X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=f2b0bd0ec2bf70eb6ae6e6c6eb65013a58cff59c;hp=94a7184d417628d66659dc6be2a2bf526a34d6af;hb=ec0c6c4b54b2eac3f1de1768dd342d2ed1390f6f;hpb=b849c5fbc49f1f6752b5879fbe6dbef99f24f921 diff --git a/src/sst.py b/src/sst.py index 94a7184..f2b0bd0 100644 --- a/src/sst.py +++ b/src/sst.py @@ -201,10 +201,6 @@ FOREVER = 1e30 MAXBURST = 3 MINCMDR = 10 -# These functions hide the difference between 0-origin and 1-origin addressing. -def VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y)=0 and self.i=0 and self.j=0 and self.i=0 and self.j temp: temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not VALID_SECTOR(jw.i, jw.j): + bumpto.i = int(w.i+xx+0.5) + bumpto.j = int(w.j+yy+0.5) + if not bumpto.valid_sector(): return hit - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==IHBLANK: finish(FHOLE) return hit - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!=IHDOT: # can't move into object return hit - game.sector = jw + game.sector = bumpto proutn(crmshp()) - shoved = True + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + prout(_(" displaced by blast to Sector %s ") % bumpto) + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy # find the enemy if iquad in (IHC, IHS) and withprob(0.05): @@ -1327,7 +1329,7 @@ def torpedo(origin, course, dispersion, number, nburst): break kp = math.fabs(enemy.kpower) h1 = 700.0 + randrange(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp @@ -1340,28 +1342,34 @@ def torpedo(origin, course, dispersion, number, nburst): return None proutn(crmena(True, iquad, "sector", w)) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(randreal()-0.5) + ang = track.angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not VALID_SECTOR(jw.i, jw.j): + bumpto.i = int(w.i+xx+0.5) + bumpto.j = int(w.j+yy+0.5) + if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == IHBLANK: prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) + deadkl(w, iquad, bumpto) return None - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j] != IHDOT: # can't move into object prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True + enemy.kloc = bumpto + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + prout(_(" displaced by blast to Sector %s ") % bumpto) + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None break elif iquad == IHB: # Hit a base skip(1) @@ -1458,16 +1466,6 @@ def torpedo(origin, course, dispersion, number, nburst): skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.i][w.j]=IHDOT - game.quad[jw.i][jw.j]=iquad - prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(len(game.enemies)): - game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) - return None skip(1) prout(_("Torpedo missed.")) return None; @@ -1699,7 +1697,7 @@ def deadkl(w, type, mv): def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." - if not VALID_SECTOR(w.i, w.j): + if not w.valid_sector(): huh() return None delta = coord() @@ -2454,40 +2452,36 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - game.probe += game.probein - newloc = (game.probe / float(QUADSIZE)).snaptogrid() - if newloc != game.probec: - game.probec = newloc - if not VALID_QUADRANT(game.probec.i, game.probec.j) or \ - game.state.galaxy[game.probec.i][game.probec.j].supernova: + if game.probe.next(grain=QUADSIZE): + if not game.probe.quadrant().valid_quadrant() or \ + game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova if communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) - if not VALID_QUADRANT(game.probec.i, game.probec.j): - proutn(_("has left the galaxy.\"")) + if not game.probe.quadrant().valid_quadrant(): + prout(_("has left the galaxy.\"")) else: - proutn(_("is no longer transmitting.\"")) + prout(_("is no longer transmitting.\"")) unschedule(FDSPROB) continue if communicating(): - announce() + #announce() skip(1) - proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec) - pdest = game.state.galaxy[game.probec.i][game.probec.j] - # Update star chart if Radio is working or have access to radio + prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j] if communicating(): - chp = game.state.chart[game.probec.i][game.probec.j] + chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j] chp.klingons = pdest.klingons chp.starbase = pdest.starbase chp.stars = pdest.stars pdest.charted = True - game.proben -= 1 # One less to travel - if game.proben == 0 and game.isarmed and pdest.stars: - supernova(game.probec) # fire in the hole! + game.probe.moves -= 1 # One less to travel + if game.probe.moves == 0 and game.isarmed and pdest.stars: + supernova(game.probe) # fire in the hole! unschedule(FDSPROB) - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2550,14 +2544,15 @@ def events(): continue # full right now # reproduce one Klingon w = ev.quadrant + m = coord() if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one - for i in range(w.i - 1, w.i + 2): - for j in range(w.j - 1, w.j + 2): - if not VALID_QUADRANT(i, j): + for m.i in range(w.i - 1, w.i + 2): + for m.j in range(w.j - 1, w.j + 2): + if not m.valid_quadrant(): continue - q = game.state.galaxy[w.i][w.j] + q = game.state.galaxy[m.i][m.j] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue @@ -2565,7 +2560,7 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.i = i; w.j = j + w = m # deliver the child game.state.remkl += 1 q.klingons += 1 @@ -2574,7 +2569,6 @@ def events(): game.enemies.append(newkling()) # recompute time left game.recompute() - # report the disaster if we can if communicating(): if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) @@ -2660,7 +2654,7 @@ def nova(nov): if offset.j==0 and offset.i==0: continue neighbor = start + offset - if not VALID_SECTOR(neighbor.j, neighbor.i): + if not neighbor.valid_sector(): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction @@ -2732,7 +2726,7 @@ def nova(nov): break newc = neighbor + neighbor - hits[mm] proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) - if not VALID_SECTOR(newc.i, newc.j): + if not newc.valid_sector(): # can't leave quadrant skip(1) break @@ -2751,17 +2745,18 @@ def nova(nov): game.quad[newc.i][newc.j] = iquad game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. - game.dist = kount*0.1 - game.direc = course[3*(bump.i+1)+bump.j+2] - if game.direc == 0.0: - game.dist = 0.0 - if game.dist == 0.0: + dist = kount*0.1 + direc = course[3*(bump.i+1)+bump.j+2] + if direc == 0.0: + dist = 0.0 + if dist == 0.0: return - game.optime = 10.0*game.dist/16.0 + course = course(bearing=direc, distance=dist) + game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(novapush=True) - game.optime = 10.0*game.dist/16.0 + imove(course, novapush=True) + game.optime = course.time(warp=4) return def supernova(w): @@ -3278,7 +3273,7 @@ def plaque(): fp.write(_("Emeritus level\n\n")) else: fp.write(_(" Cheat level\n\n")) - timestring = ctime() + timestring = time.ctime() fp.write(_(" This day of %.6s %.4s, %.8s\n\n") % (timestring+4, timestring+20, timestring+11)) fp.write(_(" Your score: %d\n\n") % iscore) @@ -3342,7 +3337,7 @@ def waitfor(): def announce(): skip(1) - prouts(_("[ANOUNCEMENT ARRIVING...]")) + prouts(_("[ANNOUNCEMENT ARRIVING...]")) skip(1) def pause_game(): @@ -3584,7 +3579,7 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(novapush): +def imove(course=None, novapush=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." w = coord(); final = coord() trbeam = False @@ -3609,7 +3604,7 @@ def imove(novapush): if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) + angle = ((15.0 - course.bearing) * 0.5235988) deltax = -math.sin(angle) deltay = math.cos(angle) if math.fabs(deltax) > math.fabs(deltay): @@ -3622,20 +3617,20 @@ def imove(novapush): if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True game.condition = "red" - game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move within the quadrant game.quad[game.sector.i][game.sector.j] = IHDOT x = game.sector.i y = game.sector.j - n = int(10.0*game.dist*bigger+0.5) + n = int(10.0*course.distance*bigger+0.5) if n > 0: for m in range(1, n+1): x += deltax y += deltay w.i = int(round(x)) w.j = int(round(y)) - if not VALID_SECTOR(w.i, w.j): + if not w.valid_sector(): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova if len(game.enemies) != 0 and not novapush: @@ -3655,8 +3650,8 @@ def imove(novapush): # compute final position -- new