author Eric S. Raymond Thu, 12 Oct 2006 13:43:31 +0000 (13:43 +0000) committer Eric S. Raymond Thu, 12 Oct 2006 13:43:31 +0000 (13:43 +0000)
 src/sst.py patch | blob | history

index bd01149621a1f10e24d6386883d9e0f3dbab4b13..41dcfbc821ee3930596b25c258f962c4b1ae696a 100644 (file)
@@ -1271,7 +1271,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
ac = bearing + 0.25*dispersion     # dispersion is a random variable
bullseye = (15.0 - bearing)*0.5235988
-    jw = coord(0, 0)
+    bumpto = coord(0, 0)
# Loop to move a single torpedo
track.next()
@@ -1290,9 +1290,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
hit = 700.0 + randreal(100) - \
-               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
newcnd(); # we're blown out of dock
-           # We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
ang = track.angle + 2.5*(randreal()-0.5)
@@ -1301,17 +1300,17 @@ def torpedo(origin, bearing, dispersion, number, nburst):
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 jw.valid_sector():
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+           if not bumpto.valid_sector():
return hit
finish(FHOLE)
return hit
# can't move into object
return hit
-           game.sector = jw
+           game.sector = bumpto
proutn(crmshp())
shoved = True
elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
@@ -1344,21 +1343,21 @@ def torpedo(origin, bearing, dispersion, number, nburst):
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 jw.valid_sector():
+           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
prout(_(" buffeted into black hole."))
return None
# can't move into object
prout(_(" damaged but not destroyed."))
return None
proutn(_(" damaged--"))
-           enemy.kloc = jw
+           enemy.kloc = bumpto
shoved = True
break
elif iquad == IHB: # Hit a base
@@ -1460,8 +1459,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
setwnd(message_window)
if shoved: