X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=aa22fe10418a10d26f86d952bd3a65b574e164df;hp=7a54d8b89068674854335678c1e771234843e2ea;hb=066d52967ad0499c41d2b65788aff1242d6a9604;hpb=8c4200ad2ce7e8d65007b14157e41dd785a99538 diff --git a/src/sst.py b/src/sst.py index 7a54d8b..aa22fe1 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,14 +1,182 @@ +#!/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). """ -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 +187,7 @@ NINHAB = (GALSIZE * GALSIZE / 2) MAXUNINHAB = 10 PLNETMAX = (NINHAB + MAXUNINHAB) QUADSIZE = 10 +BASEMIN = 2 BASEMAX = (GALSIZE * GALSIZE / 12) MAXKLGAME = 127 MAXKLQUAD = 9 @@ -26,8 +195,8 @@ FULLCREW = 428 # BSD Trek was 387, that's wrong FOREVER = 1e30 # These functions hide the difference between 0-origin and 1-origin addressing. -def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE) -def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE) +def VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y) 1000.0: # Very strong -- move in for kill - motion = (1.0-square(Rand()))*dist1 + 1.0 + motion = (1.0-square(random.random()))*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(random.random())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -585,14 +760,14 @@ def movebaddy(com, loccom, ienm): attempts = 0; # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 - if look.x < 1 or look.x > QUADSIZE: + if look.x < 0 or look.x >= QUADSIZE: if motion < 0 and tryexit(look, ienm, loccom, irun): return if krawlx == mx or my == 0: break look.x = next.x + krawlx krawlx = -krawlx - elif look.y < 1 or look.y > QUADSIZE: + elif look.y < 0 or look.y >= QUADSIZE: if motion < 0 and tryexit(look, ienm, loccom, irun): return if krawly == my or mx == 0: @@ -648,13 +823,13 @@ def moveklings(): # Figure out which Klingon is the commander (or Supercommander) # and do move if game.comhere: - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): w = game.ks[i] if game.quad[w.x][w.y] == IHC: movebaddy(w, i, IHC) break if game.ishere: - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): w = game.ks[i] if game.quad[w.x][w.y] == IHS: movebaddy(w, i, IHS) @@ -663,7 +838,7 @@ def moveklings(): # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): w = game.ks[i] if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: movebaddy(w, i, game.quad[w.x][w.y]) @@ -677,7 +852,7 @@ def movescom(iq, avoid): return 1 if avoid: # Avoid quadrants with bases if we want to avoid Enterprise - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): if game.state.baseq[i] == iq: return True if game.justin and not game.iscate: @@ -693,7 +868,7 @@ def movescom(iq, avoid): game.ishere = False game.ientesc = False unschedule(FSCDBAS) - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): if game.quad[game.ks[i].x][game.ks[i].y] == IHS: break game.quad[game.ks[i].x][game.ks[i].y] = IHDOT @@ -712,7 +887,7 @@ def movescom(iq, avoid): game.state.planets[i].crystals == "present": # destroy the planet game.state.planets[i].pclass = "destroyed" - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) @@ -744,14 +919,14 @@ def supercommander(): unschedule(FSCMOVE) return sc = game.state.kscmdr - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): basetbl.append((i, distance(game.state.baseq[i], sc))) if game.state.rembase > 1: basetbl.sort(lambda x, y: cmp(x[1]. y[1])) # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 - for i2 in range(1, game.state.rembase+1): + for i2 in range(game.state.rembase): i = basetbl[i2][0]; # bug in original had it not finding nearest ibq = game.state.baseq[i] if ibq == game.quadrant or ibq == game.battle or \ @@ -760,7 +935,7 @@ def supercommander(): continue # if there is a commander, and no other base is appropriate, # we will take the one with the commander - for j in range(1, game.state.remcom+1): + for j in range(game.state.remcom): if ibq == game.state.kcmdr[j] and ifindit!= 2: ifindit = 2 iwhichb = i @@ -805,7 +980,7 @@ def supercommander(): if game.state.rembase == 0: unschedule(FSCMOVE) else: - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): ibq = game.state.baseq[i] if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base @@ -813,7 +988,7 @@ def supercommander(): return; # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*Rand()) + schedule(FSCDBAS, 1.0 +2.0*random.random()) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): @@ -835,7 +1010,7 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (Rand() > 0.2 or \ + (random.random() > 0.2 or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return @@ -849,14 +1024,14 @@ def movetholian(): if not game.ithere or game.justin: return - if game.tholian.x == 1 and game.tholian.y == 1: - idx = 1; idy = QUADSIZE - elif game.tholian.x == 1 and game.tholian.y == QUADSIZE: - idx = QUADSIZE; idy = QUADSIZE - elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE: - idx = QUADSIZE; idy = 1 - elif game.tholian.x == QUADSIZE and game.tholian.y == 1: - idx = 1; idy = 1 + if game.tholian.x == 0 and game.tholian.y == 0: + idx = 0; idy = QUADSIZE-1 + elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1: + idx = QUADSIZE-1; idy = QUADSIZE-1 + elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1: + idx = QUADSIZE-1; idy = 0 + elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0: + idx = 0; idy = 0 else: # something is wrong! game.ithere = False @@ -885,12 +1060,12 @@ def movetholian(): game.ks[game.nenhere] = game.tholian # check to see if all holes plugged - for i in range(1, QUADSIZE+1): - if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT: + for i in range(QUADSIZE): + if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: return if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT: return - if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT: + if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT: return if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: return @@ -977,7 +1152,7 @@ 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.")) @@ -1028,7 +1203,7 @@ 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 NDEVICES*random.random() # and have done with it. Also, in the original game, DNAVYS # and DCOMPTR were the same device. # @@ -1056,7 +1231,7 @@ 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 = random.random() * 1000.0 # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1085,7 +1260,7 @@ def ram(ibumpd, ienm, w): proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10.0+20.0*Rand() + icas = 10 + random.randrange(20) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1094,12 +1269,12 @@ 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 = random.