quadrant and sector x = (QUADSIZE*game.quadrant.i)+game.sector.i y = (QUADSIZE*game.quadrant.j)+game.sector.j - w.i = int(round(x+10.0*game.dist*bigger*deltax)) - w.j = int(round(y+10.0*game.dist*bigger*deltay)) + w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax)) + w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay)) # check for edge of galaxy kinks = 0 while True: @@ -3704,8 +3699,8 @@ def imove(novapush): iquad = game.quad[w.i][w.j] if iquad != IHDOT: # object encountered in flight path - stopegy = 50.0*game.dist/game.optime - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) + stopegy = 50.0*course.dist/game.optime + course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w for enemy in game.enemies: @@ -3719,11 +3714,9 @@ def imove(novapush): skip(1) proutn("***" + crmshp()) proutn(_(" pulled into black hole at Sector %s") % w) - # # Getting pulled into a black hole was certain # death in Almy's original. Stas Sergeev added a # possibility that you'll get timewarped instead. - # n=0 for m in range(NDEVICES): if game.damage[m]>0: @@ -3754,7 +3747,7 @@ def imove(novapush): # We're here! no_quad_change() return - game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) + course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) game.sector = w final = game.sector no_quad_change() @@ -3797,6 +3790,14 @@ def dock(verbose): # because it involves giving x and y motions, yet the coordinates # are always displayed y - x, where +y is downward! +def cartesian(loc1=None, loc2=None): + if loc1 is None: + return game.quadrant * QUADSIZE + game.sector + elif loc2 is None: + return game.quadrant * QUADSIZE + loc1 + else: + return loc1 * QUADSIZE + loc2 + def getcourse(isprobe): "Get a course and distance from the user." key = 0 @@ -3809,7 +3810,7 @@ def getcourse(isprobe): prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scanner.chew() - return False + raise TrekError while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: @@ -3837,7 +3838,7 @@ def getcourse(isprobe): else: huh() scanner.chew() - return False + raise TrekError else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -3845,6 +3846,7 @@ def getcourse(isprobe): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3856,12 +3858,12 @@ def getcourse(isprobe): key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xi = int(round(scanner.real))-1 key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xj = int(round(scanner.real))-1 key = scanner.next() if key == "IHREAL": @@ -3870,7 +3872,7 @@ def getcourse(isprobe): key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError xl = int(round(scanner.real))-1 dquad.i = xi dquad.j = xj @@ -3888,9 +3890,9 @@ def getcourse(isprobe): dsect.i = xi dsect.j = xj itemp = "normal" - if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j): + if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() - return False + raise TrekError skip(1) if not isprobe: if itemp > "curt": @@ -3899,7 +3901,6 @@ def getcourse(isprobe): else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here - delta = coord() delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) else: # manual @@ -3911,27 +3912,59 @@ def getcourse(isprobe): itemp = "verbose" if key != "IHREAL": huh() - return False + raise TrekError delta.j = scanner.real key = scanner.next() if key != "IHREAL": huh() - return False + raise TrekError delta.i = scanner.real # Check for zero movement if delta.i == 0 and delta.j == 0: scanner.chew() - return False + raise TrekError if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) - # Course actually laid in. - game.dist = delta.distance() - game.direc = delta.bearing() - if game.direc < 0.0: - game.direc += 12.0 scanner.chew() - return True + return course(bearing=delta.bearing(), distance=delta.distance()) + +class course: + def __init__(self, bearing, distance, origin=None): + self.distance = distance + self.bearing = bearing + # The bearing() code we inherited from FORTRAN is actually computing + # clockface directions! + if self.bearing < 0.0: + self.bearing += 12.0 + self.angle = ((15.0 - self.bearing) * 0.5235988) + if origin is None: + self.location = cartesian(game.quadrant, game.sector) + else: + self.location = cartesian(game.quadrant, origin) + self.increment = coord(-math.sin(self.angle), math.cos(self.angle)) + bigger = max(abs(self.increment.i), abs(self.increment.j)) + self.increment /= bigger + self.moves = 10*self.distance*bigger +0.5 + def next(self, grain=1): + "Next step on course." + self.moves -=1 + self.nextlocation = self.location + self.increment + oldloc = (self.location/grain).roundtogrid() + newloc = (self.nextlocation/grain).roundtogrid() + self.location = self.nextlocation + if newloc != oldloc: + return True + else: + return False + def quadrant(self): + return (self.location / QUADSIZE).roundtogrid() + def sector(self): + return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE) + def power(self, warp): + return self.distance*(warp**3)*(game.shldup+1) + def time(self, warp): + return 10.0*self.distance/warp**2 def impulse(): "Move under impulse power." @@ -3942,9 +3975,11 @@ def impulse(): prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: - if not getcourse(isprobe=False): + try: + course = getcourse(isprobe=False) + except TrekError: return - power = 20.0 + 100.0*game.dist + power = 20.0 + 100.0*course.distance else: power = 30.0 if power >= game.energy: @@ -3961,7 +3996,7 @@ def impulse(): scanner.chew() return # Make sure enough time is left for the trip - game.optime = game.dist/0.095 + game.optime = course.dist/0.095 if game.optime >= game.state.remtime: prout(_("First Officer Spock- \"Captain, our speed under impulse")) prout(_("power is only 0.95 sectors per stardate. Are you sure")) @@ -3969,26 +4004,26 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(novapush=False) + imove(course, novapush=False) game.ididit = True if game.alldone: return - power = 20.0 + 100.0*game.dist + power = 20.0 + 100.0*course.dist game.energy -= power - game.optime = game.dist/0.095 + game.optime = course.dist/0.095 if game.energy <= 0: finish(FNRG) return -def warp(timewarp): +def warp(course, involuntary): "ove under warp drive." blooey = False; twarp = False - if not timewarp: # Not WARPX entry + if not involuntary: # Not WARPX entry game.ididit = False if game.damage[DWARPEN] > 10.0: scanner.chew() skip(1) - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) + prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: scanner.chew() @@ -3996,18 +4031,22 @@ 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 - if not getcourse(isprobe=False): - 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: + # Read in course and distance + if course==None: + try: + course = getcourse(isprobe=False) + except TrekError: + return + # Make sure starship has enough energy for the trip + # Note: this formula is slightly different from the C version, + # and lets you skate a bit closer to the edge. + if course.power(game.warpfac) >= game.energy: # Insufficient power for trip game.ididit = False skip(1) prout(_("Engineering to bridge--")) if not game.shldup or 0.5*power > game.energy: - iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333) + iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333 if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: @@ -4019,10 +4058,9 @@ def warp(timewarp): prout(".") else: prout(_("We haven't the energy to go that far with the shields up.")) - return - + return # Make sure enough time is left for the trip - game.optime = 10.0*game.dist/game.warpfac**2 + game.optime = course.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -4038,12 +4076,12 @@ def warp(timewarp): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = game.dist*(6.0-game.warpfac)**2/66.666666666 + prob = course.dist*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True - game.dist = randreal(game.dist) + course.distance = randreal(course.distance) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4053,7 +4091,7 @@ def warp(timewarp): if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage - angle = ((15.0-game.direc)*0.5235998) + angle = ((15.0-course.bearing)*0.5235998) deltax = -math.sin(angle) deltay = math.cos(angle) if math.fabs(deltax) > math.fabs(deltay): @@ -4062,7 +4100,7 @@ def warp(timewarp): bigger = math.fabs(deltay) deltax /= bigger deltay /= bigger - n = 10.0 * game.dist * bigger +0.5 + n = 10.0 * course.distance * bigger +0.5 x = game.sector.i y = game.sector.j for l in range(1, n+1): @@ -4070,19 +4108,19 @@ def warp(timewarp): ix = x + 0.5 y += deltay iy = y +0.5 - if not VALID_SECTOR(ix, iy): + if not coord(ix, iy).valid_sector(): break if game.quad[ix][iy] != IHDOT: blooey = False twarp = False # Activate Warp Engines and pay the cost - imove(novapush=False) + imove(course, novapush=False) if game.alldone: return - game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) + game.energy -= course.power(game.warpfac) if game.energy <= 0: finish(FNRG) - game.optime = 10.0*game.dist/game.warpfac**2 + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4189,15 +4227,15 @@ def atover(igrab): game.warpfac = randreal(6.0, 8.0) 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)) + dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) distreq = randreal(math.sqrt(2)) if distreq < game.dist: - game.dist = distreq - game.optime = 10.0*game.dist/game.warpfac**2 - game.direc = randreal(12) # How dumb! + dist = distreq + course = course(bearing=randreal(12), distance=dist) # How dumb! + game.optime = course.time() game.justin = False game.inorbit = False - warp(True) + warp(course, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -4234,7 +4272,6 @@ def timwrp(): unschedule(FCDBAS) unschedule(FSCDBAS) game.battle.invalidate() - # Make sure Galileo is consistant -- Snapshot may have been taken # when on planet, which would give us two Galileos! gotit = False @@ -4305,17 +4342,11 @@ def probe(): game.isarmed = ja() elif key == "IHREAL": # first element of course scanner.push(scanner.token) - if not getcourse(isprobe=True): - return + try: + game.probe = getcourse(isprobe=True) + except TrekError: + return game.nprobes -= 1 - angle = ((15.0 - game.direc) * 0.5235988) - game.probein = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(game.probein.i), abs(game.probein.j)) - game.probein /= bigger - game.proben = 10.0*game.dist*bigger +0.5 - game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i, - game.quadrant.j*QUADSIZE + game.sector.j) - game.probec = copy.copy(game.quadrant) schedule(FDSPROB, 0.01) # Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) game.ididit = True @@ -4359,7 +4390,7 @@ def mayday(): game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: # found one -- finish up game.sector = w break @@ -4462,7 +4493,7 @@ def abandon(): game.quad[game.sector.i][game.sector.j] = IHDOT for l in range(QUADSIZE): game.sector = game.base.scatter() - if VALID_SECTOR(game.sector.i, game.sector.j) and \ + if game.sector.valid_sector() and \ game.quad[game.sector.i][game.sector.j] == IHDOT: break if l < QUADSIZE+1: @@ -5058,7 +5089,7 @@ def lrscan(silent): if not silent: proutn(" ") for y in range(game.quadrant.j-1, game.quadrant.j+2): - if not VALID_QUADRANT(x, y): + if not coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: @@ -5077,7 +5108,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5284,10 +5314,10 @@ def eta(): w2.j = 0 else: w2.j=QUADSIZE-1 - if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j): + if not w1.valid_quadrant() or not w2.valid_sector(): huh() return - game.dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ + dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) wfl = False if prompt: @@ -5299,7 +5329,7 @@ def eta(): ttime = scanner.real if ttime > game.state.date: ttime -= game.state.date # Actually a star date - twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 + twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) scanner.chew() @@ -5320,7 +5350,7 @@ def eta(): while True: scanner.chew() ttime = (10.0*game.dist)/twarp**2 - tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) + tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) if not game.shldup or tpower > game.energy*2.0: @@ -6037,10 +6067,8 @@ def helpme(): 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() @@ -6112,7 +6140,7 @@ def makemoves(): if game.ididit: hitme = True elif cmd == "MOVE": # move under warp - warp(False) + warp(course=None, involuntary=False) elif cmd == "SHIELDS": # shields doshield(shraise=False) if game.ididit: