From: Eric S. Raymond Date: Tue, 17 Oct 2006 17:31:52 +0000 (+0000) Subject: Equates for display character names made sense when the values were X-Git-Tag: 2.0~59 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=10dd0ac8c8c0985fb0fa2087b33ea435cd21f9de;hp=22f7cb3bfdf2e4759470f5decce4dba8c306e139 Equates for display character names made sense when the values were FORTRAN literals, but in Python it makes better readability to just let the name of the display character be itself. Search and replace is easy. --- diff --git a/src/sst.py b/src/sst.py index 3f37ea3..637a65d 100644 --- a/src/sst.py +++ b/src/sst.py @@ -33,26 +33,6 @@ FOREVER = 1e30 MAXBURST = 3 MINCMDR = 10 -# How to represent features -IHR = 'R', -IHK = 'K', -IHC = 'C', -IHS = 'S', -IHSTAR = '*', -IHP = 'P', -IHW = '@', -IHB = 'B', -IHBLANK = ' ', -IHDOT = '.', -IHQUEST = '?', -IHE = 'E', -IHF = 'F', -IHT = 'T', -IHWEB = '#', -IHMATER0 = '-', -IHMATER1 = 'o', -IHMATER2 = '0' - class TrekError: pass @@ -267,10 +247,10 @@ class enemy: motion = (loc != self.kloc) if self.kloc.i is not None and self.kloc.j is not None: if motion: - if self.type == IHT: - game.quad[self.kloc.i][self.kloc.j] = IHWEB + if self.type == 'T': + game.quad[self.kloc.i][self.kloc.j] = '#' else: - game.quad[self.kloc.i][self.kloc.j] = IHDOT + game.quad[self.kloc.i][self.kloc.j] = '.' if loc: self.kloc = copy.copy(loc) game.quad[self.kloc.i][self.kloc.j] = self.type @@ -371,25 +351,6 @@ class gamestate: # if the only remaining klingon is SCOM. game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) -IHR = 'R' -IHK = 'K' -IHC = 'C' -IHS = 'S' -IHSTAR = '*' -IHP = 'P' -IHW = '@' -IHB = 'B' -IHBLANK = ' ' -IHDOT = '.' -IHQUEST = '?' -IHE = 'E' -IHF = 'F' -IHT = 'T' -IHWEB = '#' -IHMATER0 = '-' -IHMATER1 = 'o' -IHMATER2 = '0' - FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -447,11 +408,11 @@ def tryexit(enemy, look, irun): iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 if not welcoming(iq): return False; - if enemy.type == IHR: + if enemy.type == 'R': return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if enemy.type == IHC: + if enemy.type == 'C': if iq in game.state.kcmdr: return False # refuse to leave if currently attacking starbase @@ -474,7 +435,7 @@ def tryexit(enemy, look, irun): # Handle global matters related to escape game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.state.galaxy[iq.i][iq.j].klingons += 1 - if enemy.type==IHS: + if enemy.type=='S': game.iscate = False game.ientesc = False game.isatb = 0 @@ -538,7 +499,7 @@ def movebaddy(enemy): dist1 = enemy.kdist mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it - if enemy.type==IHS and \ + if enemy.type=='S' and \ (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE @@ -628,10 +589,10 @@ def movebaddy(enemy): break look.j = next.j + krawlj krawlj = -krawlj - elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT: + elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship if game.quad[look.i][look.j] == game.ship and \ - (enemy.type == IHC or enemy.type == IHS): + (enemy.type == 'C' or enemy.type == 'S'): collision(rammed=True, enemy=enemy) return if krawli != m.i and m.j != 0: @@ -669,11 +630,11 @@ def moveklings(): # and do move if game.quadrant in game.state.kcmdr: for enemy in game.enemies: - if enemy.type == IHC: + if enemy.type == 'C': movebaddy(enemy) if game.state.kscmdr==game.quadrant: for enemy in game.enemies: - if enemy.type == IHS: + if enemy.type == 'S': movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! @@ -681,7 +642,7 @@ def moveklings(): # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: - if enemy.type in (IHK, IHR): + if enemy.type in ('K', 'R'): movebaddy(enemy) game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) @@ -703,7 +664,7 @@ def movescom(iq, avoid): game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: - if enemy.type == IHS: + if enemy.type == 'S': break enemy.move(None) game.klhere -= 1 @@ -863,34 +824,34 @@ def movetholian(): prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked - if game.quad[id.i][id.j] not in (IHDOT, IHWEB): + if game.quad[id.i][id.j] not in ('.', '#'): return here = copy.copy(game.tholian.kloc) delta = (id - game.tholian.kloc).sgn() # move in x axis while here.i != id.i: here.i += delta.i - if game.quad[here.i][here.j]==IHDOT: + if game.quad[here.i][here.j]=='.': game.tholian.move(here) # move in y axis while here.j != id.j: here.j += delta.j - if game.quad[here.i][here.j]==IHDOT: + if game.quad[here.i][here.j]=='.': game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): - if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: + if game.quad[0][i]!='#' and game.quad[0][i]!='T': return - if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT: + if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T': return - if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT: + if game.quad[i][0]!='#' and game.quad[i][0]!='T': return - if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT: + if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T': return # All plugged up -- Tholian splits - game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB - dropin(IHBLANK) - prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web.")) + game.quad[game.tholian.kloc.i][game.tholian.kloc.j]='#' + dropin(' ') + prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) return @@ -1060,7 +1021,7 @@ def collision(rammed, enemy): skip(2) proutn("***") proutn(crmshp()) - hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0) + hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0) if rammed: proutn(_(" rammed by ")) else: @@ -1114,12 +1075,12 @@ def torpedo(origin, bearing, dispersion, number, nburst): break iquad=game.quad[w.i][w.j] tracktorpedo(origin, w, step, number, nburst, iquad) - if iquad==IHDOT: + if iquad=='.': continue # hit something if not damaged(DSRSENS) or game.condition == "docked": skip(1); # start new line after text track - if iquad in (IHE, IHF): # Hit our ship + if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(100) - \ @@ -1134,24 +1095,24 @@ def torpedo(origin, bearing, dispersion, number, nburst): bumpto = displacement.sector() if not bumpto.valid_sector(): return hit - if game.quad[bumpto.i][bumpto.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==' ': finish(FHOLE) return hit - if game.quad[bumpto.i][bumpto.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!='.': # can't move into object return hit game.sector = bumpto proutn(crmshp()) - game.quad[w.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' 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 + elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy # find the enemy - if iquad in (IHC, IHS) and withprob(0.05): + if iquad in ('C', 'S') and withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None @@ -1178,63 +1139,63 @@ def torpedo(origin, bearing, dispersion, number, nburst): if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return - if game.quad[bumpto.i][bumpto.j] == IHBLANK: + if game.quad[bumpto.i][bumpto.j] == ' ': prout(_(" buffeted into black hole.")) deadkl(w, iquad, bumpto) - if game.quad[bumpto.i][bumpto.j] != IHDOT: + if game.quad[bumpto.i][bumpto.j] != '.': prout(_(" damaged but not destroyed.")) else: prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) enemy.kloc = bumpto - game.quad[w.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' game.quad[bumpto.i][bumpto.j]=iquad 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 == IHB: # Hit a base + elif iquad == 'B': # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq) - game.quad[w.i][w.j]=IHDOT + game.quad[w.i][w.j]='.' game.base.invalidate() game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1 game.state.basekl += 1 newcnd() return None - elif iquad == IHP: # Hit a planet + elif iquad == 'P': # Hit a planet prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = IHDOT + game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) return None - elif iquad == IHW: # Hit an inhabited world -- very bad! + elif iquad == '@': # Hit an inhabited world -- very bad! prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = IHDOT + game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) prout(_("The torpedo destroyed an inhabited planet.")) return None - elif iquad == IHSTAR: # Hit a star + elif iquad == '*': # Hit a star if withprob(0.9): nova(w) else: - prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast.")) + prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) return None - elif iquad == IHQUEST: # Hit a thingy + elif iquad == '?': # Hit a thingy if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) @@ -1252,32 +1213,32 @@ def torpedo(origin, bearing, dispersion, number, nburst): thing.angry = True shoved = True return None - elif iquad == IHBLANK: # Black hole + elif iquad == ' ': # Black hole skip(1) - prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo.")) + prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo.")) return None - elif iquad == IHWEB: # hit the web + elif iquad == '#': # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None - elif iquad == IHT: # Hit a Tholian + elif iquad == 'T': # Hit a Tholian h1 = 700.0 + randrange(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: - game.quad[w.i][w.j] = IHDOT + game.quad[w.i][w.j] = '.' deadkl(w, iquad, w) game.tholian = None return None skip(1) - proutn(crmena(True, IHT, "sector", w)) + proutn(crmena(True, 'T', "sector", w)) if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.tholian.move(None) - game.quad[w.i][w.j] = IHWEB - dropin(IHBLANK) + game.quad[w.i][w.j] = '#' + dropin(' ') return None else: # Problem! skip(1) @@ -1362,15 +1323,15 @@ def attack(torps_ok): r *= 0.25 if enemy.kpower < 500: r *= 0.25; - if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): + if enemy.type=='T' or (enemy.type=='?' and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (enemy.type == IHK and r > 0.0005) or \ - (enemy.type==IHC and r > 0.015) or \ - (enemy.type==IHR and r > 0.3) or \ - (enemy.type==IHS and r > 0.07) or \ - (enemy.type==IHQUEST and r > 0.05) + (enemy.type == 'K' and r > 0.0005) or \ + (enemy.type=='C' and r > 0.015) or \ + (enemy.type=='R' and r > 0.3) or \ + (enemy.type=='S' and r > 0.07) or \ + (enemy.type=='?' and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! @@ -1471,15 +1432,15 @@ def deadkl(w, type, mv): # Added mv to allow enemy to "move" before dying proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately - if type == IHR: + if type == 'R': # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 - elif type == IHT: + elif type == 'T': # Killed a Tholian game.tholian = None - elif type == IHQUEST: + elif type == '?': # Killed a Thingy global thing thing = None @@ -1487,16 +1448,16 @@ def deadkl(w, type, mv): # Killed some type of Klingon game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 - if type == IHC: + if type == 'C': game.state.kcmdr.remove(game.quadrant) unschedule(FTBEAM) if game.state.kcmdr: schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr))) if is_scheduled(FCDBAS) and game.battle == game.quadrant: unschedule(FCDBAS) - elif type == IHK: + elif type == 'K': game.state.remkl -= 1 - elif type == IHS: + elif type == 'S': game.state.nscrem -= 1 game.state.kscmdr.invalidate() game.isatb = 0 @@ -1700,7 +1661,7 @@ def hittem(hits): else: proutn(_("Very small hit on ")) ienm = game.quad[w.i][w.j] - if ienm==IHQUEST: + if ienm=='?': thing.angry = True proutn(crmena(False, ienm, "sector", w)) skip(1) @@ -1890,7 +1851,7 @@ def phasers(): msgflag = False rpow = 0.0 if damaged(DSRSENS) and \ - not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS): + not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'): prout(cramen(ienm) + _(" can't be located without short range scan.")) scanner.chew() key = "IHEOL" @@ -2067,7 +2028,7 @@ def events(): # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False - game.quad[game.base.i][game.base.j] = IHDOT + game.quad[game.base.i][game.base.j] = '.' game.base.invalidate() newcnd() skip(1) @@ -2459,8 +2420,8 @@ def nova(nov): supernova(game.quadrant) return # handle initial nova - game.quad[nov.i][nov.j] = IHDOT - prout(crmena(False, IHSTAR, "sector", nov) + _(" novas.")) + game.quad[nov.i][nov.j] = '.' + prout(crmena(False, '*', "sector", nov) + _(" novas.")) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 # Set up queue to recursively trigger adjacent stars @@ -2478,9 +2439,9 @@ def nova(nov): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + if iquad in ('.', '?', ' ', 'T', '#'): pass - elif iquad == IHSTAR: # Affect another star + elif iquad == '*': # Affect another star if withprob(0.05): # This star supernovas supernova(game.quadrant) @@ -2489,33 +2450,33 @@ def nova(nov): hits.append(neighbor) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 - proutn(crmena(True, IHSTAR, "sector", neighbor)) + proutn(crmena(True, '*', "sector", neighbor)) prout(_(" novas.")) - game.quad[neighbor.i][neighbor.j] = IHDOT + game.quad[neighbor.i][neighbor.j] = '.' kount += 1 - elif iquad in (IHP, IHW): # Destroy planet + elif iquad in ('P', '@'): # Destroy planet game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - if iquad == IHP: + if iquad == 'P': game.state.nplankl += 1 else: game.state.worldkl += 1 - prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) + prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() if game.landed: finish(FPNOVA) return - game.quad[neighbor.i][neighbor.j] = IHDOT - elif iquad == IHB: # Destroy base + game.quad[neighbor.i][neighbor.j] = '.' + elif iquad == 'B': # Destroy base game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq) game.base.invalidate() game.state.basekl += 1 newcnd() - prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) - game.quad[neighbor.i][neighbor.j] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship + prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) + game.quad[neighbor.i][neighbor.j] = '.' + elif iquad in ('E', 'F'): # Buffet ship prout(_("***Starship buffeted by nova.")) if game.shldup: if game.shield >= 2000.0: @@ -2534,9 +2495,9 @@ def nova(nov): return # add in course nova contributes to kicking starship bump += (game.sector-hits[mm]).sgn() - elif iquad == IHK: # kill klingon + elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + elif iquad in ('C','S','R'): # Damage/destroy big enemies for ll in range(len(game.enemies)): if game.enemies[ll].kloc == neighbor: break @@ -2551,17 +2512,17 @@ def nova(nov): skip(1) break iquad1 = game.quad[newc.i][newc.j] - if iquad1 == IHBLANK: - proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc)) + if iquad1 == ' ': + proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc)) skip(1) deadkl(neighbor, iquad, newc) break - if iquad1 != IHDOT: + if iquad1 != '.': # can't move into something else skip(1) break proutn(_(", buffeted to Sector %s") % newc) - game.quad[neighbor.i][neighbor.j] = IHDOT + game.quad[neighbor.i][neighbor.j] = '.' game.quad[newc.i][newc.j] = iquad game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. @@ -2617,7 +2578,7 @@ def supernova(w): num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): - if game.quad[ns.i][ns.j]==IHSTAR: + if game.quad[ns.i][ns.j]=='*': num -= 1 if num==0: break @@ -2724,7 +2685,7 @@ def selfdestruct(): def kaboom(): stars() - if game.ship==IHE: + if game.ship=='E': prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) @@ -2758,7 +2719,7 @@ def badpoints(): 45.0*game.nhelp +\ 100.0*game.state.basekl +\ 3.0*game.abandoned - if game.ship == IHF: + if game.ship == 'F': badpt += 100.0 elif game.ship == None: badpt += 200.0 @@ -2930,10 +2891,10 @@ def finish(ifin): prout(_("You are crushed into extremely dense matter.")) elif ifin == FCREW: prout(_("Your last crew member has died.")) - if game.ship == IHF: + if game.ship == 'F': game.ship = None - elif game.ship == IHE: - game.ship = IHF + elif game.ship == 'E': + game.ship = 'F' game.alive = False if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor @@ -2968,9 +2929,9 @@ def score(): iwon = 0 if game.gamewon: iwon = 100*game.skill - if game.ship == IHE: + if game.ship == 'E': klship = 0 - elif game.ship == IHF: + elif game.ship == 'F': klship = 1 else: klship = 2 @@ -3276,11 +3237,6 @@ def clrscr(): curwnd.refresh() linecount = 0 -def highvideo(): - "Set highlight video, if this is reasonable." - if game.options & OPTION_CURSES: - curwnd.attron(curses.A_REVERSE) - # # Things past this point have policy implications. # @@ -3357,7 +3313,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if i != 0 and step == 1: drawmaps(2) time.sleep(0.4) - if (iquad==IHDOT) or (iquad==IHBLANK): + if (iquad=='.') or (iquad==' '): put_srscan_sym(w, '+') #sound(step*10) #time.sleep(0.1) @@ -3462,16 +3418,16 @@ def imove(course=None, noattack=False): def check_collision(h): iquad = game.quad[h.i][h.j] - if iquad != IHDOT: + if iquad != '.': # object encountered in flight path stopegy = 50.0*course.distance/game.optime - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): + if iquad in ('T', 'K', 'C', 'S', 'R', '?'): for enemy in game.enemies: if enemy.kloc == game.sector: break collision(rammed=False, enemy=enemy) return True - elif iquad == IHBLANK: + elif iquad == ' ': skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) @@ -3494,7 +3450,7 @@ def imove(course=None, noattack=False): # something else skip(1) proutn(crmshp()) - if iquad == IHWEB: + if iquad == '#': prout(_(" encounters Tholian web at %s;") % h) else: prout(_(" blocked by object at %s;") % h) @@ -3517,7 +3473,7 @@ def imove(course=None, noattack=False): course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move out - game.quad[game.sector.i][game.sector.j] = IHDOT + game.quad[game.sector.i][game.sector.j] = '.' for m in range(course.moves): course.next() w = course.sector() @@ -3896,7 +3852,7 @@ def warp(course, involuntary): w = course.sector() if not w.valid_sector(): break - if game.quad[w.i][w.j] != IHDOT: + if game.quad[w.i][w.j] != '.': blooey = False twarp = False course.reset() @@ -4063,7 +4019,7 @@ def timwrp(): for l in range(game.inplan): if game.state.planets[l].known == "shuttle_down": gotit = True - if game.iscraft == "onship" and game.ship==IHE: + if game.iscraft == "onship" and game.ship=='E': prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) game.iscraft = "offship" # Likewise, if in the original time the Galileo was abandoned, but @@ -4090,7 +4046,7 @@ def probe(): if game.nprobes == 0: scanner.chew() skip(1) - if game.ship == IHE: + if game.ship == 'E': prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) else: prout(_("Ye Faerie Queene has no deep space probes.")) @@ -4169,13 +4125,13 @@ def mayday(): game.quadrant = ibq newqad() # dematerialize starship - game.quad[game.sector.i][game.sector.j]=IHDOT + game.quad[game.sector.i][game.sector.j]='.' proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ % (game.quadrant, crmshp())) game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]=='.': # found one -- finish up game.sector = w break @@ -4190,25 +4146,21 @@ def mayday(): elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) - game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] - #textcolor("red") + game.quad[ix][iy]=('-','o','O')[m-1] warble() if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) - #textcolor(None) if m > 3: - game.quad[ix][iy]=IHQUEST + game.quad[ix][iy]='?' game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return game.quad[ix][iy]=game.ship - #textcolor("green") prout(_("succeeds.")) - #textcolor(None) dock(False) skip(1) prout(_("Lt. Uhura- \"Captain, we made it!\"")) @@ -4217,7 +4169,7 @@ def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": - if game.ship!=IHE: + if game.ship!='E': prout(_("You cannot abandon Ye Faerie Queene.")) return else: @@ -4275,11 +4227,11 @@ def abandon(): newqad() while True: # position next to base by trial and error - game.quad[game.sector.i][game.sector.j] = IHDOT + game.quad[game.sector.i][game.sector.j] = '.' for l in range(QUADSIZE): game.sector = game.base.scatter() if game.sector.valid_sector() and \ - game.quad[game.sector.i][game.sector.j] == IHDOT: + game.quad[game.sector.i][game.sector.j] == '.': break if l < QUADSIZE+1: break # found a spot @@ -4287,7 +4239,7 @@ def abandon(): game.sector.j=QUADSIZE/2 newqad() # Get new commission - game.quad[game.sector.i][game.sector.j] = game.ship = IHF + game.quad[game.sector.i][game.sector.j] = game.ship = 'F' game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) @@ -4670,7 +4622,7 @@ def deathray(): game.ididit = False skip(1) scanner.chew() - if game.ship != IHE: + if game.ship != 'E': prout(_("Ye Faerie Queene has no death ray.")) return if len(game.enemies)==0: @@ -4754,8 +4706,8 @@ def deathray(): prout(_(" Mr. Sulu.")) for i in range(QUADSIZE): for j in range(QUADSIZE): - if game.quad[i][j] == IHDOT: - game.quad[i][j] = IHQUEST + if game.quad[i][j] == '.': + game.quad[i][j] = '?' prout(_(" Captain, our quadrant is now infested with")) prouts(_(" - - - - - - *THINGS*.")) skip(1) @@ -4829,7 +4781,7 @@ def report(): prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) if game.nhelp: prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) - if game.ship == IHE: + if game.ship == 'E': proutn(_("You have ")) if game.nprobes: proutn("%d" % (game.nprobes)) @@ -4956,16 +4908,7 @@ def chart(): def sectscan(goodScan, i, j): "Light up an individual dot in a sector." if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1): - if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF): - #if game.condition == "red": textcolor("red") - #elif game.condition == "green": textcolor("green") - #elif game.condition == "yellow": textcolor("yellow") - #elif game.condition == "docked": textcolor("cyan") - #elif game.condition == "dead": textcolor("brown") - if game.quad[i][j] != game.ship: - highvideo() proutn("%c " % game.quad[i][j]) - #textcolor(None) else: proutn("- ") @@ -5317,7 +5260,7 @@ def setup(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = game.shldchg = game.shldup = False - game.ship = IHE + game.ship = 'E' game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 @@ -5614,7 +5557,7 @@ def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) - if game.quad[w.i][w.j] == IHDOT: + if game.quad[w.i][w.j] == '.': break if iquad is not None: game.quad[w.i][w.j] = iquad @@ -5632,7 +5575,7 @@ def newcnd(): def newkling(): "Drop new Klingon into current quadrant." - return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) + return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill) def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." @@ -5641,7 +5584,7 @@ def newqad(): game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant - game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) + game.quad = fill2d(QUADSIZE, lambda i, j: '.') if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False @@ -5663,28 +5606,28 @@ def newqad(): for cmdr in game.state.kcmdr: if cmdr == game.quadrant: e = game.enemies[game.klhere-1] - game.quad[e.kloc.i][e.kloc.j] = IHC + game.quad[e.kloc.i][e.kloc.j] = 'C' e.kpower = randreal(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] - game.quad[e.kloc.i][e.kloc.j] = IHS + game.quad[e.kloc.i][e.kloc.j] = 'S' e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) # Put in Romulans if needed for i in range(q.romulans): - enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: - game.base = dropin(IHB) + game.base = dropin('B') # If quadrant needs a planet, put it in if q.planet: game.iplnet = q.planet if not q.planet.inhabited: - game.plnet = dropin(IHP) + game.plnet = dropin('P') else: - game.plnet = dropin(IHW) + game.plnet = dropin('@') # Check for condition newcnd() # Check for RNZ @@ -5699,7 +5642,7 @@ def newqad(): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing == game.quadrant: - enemy(type=IHQUEST, loc=dropin(), + enemy(type='?', loc=dropin(), power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) @@ -5714,37 +5657,37 @@ def newqad(): while True: w.i = withprob(0.5) * (QUADSIZE-1) w.j = withprob(0.5) * (QUADSIZE-1) - if game.quad[w.i][w.j] == IHDOT: + if game.quad[w.i][w.j] == '.': break - game.tholian = enemy(type=IHT, loc=w, + game.tholian = enemy(type='T', loc=w, power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners - if game.quad[0][0]==IHDOT: + if game.quad[0][0]=='.': game.quad[0][0] = 'X' - if game.quad[0][QUADSIZE-1]==IHDOT: + if game.quad[0][QUADSIZE-1]=='.': game.quad[0][QUADSIZE-1] = 'X' - if game.quad[QUADSIZE-1][0]==IHDOT: + if game.quad[QUADSIZE-1][0]=='.': game.quad[QUADSIZE-1][0] = 'X' - if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: + if game.quad[QUADSIZE-1][QUADSIZE-1]=='.': game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) # And finally the stars for i in range(q.stars): - dropin(IHSTAR) + dropin('*') # Put in a few black holes for i in range(1, 3+1): if withprob(0.5): - dropin(IHBLANK) + dropin(' ') # Take out X's in corners if Tholian present if game.tholian: if game.quad[0][0]=='X': - game.quad[0][0] = IHDOT + game.quad[0][0] = '.' if game.quad[0][QUADSIZE-1]=='X': - game.quad[0][QUADSIZE-1] = IHDOT + game.quad[0][QUADSIZE-1] = '.' if game.quad[QUADSIZE-1][0]=='X': - game.quad[QUADSIZE-1][0] = IHDOT + game.quad[QUADSIZE-1][0] = '.' if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': - game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT + game.quad[QUADSIZE-1][QUADSIZE-1] = '.' def setpassword(): "Set the self-destruct password." @@ -6031,18 +5974,18 @@ def makemoves(): def cramen(type): "Emit the name of an enemy or feature." - if type == IHR: s = _("Romulan") - elif type == IHK: s = _("Klingon") - elif type == IHC: s = _("Commander") - elif type == IHS: s = _("Super-commander") - elif type == IHSTAR: s = _("Star") - elif type == IHP: s = _("Planet") - elif type == IHB: s = _("Starbase") - elif type == IHBLANK: s = _("Black hole") - elif type == IHT: s = _("Tholian") - elif type == IHWEB: s = _("Tholian web") - elif type == IHQUEST: s = _("Stranger") - elif type == IHW: s = _("Inhabited World") + if type == 'R': s = _("Romulan") + elif type == 'K': s = _("Klingon") + elif type == 'C': s = _("Commander") + elif type == 'S': s = _("Super-commander") + elif type == '*': s = _("Star") + elif type == 'P': s = _("Planet") + elif type == 'B': s = _("Starbase") + elif type == ' ': s = _("Black hole") + elif type == 'T': s = _("Tholian") + elif type == '#': s = _("Tholian web") + elif type == '?': s = _("Stranger") + elif type == '@': s = _("Inhabited World") else: s = "Unknown??" return s @@ -6060,7 +6003,7 @@ def crmena(stars, enemy, loctype, w): def crmshp(): "Emit our ship name." - return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???") + return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???") def stars(): "Emit a line of stars"