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*random.random()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False @@ -1151,13 +1326,13 @@ def torpedo(course, r, incoming, i, n): proutn(_("Torpedo hits ")) crmshp() prout(".") - hit = 700.0 + 100.0*Rand() - \ + hit = 700.0 + 100.0*random.random() - \ 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*(random.random()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1177,18 +1352,18 @@ def torpedo(course, r, incoming, i, n): crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander - if Rand() <= 0.05: + if random.random() <= 0.05: crmena(True, iquad, sector, w) prout(_(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy - for ll in range(1, game.nenhere+1): + for ll in range(game.nenhere): if w == game.ks[ll]: break kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*Rand() - \ + h1 = 700.0 + 100.0*random.random() - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: @@ -1202,7 +1377,7 @@ def torpedo(course, r, incoming, i, n): return None crmena(True, iquad, "sector", w) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(Rand()-0.5) + ang = angle + 2.5*(random.random()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1228,7 +1403,7 @@ def torpedo(course, r, incoming, i, n): elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) - for ll in range(1, game.state.rembase+1): + for ll in range(game.state.rembase): if game.state.baseq[ll] == game.quadrant: game.state.baseq[ll]=game.state.baseq[game.state.rembase] break @@ -1244,9 +1419,9 @@ def torpedo(course, r, incoming, i, n): 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: @@ -1257,9 +1432,9 @@ def torpedo(course, r, incoming, i, n): 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: @@ -1269,14 +1444,14 @@ 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 random.random() > 0.10: nova(w) return None 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 random.random()>0.7: skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1291,7 +1466,8 @@ def torpedo(course, r, incoming, i, n): # Stas Sergeev added the possibility that # you can shove the Thingy and piss it off. # It then becomes an enemy and may fire at you. - # + # + global iqengry iqengry = True shoved = True return None @@ -1305,7 +1481,7 @@ 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 + 100.0*random.random() - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: @@ -1315,7 +1491,7 @@ def torpedo(course, r, incoming, i, n): return None skip(1) crmena(True, IHT, sector, w) - if Rand() > 0.05: + if random.random() > 0.05: prout(_(" survives photon blast.")) return None prout(_(" disappears.")) @@ -1337,7 +1513,7 @@ def torpedo(course, r, incoming, i, n): game.quad[w.x][w.y]=IHDOT game.quad[jw.x][jw.y]=iquad prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(1, game.nenhere+1): + for ll in range(game.nenhere): game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) sortklings() return None @@ -1349,10 +1525,9 @@ def fry(hit): # critical-hit resolution ktr=1 # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()): + if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()): return - - ncrit = 1.0 + hit/(500.0+100.0*Rand()) + ncrit = 1.0 + hit/(500.0+100.0*random.random()) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1363,7 +1538,7 @@ def fry(hit): if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())) + extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random())) game.damage[j] += extradm if loop1 > 0: for loop2 in range(loop1): @@ -1388,47 +1563,37 @@ def attack(torps_ok): hitmax=0.0; hittot=0.0; chgfac=1.0 jay = coord() where = "neither" - # game could be over at this point, check if game.alldone: return - if idebug: prout("=== ATTACK!") - - # Tholian gewts to move before attacking + # Tholian gets to move before attacking if game.ithere: movetholian() - # if you have just entered the RNZ, you'll get a warning if game.neutz: # The one chance not to be attacked game.neutz = False return - # commanders get a chance to tac-move towards you if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: moveklings() - # if no enemies remain after movement, we're done - if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry): + if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry): return - # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25+0.5*Rand() - + chgfac = 0.25+0.5*random.random() skip(1) - # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" - - for loop in range(1, game.nenhere+1): + for loop in range(game.nenhere): if game.kpower[loop] < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = Rand() + r = random.random() # Increase chance of photon torpedos if docked or enemy energy low if game.condition == "docked": r *= 0.25 @@ -1449,7 +1614,7 @@ def attack(torps_ok): if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*Rand() + dustfac = 0.8+0.05*random.random() hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) game.kpower[loop] *= 0.75 else: # Enemy uses photon torpedo @@ -1461,7 +1626,7 @@ def attack(torps_ok): crmena(False, iquad, where, jay) attempt = True prout(" ") - r = (Rand()+Rand())*0.5 -0.5 + r = (random.random()+random.random())*0.5 -0.5 r += 0.002*game.kpower[loop]*r hit = torpedo(course, r, jay, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: @@ -1531,7 +1696,7 @@ 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= hittot*random.random()*0.015 if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1539,7 +1704,7 @@ def attack(torps_ok): game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies - for loop in range(1, game.nenhere+1): + for loop in range(game.nenhere): game.kavgd[loop] = game.kdist[loop] sortklings() return; @@ -1547,7 +1712,6 @@ def attack(torps_ok): def deadkl(w, type, mv): # kill a Klingon, Tholian, Romulan, or Thingy # Added mv to allow enemy to "move" before dying - crmena(True, type, sector, mv) # Decide what kind of enemy it is and update appropriately if type == IHR: @@ -1559,8 +1723,9 @@ def deadkl(w, type, mv): # Killed a Tholian game.ithere = False elif type == IHQUEST: - # Killed a Thingy - iqhere = iqengry = False + # Killed a Thingy + global iqengry + iqengry = False invalidate(thing) else: # Some type of a Klingon @@ -1568,7 +1733,7 @@ def deadkl(w, type, mv): game.klhere -= 1 if type == IHC: game.comhere = False - for i in range(1, game.state.remcom+1): + for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: break game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] @@ -1589,7 +1754,6 @@ def deadkl(w, type, mv): unschedule(FSCDBAS) else: prout("*** Internal error, deadkl() called on %s\n" % type) - # For each kind of enemy, finish message to player prout(_(" destroyed.")) game.quad[w.x][w.y] = IHDOT @@ -1599,20 +1763,20 @@ def deadkl(w, type, mv): # Remove enemy ship from arrays describing local conditions if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: unschedule(FCDBAS) - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): if game.ks[i] == w: + for j in range(i, game.nenhere): + game.ks[j] = game.ks[j+1] + game.kpower[j] = game.kpower[j+1] + game.kavgd[j] = game.kdist[j] = game.kdist[j+1] + game.ks[game.nenhere].x = 0 + game.ks[game.nenhere].y = 0 + game.kdist[game.nenhere] = 0 + game.kavgd[game.nenhere] = 0 + game.kpower[game.nenhere] = 0 + game.nenhere -= 1 break - game.nenhere -= 1 - if i <= game.nenhere: - for j in range(i, game.nenhere+1): - game.ks[j] = game.ks[j+1] - game.kpower[j] = game.kpower[j+1] - game.kavgd[j] = game.kdist[j] = game.kdist[j+1] - game.ks[game.nenhere+1].x = 0 - game.ks[game.nenhere+1].x = 0 - game.kdist[game.nenhere+1] = 0 - game.kavgd[game.nenhere+1] = 0 - game.kpower[game.nenhere+1] = 0 + break return; def targetcheck(x, y): @@ -1698,12 +1862,12 @@ 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: @@ -1713,10 +1877,10 @@ def photon(): for i in range(1, n+1): if game.condition != "docked": game.torps -= 1 - r = (Rand()+Rand())*0.5 -0.5 + r = (random.random()+random.random())*0.5 -0.5 if math.fabs(r) >= 0.47: # misfire! - r = (Rand()+1.2) * r + r = (random.random()+1.2) * r if n>1: prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) else: @@ -1724,9 +1888,9 @@ def photon(): skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if Rand() <= 0.2: + if random.random() <= 0.2: prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()) + game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random()) break if game.shldup or game.condition == "docked": r *= 1.0 + 0.0001*game.shield @@ -1740,15 +1904,14 @@ def overheat(rpow): # check for phasers overheating if rpow > 1500: chekbrn = (rpow-1500.)*0.00038 - if Rand() <= chekbrn: + if random.random() <= chekbrn: prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn) def checkshctrl(rpow): # check shield control - skip(1) - if Rand() < 0.998: + if random.random() < 0.998: prout(_("Shields lowered.")) return False # Something bad has happened @@ -1766,7 +1929,7 @@ 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 = hit*random.random()*0.012 skip(1) fry(0.8*hit) if icas: @@ -1781,16 +1944,16 @@ def checkshctrl(rpow): overheat(rpow) return True; -def hittem(doublehits): +def hittem(hits): # register a phaser hit on Klingons and Romulans nenhr2=game.nenhere; kk=1 w = coord() skip(1) - for k in range(1, nenhr2+1): + for k in range(nenhr2): wham = hits[k] if wham==0: continue - dustfac = 0.9 + 0.01*Rand() + dustfac = 0.9 + 0.01*random.random() hit = wham*math.pow(dustfac,game.kdist[kk]) kpini = game.kpower[kk] kp = math.fabs(kpini) @@ -1810,6 +1973,7 @@ def hittem(doublehits): proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: + global iqengry iqengry = True crmena(False, ienm, "sector", w) skip(1) @@ -1821,8 +1985,8 @@ def hittem(doublehits): return kk -= 1; # don't do the increment else: # decide whether or not to emasculate klingon - if kpow > 0 and Rand() >= 0.9 and \ - kpow <= ((0.4 + 0.4*Rand())*kpini): + if kpow > 0 and random.random() >= 0.9 and \ + kpow <= ((0.4 + 0.4*random.random())*kpini): prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) prout(_(" has just lost its firepower.\"")) game.kpower[kk] = -kpow @@ -1836,7 +2000,6 @@ def phasers(): ifast = False; no = False; itarg = True; msgflag = True automode = "NOTSET" key=0 - skip(1) # SR sensors and Computer are needed fopr automode if damaged(DSRSENS) or damaged(DCOMPTR): @@ -1860,8 +2023,8 @@ 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: @@ -1917,8 +2080,8 @@ 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.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -1950,12 +2113,12 @@ def phasers(): if game.nenhere: extra = 0.0 powrem = rpow - for i in range(1, game.nenhere+1): + for i in range(game.nenhere): hits[i] = 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] + over = (0.01 + 0.05*random.random())*hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -1990,7 +2153,7 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(1, game.nenhere+1): + for k in range(game.nenhere): aim = game.ks[k] ienm = game.quad[aim.x][aim.y] if msgflag: @@ -2010,7 +2173,7 @@ 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.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2066,7 +2229,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if Rand() >= 0.99: + if random.random() >= 0.99: prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2084,8 +2247,6 @@ 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 @@ -2100,7 +2261,7 @@ 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] @@ -2117,7 +2278,6 @@ def cancelrest(): game.resting = False game.optime = 0.0 return True - return False def events(): @@ -2147,7 +2307,7 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if Rand() > 0.5: + if random.random() > 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 @@ -2272,7 +2432,7 @@ 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 @@ -2319,7 +2479,7 @@ def events(): if game.state.remcom == 0: unschedule(FTBEAM) continue - i = Rand()*game.state.remcom+1.0 + i = random.randrange(game.state.remcom) yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule @@ -2339,8 +2499,8 @@ def events(): unschedule(FCDBAS) continue i = 0 - for j in range(1, game.state.rembase+1): - for k in range(1, game.state.remcom+1): + for j in range(game.state.rembase): + for k in range(game.state.remcom): if game.state.baseq[j] == game.state.kcmdr[k] and \ not game.state.baseq[j] == game.quadrant and \ not game.state.baseq[j] == game.state.kscmdr: @@ -2354,7 +2514,7 @@ def events(): continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*Rand()) + schedule(FCDBAS, 1.0+3.0*random.random()) 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) @@ -2382,7 +2542,7 @@ def events(): if evcode==FCDBAS: unschedule(FCDBAS) # find the lucky pair - for i in range(1, game.state.remcom+1): + for i in range(game.state.remcom): if game.state.kcmdr[i] == game.battle: break if i > game.state.remcom or game.state.rembase == 0 or \ @@ -2448,8 +2608,8 @@ def events(): # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) q = game.state.galaxy[w.x][w.y] - if not (game.quadrant == w or q.planet == NOPLANET or \ - game.state.planets[q.planet].inhabited == UNINHABITED or \ + 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: @@ -2532,7 +2692,7 @@ def events(): prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) - if q.planet != NOPLANET: + if q.planet != None: proutn(_("near %s") % q.planet) prout(_("in Quadrant %s.") % w) @@ -2555,9 +2715,7 @@ def wait(): proutn(_("Are you sure? ")) if ja() == False: return - # Alternate resting periods (events) with attacks - game.resting = True while True: if delay <= 0: @@ -2567,7 +2725,7 @@ def wait(): return temp = game.optime = delay if game.nenhere: - rtime = 1.0 + Rand() + rtime = 1.0 + random.random() if rtime < temp: temp = rtime game.optime = temp @@ -2600,12 +2758,10 @@ 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: + if random.random() < 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) @@ -2634,7 +2790,7 @@ def nova(nov): if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): break elif iquad == IHSTAR: # Affect another star - if Rand() < 0.05: + if random.random() < 0.05: # This star supernovas scratch = supernova(False) return @@ -2647,12 +2803,12 @@ def nova(nov): prout(_(" novas.")) game.quad[scratch.x][scratch.y] = IHDOT elif iquad == IHP: # Destroy planet - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None game.state.nplankl += 1 crmena(True, IHP, sector, scratch) prout(_(" destroyed.")) - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 + game.iplnet.pclass = "destroyed" + game.iplnet = None invalidate(game.plnet) if game.landed: finish(FPNOVA) @@ -2660,7 +2816,7 @@ def nova(nov): game.quad[scratch.x][scratch.y] = IHDOT elif iquad == IHB: # Destroy base game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False - for i in range(1, game.state.rembase+1): + for i in range(game.state.rembase): if game.state.baseq[i] == game.quadrant: break game.state.baseq[i] = game.state.baseq[game.state.rembase] @@ -2682,7 +2838,7 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff + game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff else: game.energy -= 2000.0 if game.energy <= 0: @@ -2695,7 +2851,7 @@ def nova(nov): elif iquad == IHK: # kill klingon deadkl(scratch,iquad, scratch) elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies - for ll in range(1, game.nenhere+1): + for ll in range(game.nenhere): if game.ks[ll] == scratch: break game.kpower[ll] -= 800.0 # If firepower is lost, die @@ -2746,7 +2902,7 @@ 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 @@ -2754,7 +2910,6 @@ def supernova(induced, w=None): # star goes supernova num = 0; npdead = 0 nq = coord() - if w != None: nq = w else: @@ -2762,14 +2917,14 @@ 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 = random.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 @@ -2779,7 +2934,6 @@ def supernova(induced, w=None): proutn("=== Super nova here?") if ja() == True: nq = game.quadrant - if not nq == game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) if communicating(): @@ -2789,16 +2943,15 @@ def supernova(induced, w=None): 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 = random.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) @@ -2821,7 +2974,7 @@ def supernova(induced, w=None): unschedule(FSCDBAS) if game.state.remcom: maxloop = game.state.remcom - for l in range(1, maxloop+1): + for l in range(maxloop): if game.state.kcmdr[l] == nq: game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom] invalidate(game.state.kcmdr[game.state.remcom]) @@ -2838,12 +2991,12 @@ def supernova(induced, w=None): # Destroy planets for loop in range(game.inplan): if game.state.planets[loop].w == nq: - game.state.planets[loop].pclass = destroyed + game.state.planets[loop].pclass = "destroyed" npdead += 1 # Destroy any base in supernovaed quadrant if game.state.rembase: maxloop = game.state.rembase - for loop in range(1, maxloop+1): + for loop in range(maxloop): if game.state.baseq[loop] == nq: game.state.baseq[loop] = game.state.baseq[game.state.rembase] invalidate(game.state.baseq[game.state.rembase]) @@ -2907,7 +3060,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if Rand() < 0.15: + if random.random() < 0.15: prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -2950,7 +3103,6 @@ def badpoints(): badpt += 200.0 return badpt - def finish(ifin): # end the game, with appropriate notfications igotit = False @@ -3139,10 +3291,10 @@ 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 >= 1.0+0.5*random.random(): 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 >= 3.0+random.random(): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3161,7 +3313,6 @@ 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 @@ -3249,7 +3400,7 @@ 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 @@ -3257,10 +3408,9 @@ 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" ) @@ -3307,6 +3457,7 @@ def plaque(): rows = linecount = 0 # for paging stdscr = None +replayfp = None fullscreen_window = None srscan_window = None report_window = None @@ -3314,6 +3465,7 @@ status_window = None lrscan_window = None message_window = None prompt_window = None +curwnd = None def outro(): "wrap up, either normally or due to signal" @@ -3324,12 +3476,12 @@ 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) @@ -3371,7 +3523,6 @@ 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: @@ -3402,16 +3553,16 @@ 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() @@ -3423,10 +3574,10 @@ 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." @@ -3434,7 +3585,8 @@ def proutn(line): curwnd.addstr(line) curwnd.refresh() else: - stdout.write(line) + sys.stdout.write(line) + sys.stdout.flush() def prout(line): proutn(line) @@ -3443,15 +3595,15 @@ def prout(line): def prouts(line): "print slowly!" for c in line: - curses.delay_output(30) + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() - curses.delay_output(300) + time.sleep(0.03) -def cgetline(line, max): +def cgetline(): "Get a line of input." if game.options & OPTION_CURSES: line = curwnd.getstr() + "\n" @@ -3460,12 +3612,14 @@ def cgetline(line, max): if replayfp and not replayfp.closed: line = replayfp.readline() else: - sys.stdin.readline() + line = raw_input() 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) @@ -3528,9 +3682,6 @@ def highvideo(): if game.options & OPTION_CURSES: curwnd.attron(curses.A_REVERSE) -def commandhook(cmd, before): - pass - # # Things past this point have policy implications. # @@ -3550,7 +3701,7 @@ def drawmaps(mode): setwnd(report_window) report_window.clear() report_window.move(0, 0) - status(0) + status() setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) @@ -3570,7 +3721,7 @@ 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]) @@ -3606,18 +3757,18 @@ 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) @@ -3641,8 +3792,8 @@ 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) @@ -3655,27 +3806,25 @@ def imove(novapush): trbeam = False def no_quad_change(): - # No quadrant change -- compute new avg enemy distances + # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.nenhere: - for m in range(1, game.nenhere+1): + for m in range(game.nenhere): finald = distance(w, game.ks[m]) game.kavgd[m] = 0.5 * (finald+game.kdist[m]) game.kdist[m] = finald sortklings() if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(False) - for m in range(1, game.nenhere+1): + for m in range(game.nenhere): game.kavgd[m] = game.kdist[m] newcnd() drawmaps(0) setwnd(message_window) - w.x = w.y = 0 if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) deltax = -math.sin(angle) deltay = math.cos(angle) @@ -3683,10 +3832,8 @@ 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 @@ -3697,20 +3844,19 @@ def imove(novapush): game.quad[game.sector.x][game.sector.y] = IHDOT x = game.sector.x y = game.sector.y - n = 10.0*game.dist*bigger+0.5 - + n = int(10.0*game.dist*bigger+0.5) if n > 0: for m in range(1, n+1): x += deltax y += deltay - w.x = x + 0.5 - w.y = y + 0.5 + w.x = int(round(x)) + w.y = int(round(y)) if not VALID_SECTOR(w.x, w.y): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova if game.nenhere != 0 and not novapush: newcnd() - for m in range(1, game.nenhere+1): + for m in range(game.nenhere): finald = distance(w, game.ks[m]) game.kavgd[m] = 0.5 * (finald + game.kdist[m]) # @@ -3723,31 +3869,30 @@ 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: @@ -3761,10 +3906,10 @@ 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 @@ -3777,7 +3922,7 @@ def imove(novapush): # object encountered in flight path stopegy = 50.0*game.dist/game.optime game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) - if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST): + if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST): game.sector = w ram(False, iquad, game.sector) final = game.sector @@ -3794,11 +3939,11 @@ 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 random.random()>probf: timwrp() else: finish(FHOLE) @@ -3858,8 +4003,7 @@ 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 @@ -3867,25 +4011,20 @@ 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: @@ -3902,7 +4041,6 @@ def getcd(isprobe, akey): akey = -1 else: key = scan() - if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True @@ -3919,7 +4057,7 @@ def getcd(isprobe, akey): else: huh() chew() - return + return False else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3927,7 +4065,6 @@ def getcd(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break - if navmode == "automatic": while key == IHEOL: if isprobe: @@ -3937,52 +4074,53 @@ 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- ")) @@ -3992,26 +4130,27 @@ 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 @@ -4022,13 +4161,11 @@ 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) @@ -4051,7 +4188,7 @@ 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 @@ -4078,12 +4215,9 @@ 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: @@ -4123,11 +4257,11 @@ def warp(timewarp): 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(): + if prob > random.random(): blooey = True - game.dist = Rand()*game.dist + game.dist = random.random()*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) > random.random(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4160,10 +4294,8 @@ 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) @@ -4173,7 +4305,7 @@ def warp(timewarp): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0) + game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4224,7 +4356,6 @@ 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: @@ -4236,7 +4367,7 @@ 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 random.random() <= 0.5: prout(_("fails.")) finish(FPNOVA) return @@ -4244,20 +4375,18 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if Rand() <= 0.25: + if random.random() <= 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: @@ -4281,16 +4410,16 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*Rand() + game.warpfac = 6.0+2.0*random.random() 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 = 1.4142+random.random() if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*Rand() # How dumb! + game.direc = 12.0*random.random() # How dumb! game.justin = False game.inorbit = False warp(True) @@ -4311,7 +4440,7 @@ 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 random.random() < 0.5: # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) @@ -4352,7 +4481,7 @@ 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(random.random()) 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) @@ -4386,7 +4515,6 @@ 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: @@ -4396,7 +4524,6 @@ 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 @@ -4404,8 +4531,7 @@ 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) @@ -4415,7 +4541,6 @@ 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 @@ -4448,7 +4573,6 @@ 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": @@ -4472,7 +4596,7 @@ 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 @@ -4487,8 +4611,8 @@ 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 + ix = game.base.x+3.0*random.random()-1 + iy = game.base.y+3.0*random.random()-1 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: # found one -- finish up game.sector.x=ix @@ -4509,7 +4633,7 @@ def mayday(): game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] textcolor(RED) warble() - if Rand() > probf: + if random.random() > probf: break prout(_("fails.")) curses.delay_output(500) @@ -4587,7 +4711,7 @@ 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: @@ -4602,7 +4726,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = Rand()*game.state.rembase+1 + nb = random.random()*game.state.rembase+1 # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4611,9 +4735,9 @@ def abandon(): while True: # position next to base by trial and error game.quad[game.sector.x][game.sector.y] = IHDOT - for l in range(1, QUADSIZE+1): - game.sector.x = 3.0*Rand() - 1.0 + game.base.x - game.sector.y = 3.0*Rand() - 1.0 + game.base.y + for l in range(QUADSIZE): + game.sector.x = 3.0*random.random() - 1.0 + game.base.x + game.sector.y = 3.0*random.random() - 1.0 + game.base.y if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: break @@ -4634,7 +4758,7 @@ 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 @@ -4664,10 +4788,10 @@ 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": @@ -4699,12 +4823,12 @@ def orbit(): prout(_(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*Rand() + game.optime = 0.02+0.03*random.random() prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*Rand()) + game.height = (1400.0+7200.0*random.random()) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4715,23 +4839,26 @@ 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 @@ -4740,7 +4867,7 @@ 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: @@ -4753,12 +4880,12 @@ 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?\" ")) @@ -4775,7 +4902,7 @@ 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: @@ -4783,7 +4910,7 @@ 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() @@ -4806,7 +4933,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if Rand() > 0.98: + if random.random() > 0.98: prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4817,7 +4944,7 @@ 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 @@ -4832,10 +4959,10 @@ 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: @@ -4847,11 +4974,11 @@ 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 = (0.1+0.2*random.random())*game.iplnet.pclass 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(): @@ -4882,7 +5009,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if Rand() <= game.cryprob: + if random.random() <= game.cryprob: prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -4892,7 +5019,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*Rand()) + game.energy += 5000.0*(1.0 + 0.9*random.random()) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -4906,7 +5033,7 @@ 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.")) @@ -4919,16 +5046,16 @@ 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.\"")) @@ -4960,7 +5087,7 @@ 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: @@ -4970,7 +5097,7 @@ 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 @@ -4996,7 +5123,7 @@ 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.")) @@ -5004,8 +5131,7 @@ def shuttle(): def deathray(): # use the big zapper - r = Rand() - + r = random.random() game.ididit = False skip(1) chew() @@ -5050,13 +5176,13 @@ def deathray(): finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if Rand() <= 0.05: + if random.random() <= 0.05: prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = Rand() # Pick failure method + r = random.random() # Pick failure method if r <= .30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) @@ -5090,8 +5216,8 @@ 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")) @@ -5243,8 +5369,8 @@ def damagereport(): def rechart(): # update the chart in the Enterprise's computer from galaxy data game.lastchart = game.state.date - for i in range(1, GALSIZE+1): - for j in range(1, GALSIZE+1): + for i in range(GALSIZE): + for j in range(GALSIZE): if game.state.galaxy[i][j].charted: game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase @@ -5263,22 +5389,22 @@ def chart(): if game.state.date > game.lastchart: prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) prout(" 1 2 3 4 5 6 7 8") - for i in range(1, GALSIZE+1): - proutn("%d |" % (i)) - for j in range(1, GALSIZE+1): + for i in range(GALSIZE): + proutn("%d |" % (i+1)) + for j in range(GALSIZE): if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn("<") else: proutn(" ") if game.state.galaxy[i][j].supernova: - strcpy(buf, "***") + show = "***" elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: - strcpy(buf, ".1.") + show = ".1." elif game.state.galaxy[i][j].charted: - sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)) + show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) else: - strcpy(buf, "...") - proutn(buf) + show = "..." + proutn(show) if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn(">") else: @@ -5303,57 +5429,57 @@ def sectscan(goodScan, i, j): else: proutn("- ") -def status(req): +def status(req=0): # print status report lines if not req or req == 1: prstat(_("Stardate"), _("%.1f, Time Left %.2f") \ % (game.state.date, game.state.remtime)) - elif not req or req == 2: + if not req or req == 2: if game.condition != "docked": newcnd() dam = 0 - for t in range(0, NDEVICES): + for t in range(NDEVICES): if game.damage[t]>0: dam += 1 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) - elif not req or req == 3: + if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) - elif not req or req == 4: + if not req or req == 4: if damaged(DLIFSUP): if game.condition == "docked": - sprintf(s, _("DAMAGED, Base provides")) + s = _("DAMAGED, Base provides") else: - sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres) + s = _("DAMAGED, reserves=%4.2f") % game.lsupres else: - sprintf(s, _("ACTIVE")) + s = _("ACTIVE") prstat(_("Life Support"), s) - elif not req or req == 5: - prstat(_("Warp Factor"), "%.1f" % (game.warpfac)) - elif not req or req == 6: + if not req or req == 5: + prstat(_("Warp Factor"), "%.1f" % game.warpfac) + if not req or req == 6: extra = "" if game.icrystl and (game.options & OPTION_SHOWME): extra = _(" (have crystals)") - prstat(_("Energy"), "%.2f%s" % game.energy, extra) - elif not req or req == 7: + prstat(_("Energy"), "%.2f%s" % (game.energy, extra)) + if not req or req == 7: prstat(_("Torpedoes"), "%d" % (game.torps)) - elif not req or req == 8: + if not req or req == 8: if damaged(DSHIELD): - strcpy(s, _("DAMAGED,")) + s = _("DAMAGED,") elif game.shldup: - strcpy(s, _("UP,")) + s = _("UP,") else: - strcpy(s, _("DOWN,")) + s = _("DOWN,") data = _(" %d%% %.1f units") \ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) - prstat(_("Shields"), s) - elif not req or req == 9: + prstat(_("Shields"), s+data) + if not req or req == 9: prstat(_("Klingons Left"), "%d" \ % (game.state.remkl + game.state.remcom + game.state.nscrem)) - elif not req or req == 10: + if not req or req == 10: if game.options & OPTION_WORLDS: plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet - if plnet != NOPLANET and game.state.planets[plnet].inhabited != UNINHABITED: + if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) @@ -5392,9 +5518,9 @@ def srscan(): prout(" 1 2 3 4 5 6 7 8 9 10") if game.condition != "docked": newcnd() - for i in range(1, QUADSIZE+1): - proutn("%2d " % (i)) - for j in range(1, QUADSIZE+1): + for i in range(QUADSIZE): + proutn("%2d " % (i+1)) + for j in range(QUADSIZE): sectscan(goodScan, i, j) skip(1) @@ -5414,34 +5540,32 @@ def eta(): if scan()!=IHREAL: huh() return - w1.y = aaitem +0.5 + w1.y = int(aaitem-0.5) if scan() != IHREAL: huh() return - w1.x = aaitem + 0.5 + w1.x = int(aaitem-0.5) if scan() == IHREAL: - w2.y = aaitem + 0.5 + w2.y = int(aaitem-0.5) if scan() != IHREAL: huh() return - w2.x = aaitem + 0.5 + w2.x = int(aaitem-0.5) else: if game.quadrant.y>w1.x: - w2.x = 1 + w2.x = 0 else: - w2.x=QUADSIZE + w2.x=QUADSIZE-1 if game.quadrant.x>w1.y: - w2.y = 1 + w2.y = 0 else: - w2.y=QUADSIZE - + w2.y=QUADSIZE-1 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y): huh() return game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+ square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))) wfl = False - if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: @@ -5566,7 +5690,7 @@ def visual(): co = '?' else: co = game.quad[ix][iy] - printf("%d,%d %c " % (ix, iy, co)) + printf("%d,%d %c " % (ix+1, iy+1, co)) v += 1 ix = game.sector.x + v.x iy = game.sector.y + v.y @@ -5582,7 +5706,1233 @@ def visual(): co = '?' else: co = game.quad[ix][iy] - prout("%c %d,%d\n" % (co, ix, iy)) + prout("%c %d,%d\n" % (co, ix+1, iy+1)) game.optime = 0.5 game.ididit = True #endif + +# Code from setup.c begins here + +def prelim(): + # issue a historically correct banner + skip(2) + prout(_("-SUPER- STAR TREK")) + skip(1) +#ifdef __HISTORICAL__ +# prout(_("Latest update-21 Sept 78")) +# skip(1) +#endif __HISTORICAL__ + +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 = int(3.0*random.random() + 2.0) # Give them 2-4 of these + 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*int(31.0*random.random()+20.0) + 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, 1.0 + random.random()) # 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 = int(random.random()*9.0 + 1.0) + 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 random.random() < 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 = random.random() + 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 random.random()>=0.75) 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")[random.randint(0, 2)] + if random.random()*1.5: # 1 in 3 chance of crystals + 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, thingx == -1, don't want one!) + global thing + if thing == 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.ithere: + 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) + 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 = random.randint(BASEMIN, BASEMAX) + game.inbase = game.state.rembase + game.inplan = 0 + if game.options & OPTION_PLANETS: + game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()) + if game.options & OPTION_WORLDS: + game.inplan += int(NINHAB) + game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill) + game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) + game.state.remtime = 7.0 * game.length + game.intime = game.state.remtime + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15) + game.incom = int(game.skill + 0.0625*game.inkling*random.random()) + 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): + # 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 + 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(i): + # drop new Klingon into current quadrant + pi = dropin(IHK) + game.ks[i] = pi + game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) + game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill + return pi + +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.ithere = False + global iqengry + iqengry = 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 + if q.klingons: + w.x = w.y = 0 # quiet a gcc warning + # Position ordinary Klingons + for i in range(game.klhere): + w = newkling(i) + # If we need a commander, promote a Klingon + for i in range(game.state.remcom): + if game.state.kcmdr[i] == game.quadrant: + break + + if i <= game.state.remcom: + game.quad[w.x][w.y] = IHC + game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill + game.comhere = True + # If we need a super-commander, promote a Klingon + if same(game.quadrant, game.state.kscmdr): + game.quad[game.ks[0].x][game.ks[0].y] = IHS + game.kpower[1] = 1175.0 + 400.0*random.random() + 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): + w = dropin(IHR) + game.ks[i] = w + game.kdist[i] = game.kavgd[i] = distance(game.sector, w) + game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill + # 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() + # And finally the stars + for i in range(q.stars): + dropin(IHSTAR) + + # 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 + global thing + if thing == game.quadrant: + w = dropin(IHQUEST) + thing = randplace(GALSIZE) + game.nenhere += 1 + game.ks[game.nenhere] = w + game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ + distance(game.sector, w) + game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill + if not damaged(DSRSENS): + skip(1) + prout(_("Mr. Spock- \"Captain, this is most unusual.")) + prout(_(" Please examine your short-range scan.\"")) + # Decide if quadrant needs a Tholian; lighten up if skill is low + if game.options & OPTION_THOLIAN: + if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \ + (game.skill == SKILL_GOOD and random.random() <= 0.05) or \ + (game.skill > SKILL_GOOD and random.random() <= 0.08): + while True: + game.tholian.x = random.choice((0, QUADSIZE-1)) + game.tholian.y = random.choice((0, QUADSIZE-1)) + if game.quad[game.tholian.x][game.tholian.y] == IHDOT: + break + game.quad[game.tholian.x][game.tholian.y] = IHT + game.ithere = True + game.nenhere += 1 + game.ks[game.nenhere] = game.tholian + game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ + distance(game.sector, game.tholian) + game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill + # 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' + sortklings() + # Put in a few black holes + for i in range(1, 3+1): + if random.random() > 0.5: + dropin(IHBLANK) + # Take out X's in corners if Tholian present + if game.ithere: + if game.quad[0][0]=='X': + game.quad[0][0] = IHDOT + if game.quad[0][QUADSIZE-1]=='X': + game.quad[0][QUADSIZE-1] = IHDOT + if game.quad[QUADSIZE-1][0]=='X': + game.quad[QUADSIZE-1][0] = IHDOT + if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': + game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + +def sortklings(): + # sort Klingons by distance from us + # The author liked bubble sort. So we will use it. :-( + if game.nenhere-(thing==game.quadrant)-game.ithere < 2: + return + while True: + sw = False + for j in range(game.nenhere): + if game.kdist[j] > game.kdist[j+1]: + sw = True + t = game.kdist[j] + game.kdist[j] = game.kdist[j+1] + game.kdist[j+1] = t + t = game.kavgd[j] + game.kavgd[j] = game.kavgd[j+1] + game.kavgd[j+1] = t + k = game.ks[j].x + game.ks[j].x = game.ks[j+1].x + game.ks[j+1].x = k + k = game.ks[j].y + game.ks[j].y = game.ks[j+1].y + game.ks[j+1].y = k + t = game.kpower[j] + game.kpower[j] = game.kpower[j+1] + game.kpower[j+1] = t + if not sw: + break + +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(97+int(random.random()*25)) + +# 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() + 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(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 + os.exit(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 + elif cmd == "SEED": # set random-number seed + key = scan() + if key == IHREAL: + seed = int(round(aaitem)) +#ifdef BSD_BUG_FOR_BUG +# elif cmd == "VISUAL": +# visual() # perform visual scan +#endif + 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 ")) + 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 + random.random()) + +def randplace(size): + # choose a random location + w = coord() + w.x = random.randint(0, size-1) + w.y = random.randint(0, size-1) + 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__': + global line, thing, game, idebug, iqengry + game = citem = aaitem = inqueue = None + line = '' + thing = coord() + iqengry = False + game = gamestate() + idebug = 0 + game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY) + # Disable curses mode until the game logic is working. + # if os.getenv("TERM"): + # game.options |= OPTION_CURSES | OPTION_SHOWME + # else: + game.options |= OPTION_TTY + seed = time.time() + (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") + for (switch, val) in options: + if switch == '-r': + try: + replayfp = open(optarg, "r") + except IOError: + sys.stderr.write("sst: can't open replay file %s\n" % optarg) + os.exit(1) + line = replayfp.readline().strip() + try: + (key, seed) = line.split() + seed = int(seed) + except ValueError: + sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg) + os.exit(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") + os.exit(0) + # 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: + #setlinebuf(logfp) + logfp.write("seed %d\n" % (seed)) + 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) + proutn(_("Do you want to play again? ")) + if not ja(): + break + skip(1) + prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) + raise SysExit, 0