w, iquad, w) game.tholian = None return None skip(1) - proutn(crmena(True, IHT, "sector", w)) + proutn(crmena(True, 'T', "sector", w)) if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.tholian.move(None) - game.quad[w.i][w.j] = IHWEB - dropin(IHBLANK) + game.quad[w.i][w.j] = '#' + dropin(' ') return None else: # Problem! skip(1) @@ -1362,15 +1323,15 @@ def attack(torps_ok): r *= 0.25 if enemy.kpower < 500: r *= 0.25; - if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): + if enemy.type=='T' or (enemy.type=='?' and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (enemy.type == IHK and r > 0.0005) or \ - (enemy.type==IHC and r > 0.015) or \ - (enemy.type==IHR and r > 0.3) or \ - (enemy.type==IHS and r > 0.07) or \ - (enemy.type==IHQUEST and r > 0.05) + (enemy.type == 'K' and r > 0.0005) or \ + (enemy.type=='C' and r > 0.015) or \ + (enemy.type=='R' and r > 0.3) or \ + (enemy.type=='S' and r > 0.07) or \ + (enemy.type=='?' and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! @@ -1471,15 +1432,15 @@ def deadkl(w, type, mv): # Added mv to allow enemy to "move" before dying proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately - if type == IHR: + if type == 'R': # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 - elif type == IHT: + elif type == 'T': # Killed a Tholian game.tholian = None - elif type == IHQUEST: + elif type == '?': # Killed a Thingy global thing thing = None @@ -1487,16 +1448,16 @@ def deadkl(w, type, mv): # Killed some type of Klingon game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 - if type == IHC: + if type == 'C': game.state.kcmdr.remove(game.quadrant) unschedule(FTBEAM) if game.state.kcmdr: schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr))) if is_scheduled(FCDBAS) and game.battle == game.quadrant: unschedule(FCDBAS) - elif type == IHK: + elif type == 'K': game.state.remkl -= 1 - elif type == IHS: + elif type == 'S': game.state.nscrem -= 1 game.state.kscmdr.invalidate() game.isatb = 0 @@ -1700,7 +1661,7 @@ def hittem(hits): else: proutn(_("Very small hit on ")) ienm = game.quad[w.i][w.j] - if ienm==IHQUEST: + if ienm=='?': thing.angry = True proutn(crmena(False, ienm, "sector", w)) skip(1) @@ -1890,7 +1851,7 @@ def phasers(): msgflag = False rpow = 0.0 if damaged(DSRSENS) and \ - not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS): + not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'): prout(cramen(ienm) + _(" can't be located without short range scan.")) scanner.chew() key = "IHEOL" @@ -2067,7 +2028,7 @@ def events(): # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False - game.quad[game.base.i][game.base.j] = IHDOT + game.quad[game.base.i][game.base.j] = '.' game.base.invalidate() newcnd() skip(1) @@ -2459,8 +2420,8 @@ def nova(nov): supernova(game.quadrant) return # handle initial nova - game.quad[nov.i][nov.j] = IHDOT - prout(crmena(False, IHSTAR, "sector", nov) + _(" novas.")) + game.quad[nov.i][nov.j] = '.' + prout(crmena(False, '*', "sector", nov) + _(" novas.")) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 # Set up queue to recursively trigger adjacent stars @@ -2478,9 +2439,9 @@ def nova(nov): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + if iquad in ('.', '?', ' ', 'T', '#'): pass - elif iquad == IHSTAR: # Affect another star + elif iquad == '*': # Affect another star if withprob(0.05): # This star supernovas supernova(game.quadrant) @@ -2489,33 +2450,33 @@ def nova(nov): hits.append(neighbor) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 - proutn(crmena(True, IHSTAR, "sector", neighbor)) + proutn(crmena(True, '*', "sector", neighbor)) prout(_(" novas.")) - game.quad[neighbor.i][neighbor.j] = IHDOT + game.quad[neighbor.i][neighbor.j] = '.' kount += 1 - elif iquad in (IHP, IHW): # Destroy planet + elif iquad in ('P', '@'): # Destroy planet game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - if iquad == IHP: + if iquad == 'P': game.state.nplankl += 1 else: game.state.worldkl += 1 - prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) + prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() if game.landed: finish(FPNOVA) return - game.quad[neighbor.i][neighbor.j] = IHDOT - elif iquad == IHB: # Destroy base + game.quad[neighbor.i][neighbor.j] = '.' + elif iquad == 'B': # Destroy base game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq) game.base.invalidate() game.state.basekl += 1 newcnd() - prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) - game.quad[neighbor.i][neighbor.j] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship + prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) + game.quad[neighbor.i][neighbor.j] = '.' + elif iquad in ('E', 'F'): # Buffet ship prout(_("***Starship buffeted by nova.")) if game.shldup: if game.shield >= 2000.0: @@ -2534,9 +2495,9 @@ def nova(nov): return # add in course nova contributes to kicking starship bump += (game.sector-hits[mm]).sgn() - elif iquad == IHK: # kill klingon + elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + elif iquad in ('C','S','R'): # Damage/destroy big enemies for ll in range(len(game.enemies)): if game.enemies[ll].kloc == neighbor: break @@ -2551,17 +2512,17 @@ def nova(nov): skip(1) break iquad1 = game.quad[newc.i][newc.j] - if iquad1 == IHBLANK: - proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc)) + if iquad1 == ' ': + proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc)) skip(1) deadkl(neighbor, iquad, newc) break - if iquad1 != IHDOT: + if iquad1 != '.': # can't move into something else skip(1) break proutn(_(", buffeted to Sector %s") % newc) - game.quad[neighbor.i][neighbor.j] = IHDOT + game.quad[neighbor.i][neighbor.j] = '.' game.quad[newc.i][newc.j] = iquad game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. @@ -2617,7 +2578,7 @@ def supernova(w): num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): - if game.quad[ns.i][ns.j]==IHSTAR: + if game.quad[ns.i][ns.j]=='*': num -= 1 if num==0: break @@ -2724,7 +2685,7 @@ def selfdestruct(): def kaboom(): stars() - if game.ship==IHE: + if game.ship=='E': prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) @@ -2758,7 +2719,7 @@ def badpoints(): 45.0*game.nhelp +\ 100.0*game.state.basekl +\ 3.0*game.abandoned - if game.ship == IHF: + if game.ship == 'F': badpt += 100.0 elif game.ship == None: badpt += 200.0 @@ -2930,10 +2891,10 @@ def finish(ifin): prout(_("You are crushed into extremely dense matter.")) elif ifin == FCREW: prout(_("Your last crew member has died.")) - if game.ship == IHF: + if game.ship == 'F': game.ship = None - elif game.ship == IHE: - game.ship = IHF + elif game.ship == 'E': + game.ship = 'F' game.alive = False if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor @@ -2968,9 +2929,9 @@ def score(): iwon = 0 if game.gamewon: iwon = 100*game.skill - if game.ship == IHE: + if game.ship == 'E': klship = 0 - elif game.ship == IHF: + elif game.ship == 'F': klship = 1 else: klship = 2 @@ -3276,11 +3237,6 @@ def clrscr(): curwnd.refresh() linecount = 0 -def highvideo(): - "Set highlight video, if this is reasonable." - if game.options & OPTION_CURSES: - curwnd.attron(curses.A_REVERSE) - # # Things past this point have policy implications. # @@ -3357,7 +3313,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if i != 0 and step == 1: drawmaps(2) time.sleep(0.4) - if (iquad==IHDOT) or (iquad==IHBLANK): + if (iquad=='.') or (iquad==' '): put_srscan_sym(w, '+') #sound(step*10) #time.sleep(0.1) @@ -3462,16 +3418,16 @@ def imove(course=None, noattack=False): def check_collision(h): iquad = game.quad[h.i][h.j] - if iquad != IHDOT: + if iquad != '.': # object encountered in flight path stopegy = 50.0*course.distance/game.optime - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): + if iquad in ('T', 'K', 'C', 'S', 'R', '?'): for enemy in game.enemies: if enemy.kloc == game.sector: break collision(rammed=False, enemy=enemy) return True - elif iquad == IHBLANK: + elif iquad == ' ': skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) @@ -3494,7 +3450,7 @@ def imove(course=None, noattack=False): # something else skip(1) proutn(crmshp()) - if iquad == IHWEB: + if iquad == '#': prout(_(" encounters Tholian web at %s;") % h) else: prout(_(" blocked by object at %s;") % h) @@ -3517,7 +3473,7 @@ def imove(course=None, noattack=False): course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move out - game.quad[game.sector.i][game.sector.j] = IHDOT + game.quad[game.sector.i][game.sector.j] = '.' for m in range(course.moves): course.next() w = course.sector() @@ -3896,7 +3852,7 @@ def warp(course, involuntary): w = course.sector() if not w.valid_sector(): break - if game.quad[w.i][w.j] != IHDOT: + if game.quad[w.i][w.j] != '.': blooey = False twarp = False course.reset() @@ -4063,7 +4019,7 @@ def timwrp(): for l in range(game.inplan): if game.state.planets[l].known == "shuttle_down": gotit = True - if game.iscraft == "onship" and game.ship==IHE: + if game.iscraft == "onship" and game.ship=='E': prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) game.iscraft = "offship" # Likewise, if in the original time the Galileo was abandoned, but @@ -4090,7 +4046,7 @@ def probe(): if game.nprobes == 0: scanner.chew() skip(1) - if game.ship == IHE: + if game.ship == 'E': prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) else: prout(_("Ye Faerie Queene has no deep space probes.")) @@ -4169,13 +4125,13 @@ def mayday(): game.quadrant = ibq newqad() # dematerialize starship - game.quad[game.sector.i][game.sector.j]=IHDOT + game.quad[game.sector.i][game.sector.j]='.' proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ % (game.quadrant, crmshp())) game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]=='.': # found one -- finish up game.sector = w break @@ -4190,25 +4146,21 @@ def mayday(): elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) - game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] - #textcolor("red") + game.quad[ix][iy]=('-','o','O')[m-1] warble() if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) - #textcolor(None) if m > 3: - game.quad[ix][iy]=IHQUEST + game.quad[ix][iy]='?' game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return game.quad[ix][iy]=game.ship - #textcolor("green") prout(_("succeeds.")) - #textcolor(None) dock(False) skip(1) prout(_("Lt. Uhura- \"Captain, we made it!\"")) @@ -4217,7 +4169,7 @@ def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": - if game.ship!=IHE: + if game.ship!='E': prout(_("You cannot abandon Ye Faerie Queene.")) return else: @@ -4275,11 +4227,11 @@ def abandon(): newqad() while True: # position next to base by trial and error - game.quad[game.sector.i][game.sector.j] = IHDOT + game.quad[game.sector.i][game.sector.j] = '.' for l in range(QUADSIZE): game.sector = game.base.scatter() if game.sector.valid_sector() and \ - game.quad[game.sector.i][game.sector.j] == IHDOT: + game.quad[game.sector.i][game.sector.j] == '.': break if l < QUADSIZE+1: break # found a spot @@ -4287,7 +4239,7 @@ def abandon(): game.sector.j=QUADSIZE/2 newqad() # Get new commission - game.quad[game.sector.i][game.sector.j] = game.ship = IHF + game.quad[game.sector.i][game.sector.j] = game.ship = 'F' game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) @@ -4670,7 +4622,7 @@ def deathray(): game.ididit = False skip(1) scanner.chew() - if game.ship != IHE: + if game.ship != 'E': prout(_("Ye Faerie Queene has no death ray.")) return if len(game.enemies)==0: @@ -4754,8 +4706,8 @@ def deathray(): prout(_(" Mr. Sulu.")) for i in range(QUADSIZE): for j in range(QUADSIZE): - if game.quad[i][j] == IHDOT: - game.quad[i][j] = IHQUEST + if game.quad[i][j] == '.': + game.quad[i][j] = '?' prout(_(" Captain, our quadrant is now infested with")) prouts(_(" - - - - - - *THINGS*.")) skip(1) @@ -4829,7 +4781,7 @@ def report(): prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) if game.nhelp: prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) - if game.ship == IHE: + if game.ship == 'E': proutn(_("You have ")) if game.nprobes: proutn("%d" % (game.nprobes)) @@ -4956,16 +4908,7 @@ def chart(): def sectscan(goodScan, i, j): "Light up an individual dot in a sector." if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1): - if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF): - #if game.condition == "red": textcolor("red") - #elif game.condition == "green": textcolor("green") - #elif game.condition == "yellow": textcolor("yellow") - #elif game.condition == "docked": textcolor("cyan") - #elif game.condition == "dead": textcolor("brown") - if game.quad[i][j] != game.ship: - highvideo() proutn("%c " % game.quad[i][j]) - #textcolor(None) else: proutn("- ") @@ -5317,7 +5260,7 @@ def setup(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = game.shldchg = game.shldup = False - game.ship = IHE + game.ship = 'E' game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 @@ -5614,7 +5557,7 @@ def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) - if game.quad[w.i][w.j] == IHDOT: + if game.quad[w.i][w.j] == '.': break if iquad is not None: game.quad[w.i][w.j] = iquad @@ -5632,7 +5575,7 @@ def newcnd(): def newkling(): "Drop new Klingon into current quadrant." - return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) + return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill) def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." @@ -5641,7 +5584,7 @@ def newqad(): game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant - game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) + game.quad = fill2d(QUADSIZE, lambda i, j: '.') if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False @@ -5663,28 +5606,28 @@ def newqad(): for cmdr in game.state.kcmdr: if cmdr == game.quadrant: e = game.enemies[game.klhere-1] - game.quad[e.kloc.i][e.kloc.j] = IHC + game.quad[e.kloc.i][e.kloc.j] = 'C' e.kpower = randreal(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] - game.quad[e.kloc.i][e.kloc.j] = IHS + game.quad[e.kloc.i][e.kloc.j] = 'S' e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) # Put in Romulans if needed for i in range(q.romulans): - enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: - game.base = dropin(IHB) + game.base = dropin('B') # If quadrant needs a planet, put it in if q.planet: game.iplnet = q.planet if not q.planet.inhabited: - game.plnet = dropin(IHP) + game.plnet = dropin('P') else: - game.plnet = dropin(IHW) + game.plnet = dropin('@') # Check for condition newcnd() # Check for RNZ @@ -5699,7 +5642,7 @@ def newqad(): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing == game.quadrant: - enemy(type=IHQUEST, loc=dropin(), + enemy(type='?', loc=dropin(), power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) @@ -5714,37 +5657,37 @@ def newqad(): while True: w.i = withprob(0.5) * (QUADSIZE-1) w.j = withprob(0.5) * (QUADSIZE-1) - if game.quad[w.i][w.j] == IHDOT: + if game.quad[w.i][w.j] == '.': break - game.tholian = enemy(type=IHT, loc=w, + game.tholian = enemy(type='T', loc=w, power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners - if game.quad[0][0]==IHDOT: + if game.quad[0][0]=='.': game.quad[0][0] = 'X' - if game.quad[0][QUADSIZE-1]==IHDOT: + if game.quad[0][QUADSIZE-1]=='.': game.quad[0][QUADSIZE-1] = 'X' - if game.quad[QUADSIZE-1][0]==IHDOT: + if game.quad[QUADSIZE-1][0]=='.': game.quad[QUADSIZE-1][0] = 'X' - if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + if game.quad[QUADSIZE-1][QUADSIZE-1]=='.': game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) # And finally the stars for i in range(q.stars): - dropin(IHSTAR) + dropin('*') # Put in a few black holes for i in range(1, 3+1): if withprob(0.5): - dropin(IHBLANK) + dropin(' ') # Take out X's in corners if Tholian present if game.tholian: if game.quad[0][0]=='X': - game.quad[0][0] = IHDOT + game.quad[0][0] = '.' if game.quad[0][QUADSIZE-1]=='X': - game.quad[0][QUADSIZE-1] = IHDOT + game.quad[0][QUADSIZE-1] = '.' if game.quad[QUADSIZE-1][0]=='X': - game.quad[QUADSIZE-1][0] = IHDOT + game.quad[QUADSIZE-1][0] = '.' if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': - game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + game.quad[QUADSIZE-1][QUADSIZE-1] = '.' def setpassword(): "Set the self-destruct password." @@ -6031,18 +5974,18 @@ def makemoves(): def cramen(type): "Emit the name of an enemy or feature." - if type == IHR: s = _("Romulan") - elif type == IHK: s = _("Klingon") - elif type == IHC: s = _("Commander") - elif type == IHS: s = _("Super-commander") - elif type == IHSTAR: s = _("Star") - elif type == IHP: s = _("Planet") - elif type == IHB: s = _("Starbase") - elif type == IHBLANK: s = _("Black hole") - elif type == IHT: s = _("Tholian") - elif type == IHWEB: s = _("Tholian web") - elif type == IHQUEST: s = _("Stranger") - elif type == IHW: s = _("Inhabited World") + if type == 'R': s = _("Romulan") + elif type == 'K': s = _("Klingon") + elif type == 'C': s = _("Commander") + elif type == 'S': s = _("Super-commander") + elif type == '*': s = _("Star") + elif type == 'P': s = _("Planet") + elif type == 'B': s = _("Starbase") + elif type == ' ': s = _("Black hole") + elif type == 'T': s = _("Tholian") + elif type == '#': s = _("Tholian web") + elif type == '?': s = _("Stranger") + elif type == '@': s = _("Inhabited World") else: s = "Unknown??" return s @@ -6060,7 +6003,7 @@ def crmena(stars, enemy, loctype, w): def crmshp(): "Emit our ship name." - return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???") + return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???") def stars(): "Emit a line of stars"