X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=aa22fe10418a10d26f86d952bd3a65b574e164df;hp=f51fd3bd978e087aee68656914b46846a3a5d468;hb=066d52967ad0499c41d2b65788aff1242d6a9604;hpb=17ef357d0a23eb400c499a846a32c6afffe99815 diff --git a/src/sst.py b/src/sst.py index f51fd3b..aa22fe1 100644 --- a/src/sst.py +++ b/src/sst.py @@ -3,9 +3,9 @@ sst.py =-- Super Star Trek in Python This code is a Python translation of a C translation of a FORTRAN original. -The FORTRANness still shows in many ways, notably the use of 1-origin index -an a lot of parallel arrays where a more modern language would use structures -or objects. +The FORTRANness still shows in many ways, notably the use of a lot of +parallel arrays where a more modern language would use structures +or objects. (However, 1-origin array indexing was fixed.) Dave Matuszek says: @@ -173,7 +173,7 @@ Also, the nav subsystem (enabling automatic course setting) can be damaged separately from the main computer (which handles weapons targeting, ETA calculation, and self-destruct). """ -import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt +import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy SSTDOC = "/usr/share/doc/sst/sst.doc" DOC_NAME = "sst.doc" @@ -187,6 +187,7 @@ NINHAB = (GALSIZE * GALSIZE / 2) MAXUNINHAB = 10 PLNETMAX = (NINHAB + MAXUNINHAB) QUADSIZE = 10 +BASEMIN = 2 BASEMAX = (GALSIZE * GALSIZE / 12) MAXKLGAME = 127 MAXKLQUAD = 9 @@ -194,8 +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) 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: @@ -819,13 +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) @@ -834,7 +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]) @@ -848,7 +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: @@ -864,7 +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 @@ -883,7 +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")) @@ -915,14 +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 \ @@ -931,7 +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 @@ -976,7 +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 @@ -1020,14 +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 @@ -1056,12 +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 @@ -1256,7 +1260,7 @@ def ram(ibumpd, ienm, w): proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10.0+20.0*random.random() + icas = 10 + random.randrange(20) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1355,7 +1359,7 @@ def torpedo(course, r, incoming, i, n): 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]) @@ -1399,7 +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 @@ -1415,9 +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: @@ -1428,9 +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: @@ -1462,7 +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 @@ -1508,7 +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 @@ -1522,7 +1527,6 @@ def fry(hit): # a critical hit occured if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()): return - ncrit = 1.0 + hit/(500.0+100.0*random.random()) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage @@ -1559,43 +1563,33 @@ 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*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 @@ -1710,7 +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; @@ -1718,7 +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: @@ -1730,8 +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 @@ -1739,7 +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] @@ -1760,7 +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 @@ -1770,20 +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): @@ -1869,12 +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: @@ -1917,7 +1910,6 @@ def overheat(rpow): def checkshctrl(rpow): # check shield control - skip(1) if random.random() < 0.998: prout(_("Shields lowered.")) @@ -1952,12 +1944,12 @@ 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 @@ -1981,6 +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) @@ -2007,7 +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): @@ -2031,8 +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: @@ -2088,7 +2080,7 @@ def phasers(): while True: chew() if not kz: - for i in range(1, game.nenhere+1): + 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) @@ -2121,7 +2113,7 @@ 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 @@ -2161,7 +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: @@ -2255,8 +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 @@ -2271,7 +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] @@ -2288,7 +2278,6 @@ def cancelrest(): game.resting = False game.optime = 0.0 return True - return False def events(): @@ -2443,7 +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 @@ -2490,7 +2479,7 @@ def events(): if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.random()*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 @@ -2510,8 +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: @@ -2553,7 +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 \ @@ -2619,8 +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 \ - not game.state.planets[q.planet].inhabited 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: @@ -2703,7 +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) @@ -2726,9 +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: @@ -2771,12 +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 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) @@ -2818,12 +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) @@ -2831,7 +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] @@ -2866,7 +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 @@ -2917,7 +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 @@ -2925,7 +2910,6 @@ def supernova(induced, w=None): # star goes supernova num = 0; npdead = 0 nq = coord() - if w != None: nq = w else: @@ -2933,14 +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 = random.random()*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 @@ -2950,7 +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(): @@ -2960,16 +2943,15 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1 - for ns.x in range(1, QUADSIZE+1): - for ns.y in range(1, QUADSIZE+1): + num = 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) @@ -2992,7 +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]) @@ -3009,12 +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]) @@ -3121,7 +3103,6 @@ def badpoints(): badpt += 200.0 return badpt - def finish(ifin): # end the game, with appropriate notfications igotit = False @@ -3332,7 +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 @@ -3431,7 +3411,6 @@ def plaque(): winner = cgetline() # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 - fp.write("\n\n\n\n") # --------DRAW ENTERPRISE PICTURE. fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" ) @@ -3544,7 +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: @@ -3578,7 +3556,7 @@ def pause_game(): sys.stdout.write('\n') proutn(prompt) raw_input() - for j in range(0, rows): + for j in range(rows): sys.stdout.write('\n') linecount = 0 @@ -3617,13 +3595,13 @@ def prout(line): def prouts(line): "print slowly!" for c in line: - curses.delay_output(30) + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() - curses.delay_output(300) + time.sleep(0.03) def cgetline(): "Get a line of input." @@ -3704,9 +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. # @@ -3726,7 +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) @@ -3746,7 +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]) @@ -3782,18 +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) @@ -3817,8 +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) @@ -3831,27 +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) @@ -3859,10 +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 @@ -3873,20 +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]) # @@ -3899,31 +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: @@ -3937,10 +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 @@ -3953,7 +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 @@ -3970,7 +3939,7 @@ 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) @@ -4034,8 +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 @@ -4043,25 +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: @@ -4078,7 +4041,6 @@ def getcd(isprobe, akey): akey = -1 else: key = scan() - if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True @@ -4095,7 +4057,7 @@ def getcd(isprobe, akey): else: huh() chew() - return + return False else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -4103,7 +4065,6 @@ def getcd(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break - if navmode == "automatic": while key == IHEOL: if isprobe: @@ -4113,52 +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- ")) @@ -4168,26 +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 @@ -4198,13 +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) @@ -4227,7 +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 @@ -4254,12 +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: @@ -4336,10 +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) @@ -4400,7 +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: @@ -4427,13 +4382,11 @@ def atover(igrab): 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: @@ -4562,7 +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: @@ -4572,7 +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 @@ -4580,8 +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) @@ -4591,7 +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 @@ -4624,7 +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": @@ -4648,7 +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 @@ -4763,7 +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: @@ -4787,7 +4735,7 @@ 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): + 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 \ @@ -4810,7 +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 @@ -4840,7 +4788,7 @@ def survey(): prout(_("Spock- \"Planet report follows, Captain.\"")) skip(1) for i in range(game.inplan): - if game.state.planets[i].pclass == destroyed: + if game.state.planets[i].pclass == "destroyed": continue if (game.state.planets[i].known != "unknown" \ and not game.state.planets[i].inhabited) \ @@ -4891,23 +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 @@ -4916,7 +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: @@ -4929,12 +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?\" ")) @@ -4951,7 +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: @@ -4959,7 +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() @@ -4993,7 +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 @@ -5008,10 +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: @@ -5023,11 +4974,11 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*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(): @@ -5082,7 +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.")) @@ -5095,16 +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.\"")) @@ -5136,7 +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: @@ -5146,7 +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 @@ -5172,7 +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.")) @@ -5181,7 +5132,6 @@ def shuttle(): def deathray(): # use the big zapper r = random.random() - game.ididit = False skip(1) chew() @@ -5266,8 +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")) @@ -5419,8 +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 @@ -5439,22 +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: @@ -5479,57 +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: + if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) @@ -5568,9 +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) @@ -5590,34 +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: @@ -5742,7 +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 @@ -5758,16 +5706,13 @@ 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 filelength(fd): - return os.fstat(fd).st_size - def prelim(): # issue a historically correct banner skip(2) @@ -5897,7 +5842,6 @@ device = ( def setup(needprompt): # prepare to play, set up cosmos w = coord() - # Decide how many of everything if choose(needprompt): return # frozen game @@ -5917,10 +5861,10 @@ def setup(needprompt): 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(0, NDEVICES): + for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters - invalidate(game.battle) + 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 @@ -5930,11 +5874,11 @@ def setup(needprompt): game.landed = False game.alive = True game.docfac = 0.25 - for i in range(1, GALSIZE+1): - for j in range(1, GALSIZE+1): + for i in range(GALSIZE): + for j in range(GALSIZE): quad = game.state.galaxy[i][j] quad.charted = 0 - quad.planet = NOPLANET + quad.planet = None quad.romulans = 0 quad.klingons = 0 quad.starbase = False @@ -5962,13 +5906,13 @@ def setup(needprompt): game.lastchart = FOREVER # Put stars in the galaxy game.instar = 0 - for i in range(1, GALSIZE+1): - for j in range(1, GALSIZE+1): - k = random.random()*9.0 + 1.0 + for i in range(GALSIZE): + for j in range(GALSIZE): + k = 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(1, game.inbase+1): + for i in range(game.inbase): while True: while True: w = randplace(GALSIZE) @@ -5977,9 +5921,9 @@ def setup(needprompt): contflag = False # C version: for (j = i-1; j > 0; j--) # so it did them in the opposite order. - for j in range(i): - # Improved placement algorithm to spread out bases - distq = w.distance(baseq[j]) + 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: @@ -6009,7 +5953,7 @@ def setup(needprompt): if not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD: break - game.state.galaxy[w.x][w.y].klingons += klump + game.state.galaxy[w.x][w.y].klingons += int(klump) if krem <= 0: break # Position Klingon Commander Ships @@ -6027,7 +5971,7 @@ def setup(needprompt): for i in range(game.inplan): while True: w = randplace(GALSIZE) - if game.state.galaxy[w.x][w.y].planet == NOPLANET: + if game.state.galaxy[w.x][w.y].planet == None: break new = planet() new.w = w @@ -6039,30 +5983,29 @@ def setup(needprompt): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[random.random()*3.0] + 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.plnets.append(new) + game.state.planets.append(new) # Locate Romulans - for i in range(1, game.state.nromrem+1): + for i in range(game.state.nromrem): w = randplace(GALSIZE) game.state.galaxy[w.x][w.y].romulans += 1 # Locate the Super Commander 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 <= MXKLQUAD: + 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!) - if thing.x != -1: + global thing + if thing == None: thing = randplace(GALSIZE) - else: - invalidate(thing) skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: @@ -6084,7 +6027,7 @@ def setup(needprompt): prout(_("And one (GULP) Super-Commander.")) prout(_("%d stardates.") % int(game.intime)) proutn(_("%d starbases in ") % game.inbase) - for i in range(1, game.inbase+1): + for i in range(game.inbase): proutn(`game.state.baseq[i]`) proutn(" ") skip(2) @@ -6096,13 +6039,14 @@ def setup(needprompt): prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) - if game.nenhere - iqhere-game.ithere: + 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 + # choose your game type + global thing while True: game.tourn = 0 game.thawed = False @@ -6119,8 +6063,7 @@ def choose(needprompt): if aaitem == 0: chew() continue # We don't want a blank entry - game.tourn = int(aaitem) - thing.x = -1 + game.tourn = int(round(aaitem)) random.seed(aaitem) break if isit("saved") or isit("frozen"): @@ -6190,19 +6133,19 @@ def choose(needprompt): # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = 2.0 + random.random()*(BASEMAX-2.0) + game.state.rembase = random.randint(BASEMIN, BASEMAX) game.inbase = game.state.rembase game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random() + game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()) if game.options & OPTION_WORLDS: - game.inplan += NINHAB - game.state.nromrem = game.inrom = (2.0+random.random())*game.skill + game.inplan += int(NINHAB) + game.state.nromrem = game.inrom = 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 = game.skill + 0.0625*game.inkling*random.random() + 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 @@ -6244,10 +6187,8 @@ def newqad(shutup): # set up a new state of quadrant, for when we enter or re-enter it w = coord() game.justin = True - invalidate(game.base) game.klhere = 0 game.comhere = False - invalidate(game.plnet) game.ishere = False game.irhere = 0 game.iplnet = 0 @@ -6257,17 +6198,13 @@ def newqad(shutup): game.landed = False game.ientesc = False game.ithere = False - iqhere = 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 - # Clear quadrant - for i in range(1, QUADSIZE+1): - for j in range(1, QUADSIZE+1): - game.quad[i][j] = IHDOT q = game.state.galaxy[game.quadrant.x][game.quadrant.y] # cope with supernova if q.supernova: @@ -6275,33 +6212,30 @@ def newqad(shutup): game.klhere = q.klingons game.irhere = q.romulans game.nenhere = game.klhere + game.irhere - # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship - if q.klingons: w.x = w.y = 0 # quiet a gcc warning # Position ordinary Klingons - for i in range(1, game.klhere+1): + for i in range(game.klhere): w = newkling(i) # If we need a commander, promote a Klingon - for i in range(1, game.state.remcom+1): - if same(game.state.kcmdr[i], game.quadrant): + 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[1].x][game.ks[1].y] = IHS + 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+1, game.nenhere+1): + for i in range(game.klhere, game.nenhere): w = dropin(IHR) game.ks[i] = w game.kdist[i] = game.kavgd[i] = distance(game.sector, w) @@ -6309,18 +6243,17 @@ def newqad(shutup): # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) - # If quadrant needs a planet, put it in - if q.planet != NOPLANET: + if q.planet: game.iplnet = q.planet - if game.state.planets[q.planet].inhabited == UNINHABITED: + if not q.planet.inhabited: game.plnet = dropin(IHP) else: game.plnet = dropin(IHW) # Check for condition newcnd() # And finally the stars - for i in range(1, q.stars+1): + for i in range(q.stars): dropin(IHSTAR) # Check for RNZ @@ -6333,14 +6266,13 @@ def newqad(shutup): skip(1) prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) - if shutup==0: # Put in THING if needed - if same(thing, game.quadrant): + global thing + if thing == game.quadrant: w = dropin(IHQUEST) thing = randplace(GALSIZE) game.nenhere += 1 - iqhere = True game.ks[game.nenhere] = w game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, w) @@ -6349,15 +6281,14 @@ def newqad(shutup): 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((1, QUADSIZE)) - game.tholian.y = random.choice((1, QUADSIZE)) + 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 @@ -6368,40 +6299,38 @@ def newqad(shutup): 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[1][1]==IHDOT: - game.quad[1][1] = 'X' - if game.quad[1][QUADSIZE]==IHDOT: - game.quad[1][QUADSIZE] = 'X' - if game.quad[QUADSIZE][1]==IHDOT: - game.quad[QUADSIZE][1] = 'X' - if game.quad[QUADSIZE][QUADSIZE]==IHDOT: - game.quad[QUADSIZE][QUADSIZE] = 'X' + if game.quad[0][0]==IHDOT: + game.quad[0][0] = 'X' + if game.quad[0][QUADSIZE-1]==IHDOT: + game.quad[0][QUADSIZE-1] = 'X' + if game.quad[QUADSIZE-1][0]==IHDOT: + game.quad[QUADSIZE-1][0] = 'X' + if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' sortklings() - # Put in a few black holes for i in range(1, 3+1): if random.random() > 0.5: dropin(IHBLANK) - # Take out X's in corners if Tholian present if game.ithere: - if game.quad[1][1]=='X': - game.quad[1][1] = IHDOT - if game.quad[1][QUADSIZE]=='X': - game.quad[1][QUADSIZE] = IHDOT - if game.quad[QUADSIZE][1]=='X': - game.quad[QUADSIZE][1] = IHDOT - if game.quad[QUADSIZE][QUADSIZE]=='X': - game.quad[QUADSIZE][QUADSIZE] = IHDOT + if game.quad[0][0]=='X': + game.quad[0][0] = IHDOT + if game.quad[0][QUADSIZE-1]=='X': + game.quad[0][QUADSIZE-1] = IHDOT + if game.quad[QUADSIZE-1][0]=='X': + game.quad[QUADSIZE-1][0] = IHDOT + if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': + game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT def sortklings(): # sort Klingons by distance from us # The author liked bubble sort. So we will use it. :-( - if game.nenhere-iqhere-game.ithere < 2: + if game.nenhere-(thing==game.quadrant)-game.ithere < 2: return while True: sw = False - for j in range(1, game.nenhere): + for j in range(game.nenhere): if game.kdist[j] > game.kdist[j+1]: sw = True t = game.kdist[j] @@ -6435,7 +6364,7 @@ def setpassword(): else: game.passwd = "" for i in range(3): - game.passwd[i] += chr(97+int(random.random()*25)) + game.passwd += chr(97+int(random.random()*25)) # Code from sst.c begins here @@ -6490,7 +6419,7 @@ def listCommands(): k = 0 proutn(_("LEGAL COMMANDS ARE:")) for key in commands: - if ACCEPT(cmd): + if ACCEPT(key): if k % 5 == 0: skip(1) proutn("%-12s " % key) @@ -6565,7 +6494,6 @@ def makemoves(): hitme = False game.justin = False game.optime = 0.0 - i = -1 chew() setwnd(prompt_window) clrscr() @@ -6578,15 +6506,20 @@ def makemoves(): clrscr() setwnd(message_window) clrscr() - cmd = citem.upoper - if cmd not in commands: + candidates = filter(lambda x: x.startswith(citem.upper()), + commands) + if len(candidates) == 1: + cmd = candidates[0] + break + elif candidates and not (game.options & OPTION_PLAIN): + prout("Commands with that prefix: " + " ".join(candidates)) + else: listCommands() continue - commandhook(commands[i].name, True) if cmd == "SRSCAN": # srscan srscan() elif cmd == "STATUS": # status - status(0) + status() elif cmd == "REQUEST": # status request request() elif cmd == "LRSCAN": # long range scan @@ -6686,12 +6619,11 @@ def makemoves(): elif cmd == "SEED": # set random-number seed key = scan() if key == IHREAL: - seed = int(aaitem) + seed = int(round(aaitem)) #ifdef BSD_BUG_FOR_BUG # elif cmd == "VISUAL": # visual() # perform visual scan #endif - commandhook(commands[i].name, False) while True: if game.alldone: break # Game has ended @@ -6733,22 +6665,17 @@ def cramen(cmd): else: s = "Unknown??" proutn(s) -def cramlc(loctype, w): - # name a location - if loctype == "quadrant": - buf = _("Quadrant ") - elif loctype == "sector": - buf = _("Sector ") - buf += ("%d - %d" % (w.x, w.y)) - return buf - def crmena(stars, enemy, loctype, w): # print an enemy and his location if stars: proutn("***") cramen(enemy) proutn(_(" at ")) - proutn(cramlc(loctype, w)) + if loctype == "quadrant": + buf = _("Quadrant ") + elif loctype == "sector": + buf = _("Sector ") + proutn(buf + `w`) def crmshp(): # print our ship name @@ -6771,8 +6698,8 @@ def expran(avrage): def randplace(size): # choose a random location w = coord() - w.x = random.randint(1, size) - w.y = random.randint(1, size) + w.x = random.randint(0, size-1) + w.y = random.randint(0, size-1) return w def chew(): @@ -6787,7 +6714,7 @@ def chew2(): def scan(): # Get a token from the user - global inqueue, line, citem + global inqueue, line, citem, aaitem aaitem = 0.0 citem = '' @@ -6802,6 +6729,9 @@ def scan(): 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 @@ -6850,7 +6780,7 @@ def debugme(): game.lsupres = game.inlsr proutn("Reset damage? ") if ja() == True: - for i in range(0, NDEVICES): + for i in range(NDEVICES): if game.damage[i] > 0.0: game.damage[i] = 0.0 proutn("Toggle debug flag? ") @@ -6914,13 +6844,13 @@ def debugme(): prout("Event %d canceled, no x coordinate." % (i)) unschedule(i) continue - w.x = int(aaitem) + w.x = int(round(aaitem)) key = scan() if key != IHREAL: prout("Event %d canceled, no y coordinate." % (i)) unschedule(i) continue - w.y = int(aaitem) + w.y = int(round(aaitem)) ev.quadrant = w chew() proutn("Induce supernova here? ") @@ -6929,23 +6859,23 @@ def debugme(): atover(True) if __name__ == '__main__': - global line, thing, game + global line, thing, game, idebug, iqengry game = citem = aaitem = inqueue = None line = '' thing = coord() + iqengry = False game = gamestate() - + idebug = 0 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY) # Disable curses mode until the game logic is working. # if os.getenv("TERM"): # game.options |= OPTION_CURSES | OPTION_SHOWME # else: game.options |= OPTION_TTY - seed = time.time() (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") for (switch, val) in options: - if switch == 'r': + if switch == '-r': try: replayfp = open(optarg, "r") except IOError: @@ -6960,10 +6890,10 @@ if __name__ == '__main__': os.exit(1) game.options |= OPTION_TTY game.options &=~ OPTION_CURSES - elif switch == 't': + elif switch == '-t': game.options |= OPTION_TTY game.options &=~ OPTION_CURSES - elif switch == 'x': + elif switch == '-x': idebug = True else: sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") @@ -6977,18 +6907,16 @@ if __name__ == '__main__': #setlinebuf(logfp) logfp.write("seed %d\n" % (seed)) random.seed(seed) - iostart() - - for tok in arguments: - line += tok - line += " " - + if arguments: + inqueue = arguments + else: + inqueue = None while True: # Play a game setwnd(fullscreen_window) clrscr() prelim() - setup(needprompt=not line) + setup(needprompt=not inqueue) if game.alldone: score() game.alldone = False @@ -6997,7 +6925,6 @@ if __name__ == '__main__': skip(1) stars() skip(1) - if game.tourn and game.alldone: proutn(_("Do you want your score recorded?")) if ja() == True: @@ -7009,4 +6936,3 @@ if __name__ == '__main__': skip(1) prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) raise SysExit, 0 -