/usr/share/games/lightyears/code/game.py is in lightyears 1.4-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# 20,000 Light Years Into Space
# This game is licensed under GPL v2, and copyright (C) Jack Whitham 2006-07.
#
#
# The main loop of the game. This procedure is running
# whenever the game is on the screen.
import pygame , random , sys , math , time , pickle
from pygame.locals import *
import bresenham , intersect , extra , stats , mail , gametime
import menu , startup , save_menu , save_game , config , resource
import review , sound , tutor
from primitives import *
from quiet_season import Quiet_Season
from alien_invasion import Alien_Season
from quakes import Quake_Season
from storms import Storm_Season
from map_items import *
from steam_model import Steam_Model
from network import Network
from ui import User_Interface
from mail import New_Mail
class Game_Data:
pass
def Main_Loop(screen, clock, (width, height),
restore_pos, challenge):
# Initialisation of screen things.
menu_margin = height
screen.fill((0,0,0)) # screen is black during init
pygame.display.flip()
tutor.Off()
draw_obj.Flush_Draw_Obj_Cache() # in case of resize
# Grid setup
(w,h) = GRID_SIZE
assert w == h
Set_Grid_Size(height / h)
# Windows..
game_screen_rect = Rect(0, 0, menu_margin, height)
game_screen_surf = screen.subsurface(game_screen_rect)
menu_area = screen.subsurface(Rect(menu_margin, 0,
width - menu_margin, height))
menu_width = width - menu_margin
# Constraint on resolution applied here:
assert menu_width >= 100
def Sc(v):
# Original values were for 800x600 - scale that
# for whatever the user's screen res happens to be.
return ( v * height ) / 600
margin = Sc(10)
x1 = menu_margin + margin
menu_width1 = menu_width - ( margin * 2 )
picture = resource.Load_Image("headersm.jpg")
picture_rect = picture.get_rect().inflate(10,10)
picture_rect.center = (x1 + ( menu_width1 / 2 ),0)
picture_rect.top = margin
picture_surf = screen.subsurface(picture_rect)
stats_rect = Rect(x1, picture_rect.bottom + margin,
menu_width1, Sc(120))
stats_surf = screen.subsurface(stats_rect)
global_stats_rect = Rect(x1, stats_rect.bottom + margin,
menu_width1, Sc(110))
global_stats_surf = screen.subsurface(global_stats_rect)
controls_rect = Rect(x1, global_stats_rect.bottom + margin,
menu_width1, height -
( margin + global_stats_rect.bottom + margin ))
controls_surf = screen.subsurface(controls_rect)
def Special_Refresh():
extra.Tile_Texture(screen, "rivets.jpg",
Rect(menu_margin, 0,
menu_width, screen.get_rect().height))
edge = Rect(menu_margin, -10,
menu_width + 10, screen.get_rect().height + 10)
for r in [ stats_rect, global_stats_rect, edge ]:
extra.Line_Edging(screen, r, False)
r = picture.get_rect()
r.center = picture_surf.get_rect().center
extra.Line_Edging(picture_surf, r, False)
picture_surf.blit(picture, r.topleft)
Special_Refresh()
stats_surf.fill((0,0,0))
FRAME_RATE = 35
alarm_sound = sound.Persisting_Sound("emergency")
teaching = ( challenge == MENU_TUTORIAL )
# Game data holder
g = Game_Data()
g.version = startup.Get_Game_Version()
g.sysinfo = extra.Get_System_Info()
# Steam network initialisation
g.net = Network(teaching)
DIFFICULTY.Set(MENU_INTERMEDIATE)
# Establish equilibrium with initial network.
for i in xrange(300):
g.net.Steam_Think()
if ( g.net.hub.Get_Pressure() >= PRESSURE_GOOD ):
if ( DEBUG ):
print i,'steps required for equilibrium'
break
assert g.net.hub.Get_Pressure() >= PRESSURE_GOOD
# UI setup
ui = User_Interface(g.net, (width,height))
inputs = [
(controls_rect, ui.Control_Mouse_Down, ui.Control_Mouse_Move),
(game_screen_rect, ui.Game_Mouse_Down, ui.Game_Mouse_Move) ]
exit_options = [
(MENU_MENU, "Exit to Main Menu", []),
(MENU_QUIT, "Exit to " + extra.Get_OS(), [ K_F10 ])]
save_available = [(MENU_SAVE, "Save Game", []),
(MENU_LOAD, "Restore Game", []),
(None, None, [])]
if ( challenge == MENU_TUTORIAL ):
save_available = []
in_game_menu = menu.Menu([
(None, None, []),
(MENU_MUTE, "Toggle Sound", []),
(None, None, [])] +
save_available + [
(MENU_HIDE, "Return to Game", [ K_ESCAPE ])] + exit_options)
current_menu = in_game_menu
flash = True
loop_running = True
quit = False
stats_review = False
in_game_menu.Select(None)
mail.Initialise()
rt_then = time.time()
fps_count = 0
fps_time = rt_then
autosave_timer = 0
if ( restore_pos == None ):
DIFFICULTY.Set(challenge)
# Game variables
g.season = SEASON_START
g.season_ends = 0
g.season_effect = 0
g.season_fx = Quiet_Season(g.net)
g.work_units_used = 0
g.challenge = challenge
g.difficulty_level = 1.0
g.work_timer = 0.1
g.game_ends_at = None
g.game_running = True
g.game_time = gametime.Game_Time()
g.historian = []
g.historian_time = 0
g.win = False
g.warning_given = False
g.wu_integral = 0
mail.Set_Day(g.game_time.Get_Day())
def Summary(g):
lev = dict()
lev[ MENU_TUTORIAL ] = "a Tutorial"
lev[ MENU_BEGINNER ] = "a Beginner"
lev[ MENU_INTERMEDIATE ] = "an Intermediate"
lev[ MENU_EXPERT ] = "an Expert"
lev[ MENU_PEACEFUL ] = "a Peaceful"
assert g.challenge != None
assert lev.has_key( g.challenge )
New_Mail("You are playing " + lev[ g.challenge ] + " game.")
New_Mail("Win the game by upgrading your city to tech level %u."
% DIFFICULTY.CITY_MAX_TECH_LEVEL )
# Almost ready to start... but are we starting
# from a savegame?
def Restore(g, cmd):
(g2, result) = save_game.Load(g, cmd)
if ( result == None ):
g = g2
ui.net = g.net
mail.Initialise()
mail.Set_Day(g.game_time.Get_Day())
assert g.challenge != None
DIFFICULTY.Set(g.challenge)
New_Mail("Game restored. It is the " +
g.season_fx.name + " season.")
else:
New_Mail(result)
return g
if ( restore_pos != None ):
g.challenge = MENU_INTERMEDIATE
g = Restore(g, restore_pos)
assert g.challenge != None
Summary(g)
if ( g.challenge == MENU_TUTORIAL ):
tutor.On(( menu_margin * 40 ) / 100)
cur_time = g.game_time.time()
# Main loop
while ( loop_running ):
if ( g.game_running ):
flash = not flash
menu_inhibit = ui.Is_Menu_Open() or not g.game_running
# Insert delay...
# Hmm, I'm not sure if I know what this does.
clock.tick(FRAME_RATE)
rt_now = time.time()
rt_frame_length = rt_now - rt_then
rt_then = rt_now
fps_count += 1
if ( fps_count > 100 ):
if ( DEBUG ):
print '%1.2f fps' % ( float(fps_count) / ( rt_now - fps_time ) )
fps_time = rt_now
fps_count = 0
if ( not menu_inhibit ):
if ( not tutor.Frozen () ):
g.game_time.Advance(rt_frame_length)
draw_obj.Next_Frame() # Flashing lights on the various items
cur_time = g.game_time.time()
mail.Set_Day(g.game_time.Get_Day())
ui.Draw_Game(game_screen_surf, g.season_fx)
#if ( flash ):
#ui.Draw_Selection(picture_surf)
if ( g.challenge == MENU_TUTORIAL ):
until_next = []
elif ( g.challenge == MENU_PEACEFUL ):
until_next = [ ((128,128,128), 12, "Peaceful mode") ]
else:
until_next = [ ((128,128,128), 12, "(%d days until next season)" %
(( g.season_ends - cur_time ) + 1 )) ]
ui.Draw_Stats(stats_surf, [
((128,0,128), 18, "Day %u" % g.game_time.Get_Day()),
((128,128,0), 18, g.season_fx.name + " season") ] +
until_next +
g.season_fx.Get_Extra_Info())
ui.Draw_Controls(controls_surf)
if ( menu_inhibit ):
current_menu.Draw(screen)
alarm_sound.Set(0.0)
stats_back = (0,0,0)
supply = g.net.hub.Get_Steam_Supply()
demand = g.net.hub.Get_Steam_Demand()
if ( g.net.hub.Get_Pressure() < PRESSURE_DANGER ):
# You'll lose the game if you stay in this zone
# for longer than a timeout. Also, an
# alarm will sound.
if ( g.game_ends_at == None ):
sound.FX("steamcrit")
g.warning_given = True
New_Mail("Danger! The City needs more steam!", (255,0,0))
g.game_ends_at = cur_time + DIFFICULTY.GRACE_TIME
New_Mail("Game will end on Day %u unless supplies are increased." % (
int(g.game_ends_at) ), (255,0,0))
if ( flash ):
demand_colour = (255, 0, 0)
if ( not menu_inhibit ):
alarm_sound.Set(0.6)
else:
demand_colour = (128, 0, 0)
stats_back = (100, 0, 0)
elif ( g.net.hub.Get_Pressure() < PRESSURE_WARNING ):
g.game_ends_at = None
if ( flash ):
demand_colour = (255, 100, 0)
if ( not menu_inhibit ):
alarm_sound.Set(0.3)
else:
demand_colour = (128, 50, 0)
stats_back = (50, 25, 0)
else:
if ( g.warning_given ):
sound.FX("steamres")
g.warning_given = False
if ( g.net.hub.Get_Pressure() < PRESSURE_OK ):
demand_colour = (128, 128, 0)
else:
demand_colour = (0, 128, 0)
g.game_ends_at = None
alarm_sound.Set(0.0)
avw = g.net.hub.Get_Avail_Work_Units()
wu_unused = avw - g.work_units_used
if ( not menu_inhibit ):
global_stats_surf.fill(stats_back)
stats.Draw_Stats_Window(global_stats_surf, [
(CITY_COLOUR, 18, "Work Units Available"),
(None, None, (wu_unused, (255,0,255),
avw, (0,0,0))),
(CITY_COLOUR, 12, str(wu_unused) + " of " +
str(avw) + " total"),
(CITY_COLOUR, 18, "City - Supply:Demand"),
(demand_colour, 24, "%1.1f U : %1.1f U" % (
supply, demand)),
(CITY_COLOUR, 18, "City - Steam Pressure"),
(None, None, g.net.hub.Get_Pressure_Meter())])
if ( g.challenge == MENU_TUTORIAL ):
tutor.Draw(screen, g)
pygame.display.flip()
if ( not menu_inhibit ):
g.season_fx.Per_Frame(rt_frame_length)
ui.Frame_Advance(rt_frame_length)
# Timing effects
if ( g.work_timer <= cur_time ):
# Fixed periodic effects
g.work_timer = cur_time + 0.1
g.wu_integral += wu_unused
g.work_units_used = g.net.Work_Pulse(g.net.hub.Get_Avail_Work_Units())
g.net.Steam_Think()
g.net.Expire_Popups()
tutor.Examine_Game(g)
if ( g.season_effect <= cur_time ):
# Seasonal periodic effects
g.season_effect = cur_time + g.season_fx.Get_Period()
g.season_fx.Per_Period()
if ((( not tutor.Permit_Season_Change() )
and ( g.season == SEASON_QUIET ))
or ( g.challenge == MENU_PEACEFUL )):
g.season_ends = cur_time + 2
if ( g.season_ends <= cur_time ):
# Season change
if ( g.season == SEASON_START ):
g.season = SEASON_QUIET
g.season_fx = Quiet_Season(g.net)
elif (( g.season == SEASON_QUIET )
or ( g.season == SEASON_STORM )):
g.season = SEASON_ALIEN
g.season_fx = Alien_Season(g.net, g.difficulty_level)
sound.FX("aliensappr")
elif ( g.season == SEASON_ALIEN ):
g.season = SEASON_QUAKE
g.season_fx = Quake_Season(g.net, g.difficulty_level)
if ( not tutor.Active() ): # hack...
sound.FX("quakewarn")
elif ( g.season == SEASON_QUAKE ):
g.season = SEASON_STORM
g.season_fx = Storm_Season(g.net, g.difficulty_level)
g.difficulty_level *= 1.2 # 20% harder..
sound.FX("stormwarn")
else:
assert False
g.season_ends = cur_time + LENGTH_OF_SEASON
g.season_effect = cur_time + ( g.season_fx.Get_Period() / 2 )
if ( g.challenge != MENU_PEACEFUL ):
New_Mail("The " + g.season_fx.name +
" season has started.", (200,200,200))
just_ended = False
if (( g.game_ends_at != None )
and ( g.game_ends_at <= cur_time )
and ( g.game_running )):
# Game over - you lose
g.game_running = False
New_Mail("The City ran out of steam.", (255,0,0))
New_Mail("Game Over!", (255,255,0))
sound.FX("krankor")
just_ended = True
elif (( g.net.hub.tech_level >= DIFFICULTY.CITY_MAX_TECH_LEVEL )
and ( g.game_running )):
# Game over - you win!
g.game_running = False
g.win = True
New_Mail("The City is now fully upgraded!", (255,255,255))
New_Mail("You have won the game!", (255,255,255))
sound.FX("applause")
just_ended = True
if ( just_ended ):
current_menu = in_game_menu = menu.Menu([
(None, None, []),
(MENU_REVIEW, "Review Statistics", [])] +
exit_options)
in_game_menu.Select(None)
# Events
e = pygame.event.poll()
while ( e.type != NOEVENT ):
if e.type == QUIT:
loop_running = False
quit = True
elif (( e.type == MOUSEBUTTONDOWN )
or ( e.type == MOUSEMOTION )):
if (( e.type == MOUSEBUTTONDOWN )
and ( e.button != 1 )):
if ( not menu_inhibit ):
ui.Right_Mouse_Down()
elif ( not menu_inhibit ):
for (rect, click, move) in inputs:
if ( rect.collidepoint(e.pos)):
(x,y) = e.pos
x -= rect.left
y -= rect.top
if ( e.type == MOUSEMOTION ):
move((x,y))
else:
click((x,y))
elif ( menu_inhibit ):
if ( e.type == MOUSEMOTION ):
current_menu.Mouse_Move(e.pos)
else:
current_menu.Mouse_Down(e.pos)
elif e.type == KEYDOWN:
if ( not menu_inhibit ):
ui.Key_Press(e.key)
elif ( menu_inhibit ):
current_menu.Key_Press(e.key)
if ( DEBUG ):
# Cheats.
if ( e.key == K_F10 ):
New_Mail("SEASON ADVANCE CHEAT")
g.season_ends = 0
elif ( e.key == K_F9 ):
screen.fill((255,255,255))
elif ( e.key == K_F8 ):
# Lose the game cheat
# Heh, worst cheat ever.
g.game_ends_at = cur_time
e = pygame.event.poll()
# Any commands from the menu?
if ( menu_inhibit ):
cmd = current_menu.Get_Command()
current_menu.Select(None) # consume command
if ( current_menu == in_game_menu ):
# It's the normal menu.
if ( cmd == MENU_QUIT ):
loop_running = False
quit = True
ui.Reset() # makes menu disappear
elif ( cmd == MENU_MENU ):
loop_running = False
ui.Reset()
elif ( cmd == MENU_SAVE ):
if ( g.game_running ):
# Switch to alternate menu
current_menu = save_menu.Save_Menu(True)
elif ( cmd == MENU_LOAD ):
current_menu = save_menu.Save_Menu(False)
elif ( cmd == MENU_MUTE ):
config.cfg.mute = not config.cfg.mute
ui.Reset()
elif ( cmd == MENU_REVIEW ):
loop_running = False
stats_review = True
ui.Reset()
elif ( cmd != None ):
# Default option - back to game
if ( not g.game_running ):
New_Mail("Sorry - the game has finished")
ui.Reset()
else:
# It's another menu! That means it's the save menu.
if (( cmd != None )
and ( cmd >= 0 )):
if ( not current_menu.Is_Saving() ):
g = Restore(g, cmd)
else:
label = "Day %u - %s season - %s" % (g.game_time.Get_Day(),
g.season_fx.name, time.asctime())
g.net.Make_Ready_For_Save()
result = save_game.Save(g, cmd, label)
if ( result == None ):
New_Mail("Game saved.")
else:
New_Mail(result)
if ( cmd != None ):
# Back to game.
Special_Refresh()
current_menu = in_game_menu
ui.Reset()
if (( autosave_timer <= cur_time )
and ( g.game_running )
and ( DEBUG )
and ( not menu_inhibit )):
# Autosave is slow, so it's really a debugging feature.
save_game.Save(g, 11, "Autosave")
autosave_timer = cur_time + 60
if (( g.historian_time <= cur_time )
and ( g.game_running )
and ( not menu_inhibit )):
g.historian.append(review.Analyse_Network(g))
g.historian_time = cur_time + 4
tutor.Off()
# About to exit. Blackout.
screen.fill((0,0,0))
if ( stats_review ):
review.Review(screen, (width, height), g, g.historian)
return quit
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