X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=76fa31a6a911303b02f8141927cdd6907b4730fd;hp=a032cb7499fc9543ad0bcf6d93fc5cca6ed467b2;hb=c16dbbf0caf5f0c5f1a7fb9059db7953d9616d0e;hpb=76b6127e9fc107e3eb757b1f6764b9f4c960e066 diff --git a/src/sst.py b/src/sst.py index a032cb7..76fa31a 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,14 +1,189 @@ +#!/usr/bin/env python """ sst.py =-- Super Star Trek in Python This code is a Python translation of a C translation of a FORTRAN original. -The FORTRANness still shows in many ways, notably the use of 1-origin index -an a lot of parallel arrays where a more modern language would use structures -or objects. +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: + +SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, +LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE +were in the original non-"super" version of UT FORTRAN Star Trek. + +Tholians were not in the original. Dave is dubious about their merits. +(They are now controlled by OPTION_THOLIAN and turned off if the game +type is "plain".) + +Planets and dilithium crystals were not in the original. Dave is OK +with this idea. (It's now controlled by OPTION_PLANETS and turned +off if the game type is "plain".) + +Dave says the bit about the Galileo getting turned into a +McDonald's is "consistant with our original vision". (This has been +left permanently enabled, as it can only happen if OPTION_PLANETS +is on.) + +Dave also says the Space Thingy should not be preserved across saved +games, so you can't prove to others that you've seen it. He says it +shouldn't fire back, either. It should do nothing except scream and +disappear when hit by photon torpedos. It's OK that it may move +when attacked, but it didn't in the original. (Whether the Thingy +can fire back is now controlled by OPTION_THINGY and turned off if the +game type is "plain" or "almy". The no-save behavior has been restored.) + +The Faerie Queen, black holes, and time warping were in the original. + +Here are Tom Almy's changes: + +In early 1997, I got the bright idea to look for references to +"Super Star Trek" on the World Wide Web. There weren't many hits, +but there was one that came up with 1979 Fortran sources! This +version had a few additional features that mine didn't have, +however mine had some feature it didn't have. So I merged its +features that I liked. I also took a peek at the DECUS version (a +port, less sources, to the PDP-10), and some other variations. + +1, Compared to the original UT version, I've changed the "help" command to +"call" and the "terminate" command to "quit" to better match +user expectations. The DECUS version apparently made those changes +as well as changing "freeze" to "save". However I like "freeze". +(Both "freeze" and "save" work in SST2K.) + +2. The experimental deathray originally had only a 5% chance of +success, but could be used repeatedly. I guess after a couple +years of use, it was less "experimental" because the 1979 +version had a 70% success rate. However it was prone to breaking +after use. I upgraded the deathray, but kept the original set of +failure modes (great humor!). (Now controlled by OPTION_DEATHRAY +and turned off if game type is "plain".) + +3. The 1979 version also mentions srscan and lrscan working when +docked (using the starbase's scanners), so I made some changes here +to do this (and indicating that fact to the player), and then realized +the base would have a subspace radio as well -- doing a Chart when docked +updates the star chart, and all radio reports will be heard. The Dock +command will also give a report if a base is under attack. + +4. Tholian Web from the 1979 version. (Now controlled by +OPTION_THOLIAN and turned off if game type is "plain".) + +5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING +and turned off if game type is "plain".) + +6. Regular Klingons and Romulans can move in Expert and Emeritus games. +This code could use improvement. (Now controlled by OPTION_MVBADDY +and turned off if game type is "plain".) + +7. The deep-space probe feature from the DECUS version. (Now controlled +by OPTION_PROBE and turned off if game type is "plain"). + +8. 'emexit' command from the 1979 version. + +9. Bugfix: Klingon commander movements are no longer reported if long-range +sensors are damaged. + +10. Bugfix: Better base positioning at startup (more spread out). +That made sense to add because most people abort games with +bad base placement. + +In June 2002, I fixed two known bugs and a documentation typo. +In June 2004 I fixed a number of bugs involving: 1) parsing invalid +numbers, 2) manual phasers when SR scan is damaged and commander is +present, 3) time warping into the future, 4) hang when moving +klingons in crowded quadrants. (These fixes are in SST2K.) + +Here are Stas Sergeev's changes: + +1. The Space Thingy can be shoved, if you ram it, and can fire back if +fired upon. (Now controlled by OPTION_THINGY and turned off if game +type is "plain" or "almy".) + +2. When you are docked, base covers you with an almost invincible shield. +(A commander can still ram you, or a Romulan can destroy the base, +or a SCom can even succeed with direct attack IIRC, but this rarely +happens.) (Now controlled by OPTION_BASE and turned off if game +type is "plain" or "almy".) + +3. Ramming a black hole is no longer instant death. There is a +chance you might get timewarped instead. (Now controlled by +OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) + +4. The Tholian can be hit with phasers. + +5. SCom can't escape from you if no more enemies remain +(without this, chasing SCom can take an eternity). + +6. Probe target you enter is now the destination quadrant. Before I don't +remember what it was, but it was something I had difficulty using. + +7. Secret password is now autogenerated. + +8. "Plaque" is adjusted for A4 paper :-) + +9. Phasers now tells you how much energy needed, but only if the computer +is alive. + +10. Planets are auto-scanned when you enter the quadrant. + +11. Mining or using crystals in presense of enemy now yields an attack. +There are other minor adjustments to what yields an attack +and what does not. + +12. "freeze" command reverts to "save", most people will understand this +better anyway. (SST2K recognizes both.) + +13. Screen-oriented interface, with sensor scans always up. (SST2K +supports both screen-oriented and TTY modes.) + +Eric Raymond's changes: + +Mainly, I translated this C code out of FORTRAN into C -- created #defines +for a lot of magic numbers and refactored the heck out of it. + +1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. + +2. Status report now indicates when dilithium crystals are on board. + +3. Per Dave Matuszek's remarks, Thingy state is never saved across games. + +4. Added game option selection so you can play a close (but not bug-for- +bug identical) approximation of older versions. + +5. Half the quadrants now have inhabited planets, from which one +cannot mine dilithium (there will still be the same additional number +of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. +There is BSD-Trek-like logic for Klingons to attack and enslave +inhabited worlds, producing more ships (only is skill is 'good' or +better). (Controlled by OPTION_WORLDS and turned off if game +type is "plain" or "almy".) + +6. User input is now logged so we can do regression testing. + +7. More BSD-Trek features: You can now lose if your entire crew +dies in battle. When abandoning ship in a game with inhabited +worlds enabled, they must have one in the quadrant to beam down +to; otherwise they die in space and this counts heavily against +your score. Docking at a starbase replenishes your crew. + +8. Still more BSD-Trek: we now have a weighted damage table. +Also, the nav subsystem (enabling automatic course +setting) can be damaged separately from the main computer (which +handles weapons targeting, ETA calculation, and self-destruct). + +After these features were added, I translated this into Python and added +more: + +9. A long-range scan is done silently whenever you call CHART; thus +the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN +and turned off if game type is "plain" or "almy".) """ -import os, sys, math, curses, time, atexit, readline +import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy -SSTDOC = "/usr/share/doc/sst/sst.doc" +SSTDOC = "/usr/share/doc/sst/sst.doc" +DOC_NAME = "sst.doc" # Stub to be replaced def _(str): return str @@ -19,6 +194,7 @@ NINHAB = (GALSIZE * GALSIZE / 2) MAXUNINHAB = 10 PLNETMAX = (NINHAB + MAXUNINHAB) QUADSIZE = 10 +BASEMIN = 2 BASEMAX = (GALSIZE * GALSIZE / 12) MAXKLGAME = 127 MAXKLQUAD = 9 @@ -26,8 +202,8 @@ 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)" % (self.kloc, self.kpower) # For debugging + class gamestate: def __init__(self): self.options = None # Game options - self.state = None # A snapshot structure - self.snapsht = None # Last snapshot taken for time-travel purposes - self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant - self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels - self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances - self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances - self.damage = [0] * NDEVICES # damage encountered - self.future = [0.0] * NEVENTS # future events + self.state = snapshot() # A snapshot structure + self.snapsht = snapshot() # Last snapshot taken for time-travel purposes + self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant + self.damage = [0.0] * NDEVICES # damage encountered + self.future = [] # future events for i in range(NEVENTS): self.future.append(event()) self.passwd = None; # Self Destruct password - self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations + self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small - self.tholian = None # coordinates of Tholian + self.tholian = None # Tholian enemy object self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant @@ -247,7 +466,6 @@ class gamestate: self.ishere = False # super-commander in quadrant self.iscate = False # super commander is here self.ientesc = False # attempted escape from supercommander - self.ithere = False # Tholian is here self.resting = False # rest time self.icraft = False # Kirk in Galileo self.landed = False # party on planet (true), on ship (false) @@ -277,12 +495,11 @@ class gamestate: self.casual = 0 # causalties self.nhelp = 0 # calls for help self.nkinks = 0 # count of energy-barrier crossings - self.iplnet = 0 # planet # in quadrant + self.iplnet = None # planet # in quadrant self.inplan = 0 # initial planets - self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base - self.tourn = 0 # tournament number + self.tourn = None # tournament number self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources @@ -380,9 +597,32 @@ LIGHTMAGENTA = 14 YELLOW = 15 WHITE = 16 +# Log the results of pulling random numbers so we can check determinism. + +import traceback + +def withprob(p): + v = random.random() + #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v + +def randreal(*args): + v = random.random() + if len(args) == 1: + v *= args[0] # returns from [0, 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): +def tryexit(enemy, look, irun): # a bad guy attempts to bug out iq = coord() iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 @@ -391,40 +631,35 @@ def tryexit(look, ienm, loccom, irun): game.state.galaxy[iq.x][iq.y].supernova or \ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons - if ienm == IHR: + if enemy.type == IHR: return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if ienm == IHC: - for n in range(1, game.state.remcom+1): - if same(game.state.kcmdr[n],iq): + if enemy.type == IHC: + for n in range(game.state.remcom): + if game.state.kcmdr[n] == iq: return False # refuse to leave if currently attacking starbase - if same(game.battle, game.quadrant): + if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy - if game.kpower[loccom] > 1000.0: + if enemy.kpower > 1000.0: return False # print escape message and move out of quadrant. # we know this if either short or long range sensors are working if not damaged(DSRSENS) or not damaged(DLRSENS) or \ - game.condition == docked: - crmena(True, ienm, "sector", game.ks[loccom]) + game.condition == "docked": + crmena(True, enemy.type, "sector", enemy.kloc) prout(_(" escapes to Quadrant %s (and regains strength).") % q) - # handle local matters related to escape - game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT - game.ks[loccom] = game.ks[game.nenhere] - game.kavgd[loccom] = game.kavgd[game.nenhere] - game.kpower[loccom] = game.kpower[game.nenhere] - game.kdist[loccom] = game.kdist[game.nenhere] + # handle local matters related to escape + enemy.move(None) game.klhere -= 1 - game.nenhere -= 1 - if game.condition != docked: + if game.condition != "docked": newcnd() # Handle global matters related to escape game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 game.state.galaxy[iq.x][iq.y].klingons += 1 - if ienm==IHS: + if enemy.type==IHS: game.ishere = False game.iscate = False game.ientesc = False @@ -433,8 +668,8 @@ def tryexit(look, ienm, loccom, irun): unschedule(FSCDBAS) game.state.kscmdr=iq else: - for n in range(1, game.state.remcom+1): - if same(game.state.kcmdr[n], game.quadrant): + for n in range(game.state.remcom): + if game.state.kcmdr[n] == game.quadrant: game.state.kcmdr[n]=iq break game.comhere = False @@ -480,7 +715,7 @@ def tryexit(look, ienm, loccom, irun): # 5. Motion is limited to skill level, except for SC hi-tailing it out. # -def movebaddy(com, loccom, ienm): +def movebaddy(enemy): # tactical movement for the bad guys next = coord(); look = coord() irun = False @@ -489,18 +724,16 @@ def movebaddy(com, loccom, ienm): nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = game.comhere + game.ishere - - dist1 = game.kdist[loccom] + dist1 = enemy.kdist mdist = int(dist1 + 0.5); # Nearest integer distance - # If SC, check with spy to see if should hi-tail it - if ienm==IHS and \ - (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + if enemy.type==IHS and \ + (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) + forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -517,12 +750,12 @@ def movebaddy(com, loccom, ienm): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces+200.0*Rand())/150.0) - 5.0 + motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0-square(Rand()))*dist1 + 1.0 + motion = (1.0-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(Rand())) + motion -= game.skill*(2.0-square(randreal())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -536,9 +769,9 @@ def movebaddy(com, loccom, ienm): motion = game.skill # calculate preferred number of steps if motion < 0: - msteps = -motion + nsteps = -motion else: - msteps = motion + nsteps = motion if motion > 0 and nsteps > mdist: nsteps = mdist; # don't overshoot if nsteps > QUADSIZE: @@ -548,11 +781,11 @@ def movebaddy(com, loccom, ienm): if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y - mx = game.sector.x - com.x - my = game.sector.y - com.y + mx = game.sector.x - enemy.kloc.x + my = game.sector.y - enemy.kloc.y if 2.0 * abs(mx) < abs(my): mx = 0 - if 2.0 * abs(my) < abs(game.sector.x-com.x): + if 2.0 * abs(my) < abs(game.sector.x-enemy.kloc.x): my = 0 if mx != 0: if mx*motion < 0: @@ -564,7 +797,7 @@ def movebaddy(com, loccom, ienm): my = -1 else: my = 1 - next = com + next = enemy.kloc # main move loop for ll in range(nsteps): if idebug: @@ -584,25 +817,25 @@ 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 motion < 0 and tryexit(look, ienm, loccom, irun): + if look.x < 0 or look.x >= QUADSIZE: + if motion < 0 and tryexit(enemy, look, irun): return if krawlx == mx or my == 0: break look.x = next.x + krawlx krawlx = -krawlx - elif look.y < 1 or look.y > QUADSIZE: - if motion < 0 and tryexit(look, ienm, loccom, irun): + elif look.y < 0 or look.y >= QUADSIZE: + if motion < 0 and tryexit(enemy, look, irun): return if krawly == my or mx == 0: break look.y = next.y + krawly krawly = -krawly elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: - # See if we should ram ship + # See if enemy should ram ship if game.quad[look.x][look.y] == game.ship and \ - (ienm == IHC or ienm == IHS): - ram(True, ienm, com) + (enemy.type == IHC or enemy.type == IHS): + collision(rammed=True, enemy=enemy) return if krawlx != mx and my != 0: look.x = next.x + krawlx @@ -620,21 +853,20 @@ def movebaddy(com, loccom, ienm): proutn(`next`) else: break; # done early - if idebug: skip(1) # Put commander in place within same quadrant - game.quad[com.x][com.y] = IHDOT - game.quad[next.x][next.y] = ienm - if not same(next, com): + game.quad[enemy.kloc.x][enemy.kloc.y] = IHDOT + game.quad[next.x][next.y] = enemy.type + if next != enemy.kloc: # it moved - game.ks[loccom] = next - game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) - if not damaged(DSRSENS) or game.condition == docked: + enemy.kloc = next + enemy.kdist = enemy.kavgd = distance(game.sector, next) + if not damaged(DSRSENS) or game.condition == "docked": proutn("***") - cramen(ienm) - proutn(_(" from Sector %s") % com) - if game.kdist[loccom] < dist1: + cramen(enemy.type) + proutn(_(" from Sector %s") % enemy.kloc) + if enemy.kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) @@ -647,37 +879,33 @@ 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): - w = game.ks[i] - if game.quad[w.x][w.y] == IHC: - movebaddy(w, i, IHC) - break + for enemy in game.enemies: + if enemy.type == IHC: + movebaddy(enemy) if game.ishere: - for i in range(1, game.nenhere+1): - w = game.ks[i] - if game.quad[w.x][w.y] == IHS: - movebaddy(w, i, IHS) + for enemy in game.enemies: + if enemy.type == IHS: + movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): - for i in range(1, game.nenhere+1): - w = game.ks[i] - if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: - movebaddy(w, i, game.quad[w.x][w.y]) - sortklings(); + for enemy in game.enemies: + if enemy.type in (IHK, IHR): + movebaddy(enemy) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) def movescom(iq, avoid): # commander movement helper - if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \ + if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \ game.state.galaxy[iq.x][iq.y].supernova or \ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: return 1 if avoid: # Avoid quadrants with bases if we want to avoid Enterprise - for i in range(1, game.state.rembase+1): - if same(game.state.baseq[i], iq): + for i in range(game.state.rembase): + if game.state.baseq[i] == iq: return True if game.justin and not game.iscate: return True @@ -692,27 +920,22 @@ def movescom(iq, avoid): game.ishere = False game.ientesc = False unschedule(FSCDBAS) - for i in range(1, game.nenhere+1): - if game.quad[game.ks[i].x][game.ks[i].y] == IHS: + for enemy in game.enemies: + if enemy.type == IHS: break - game.quad[game.ks[i].x][game.ks[i].y] = IHDOT - game.ks[i] = game.ks[game.nenhere] - game.kdist[i] = game.kdist[game.nenhere] - game.kavgd[i] = game.kavgd[game.nenhere] - game.kpower[i] = game.kpower[game.nenhere] + enemy.move(None) game.klhere -= 1 - game.nenhere -= 1 - if game.condition!=docked: + if game.condition != "docked": newcnd() - sortklings() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) # check for a helpful planet for i in range(game.inplan): - if same(game.state.planets[i].w, game.state.kscmdr) and \ - game.state.planets[i].crystals == present: + if game.state.planets[i].w == game.state.kscmdr and \ + game.state.planets[i].crystals == "present": # destroy the planet - game.state.planets[i].pclass = destroyed - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET - if not damaged(DRADIO) or game.condition == docked: + game.state.planets[i].pclass = "destroyed" + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None + if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) @@ -743,24 +966,24 @@ 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 same(ibq, game.quadrant) or same(ibq, game.battle) or \ + if ibq == game.quadrant or ibq == game.battle or \ game.state.galaxy[ibq.x][ibq.y].supernova or \ game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1: continue # if there is a commander, and no other base is appropriate, # we will take the one with the commander - for j in range(1, game.state.remcom+1): - if same(ibq, game.state.kcmdr[j]) and ifindit!= 2: + for j in range(game.state.remcom): + if ibq == game.state.kcmdr[j] and ifindit!= 2: ifindit = 2 iwhichb = i break @@ -769,7 +992,7 @@ def supercommander(): iwhichb = i break if ifindit==0: - return; # Nothing suitable -- wait until next time + return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr @@ -804,19 +1027,19 @@ 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 same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle): + if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: - return; # no, don't attack base! + return # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*Rand()) + schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) - if damaged(DRADIO) and game.condition != docked: - return; # no warning + if not communicating(): + return # no warning game.iseenit = True announce() prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ @@ -834,72 +1057,67 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (Rand() > 0.2 or \ - (damaged(DRADIO) and game.condition != docked) or \ + (withprob(0.8) or \ + (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) - return; + return def movetholian(): # move the Tholian - if not game.ithere or game.justin: + 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.kloc.x == 0 and game.tholian.kloc.y == 0: + idx = 0; idy = QUADSIZE-1 + elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: + idx = QUADSIZE-1; idy = QUADSIZE-1 + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1: + idx = QUADSIZE-1; idy = 0 + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0: + idx = 0; idy = 0 else: # something is wrong! - game.ithere = False + game.tholian = None 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: + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB + if game.tholian.kloc.x != idx: # move in x axis - im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) - while game.tholian.x != idx: - game.tholian.x += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - elif game.tholian.y != idy: + im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x) + while game.tholian.kloc.x != idx: + game.tholian.kloc.x += im + if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT: + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB + elif game.tholian.kloc.y != idy: # move in y axis - im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y) - while game.tholian.y != idy: - game.tholian.y += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - game.quad[game.tholian.x][game.tholian.y] = IHT - game.ks[game.nenhere] = game.tholian - + im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y) + while game.tholian.kloc.y != idy: + game.tholian.kloc.y += im + if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT: + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT + #game.enemies[-1].kloc = game.tholian #FIXME # 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 # All plugged up -- Tholian splits - game.quad[game.tholian.x][game.tholian.y]=IHWEB + game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB dropin(IHBLANK) crmena(True, IHT, "sector", game.tholian) prout(_(" completes web.")) - game.ithere = False - game.nenhere -= 1 + game.tholian.move(None) return # Code from battle.c begins here @@ -976,7 +1194,7 @@ def doshield(shraise): chew() proutn(_("Energy to transfer to shields- ")) chew() - if aaitem==0: + if aaitem == 0: return if aaitem > game.energy: prout(_("Insufficient ship energy.")) @@ -1027,7 +1245,7 @@ def randdevice(): # # This is one place where OPTION_PLAIN does not restore the # original behavior, which was equiprobable damage across - # all devices. If we wanted that, we'd return NDEVICES*Rand() + # all devices. If we wanted that, we'd return randrange(NDEVICES) # and have done with it. Also, in the original game, DNAVYS # and DCOMPTR were the same device. # @@ -1055,7 +1273,7 @@ def randdevice(): 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = Rand() * 1000.0 # weights must sum to 1000 + idx = randrange(1000) # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1063,28 +1281,28 @@ def randdevice(): return i return None; # we should never get here -def ram(ibumpd, ienm, w): - # make our ship ram something +def collision(rammed, enemy): + # collision handling prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***COLLISION IMMINENT.")) skip(2) proutn("***") crmshp() - hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0) - if ibumpd: + hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0) + if rammed: proutn(_(" rammed by ")) else: proutn(_(" rams ")) - crmena(False, ienm, sector, w) - if ibumpd: + crmena(False, enemy.type, "sector", enemy.kloc) + if rammed: proutn(_(" (original position)")) skip(1) - deadkl(w, ienm, game.sector) + deadkl(enemy.kloc, enemy.type, game.sector) proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10.0+20.0*Rand() + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1093,12 +1311,12 @@ def ram(ibumpd, ienm, w): # which was silly. Instead, pick up to half the devices at # random according to our weighting table, # - ncrits = Rand() * (NDEVICES/2) + ncrits = randrange(NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*Rand()+1.0)*game.damfac + extradm = (10.0*hardness*randreal()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False @@ -1108,7 +1326,7 @@ def ram(ibumpd, ienm, w): damagereport() else: finish(FWON) - return; + return def torpedo(course, r, incoming, i, n): # let a photon torpedo fly @@ -1132,9 +1350,9 @@ def torpedo(course, r, incoming, i, n): # Loop to move a single torpedo for l in range(1, 15+1): x += deltax - w.x = x + 0.5 + w.x = int(x + 0.5) y += deltay - w.y = y + 0.5 + w.y = int(y + 0.5) if not VALID_SECTOR(w.x, w.y): break iquad=game.quad[w.x][w.y] @@ -1150,20 +1368,20 @@ def torpedo(course, r, incoming, i, n): proutn(_("Torpedo hits ")) crmshp() prout(".") - hit = 700.0 + 100.0*Rand() - \ + 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*(Rand()-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)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp - jw.x=w.x+xx+0.5 - jw.y=w.y+yy+0.5 + jw.x = int(w.x+xx+0.5) + jw.y = int(w.y+yy+0.5) if not VALID_SECTOR(jw.x, jw.y): return hit if game.quad[jw.x][jw.y]==IHBLANK: @@ -1176,32 +1394,32 @@ def torpedo(course, r, incoming, i, n): crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander - if Rand() <= 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): - if same(w, game.ks[ll]): + for enemy in game.enemies: + if w == game.enemies[ll].kloc: break - kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*Rand() - \ + kp = math.fabs(e.kpower) + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if game.kpower[ll] < 0: - game.kpower[ll] -= -h1 + if enemy.kpower < 0: + enemy.kpower -= -h1 else: - game.kpower[ll] -= h1 - if game.kpower[ll] == 0: + enemy.kpower -= h1 + if enemy.kpower == 0: deadkl(w, iquad, w) return None crmena(True, iquad, "sector", w) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(Rand()-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)) @@ -1221,14 +1439,14 @@ def torpedo(course, r, incoming, i, n): prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - game.ks[ll] = jw + enemy.kloc = jw shoved = True break elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) - for ll in range(1, game.state.rembase+1): - if same(game.state.baseq[ll], game.quadrant): + 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 game.quad[w.x][w.y]=IHDOT @@ -1240,12 +1458,12 @@ 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: @@ -1253,12 +1471,12 @@ 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: @@ -1268,14 +1486,14 @@ 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 Rand() > 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 Rand()>0.7: + if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1290,13 +1508,13 @@ 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. - # - iqengry = True + # + thing.angry = 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 @@ -1304,29 +1522,28 @@ 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*Rand() - \ + 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 deadkl(w, iquad, w) + game.tholian = None return None skip(1) - crmena(True, IHT, sector, w) - if Rand() > 0.05: + crmena(True, IHT, "sector", w) + if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) + game.tholian.move(None) game.quad[w.x][w.y] = IHWEB - game.ithere = False - 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 @@ -1336,9 +1553,9 @@ 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): - game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) - sortklings() + for ll in range(len(game.enemies)): + game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None skip(1) prout(_("Torpedo missed.")) @@ -1346,12 +1563,9 @@ def torpedo(course, r, incoming, i, n): def fry(hit): # critical-hit resolution - ktr=1 - # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()): + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): return - - ncrit = 1.0 + hit/(500.0+100.0*Rand()) + ncrit = int(1.0 + hit/(500.0+randreal(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1362,19 +1576,16 @@ def fry(hit): if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())) + extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm - if loop1 > 0: - for loop2 in range(loop1): - if j == cdam[loop2]: - break - if loop2 < loop1: - continue - ktr += 1 - if ktr==3: - skip(1) - proutn(_(" and ")) + skipcount = 0 + for (i, j) in enumerate(cdam): proutn(device[j]) + if skipcount % 3 == 2 and i < len(cdam)-1: + skip() + skipcount += 1 + if i < len(cdam)-1: + proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) @@ -1382,91 +1593,78 @@ def fry(hit): def attack(torps_ok): # bad guy attacks us - # torps_ok == false forces use of phasers in an attack - atackd = False; attempt = False; ihurt = False; + # torps_ok == False forces use of phasers in an attack + attempt = False; ihurt = False; hitmax=0.0; hittot=0.0; chgfac=1.0 - jay = coord() where = "neither" - # game could be over at this point, check 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 len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): return - # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25+0.5*Rand() - + chgfac = 0.25 + randreal(0.5) skip(1) - # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" - - for loop in range(1, game.nenhere+1): - if game.kpower[loop] < 0: + for enemy in game.enemies: + if enemy.kpower < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = Rand() - # Increase chance of photon torpedos if docked or enemy energy low + r = randreal() + # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 - if game.kpower[loop] < 500: + if enemy.kpower < 500: r *= 0.25; - jay = game.ks[loop] - iquad = game.quad[jay.x][jay.y] - if iquad==IHT or (iquad==IHQUEST and not iqengry): + if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (iquad == IHK and r > 0.0005) or \ - (iquad==IHC and r > 0.015) or \ - (iquad==IHR and r > 0.3) or \ - (iquad==IHS and r > 0.07) or \ - (iquad==IHQUEST and r > 0.05) + (enemy.type == IHK and r > 0.0005) or \ + (enemy.type==IHC and r > 0.015) or \ + (enemy.type==IHR and r > 0.3) or \ + (enemy.type==IHS and r > 0.07) or \ + (enemy.type==IHQUEST and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*Rand() - hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) - game.kpower[loop] *= 0.75 + dustfac = 0.8 + randreal(0.5) + hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) + enemy.kpower *= 0.75 else: # Enemy uses photon torpedo - course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) + course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): proutn(_(" From ")) - crmena(False, iquad, where, jay) + crmena(False, enemy.type, where, enemy.kloc) attempt = True prout(" ") - r = (Rand()+Rand())*0.5 -0.5 - r += 0.002*game.kpower[loop]*r - hit = torpedo(course, r, jay, 1, 1) + r = (randreal()+randreal())*0.5 - 0.5 + r += 0.002*enemy.kpower*r + hit = torpedo(course, r, enemy.kloc, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: - return; # Supernova or finished + return # Supernova or finished if hit == None: continue # incoming phaser or torpedo, shields may dissipate it @@ -1497,7 +1695,7 @@ def attack(torps_ok): crmshp() if not damaged(DSRSENS) and usephasers: proutn(_(" from ")) - crmena(False, iquad, where, jay) + crmena(False, enemy.type, where, enemy.kloc) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1511,8 +1709,6 @@ def attack(torps_ok): return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) - if not atackd: - return percent = 100.0*pfac*game.shield+0.5 if not ihurt: # Shields fully protect ship @@ -1530,7 +1726,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas= hittot*Rand()*0.015 + icas = randrange(hittot * 0.015) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1538,81 +1734,66 @@ def attack(torps_ok): game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies - for loop in range(1, game.nenhere+1): - game.kavgd[loop] = game.kdist[loop] - sortklings() - return; + for enemy in game.enemies: + enemy.kavgd = enemy.kdist + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return def deadkl(w, type, mv): # kill a Klingon, Tholian, Romulan, or Thingy # 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 - game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 - game.irhere -= 1 - game.state.nromrem -= 1 + # chalk up a Romulan + game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 + game.irhere -= 1 + game.state.nromrem -= 1 elif type == IHT: - # Killed a Tholian - game.ithere = False + # Killed a Tholian + game.tholian = None elif type == IHQUEST: - # Killed a Thingy - iqhere = iqengry = False - invalidate(thing) + # Killed a Thingy + global thing + thing = None else: - # Some type of a Klingon - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 - game.klhere -= 1 - if type == IHC: - game.comhere = False - for i in range(1, game.state.remcom+1): - if same(game.state.kcmdr[i], game.quadrant): - break - game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] - game.state.kcmdr[game.state.remcom].x = 0 - game.state.kcmdr[game.state.remcom].y = 0 - game.state.remcom -= 1 - unschedule(FTBEAM) - if game.state.remcom != 0: - schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) - elif type == IHK: - game.state.remkl -= 1 - elif type == IHS: - game.state.nscrem -= 1 - game.ishere = False - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 - game.iscate = False - unschedule(FSCMOVE) - unschedule(FSCDBAS) - else: - prout("*** Internal error, deadkl() called on %s\n" % type) - + # Some type of a Klingon + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 + game.klhere -= 1 + if type == IHC: + game.comhere = False + for i in range(game.state.remcom): + if game.state.kcmdr[i] == game.quadrant: + break + game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] + game.state.kcmdr[game.state.remcom].x = 0 + game.state.kcmdr[game.state.remcom].y = 0 + game.state.remcom -= 1 + unschedule(FTBEAM) + if game.state.remcom != 0: + schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) + if is_scheduled(FCDBAS) and game.battle == game.quadrant: + unschedule(FCDBAS) + elif type == IHK: + game.state.remkl -= 1 + elif type == IHS: + game.state.nscrem -= 1 + game.ishere = False + game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.iscate = False + unschedule(FSCMOVE) + unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) - game.quad[w.x][w.y] = IHDOT if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: return game.recompute() - # Remove enemy ship from arrays describing local conditions - if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC: - unschedule(FCDBAS) - for i in range(1, game.nenhere+1): - if same(game.ks[i], w): + # Remove enemy ship from arrays describing local conditions + for e in game.enemies: + if e.kloc == w: + e.move(None) break - game.nenhere -= 1 - if i <= game.nenhere: - for j in range(i, game.nenhere+1): - game.ks[j] = game.ks[j+1] - game.kpower[j] = game.kpower[j+1] - game.kavgd[j] = game.kdist[j] = game.kdist[j+1] - game.ks[game.nenhere+1].x = 0 - game.ks[game.nenhere+1].x = 0 - game.kdist[game.nenhere+1] = 0 - game.kavgd[game.nenhere+1] = 0 - game.kpower[game.nenhere+1] = 0 - return; + return def targetcheck(x, y): # Return None if target is invalid @@ -1697,35 +1878,35 @@ 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 = (Rand()+Rand())*0.5 -0.5 + r = (randreal()+randreal())*0.5 -0.5 if math.fabs(r) >= 0.47: # misfire! - r = (Rand()+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 Rand() <= 0.2: + if withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()) + game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) break if game.shldup or game.condition == "docked": r *= 1.0 + 0.0001*game.shield @@ -1738,16 +1919,15 @@ def photon(): def overheat(rpow): # check for phasers overheating if rpow > 1500: - chekbrn = (rpow-1500.)*0.00038 - if Rand() <= chekbrn: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): # check shield control - skip(1) - if Rand() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1765,7 +1945,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = hit*Rand()*0.012 + icas = randrange(hit*0.012) skip(1) fry(0.8*hit) if icas: @@ -1780,27 +1960,26 @@ def checkshctrl(rpow): overheat(rpow) return True; -def hittem(doublehits): - # register a phaser hit on Klingons and Romulans - nenhr2=game.nenhere; kk=1 +def hittem(hits): + # register a phaser hit on Klingons and Romulans + nenhr2 = game.nenhere; kk=0 w = coord() skip(1) - for k in range(1, nenhr2+1): - wham = hits[k] + for (k, wham) in enumerate(hits): if wham==0: continue - dustfac = 0.9 + 0.01*Rand() - hit = wham*math.pow(dustfac,game.kdist[kk]) - kpini = game.kpower[kk] + dustfac = randreal(0.9, 1.0) + hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + kpini = game.enemies[kk].kpower kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.kpower[kk] < 0: - game.kpower[kk] -= -kp + if game.enemies[kk].kpower < 0: + game.enemies[kk].kpower -= -kp else: - game.kpower[kk] -= kp - kpow = game.kpower[kk] - w = game.ks[kk] + game.enemies[kk].kpower -= kp + kpow = game.enemies[kk].kpower + w = game.enemies[kk].kloc if hit > 0.005: if not damaged(DSRSENS): boom(w) @@ -1809,7 +1988,7 @@ def hittem(doublehits): proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: - iqengry = True + thing.angry = True crmena(False, ienm, "sector", w) skip(1) if kpow == 0: @@ -1818,24 +1997,23 @@ def hittem(doublehits): finish(FWON); if game.alldone: return - kk -= 1; # don't do the increment + kk -= 1 # don't do the increment + continue else: # decide whether or not to emasculate klingon - if kpow > 0 and Rand() >= 0.9 and \ - kpow <= ((0.4 + 0.4*Rand())*kpini): - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) + if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) - game.kpower[kk] = -kpow + game.enemies[kk].kpower = -kpow kk += 1 - return; + return def phasers(): # fire phasers - hits = []; rpow=0 + 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): @@ -1859,8 +2037,8 @@ 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: @@ -1902,7 +2080,8 @@ 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 @@ -1916,8 +2095,8 @@ 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*Rand()) + 1.0 + for i in range(game.nenhere): + irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -1949,12 +2128,12 @@ 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*Rand())*hits[i] + hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -1967,7 +2146,7 @@ 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 ")) @@ -1989,8 +2168,8 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(1, game.nenhere+1): - aim = game.ks[k] + for k in range(game.nenhere): + aim = game.enemies[k].kloc ienm = game.quad[aim.x][aim.y] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) @@ -2009,7 +2188,7 @@ 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*Rand()) + 1.0 + irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2018,7 +2197,7 @@ 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"): @@ -2065,7 +2244,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if Rand() >= 0.99: + if withprob(0.99): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2083,8 +2262,6 @@ 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 @@ -2099,7 +2276,7 @@ def scheduled(evtype): return game.future[evtype].date def schedule(evtype, offset): - # schedule an event of specified type + # schedule an event of specified type game.future[evtype].date = game.state.date + offset return game.future[evtype] @@ -2116,7 +2293,6 @@ def cancelrest(): game.resting = False game.optime = 0.0 return True - return False def events(): @@ -2127,9 +2303,8 @@ 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) @@ -2146,30 +2321,28 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if Rand() > 0.5: + if withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 game.iscraft = "removed" else: prout(_("Galileo, left on the planet surface, is well hidden.")) - if evcode==0: + if evcode == FSPY: game.quadrant = game.state.kscmdr else: game.quadrant = game.state.kcmdr[i] game.sector = randplace(QUADSIZE) crmshp() - proutn(_(" is pulled to ")) - proutn(cramlc(quadrant, game.quadrant)) - proutn(", ") - prout(cramlc(sector, game.sector)) + prout(_(" is pulled to Quadrant %s, Sector %s") \ + % (game.quadrant, game.sector)) if game.resting: prout(_("(Remainder of rest/repair period cancelled.)")) game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: - doshield(True) # raise shields - game.shldchg=False + doshield(shraise=True) # raise shields + game.shldchg = False else: prout(_("(Shields not currently useable.)")) newqad(False) @@ -2185,22 +2358,19 @@ def events(): # Code merges here for any commander destroying base # Not perfect, but will have to do # Handle case where base is in same quadrant as starship - if same(game.battle, game.quadrant): + if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.base.x=game.base.y=0 newcnd() skip(1) prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) - elif game.state.rembase != 1 and \ - (not damaged(DRADIO) or game.condition == "docked"): + elif game.state.rembase != 1 and communicating(): # Get word via subspace radio announce() skip(1) prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")) - proutn(_(" the starbase in ")) - proutn(cramlc(quadrant, game.battle)) - prout(_(" has been destroyed by")) + proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle) if game.isatb == 2: prout(_("the Klingon Super-Commander")) else: @@ -2209,7 +2379,7 @@ def events(): # Remove Starbase from galaxy game.state.galaxy[game.battle.x][game.battle.y].starbase = False for i in range(1, game.state.rembase+1): - if same(game.state.baseq[i], game.battle): + if game.state.baseq[i] == game.battle: game.state.baseq[i] = game.state.baseq[game.state.rembase] game.state.rembase -= 1 if game.isatb == 2: @@ -2276,7 +2446,7 @@ 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 @@ -2313,27 +2483,25 @@ 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 = Rand()*game.state.remcom+1.0 - yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) + i = randrange(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 @@ -2343,11 +2511,11 @@ 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): - if same(game.state.baseq[j], game.state.kcmdr[k]) and \ - not same(game.state.baseq[j], game.quadrant) and \ - not same(game.state.baseq[j], game.state.kscmdr): + 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: i = 1 if i == 1: continue @@ -2358,20 +2526,19 @@ def events(): continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*Rand()) + 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) game.iseenit = False - if damaged(DRADIO) and game.condition != "docked": + if not communicating(): continue # No warning :-( game.iseenit = True announce() skip(1) - proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) - proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS)))) - prout(".\"") + prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) if cancelrest(): return elif evcode == FSCDBAS: # Supercommander destroys base @@ -2386,8 +2553,8 @@ def events(): if evcode==FCDBAS: unschedule(FCDBAS) # find the lucky pair - for i in range(1, game.state.remcom+1): - if same(game.state.kcmdr[i], game.battle): + 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 \ not game.state.galaxy[game.battle.x][game.battle.y].starbase: @@ -2412,7 +2579,7 @@ def events(): if not VALID_QUADRANT(i, j) or \ game.state.galaxy[game.probec.x][game.probec.y].supernova: # Left galaxy or ran into supernova - if not damaged(DRADIO) or game.condition == "docked": + if comunicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) @@ -2423,15 +2590,13 @@ def events(): prout(".\"") unschedule(FDSPROB) continue - if not damaged(DRADIO) or game.condition == "docked": + if not communicating(): announce() skip(1) - proutn(_("Lt. Uhura- \"The deep space probe is now in ")) - proutn(cramlc(quadrant, game.probec)) - prout(".\"") + proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec) pdest = game.state.galaxy[game.probec.x][game.probec.y] # Update star chart if Radio is working or have access to radio - if not damaged(DRADIO) or game.condition == "docked": + if communicating(): chp = game.state.chart[game.probec.x][game.probec.y] chp.klingons = pdest.klingons chp.starbase = pdest.starbase @@ -2454,9 +2619,9 @@ def events(): # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) q = game.state.galaxy[w.x][w.y] - if not (same(game.quadrant, w) or q.planet == NOPLANET or \ - game.state.planets[q.planet].inhabited == UNINHABITED or \ - q.supernova or q.status!=secure or q.klingons<=0): + 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 @@ -2469,7 +2634,7 @@ def events(): q.status = distressed # tell the captain about it if we can - if not damaged(DRADIO) or game.condition == "docked": + if communicating(): prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ % (q.planet, `w`)) prout(_("by a Klingon invasion fleet.")) @@ -2489,7 +2654,7 @@ def events(): ev2.quadrant = ev.quadrant # report the disaster if we can - if not damaged(DRADIO) or game.condition == "docked": + if communicating(): prout(_("Uhura- We've lost contact with starsystem %s") % \ q.planet) prout(_("in Quadrant %s.\n") % ev.quadrant) @@ -2526,19 +2691,19 @@ def events(): # deliver the child game.state.remkl += 1 q.klingons += 1 - if same(game.quadrant, w): - newkling(++game.klhere) - + if game.quadrant == w: + game.klhere += 1 + game.enemies.append(newkling()) # recompute time left game.recompute() # report the disaster if we can - if not damaged(DRADIO) or game.condition == "docked": - if same(game.quadrant, w): + if communicating(): + if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) - if q.planet != NOPLANET: + if q.planet != None: proutn(_("near %s") % q.planet) prout(_("in Quadrant %s.") % w) @@ -2561,9 +2726,7 @@ def wait(): proutn(_("Are you sure? ")) if ja() == False: return - # Alternate resting periods (events) with attacks - game.resting = True while True: if delay <= 0: @@ -2573,7 +2736,7 @@ def wait(): return temp = game.optime = delay if game.nenhere: - rtime = 1.0 + Rand() + rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp @@ -2605,147 +2768,129 @@ def wait(): 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 Rand() < 0.05: + newc = coord(); neighbor = coord(); bump = coord(0, 0) + 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 - - # Set up stack to recursively trigger adjacent stars - bot = top = top2 = 1 + # Set up queue to recursively trigger adjacent stars + hits = [nov] kount = 0 - icx = icy = 0 - hits[1][1] = nov.x - hits[1][2] = nov.y - while True: - for mm in range(bot, top+1): - for nn in range(1, 3+1): # nn,j represents coordinates around current - for j in range(1, 3+1): - if j==2 and nn== 2: - continue - scratch.x = hits[mm][1]+nn-2 - scratch.y = hits[mm][2]+j-2 - if not VALID_SECTOR(scratch.y, scratch.x): - continue - iquad = game.quad[scratch.x][scratch.y] - # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): - break - elif iquad == IHSTAR: # Affect another star - if Rand() < 0.05: - # This star supernovas - scratch = supernova(False) - return - top2 += 1 - hits[top2][1]=scratch.x - hits[top2][2]=scratch.y + while hits: + offset = coord() + start = hits.pop() + for offset.x in range(-1, 1+1): + for offset.y in range(-1, 1+1): + if offset.y==0 and offset.x==0: + continue + neighbor = start + offset + if not VALID_SECTOR(neighbor.y, neighbor.x): + continue + iquad = game.quad[neighbor.x][neighbor.y] + # Empty space ends reaction + if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + pass + elif iquad == IHSTAR: # Affect another star + if withprob(0.05): + # This star supernovas + supernova(False) + return + else: + hits.append(neighbor) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - crmena(True, IHSTAR, sector, scratch) + crmena(True, IHSTAR, "sector", neighbor) prout(_(" novas.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHP: # Destroy planet - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET - game.state.nplankl += 1 - crmena(True, IHP, sector, scratch) - prout(_(" destroyed.")) - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 - invalidate(game.plnet) - if game.landed: - finish(FPNOVA) - return - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHB: # Destroy base - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False - for i in range(1, game.state.rembase+1): - if same(game.state.baseq[i], game.quadrant): - break - game.state.baseq[i] = game.state.baseq[game.state.rembase] - game.state.rembase -= 1 - invalidate(game.base) - game.state.basekl += 1 - newcnd() - crmena(True, IHB, sector, scratch) - prout(_(" destroyed.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship - prout(_("***Starship buffeted by nova.")) - if game.shldup: - if game.shield >= 2000.0: - game.shield -= 2000.0 - else: - diff = 2000.0 - game.shield - game.energy -= diff - game.shield = 0.0 - game.shldup = False - prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff - else: - game.energy -= 2000.0 - if game.energy <= 0: - finish(FNOVA) - return - # add in course nova contributes to kicking starship - icx += game.sector.x-hits[mm][1] - icy += game.sector.y-hits[mm][2] - kount += 1 - elif iquad == IHK: # kill klingon - deadkl(scratch,iquad, scratch) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies - for ll in range(1, game.nenhere+1): - if same(game.ks[ll], scratch): - break - game.kpower[ll] -= 800.0 # If firepower is lost, die - if game.kpower[ll] <= 0.0: - deadkl(scratch, iquad, scratch) - break - newc.x = scratch.x + scratch.x - hits[mm][1] - newc.y = scratch.y + scratch.y - hits[mm][2] - crmena(True, iquad, sector, scratch) - proutn(_(" damaged")) - if not VALID_SECTOR(newc.x, newc.y): - # can't leave quadrant - skip(1) - break - iquad1 = game.quad[newc.x][newc.y] - if iquad1 == IHBLANK: - proutn(_(", blasted into ")) - crmena(False, IHBLANK, sector, newc) - skip(1) - deadkl(scratch, iquad, newc) - break - if iquad1 != IHDOT: - # can't move into something else - skip(1) - break - proutn(_(", buffeted to ")) - proutn(cramlc(sector, newc)) - game.quad[scratch.x][scratch.y] = IHDOT - game.quad[newc.x][newc.y] = iquad - game.ks[ll] = newc - game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) - skip(1) - if top == top2: - break - bot = top + 1 - top = top2 - if kount==0: - return - + game.quad[neighbor.x][neighbor.y] = IHDOT + kount += 1 + elif iquad in (IHP, IHW): # Destroy planet + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + if iquad == IHP: + game.state.nplankl += 1 + else: + game.state.worldkl += 1 + crmena(True, iquad, "sector", neighbor) + prout(_(" destroyed.")) + game.iplnet.pclass = "destroyed" + game.iplnet = None + invalidate(game.plnet) + if game.landed: + finish(FPNOVA) + return + game.quad[neighbor.x][neighbor.y] = IHDOT + elif iquad == IHB: # Destroy base + game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False + 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] + game.state.rembase -= 1 + invalidate(game.base) + game.state.basekl += 1 + newcnd() + crmena(True, IHB, "sector", neighbor) + prout(_(" destroyed.")) + game.quad[neighbor.x][neighbor.y] = IHDOT + elif iquad in (IHE, IHF): # Buffet ship + prout(_("***Starship buffeted by nova.")) + if game.shldup: + if game.shield >= 2000.0: + game.shield -= 2000.0 + else: + diff = 2000.0 - game.shield + game.energy -= diff + game.shield = 0.0 + game.shldup = False + prout(_("***Shields knocked out.")) + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff + else: + game.energy -= 2000.0 + if game.energy <= 0: + finish(FNOVA) + return + # add in course nova contributes to kicking starship + bump += (game.sector-hits[mm]).sgn() + elif iquad == IHK: # kill klingon + deadkl(neighbor, iquad, neighbor) + elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + for ll in range(game.nenhere): + if game.enemies[ll].kloc == neighbor: + break + game.enemies[ll].kpower -= 800.0 # If firepower is lost, die + if game.enemies[ll].kpower <= 0.0: + deadkl(neighbor, iquad, neighbor) + break + newc = neighbor + neighbor - hits[mm] + crmena(True, iquad, "sector", neighbor) + proutn(_(" damaged")) + if not VALID_SECTOR(newc.x, newc.y): + # can't leave quadrant + skip(1) + break + iquad1 = game.quad[newc.x][newc.y] + if iquad1 == IHBLANK: + proutn(_(", blasted into ")) + crmena(False, IHBLANK, "sector", newc) + skip(1) + deadkl(neighbor, iquad, newc) + break + if iquad1 != IHDOT: + # can't move into something else + skip(1) + break + proutn(_(", buffeted to Sector %s") % newc) + game.quad[neighbor.x][neighbor.y] = IHDOT + game.quad[newc.x][newc.y] = iquad + game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. game.dist = kount*0.1 - icx = sgn(icx) - icy = sgn(icy) - game.direc = course[3*(icx+1)+icy+2] + game.direc = course[3*(bump.x+1)+bump.y+2] if game.direc == 0.0: game.dist = 0.0 if game.dist == 0.0: @@ -2753,7 +2898,7 @@ 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 @@ -2761,7 +2906,6 @@ def supernova(induced, w=None): # star goes supernova num = 0; npdead = 0 nq = coord() - if w != None: nq = w else: @@ -2769,14 +2913,14 @@ 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 = Rand()*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 @@ -2786,26 +2930,24 @@ def supernova(induced, w=None): proutn("=== Super nova here?") if ja() == True: nq = game.quadrant - - if not same(nq, game.quadrant) or game.justin: + if not nq == game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) - if not damaged(DRADIO) or game.condition == "docked": + if communicating(): skip(1) prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date) prout(_(" Supernova in Quadrant %s; caution advised.") % nq) else: ns = coord() # we are in the quadrant! - num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1 - for ns.x in range(1, QUADSIZE+1): - for ns.y in range(1, QUADSIZE+1): + 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) @@ -2820,7 +2962,7 @@ def supernova(induced, w=None): # destroy any Klingons in supernovaed quadrant kldead = game.state.galaxy[nq.x][nq.y].klingons game.state.galaxy[nq.x][nq.y].klingons = 0 - if same(nq, game.state.kscmdr): + if nq == game.state.kscmdr: # did in the Supercommander! game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 game.iscate = False @@ -2828,8 +2970,8 @@ def supernova(induced, w=None): unschedule(FSCDBAS) if game.state.remcom: maxloop = game.state.remcom - for l in range(1, maxloop+1): - if same(game.state.kcmdr[l], nq): + 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]) game.state.remcom -= 1 @@ -2844,14 +2986,14 @@ def supernova(induced, w=None): game.state.nromrem -= nrmdead # Destroy planets for loop in range(game.inplan): - if same(game.state.planets[loop].w, nq): - game.state.planets[loop].pclass = destroyed + if game.state.planets[loop].w == nq: + game.state.planets[loop].pclass = "destroyed" npdead += 1 # Destroy any base in supernovaed quadrant if game.state.rembase: maxloop = game.state.rembase - for loop in range(1, maxloop+1): - if same(game.state.baseq[loop], nq): + 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]) game.state.rembase -= 1 @@ -2862,10 +3004,10 @@ def supernova(induced, w=None): game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase game.state.nplankl += npdead # mark supernova in galaxy and in star chart - if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked": + if game.quadrant == nq or communicating(): game.state.galaxy[nq.x][nq.y].supernova = True # If supernova destroys last Klingons give special message - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant): + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant: skip(2) if not induced: prout(_("Lucky you!")) @@ -2914,7 +3056,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if Rand() < 0.15: + if withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -2933,14 +3075,20 @@ def kaboom(): whammo = 25.0 * game.energy l=1 while l <= game.nenhere: - if game.kpower[l]*game.kdist[l] <= whammo: - deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l]) + if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: + deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc) l += 1 finish(FDILITHIUM) def killrate(): "Compute our rate of kils over time." - return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate) + elapsed = game.state.date - game.indate + if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 + return 0 + else: + starting = (game.inkling + game.incom + game.inscom) + remaining = (game.state.remkl + game.state.remcom + game.state.nscrem) + return (starting - remaining)/elapsed def badpoints(): "Compute demerits." @@ -2957,7 +3105,6 @@ def badpoints(): badpt += 200.0 return badpt - def finish(ifin): # end the game, with appropriate notfications igotit = False @@ -3051,7 +3198,7 @@ def finish(ifin): elif ifin == FBATTLE: proutn(_("The ")) crmshp() - prout(_("has been destroyed in battle.")) + prout(_(" has been destroyed in battle.")) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: @@ -3146,10 +3293,10 @@ 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*Rand(): + if goodies/baddies >= randreal(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= 3.0+Rand(): + if goodies/baddies >= randreal(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3168,7 +3315,6 @@ 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 @@ -3256,7 +3402,7 @@ def plaque(): skip(2) while True: proutn(_("File or device name for your plaque: ")) - cgetline(winner, sizeof(winner)) + winner = cgetline() try: fp = open(winner, "w") break @@ -3264,10 +3410,9 @@ def plaque(): prout(_("Invalid name.")) proutn(_("Enter name to go on plaque (up to 30 characters): ")) - cgetline(winner, sizeof(winner)) + winner = cgetline() # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 - fp.write("\n\n\n\n") # --------DRAW ENTERPRISE PICTURE. fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" ) @@ -3314,6 +3459,7 @@ def plaque(): rows = linecount = 0 # for paging stdscr = None +replayfp = None fullscreen_window = None srscan_window = None report_window = None @@ -3321,6 +3467,7 @@ status_window = None lrscan_window = None message_window = None prompt_window = None +curwnd = None def outro(): "wrap up, either normally or due to signal" @@ -3331,18 +3478,18 @@ def outro(): #resetterm() #echo() curses.endwin() - stdout.write('\n') + sys.stdout.write('\n') if logfp: logfp.close() def iostart(): - global stdscr + global stdscr, rows #setlocale(LC_ALL, "") #bindtextdomain(PACKAGE, LOCALEDIR) #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: @@ -3378,7 +3525,6 @@ 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: @@ -3409,16 +3555,16 @@ def pause_game(): setwnd(message_window) else: global linecount - stdout.write('\n') + sys.stdout.write('\n') proutn(prompt) raw_input() - for j in range(0, rows): - stdout.write('\n') + for j in range(rows): + sys.stdout.write('\n') linecount = 0 def skip(i): "Skip i lines. Pause game if this would cause a scrolling event." - while dummy in range(i): + for dummy in range(i): if game.options & OPTION_CURSES: (y, x) = curwnd.getyx() (my, mx) = curwnd.getmaxyx() @@ -3430,10 +3576,10 @@ def skip(i): else: global linecount linecount += 1 - if linecount >= rows: + if rows and linecount >= rows: pause_game() else: - stdout.write('\n') + sys.stdout.write('\n') def proutn(line): "Utter a line with no following line feed." @@ -3441,7 +3587,8 @@ def proutn(line): curwnd.addstr(line) curwnd.refresh() else: - stdout.write(line) + sys.stdout.write(line) + sys.stdout.flush() def prout(line): proutn(line) @@ -3450,29 +3597,41 @@ def prout(line): def prouts(line): "print slowly!" for c in line: - curses.delay_output(30) + if not replayfp or replayfp.closed: # Don't slow down replays + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() - curses.delay_output(300) + if not replayfp or replayfp.closed: + time.sleep(0.03) -def cgetline(line, max): +def cgetline(): "Get a line of input." if game.options & OPTION_CURSES: line = curwnd.getstr() + "\n" curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() + while True: + line = replayfp.readline() + proutn(line) + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: - sys.stdin.readline() + line = raw_input() + "\n" if logfp: logfp.write(line) + return line def setwnd(wnd): - "Change windows -- OK for this to be a no-op in tty mode." + "Change windows -- OK for this to be a no-op in tty mode." + global curwnd if game.options & OPTION_CURSES: curwnd = wnd curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window) @@ -3535,9 +3694,6 @@ def highvideo(): if game.options & OPTION_CURSES: curwnd.attron(curses.A_REVERSE) -def commandhook(cmd, before): - pass - # # Things past this point have policy implications. # @@ -3557,11 +3713,11 @@ def drawmaps(mode): setwnd(report_window) report_window.clear() report_window.move(0, 0) - status(0) + status() setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) - lrscan() + lrscan(silent=False) def put_srscan_sym(w, sym): "Emit symbol for short-range scan." @@ -3577,7 +3733,7 @@ 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]) @@ -3613,18 +3769,18 @@ 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) @@ -3648,8 +3804,8 @@ 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) @@ -3662,27 +3818,25 @@ 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): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald+game.kdist[m]) - game.kdist[m] = finald - sortklings() + for m in range(game.nenhere): + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) + game.enemies[m].kdist = finald + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(False) - for m in range(1, game.nenhere+1): - game.kavgd[m] = game.kdist[m] + for m in range(game.nenhere): + game.enemies[m].kavgd = game.enemies[m].kdist 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) @@ -3690,10 +3844,8 @@ 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 @@ -3704,22 +3856,21 @@ 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): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald + game.kdist[m]) + for m in range(game.nenhere): + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist) # # Stas Sergeev added the condition # that attacks only happen if Klingons @@ -3730,31 +3881,30 @@ 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: @@ -3768,10 +3918,10 @@ 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 @@ -3784,9 +3934,12 @@ 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) + for enemy in game.enemies: + if enemy.kloc == game.sector: + break + collision(rammed=False, enemy=enemy) final = game.sector elif iquad == IHBLANK: skip(1) @@ -3801,11 +3954,11 @@ 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 Rand()>probf: + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): timwrp() else: finish(FHOLE) @@ -3865,8 +4018,7 @@ 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 @@ -3874,25 +4026,20 @@ 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: @@ -3909,7 +4056,6 @@ def getcd(isprobe, akey): akey = -1 else: key = scan() - if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True @@ -3926,7 +4072,7 @@ def getcd(isprobe, akey): else: huh() chew() - return + return False else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3934,7 +4080,6 @@ def getcd(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break - if navmode == "automatic": while key == IHEOL: if isprobe: @@ -3944,52 +4089,53 @@ 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- ")) @@ -3999,26 +4145,27 @@ 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 @@ -4029,13 +4176,11 @@ 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) @@ -4058,7 +4203,7 @@ 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 @@ -4085,12 +4230,9 @@ 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: @@ -4128,13 +4270,14 @@ def warp(timewarp): return # Entry WARPX if game.warpfac > 6.0: - # Decide if engine damage will occur - prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 - if prob > Rand(): + # Decide if engine damage will occur + # ESR: Seems wrong. Probability of damage goes *down* with distance? + prob = game.dist*square(6.0-game.warpfac)/66.666666666 + if prob > randreal(): blooey = True - game.dist = Rand()*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) > Rand(): + 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 @@ -4167,10 +4310,8 @@ 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) @@ -4180,7 +4321,7 @@ def warp(timewarp): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0) + game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4231,7 +4372,6 @@ 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: @@ -4243,7 +4383,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if Rand() <= 0.5: + if withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4251,20 +4391,18 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if Rand() <= 0.25: + if withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) game.icrystl = True if igrab: return - # Check to see if captain in shuttle craft if game.icraft: finish(FSTRACTOR) if game.alldone: return - # Inform captain of attempt to reach safety skip(1) while True: @@ -4288,16 +4426,16 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*Rand() + 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+Rand() + distreq = randreal(math.sqrt(2)) if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*Rand() # How dumb! + game.direc = randreal(12) # How dumb! game.justin = False game.inorbit = False warp(True) @@ -4318,7 +4456,7 @@ def atover(igrab): def timwrp(): # let's do the time warp again prout(_("***TIME WARP ENTERED.")) - if game.state.snap and Rand() < 0.5: + if game.state.snap and withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) @@ -4359,7 +4497,7 @@ 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(Rand()) + game.optime = -0.5*game.intime*math.log(randreal()) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) @@ -4393,7 +4531,6 @@ 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: @@ -4403,7 +4540,6 @@ 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 @@ -4411,8 +4547,7 @@ 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) @@ -4422,7 +4557,6 @@ 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 @@ -4455,7 +4589,6 @@ 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": @@ -4479,7 +4612,7 @@ 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 @@ -4494,12 +4627,10 @@ def mayday(): prout(_(" dematerializes.")) game.sector.x=0 for m in range(1, 5+1): - ix = game.base.x+3.0*Rand()-1 - iy = game.base.y+3.0*Rand()-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...")) @@ -4516,7 +4647,7 @@ def mayday(): game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] textcolor(RED) warble() - if Rand() > probf: + if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) @@ -4594,7 +4725,7 @@ 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: @@ -4609,18 +4740,17 @@ 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 = Rand()*game.state.rembase+1 + nb = randrange(game.state.rembase) # Set up quadrant and position FQ adjacient to base - if not same(game.quadrant, game.state.baseq[nb]): + if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] game.sector.x = game.sector.y = 5 newqad(True) while True: # position next to base by trial and error game.quad[game.sector.x][game.sector.y] = IHDOT - for l in range(1, QUADSIZE+1): - game.sector.x = 3.0*Rand() - 1.0 + game.base.x - game.sector.y = 3.0*Rand() - 1.0 + game.base.y + 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 @@ -4641,7 +4771,7 @@ 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 @@ -4671,15 +4801,15 @@ 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 game.state.planets[i].inhabited == UNINHABITED) \ + and not game.state.planets[i].inhabited) \ or idebug: iknow = True if idebug and game.state.planets[i].known=="unknown": proutn("(Unknown) ") - proutn(cramlc(quadrant, game.state.planets[i].w)) + proutn(_("Quadrant %s") % game.state.planets[i].w) proutn(_(" class ")) proutn(game.state.planets[i].pclass) proutn(" ") @@ -4706,12 +4836,12 @@ def orbit(): prout(_(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*Rand() + game.optime = randreal(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*Rand()) + game.height = randreal(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4722,23 +4852,26 @@ 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 @@ -4747,7 +4880,7 @@ 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: @@ -4760,12 +4893,12 @@ 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?\" ")) @@ -4782,7 +4915,7 @@ 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: @@ -4790,7 +4923,7 @@ 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() @@ -4813,7 +4946,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if Rand() > 0.98: + if withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4824,7 +4957,7 @@ 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 @@ -4839,10 +4972,10 @@ 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: @@ -4854,11 +4987,11 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) - game.state.planets[game.iplnet].crystals = mined + game.iplnet.crystals = "mined" game.imine = game.ididit = True def usecrystals(): @@ -4889,7 +5022,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if Rand() <= game.cryprob: + if with(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -4899,7 +5032,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*Rand()) + game.energy += randreal(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -4913,7 +5046,7 @@ 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.")) @@ -4926,16 +5059,16 @@ 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.\"")) @@ -4967,7 +5100,7 @@ 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: @@ -4977,7 +5110,7 @@ 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 @@ -5003,7 +5136,7 @@ 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.")) @@ -5011,8 +5144,6 @@ def shuttle(): def deathray(): # use the big zapper - r = Rand() - game.ididit = False skip(1) chew() @@ -5044,27 +5175,28 @@ def deathray(): skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) - dprob = .30 + dprob = 0.30 if game.options & OPTION_PLAIN: - dprob = .5 + dprob = 0.5 + r = randreal() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) while game.nenhere > 0: - deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1]) + deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0: finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if Rand() <= 0.05: + if withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = Rand() # Pick failure method - if r <= .30: + r = randreal() # Pick failure method + if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) @@ -5078,7 +5210,7 @@ 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!\"")) @@ -5097,8 +5229,8 @@ 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")) @@ -5112,3 +5244,1605 @@ def deathray(): prout(_(" in Engineering, we can't move for 'em, Captain.\"")) finish(FTRIBBLE) return + +# Code from reports.c begins here + +def attackreport(curt): + # report status of bases under attack + if not curt: + if is_scheduled(FCDBAS): + prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) + prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS))) + elif game.isatb == 1: + prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr) + prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS))) + else: + prout(_("No Starbase is currently under attack.")) + else: + if is_scheduled(FCDBAS): + proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS))) + if game.isatb: + proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS))) + clreol() + +def report(): + # report on general game status + chew() + s1 = "" and game.thawed and _("thawed ") + s2 = {1:"short", 2:"medium", 4:"long"}[game.length] + s3 = (None, _("novice"). _("fair"), + _("good"), _("expert"), _("emeritus"))[game.skill] + prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3)) + if game.skill>SKILL_GOOD and game.thawed and not game.alldone: + prout(_("No plaque is allowed.")) + if game.tourn: + prout(_("This is tournament game %d.") % game.tourn) + prout(_("Your secret password is \"%s\"") % game.passwd) + proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)), + (game.inkling + game.incom + game.inscom))) + if game.incom - game.state.remcom: + prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1])) + elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0: + prout(_(", but no Commanders.")) + else: + prout(".") + if game.skill > SKILL_FAIR: + prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem]) + if game.state.rembase != game.inbase: + proutn(_("There ")) + if game.inbase-game.state.rembase==1: + proutn(_("has been 1 base")) + else: + proutn(_("have been %d bases") % (game.inbase-game.state.rembase)) + prout(_(" destroyed, %d remaining.") % game.state.rembase) + else: + prout(_("There are %d bases.") % game.inbase) + if communicating() or game.iseenit: + # Don't report this if not seen and + # either the radio is dead or not at base! + attackreport(False) + game.iseenit = True + if game.casual: + 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: + proutn(_("You have ")) + if game.nprobes: + proutn("%d" % (game.nprobes)) + else: + proutn(_("no")) + proutn(_(" deep space probe")) + if game.nprobes!=1: + proutn(_("s")) + prout(".") + if communicating() and is_scheduled(FDSPROB): + if game.isarmed: + proutn(_("An armed deep space probe is in ")) + else: + proutn(_("A deep space probe is in ")) + prout("Quadrant %s." % game.probec) + if game.icrystl: + if game.cryprob <= .05: + prout(_("Dilithium crystals aboard ship... not yet used.")) + else: + i=0 + ai = 0.05 + while game.cryprob > ai: + ai *= 2.0 + i += 1 + prout(_("Dilithium crystals have been used %d time%s.") % \ + (i, (_("s"), "")[i==1])) + skip(1) + +def lrscan(silent): + # long-range sensor scan + if damaged(DLRSENS): + # Now allow base's sensors if docked + if game.condition != "docked": + if not silent: + prout(_("LONG-RANGE SENSORS DAMAGED.")) + return + if not silent: + prout(_("Starbase's long-range scan")) + elif not silent: + prout(_("Long-range scan")) + for x in range(game.quadrant.x-1, game.quadrant.x+2): + if not silent: + proutn(" ") + for y in range(game.quadrant.y-1, game.quadrant.y+2): + if not VALID_QUADRANT(x, y): + if not silent: + proutn(" -1") + else: + if not damaged(DRADIO): + game.state.galaxy[x][y].charted = True + game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons + game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase + game.state.chart[x][y].stars = game.state.galaxy[x][y].stars + if not silent and game.state.galaxy[x][y].supernova: + proutn(" ***") + elif not silent: + proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)) + prout(" ") + +def damagereport(): + # damage report + jdam = False + chew() + + for i in range(NDEVICES): + if damaged(i): + if not jdam: + prout(_("\tDEVICE\t\t\t-REPAIR TIMES-")) + prout(_("\t\t\tIN FLIGHT\t\tDOCKED")) + jdam = True + prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i], + game.damage[i]+0.05, + game.docfac*game.damage[i]+0.005)) + if not jdam: + prout(_("All devices functional.")) + +def rechart(): + # update the chart in the Enterprise's computer from galaxy data + game.lastchart = game.state.date + for i in range(GALSIZE): + for j in range(GALSIZE): + if game.state.galaxy[i][j].charted: + game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons + game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase + game.state.chart[i][j].stars = game.state.galaxy[i][j].stars + +def chart(): + # display the star chart + chew() + if (game.options & OPTION_AUTOSCAN): + lrscan(silent=True) + if not damaged(DRADIO): + rechart() + if game.lastchart < game.state.date and game.condition == "docked": + prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) + rechart() + + prout(_(" STAR CHART FOR THE KNOWN GALAXY")) + if game.state.date > game.lastchart: + prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) + prout(" 1 2 3 4 5 6 7 8") + for i in range(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: + show = "***" + elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: + show = ".1." + elif game.state.galaxy[i][j].charted: + show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) + else: + show = "..." + proutn(show) + if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: + proutn(">") + else: + proutn(" ") + proutn(" |") + if i0: + dam += 1 + prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) + if not req or req == 3: + prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) + if not req or req == 4: + if damaged(DLIFSUP): + if game.condition == "docked": + s = _("DAMAGED, Base provides") + else: + s = _("DAMAGED, reserves=%4.2f") % game.lsupres + else: + s = _("ACTIVE") + prstat(_("Life Support"), s) + 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)) + if not req or req == 7: + prstat(_("Torpedoes"), "%d" % (game.torps)) + if not req or req == 8: + if damaged(DSHIELD): + s = _("DAMAGED,") + elif game.shldup: + s = _("UP,") + else: + s = _("DOWN,") + data = _(" %d%% %.1f units") \ + % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) + prstat(_("Shields"), s+data) + if not req or req == 9: + prstat(_("Klingons Left"), "%d" \ + % (game.state.remkl + game.state.remcom + game.state.nscrem)) + if not req or req == 10: + if game.options & OPTION_WORLDS: + plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet + if plnet and plnet.inhabited: + prstat(_("Major system"), plnet.name) + else: + prout(_("Sector is uninhabited")) + elif not req or req == 11: + attackreport(not req) + +def request(): + requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") + while scan() == IHEOL: + proutn(_("Information desired? ")) + chew() + if citem in requests: + status(requests.index(citem)) + else: + prout(_("UNRECOGNIZED REQUEST. Legal requests are:")) + prout((" date, condition, position, lsupport, warpfactor,")) + prout((" energy, torpedoes, shields, klingons, system, time.")) + +def srscan(): + # short-range scan + goodScan=True + if damaged(DSRSENS): + # Allow base's sensors if docked + if game.condition != "docked": + prout(_(" S.R. SENSORS DAMAGED!")) + goodScan=False + else: + prout(_(" [Using Base's sensors]")) + else: + prout(_(" Short-range scan")) + if goodScan and not damaged(DRADIO): + game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons + game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase + game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars + game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True + prout(" 1 2 3 4 5 6 7 8 9 10") + if game.condition != "docked": + newcnd() + for i in range(QUADSIZE): + proutn("%2d " % (i+1)) + for j in range(QUADSIZE): + sectscan(goodScan, i, j) + skip(1) + + +def eta(): + # use computer to get estimated time of arrival for a warp jump + w1 = coord(); w2 = coord() + prompt = False + if damaged(DCOMPTR): + prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) + skip(1) + return + if scan() != IHREAL: + prompt = True + chew() + proutn(_("Destination quadrant and/or sector? ")) + if scan()!=IHREAL: + huh() + return + w1.y = int(aaitem-0.5) + if scan() != IHREAL: + huh() + return + w1.x = int(aaitem-0.5) + if scan() == IHREAL: + w2.y = int(aaitem-0.5) + if scan() != IHREAL: + huh() + return + w2.x = int(aaitem-0.5) + else: + if game.quadrant.y>w1.x: + w2.x = 0 + else: + w2.x=QUADSIZE-1 + if game.quadrant.x>w1.y: + w2.y = 0 + else: + 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: + chew() + proutn(_("Time or arrival date? ")) + if scan()==IHREAL: + ttime = aaitem + if ttime > game.state.date: + ttime -= game.state.date # Actually a star date + twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 + if ttime <= 1e-10 or twarp > 10: + prout(_("We'll never make it, sir.")) + chew() + return + if twarp < 1.0: + twarp = 1.0 + break + chew() + proutn(_("Warp factor? ")) + if scan()== IHREAL: + wfl = True + twarp = aaitem + if twarp<1.0 or twarp > 10.0: + huh() + return + break + prout(_("Captain, certainly you can give me one of these.")) + while True: + chew() + ttime = (10.0*game.dist)/square(twarp) + tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) + if tpower >= game.energy: + prout(_("Insufficient energy, sir.")) + if not game.shldup or tpower > game.energy*2.0: + if not wfl: + return + proutn(_("New warp factor to try? ")) + if scan() == IHREAL: + wfl = True + twarp = aaitem + if twarp<1.0 or twarp > 10.0: + huh() + return + continue + else: + chew() + skip(1) + return + prout(_("But if you lower your shields,")) + proutn(_("remaining")) + tpower /= 2 + else: + proutn(_("Remaining")) + prout(_(" energy will be %.2f.") % (game.energy-tpower)) + if wfl: + prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime)) + elif twarp==1.0: + prout(_("Any warp speed is adequate.")) + else: + prout(_("Minimum warp needed is %.2f,") % (twarp)) + prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime)) + if game.state.remtime < ttime: + prout(_("Unfortunately, the Federation will be destroyed by then.")) + if twarp > 6.0: + prout(_("You'll be taking risks at that speed, Captain")) + if (game.isatb==1 and game.state.kscmdr == w1 and \ + scheduled(FSCDBAS)< ttime+game.state.date) or \ + (scheduled(FCDBAS) 10.0: + huh() + return + else: + chew() + skip(1) + return + + +# Code from setup.c begins here + +def prelim(): + # issue a historically correct banner + skip(2) + prout(_("-SUPER- STAR TREK")) + skip(1) +# From the FORTRAN original +# prout(_("Latest update-21 Sept 78")) +# skip(1) + +def freeze(boss): + # save game + if boss: + citem = "emsave.trk" + else: + key = scan() + if key == IHEOL: + proutn(_("File name: ")) + key = scan() + if key != IHALPHA: + huh() + return + chew() + if '.' not in citem: + citem += ".trk" + try: + fp = open(citem, "wb") + except IOError: + prout(_("Can't freeze game as file %s") % citem) + return + cPickle.dump(game, fp) + fp.close() + +def thaw(): + # retrieve saved game + game.passwd[0] = '\0' + key = scan() + if key == IHEOL: + proutn(_("File name: ")) + key = scan() + if key != IHALPHA: + huh() + return True + chew() + if '.' not in citem: + citem += ".trk" + try: + fp = open(citem, "rb") + except IOError: + prout(_("Can't thaw game in %s") % citem) + return + game = cPickle.load(fp) + fp.close() + return False + +# I used to find planets +# with references in ST:TOS. Eath and the Alpha Centauri +# Colony have been omitted. +# +# Some planets marked Class G and P here will be displayed as class M +# because of the way planets are generated. This is a known bug. +systnames = ( + # Federation Worlds + _("Andoria (Fesoan)"), # several episodes + _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" + _("Vulcan (T'Khasi)"), # many episodes + _("Medusa"), # TOS: "Is There in Truth No Beauty?" + _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD) + _("Ardana"), # TOS: "The Cloud Minders" + _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" + _("Gideon"), # TOS: "The Mark of Gideon" + _("Aldebaran III"), # TOS: "The Deadly Years" + _("Alpha Majoris I"), # TOS: "Wolf in the Fold" + _("Altair IV"), # TOS: "Amok Time + _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" + _("Benecia"), # TOS: "The Conscience of the King" + _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" + _("Alpha Carinae II"), # TOS: "The Ultimate Computer" + _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) + _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" + _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) + _("Eminiar VII"), # TOS: "A Taste of Armageddon" + _("Gamma Canaris IV"), # TOS: "Metamorphosis" + _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" + _("Ingraham B"), # TOS: "Operation: Annihilate" + _("Janus IV"), # TOS: "The Devil in the Dark" + _("Makus III"), # TOS: "The Galileo Seven" + _("Marcos XII"), # TOS: "And the Children Shall Lead", + _("Omega IV"), # TOS: "The Omega Glory" + _("Regulus V"), # TOS: "Amok Time + _("Deneva"), # TOS: "Operation -- Annihilate!" + # Worlds from BSD Trek + _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) + _("Beta III"), # TOS: "The Return of the Archons" + _("Triacus"), # TOS: "And the Children Shall Lead", + _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) +# # Others +# _("Hansen's Planet"), # TOS: "The Galileo Seven" +# _("Taurus IV"), # TOS: "The Galileo Seven" (class G) +# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" +# _("Izar"), # TOS: "Whom Gods Destroy" +# _("Tiburon"), # TOS: "The Way to Eden" +# _("Merak II"), # TOS: "The Cloud Minders" +# _("Coridan (Desotriana)"), # TOS: "Journey to Babel" +# _("Iotia"), # TOS: "A Piece of the Action" +) + +device = ( + _("S. R. Sensors"), \ + _("L. R. Sensors"), \ + _("Phasers"), \ + _("Photon Tubes"), \ + _("Life Support"), \ + _("Warp Engines"), \ + _("Impulse Engines"), \ + _("Shields"), \ + _("Subspace Radio"), \ + _("Shuttle Craft"), \ + _("Computer"), \ + _("Navigation System"), \ + _("Transporter"), \ + _("Shield Control"), \ + _("Death Ray"), \ + _("D. S. Probe"), \ +) + +def setup(needprompt): + # prepare to play, set up cosmos + w = coord() + # Decide how many of everything + if choose(needprompt): + return # frozen game + # Prepare the Enterprise + game.alldone = game.gamewon = False + game.ship = IHE + game.state.crew = FULLCREW + game.energy = game.inenrg = 5000.0 + game.shield = game.inshld = 2500.0 + game.shldchg = False + game.shldup = False + game.inlsr = 4.0 + game.lsupres = 4.0 + game.quadrant = randplace(GALSIZE) + game.sector = randplace(QUADSIZE) + game.torps = game.intorps = 10 + game.nprobes = randrange(2, 5) + game.warpfac = 5.0 + game.wfacsq = game.warpfac * game.warpfac + for i in range(NDEVICES): + game.damage[i] = 0.0 + # Set up assorted game parameters + game.battle = coord() + game.state.date = game.indate = 100.0 * randreal(20, 51) + game.nkinks = game.nhelp = game.casual = game.abandoned = 0 + game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False + game.isatb = game.state.nplankl = 0 + game.state.starkl = game.state.basekl = 0 + game.iscraft = "onship" + game.landed = False + game.alive = True + game.docfac = 0.25 + for i in range(GALSIZE): + for j in range(GALSIZE): + quad = game.state.galaxy[i][j] + quad.charted = 0 + quad.planet = None + quad.romulans = 0 + quad.klingons = 0 + quad.starbase = False + quad.supernova = False + quad.status = "secure" + # Initialize times for extraneous events + schedule(FSNOVA, expran(0.5 * game.intime)) + schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom))) + schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot + schedule(FBATTAK, expran(0.3*game.intime)) + unschedule(FCDBAS) + if game.state.nscrem: + schedule(FSCMOVE, 0.2777) + else: + unschedule(FSCMOVE) + unschedule(FSCDBAS) + unschedule(FDSPROB) + if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: + schedule(FDISTR, expran(1.0 + game.intime)) + else: + unschedule(FDISTR) + unschedule(FENSLV) + unschedule(FREPRO) + # Starchart is functional but we've never seen it + game.lastchart = FOREVER + # Put stars in the galaxy + game.instar = 0 + for i in range(GALSIZE): + for j in range(GALSIZE): + k = randrange(1, QUADSIZE**2/10+1) + game.instar += k + game.state.galaxy[i][j].stars = k + # Locate star bases in galaxy + for i in range(game.inbase): + while True: + while True: + w = randplace(GALSIZE) + if not game.state.galaxy[w.x][w.y].starbase: + break + contflag = False + # C version: for (j = i-1; j > 0; j--) + # so it did them in the opposite order. + for j in range(1, i): + # Improved placement algorithm to spread out bases + distq = w.distance(game.state.baseq[j]) + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): + contflag = True + if idebug: + prout("=== Abandoning base #%d at %s" % (i, w)) + break + elif distq < 6.0 * (BASEMAX+1-game.inbase): + if idebug: + prout("=== Saving base #%d, close to #%d" % (i, j)) + if not contflag: + break + game.state.baseq[i] = w + game.state.galaxy[w.x][w.y].starbase = True + game.state.chart[w.x][w.y].starbase = True + # Position ordinary Klingon Battle Cruisers + krem = game.inkling + klumper = 0.25*game.skill*(9.0-game.length)+1.0 + if klumper > MAXKLQUAD: + klumper = MAXKLQUAD + while True: + r = randreal() + klump = (1.0 - r*r)*klumper + if klump > krem: + klump = krem + krem -= klump + while True: + w = randplace(GALSIZE) + if not game.state.galaxy[w.x][w.y].supernova and \ + game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD: + break + 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 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]: + break + game.state.galaxy[w.x][w.y].klingons += 1 + game.state.kcmdr[i] = w + # Locate planets in galaxy + for i in range(game.inplan): + while True: + w = randplace(GALSIZE) + if game.state.galaxy[w.x][w.y].planet == None: + break + new = planet() + new.w = w + new.crystals = "absent" + if (game.options & OPTION_WORLDS) and i < NINHAB: + new.pclass = "M" # All inhabited planets are class M + new.crystals = "absent" + new.known = "known" + new.name = systnames[i] + new.inhabited = True + else: + new.pclass = ("M", "N", "O")[randrange(0, 3)] + if withprob(0.33): + new.crystals = "present" + new.known = "unknown" + new.inhabited = False + game.state.galaxy[w.x][w.y].planet = new + game.state.planets.append(new) + # Locate Romulans + for i in range(game.state.nromrem): + w = randplace(GALSIZE) + game.state.galaxy[w.x][w.y].romulans += 1 + # Locate the Super Commander + if game.state.nscrem > 0: + while True: + w = randplace(GALSIZE) + if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD: + break + game.state.kscmdr = w + game.state.galaxy[w.x][w.y].klingons += 1 + # Place thing (in tournament game, we don't want one!) + global thing + if game.tourn is None: + thing = randplace(GALSIZE) + skip(2) + game.state.snap = False + if game.skill == SKILL_NOVICE: + prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date)) + prout(_("a deadly Klingon invasion force. As captain of the United")) + prout(_("Starship U.S.S. Enterprise, it is your mission to seek out")) + prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom))) + prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime)) + prout(_("your mission. As you proceed you may be given more time.")) + skip(1) + prout(_("You will have %d supporting starbases.") % (game.inbase)) + proutn(_("Starbase locations- ")) + else: + prout(_("Stardate %d.") % int(game.state.date)) + skip(1) + prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom)) + prout(_("An unknown number of Romulans.")) + if game.state.nscrem: + prout(_("And one (GULP) Super-Commander.")) + prout(_("%d stardates.") % int(game.intime)) + proutn(_("%d starbases in ") % game.inbase) + for i in range(game.inbase): + proutn(`game.state.baseq[i]`) + proutn(" ") + skip(2) + proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant) + proutn(_(" Sector %s") % game.sector) + skip(2) + prout(_("Good Luck!")) + if game.state.nscrem: + prout(_(" YOU'LL NEED IT.")) + waitfor() + newqad(False) + 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) + +def choose(needprompt): + # choose your game type + global thing + while True: + game.tourn = 0 + game.thawed = False + game.skill = SKILL_NONE + game.length = 0 + if needprompt: # Can start with command line options + proutn(_("Would you like a regular, tournament, or saved game? ")) + scan() + if len(citem)==0: # Try again + continue + if isit("tournament"): + while scan() == IHEOL: + proutn(_("Type in tournament number-")) + if aaitem == 0: + chew() + continue # We don't want a blank entry + 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(): + continue + chew() + if game.passwd == None: + continue + if not game.alldone: + game.thawed = True # No plaque if not finished + report() + waitfor() + return True + if isit("regular"): + break + proutn(_("What is \"%s\"?"), citem) + chew() + while game.length==0 or game.skill==SKILL_NONE: + if scan() == IHALPHA: + if isit("short"): + game.length = 1 + elif isit("medium"): + game.length = 2 + elif isit("long"): + game.length = 4 + elif isit("novice"): + game.skill = SKILL_NOVICE + elif isit("fair"): + game.skill = SKILL_FAIR + elif isit("good"): + game.skill = SKILL_GOOD + elif isit("expert"): + game.skill = SKILL_EXPERT + elif isit("emeritus"): + game.skill = SKILL_EMERITUS + else: + proutn(_("What is \"")) + proutn(citem) + prout("\"?") + else: + chew() + if game.length==0: + proutn(_("Would you like a Short, Medium, or Long game? ")) + elif game.skill == SKILL_NONE: + proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) + # Choose game options -- added by ESR for SST2K + if scan() != IHALPHA: + chew() + proutn(_("Choose your game style (or just press enter): ")) + scan() + if isit("plain"): + # Approximates the UT FORTRAN version. + game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) + game.options |= OPTION_PLAIN + elif isit("almy"): + # Approximates Tom Almy's version. + game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) + game.options |= OPTION_ALMY + elif isit("fancy"): + pass + elif len(citem): + proutn(_("What is \"%s\"?") % citem) + setpassword() + if game.passwd == "debug": + idebug = True + fputs("=== Debug mode enabled\n", sys.stdout) + + # Use parameters to generate initial values of things + game.damfac = 0.5 * game.skill + game.state.rembase = randrange(BASEMIN, BASEMAX+1) + game.inbase = game.state.rembase + game.inplan = 0 + if game.options & OPTION_PLANETS: + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) + if game.options & OPTION_WORLDS: + game.inplan += int(NINHAB) + game.state.nromrem = game.inrom = randrange(2 *game.skill) + game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) + game.state.remtime = 7.0 * game.length + game.intime = game.state.remtime + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) + game.incom = 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 + game.inresor = game.state.remres + if game.inkling > 50: + game.state.rembase += 1 + game.inbase = game.state.rembase + return False + +def dropin(iquad=None): + # drop a feature on a random dot in the current quadrant + w = coord() + while True: + w = randplace(QUADSIZE) + if game.quad[w.x][w.y] == IHDOT: + break + if iquad is not None: + game.quad[w.x][w.y] = iquad + return w + +def newcnd(): + # update our alert status + game.condition = "green" + if game.energy < 1000.0: + game.condition = "yellow" + if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans: + game.condition = "red" + if not game.alive: + game.condition="dead" + +def newkling(): + # drop new Klingon into current quadrant + return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) + +def newqad(shutup): + # set up a new state of quadrant, for when we enter or re-enter it + w = coord() + game.justin = True + game.klhere = 0 + game.comhere = False + game.ishere = False + game.irhere = 0 + game.iplnet = 0 + game.nenhere = 0 + game.neutz = False + game.inorbit = False + game.landed = False + game.ientesc = False + game.iseenit = False + if game.iscate: + # Attempt to escape Super-commander, so tbeam back! + game.iscate = False + game.ientesc = True + q = game.state.galaxy[game.quadrant.x][game.quadrant.y] + # cope with supernova + if q.supernova: + return + 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 + game.enemies = [] + if q.klingons: + # Position ordinary Klingons + for i in range(game.klhere): + newkling() + # If we need a commander, promote a Klingon + for i in range(game.state.remcom): + if game.state.kcmdr[i] == game.quadrant: + e = game.enemies[game.klhere-1] + game.quad[e.kloc.x][e.kloc.y] = IHC + e.kpower = randreal(950,1350) + 50.0*game.skill + game.comhere = True + break + # If we need a super-commander, promote a Klingon + if game.quadrant == game.state.kscmdr: + e = game.enemies[0] + game.quad[e.kloc.x][e.kloc.y] = IHS + e.kpower = 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, game.nenhere): + enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + # If quadrant needs a starbase, put it in + if q.starbase: + game.base = dropin(IHB) + # If quadrant needs a planet, put it in + if q.planet: + game.iplnet = q.planet + if not q.planet.inhabited: + game.plnet = dropin(IHP) + else: + game.plnet = dropin(IHW) + # Check for condition + newcnd() + # Check for RNZ + if game.irhere > 0 and game.klhere == 0: + game.neutz = True + if not damaged(DRADIO): + skip(1) + prout(_("LT. Uhura- \"Captain, an urgent message.")) + prout(_(" I'll put it on audio.\" CLICK")) + skip(1) + prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) + prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) + if shutup==0: + # Put in THING if needed + if thing == game.quadrant: + enemy(symbol=IHQUEST, loc=dropin(), + power=randreal(6000,6500.0)+250.0*game.skill) + if not damaged(DSRSENS): + skip(1) + prout(_("Mr. Spock- \"Captain, this is most unusual.")) + prout(_(" Please examine your short-range scan.\"")) + # Decide if quadrant needs a Tholian; lighten up if skill is low + if game.options & OPTION_THOLIAN: + if (game.skill < SKILL_GOOD and withprob(0.02)) or \ + (game.skill == SKILL_GOOD and withprob(0.05)) or \ + (game.skill > SKILL_GOOD and withprob(0.08)): + w = coord() + while True: + w.x = withprob(0.5) * (QUADSIZE-1) + w.y = withprob(0.5) * (QUADSIZE-1) + if game.quad[w.x][w.y] == IHDOT: + break + game.tholian = enemy(symbol=IHT, loc=w, + power=randrange(100, 500) + 25.0*game.skill) + # Reserve unoccupied corners + if game.quad[0][0]==IHDOT: + game.quad[0][0] = 'X' + if game.quad[0][QUADSIZE-1]==IHDOT: + game.quad[0][QUADSIZE-1] = 'X' + if game.quad[QUADSIZE-1][0]==IHDOT: + game.quad[QUADSIZE-1][0] = 'X' + if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + # And finally the stars + for i in range(q.stars): + dropin(IHSTAR) + # Put in a few black holes + for i in range(1, 3+1): + if withprob(0.5): + dropin(IHBLANK) + # Take out X's in corners if Tholian present + if game.tholian: + if game.quad[0][0]=='X': + game.quad[0][0] = IHDOT + if game.quad[0][QUADSIZE-1]=='X': + game.quad[0][QUADSIZE-1] = IHDOT + if game.quad[QUADSIZE-1][0]=='X': + game.quad[QUADSIZE-1][0] = IHDOT + if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': + game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + +def setpassword(): + # set the self-destruct password + if game.options & OPTION_PLAIN: + while True: + chew() + proutn(_("Please type in a secret password- ")) + scan() + game.passwd = citem + if game.passwd != None: + break + else: + game.passwd = "" + for i in range(3): + game.passwd += chr(ord('a')+randrange(26)) + +# Code from sst.c begins here + +commands = { + "SRSCAN": OPTION_TTY, + "STATUS": OPTION_TTY, + "REQUEST": OPTION_TTY, + "LRSCAN": OPTION_TTY, + "PHASERS": 0, + "TORPEDO": 0, + "PHOTONS": 0, + "MOVE": 0, + "SHIELDS": 0, + "DOCK": 0, + "DAMAGES": 0, + "CHART": 0, + "IMPULSE": 0, + "REST": 0, + "WARP": 0, + "SCORE": 0, + "SENSORS": OPTION_PLANETS, + "ORBIT": OPTION_PLANETS, + "TRANSPORT": OPTION_PLANETS, + "MINE": OPTION_PLANETS, + "CRYSTALS": OPTION_PLANETS, + "SHUTTLE": OPTION_PLANETS, + "PLANETS": OPTION_PLANETS, + "REPORT": 0, + "COMPUTER": 0, + "COMMANDS": 0, + "EMEXIT": 0, + "PROBE": OPTION_PROBE, + "SAVE": 0, + "FREEZE": 0, # Synonym for SAVE + "ABANDON": 0, + "DESTRUCT": 0, + "DEATHRAY": 0, + "DEBUG": 0, + "MAYDAY": 0, + "SOS": 0, # Synonym for MAYDAY + "CALL": 0, # Synonym for MAYDAY + "QUIT": 0, + "HELP": 0, + "SEED": 0, + "VISUAL": 0, +} + +def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options)) + +def listCommands(): + # generate a list of legal commands + k = 0 + proutn(_("LEGAL COMMANDS ARE:")) + for key in commands: + if ACCEPT(key): + if k % 5 == 0: + skip(1) + proutn("%-12s " % key) + k += 1 + skip(1) + +def helpme(): + # browse on-line help + # Give help on commands + key = scan() + while True: + if key == IHEOL: + setwnd(prompt_window) + proutn(_("Help on what command? ")) + key = scan() + setwnd(message_window) + if key == IHEOL: + return + if citem in commands or citem == "ABBREV": + break + skip(1) + listCommands() + key = IHEOL + chew() + skip(1) + cmd = citem.upper() + try: + fp = open(SSTDOC, "r") + except IOError: + try: + fp = open(DOC_NAME, "r") + except IOError: + prout(_("Spock- \"Captain, that information is missing from the")) + proutn(_(" computer. You need to find ")) + proutn(DOC_NAME) + prout(_(" and put it in the")) + proutn(_(" current directory or to ")) + proutn(SSTDOC) + prout(".\"") + # + # This used to continue: "You need to find SST.DOC and put + # it in the current directory." + # + return + while True: + linebuf = fp.readline() + if linebuf == '': + prout(_("Spock- \"Captain, there is no information on that command.\"")) + fp.close() + return + if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ': + linebuf = linebuf[3:].strip() + if cmd == linebuf: + break + skip(1) + prout(_("Spock- \"Captain, I've found the following information:\"")) + skip(1) + while linebuf in fp: + if "******" in linebuf: + break + proutn(linebuf) + fp.close() + +def makemoves(): + # command-interpretation loop + v = 0 + clrscr() + setwnd(message_window) + while True: # command loop + drawmaps(1) + while True: # get a command + hitme = False + game.justin = False + game.optime = 0.0 + chew() + setwnd(prompt_window) + clrscr() + proutn("COMMAND> ") + if scan() == IHEOL: + if game.options & OPTION_CURSES: + makechart() + continue + game.ididit = False + clrscr() + setwnd(message_window) + clrscr() + 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 + if cmd == "SRSCAN": # srscan + srscan() + elif cmd == "STATUS": # status + status() + elif cmd == "REQUEST": # status request + request() + elif cmd == "LRSCAN": # long range scan + lrscan(silent=False) + elif cmd == "PHASERS": # phasers + phasers() + if game.ididit: + hitme = True + elif cmd == "TORPEDO": # photon torpedos + photon() + if game.ididit: + hitme = True + elif cmd == "MOVE": # move under warp + warp(False) + elif cmd == "SHIELDS": # shields + doshield(shraise=False) + if game.ididit: + hitme = True + game.shldchg = False + elif cmd == "DOCK": # dock at starbase + dock(True) + if game.ididit: + attack(False) + elif cmd == "DAMAGES": # damage reports + damagereport() + elif cmd == "CHART": # chart + makechart() + elif cmd == "IMPULSE": # impulse + impulse() + elif cmd == "REST": # rest + os.wait() + if game.ididit: + hitme = True + elif cmd == "WARP": # warp + setwarp() + elif cmd == "SCORE": # score + score() + elif cmd == "SENSORS": # sensors + sensor() + elif cmd == "ORBIT": # orbit + orbit() + if game.ididit: + hitme = True + elif cmd == "TRANSPORT": # transport "beam" + beam() + elif cmd == "MINE": # mine + mine() + if game.ididit: + hitme = True + elif cmd == "CRYSTALS": # crystals + usecrystals() + if game.ididit: + hitme = True + elif cmd == "SHUTTLE": # shuttle + shuttle() + if game.ididit: + hitme = True + elif cmd == "PLANETS": # Planet list + survey() + elif cmd == "REPORT": # Game Report + report() + elif cmd == "COMPUTER": # use COMPUTER! + eta() + elif cmd == "COMMANDS": + listCommands() + elif cmd == "EMEXIT": # Emergency exit + clrscr() # Hide screen + freeze(True) # forced save + raise SysExit,1 # And quick exit + elif cmd == "PROBE": + probe() # Launch probe + if game.ididit: + hitme = True + elif cmd == "ABANDON": # Abandon Ship + abandon() + elif cmd == "DESTRUCT": # Self Destruct + selfdestruct() + elif cmd == "SAVE": # Save Game + freeze(False) + clrscr() + if game.skill > SKILL_GOOD: + prout(_("WARNING--Saved games produce no plaques!")) + elif cmd == "DEATHRAY": # Try a desparation measure + deathray() + if game.ididit: + hitme = True + elif cmd == "DEBUGCMD": # What do we want for debug??? + debugme() + elif cmd == "MAYDAY": # Call for help + mayday() + if game.ididit: + hitme = True + elif cmd == "QUIT": + game.alldone = True # quit the game + elif cmd == "HELP": + helpme() # get help + while True: + if game.alldone: + break # Game has ended + if game.optime != 0.0: + events() + if game.alldone: + break # Events did us in + if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + atover(False) + continue + if hitme and not game.justin: + attack(True) + if game.alldone: + break + if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + atover(False) + hitme = True + continue + break + if game.alldone: + break + if idebug: + prout("=== Ending") + +def cramen(cmd): + # return an enemy + if cmd == IHR: s = _("Romulan") + elif cmd == IHK: s = _("Klingon") + elif cmd == IHC: s = _("Commander") + elif cmd == IHS: s = _("Super-commander") + elif cmd == IHSTAR: s = _("Star") + elif cmd == IHP: s = _("Planet") + elif cmd == IHB: s = _("Starbase") + elif cmd == IHBLANK: s = _("Black hole") + elif cmd == IHT: s = _("Tholian") + elif cmd == IHWEB: s = _("Tholian web") + elif cmd == IHQUEST: s = _("Stranger") + elif cmd == IHW: s = _("Inhabited World") + else: s = "Unknown??" + proutn(s) + +def crmena(stars, enemy, loctype, w): + # print an enemy and his location + if stars: + proutn("***") + cramen(enemy) + proutn(_(" at ")) + buf = "" + if loctype == "quadrant": + buf = _("Quadrant ") + elif loctype == "sector": + buf = _("Sector ") + proutn(buf + `w`) + +def crmshp(): + # print our ship name + if game.ship == IHE: + s = _("Enterprise") + elif game.ship == IHF: + s = _("Faerie Queene") + else: + s = "Ship???" + proutn(s) + +def stars(): + # print a line of stars + prouts("******************************************************") + skip(1) + +def expran(avrage): + return -avrage*math.log(1e-7 + randreal()) + +def randplace(size): + # choose a random location + w = coord() + w.x = randrange(size) + w.y = randrange(size) + return w + +def chew(): + # Demand input for next scan + global inqueue + inqueue = None + +def chew2(): + # return IHEOL next time + global inqueue + inqueue = [] + +def scan(): + # Get a token from the user + global inqueue, line, citem, aaitem + aaitem = 0.0 + citem = '' + + # Read a line if nothing here + if inqueue == None: + line = cgetline() + if curwnd==prompt_window: + clrscr() + setwnd(message_window) + clrscr() + # Skip leading white space + line = line.lstrip() + if line: + inqueue = line.split() + else: + inqueue = [] + return IHEOL + elif not inqueue: + return IHEOL + # From here on in it's all looking at the queue + citem = inqueue.pop(0) + if citem == IHEOL: + return IHEOL + try: + aaitem = float(citem) + return IHREAL + except ValueError: + pass + # Treat as alpha + citem = citem.lower() + return IHALPHA + +def ja(): + # yes-or-no confirmation + chew() + while True: + scan() + chew() + if citem == 'y': + return True + if citem == 'n': + return False + proutn(_("Please answer with \"y\" or \"n\": ")) + +def huh(): + # complain about unparseable input + chew() + skip(1) + prout(_("Beg your pardon, Captain?")) + +def isit(s): + # compares s to citem and returns true if it matches to the length of s + return s.startswith(citem) + +def debugme(): + # access to the internals for debugging + proutn("Reset levels? ") + if ja() == True: + if game.energy < game.inenrg: + game.energy = game.inenrg + game.shield = game.inshld + game.torps = game.intorps + game.lsupres = game.inlsr + proutn("Reset damage? ") + if ja() == True: + for i in range(NDEVICES): + if game.damage[i] > 0.0: + game.damage[i] = 0.0 + proutn("Toggle debug flag? ") + if ja() == True: + idebug = not idebug + if idebug: + prout("Debug output ON") + else: + prout("Debug output OFF") + proutn("Cause selective damage? ") + if ja() == True: + for i in range(NDEVICES): + proutn("Kill ") + proutn(device[i]) + proutn("? ") + chew() + key = scan() + if key == IHALPHA and isit("y"): + game.damage[i] = 10.0 + proutn("Examine/change events? ") + if ja() == True: + ev = event() + w = coord() + legends = { + FSNOVA: "Supernova ", + FTBEAM: "T Beam ", + FSNAP: "Snapshot ", + FBATTAK: "Base Attack ", + FCDBAS: "Base Destroy ", + FSCMOVE: "SC Move ", + FSCDBAS: "SC Base Destroy ", + FDSPROB: "Probe Move ", + FDISTR: "Distress Call ", + FENSLV: "Enslavement ", + FREPRO: "Klingon Build ", + } + for i in range(1, NEVENTS): + proutn(legends[i]) + if is_scheduled(i): + proutn("%.2f" % (scheduled(i)-game.state.date)) + if i == FENSLV or i == FREPRO: + ev = findevent(i) + proutn(" in %s" % ev.quadrant) + else: + proutn("never") + proutn("? ") + chew() + key = scan() + if key == 'n': + unschedule(i) + chew() + elif key == IHREAL: + ev = schedule(i, aaitem) + if i == FENSLV or i == FREPRO: + chew() + proutn("In quadrant- ") + key = scan() + # IHEOL says to leave coordinates as they are + if key != IHEOL: + if key != IHREAL: + prout("Event %d canceled, no x coordinate." % (i)) + unschedule(i) + continue + w.x = int(round(aaitem)) + key = scan() + if key != IHREAL: + prout("Event %d canceled, no y coordinate." % (i)) + unschedule(i) + continue + w.y = int(round(aaitem)) + ev.quadrant = w + chew() + proutn("Induce supernova here? ") + if ja() == True: + game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True + atover(True) + +if __name__ == '__main__': + try: + global line, thing, game, idebug + game = citem = aaitem = inqueue = None + line = '' + thing = coord() + thing.angry = False + game = gamestate() + idebug = 0 + game.options = OPTION_ALL &~ (OPTION_IOMODES | 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 = int(time.time()) + (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") + for (switch, val) in options: + if switch == '-r': + try: + replayfp = open(val, "r") + except IOError: + sys.stderr.write("sst: can't open replay file %s\n" % val) + raise SystemExit, 1 + try: + line = replayfp.readline().strip() + (leader, key, seed) = line.split() + seed = eval(seed) + sys.stderr.write("sst2k: seed set to %s\n" % seed) + line = replayfp.readline().strip() + arguments += line.split()[2:] + except ValueError: + sys.stderr.write("sst: replay file %s is ill-formed\n"% val) + raise SystemExit(1) + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-t': + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-x': + idebug = True + else: + sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") + raise SystemExit, 1 + # where to save the input in case of bugs + try: + logfp = open("/usr/tmp/sst-input.log", "w") + except IOError: + sys.stderr.write("sst: warning, can't open logfile\n") + if logfp: + logfp.write("# seed %s\n" % seed) + logfp.write("# options %s\n" % " ".join(arguments)) + random.seed(seed) + iostart() + if arguments: + inqueue = arguments + else: + inqueue = None + while True: # Play a game + setwnd(fullscreen_window) + clrscr() + prelim() + setup(needprompt=not inqueue) + if game.alldone: + score() + game.alldone = False + else: + makemoves() + skip(1) + stars() + skip(1) + if game.tourn and game.alldone: + proutn(_("Do you want your score recorded?")) + if ja() == True: + 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 SystemExit, 0 + except KeyboardInterrupt: + print"" + pass