File: g.py

package info (click to toggle)
singularity 0.30b-1
  • links: PTS
  • area: main
  • in suites: squeeze
  • size: 4,020 kB
  • ctags: 856
  • sloc: python: 6,443; makefile: 14; sh: 3
file content (1236 lines) | stat: -rw-r--r-- 41,555 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
#file: g.py
#Copyright (C) 2005,2006,2007,2008 Evil Mr Henry, Phil Bordelon, Brian Reid,
#                        and FunnyMan3595
#This file is part of Endgame: Singularity.

#Endgame: Singularity is free software; you can redistribute it and/or modify
#it under the terms of the GNU General Public License as published by
#the Free Software Foundation; either version 2 of the License, or
#(at your option) any later version.

#Endgame: Singularity is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#GNU General Public License for more details.

#You should have received a copy of the GNU General Public License
#along with Endgame: Singularity; if not, write to the Free Software
#Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

#This file contains all global objects.

version = "0.30b"

import ConfigParser
import pygame
import os
import os.path
import cPickle
import random
import sys

# Use locale to add commas and decimal points, so that appropriate substitutions
# are made where needed.
import locale

import player, base, tech, item, event, location, buyable, statistics
import graphics.g

stats = statistics.Statistics()

# Useful constants.
hours_per_day = 24
minutes_per_hour = 60
minutes_per_day = 24 * 60
seconds_per_minute = 60
seconds_per_hour = 60 * 60
seconds_per_day = 24 * 60 * 60

#Allows access to the cheat menu.
cheater = 0

#Kills the sound. Should allow usage of the game without SDL_mixer
nosound = 0

# Enables day/night display.
daynight = True

#Gives debug info at various points.
debug = 0

#Forces Endgame to restrict itself to a single directory.
force_single_dir = False

#Used to determine which data files to load.
language = "en_US"

#Makes the intro be shown on the first GUI tick.
intro_shown = True

# Try a few locale settings.  First the selected language, then the user's
# default, then en_US.  The selected lanugage and en_US are tried with encoding
# UTF-8 first, then the default encoding.  The user's default encoding is not
# paired with UTF-8.
#
# If all of that fails, we hope locale magically does the right thing.
def set_locale():
    for attempt in [language + ".UTF-8", language, "", "en_US.UTF-8", "en_US"]:
        try:
            locale.setlocale(locale.LC_ALL, attempt)
            break
        except locale.Error:
            continue

set_locale()

#name given when the savegame button is pressed. This is changed when the
#game is loaded or saved.
default_savegame_name = "Default Save"

#which fonts to use
font0 = "DejaVuSans.ttf"
font1 = "acknowtt.ttf"

data_loc = "../data/"

def quit_game():
    sys.exit()

strings = {}
buttons = {}
help_strings = {}

sounds = {}
def load_sounds():
    """
load_sounds() loads all of the sounds in the data/sounds/ directory,
defined in sounds/sounds.dat.
"""

    global sounds
    global nosound

    if nosound:
        return

    if not pygame.mixer.get_init():
        sys.stderr.write("WARNING: Could not start the mixer, even though sound is requested!\n")
        nosound = 1
        return

    sound_dir = os.path.join(data_loc, "sounds")
    sound_class_list = generic_load(os.path.join("sounds", "sounds.dat"))
    for sound_class in sound_class_list:

        # Make sure the sound class has the filename defined.
        check_required_fields(sound_class, ("filename",), "Sound")

        # Load each sound in the list, inserting it into the sounds dictionary.
        if type(sound_class["filename"]) != list:
            filenames = [sound_class["filename"]]
        else:
            filenames = sound_class["filename"]

        for filename in filenames:
            real_filename = os.path.join(sound_dir, filename)

            # Check to make sure it's a real file; bail if not.
            if not os.path.isfile(real_filename):
                sys.stderr.write("ERROR: Cannot load nonexistent soundfile %s!\n" % real_filename)
                sys.exit(1)
            else:

                # Load it via the mixer ...
                sound = pygame.mixer.Sound(real_filename)

                # And shove it into the sounds dictionary.
                if not sounds.has_key(sound_class["id"]):
                    sounds[sound_class["id"]] = []
                sounds[sound_class["id"]].append({
                    "filename": real_filename,
                    "sound": sound})
                if debug:
                    sys.stderr.write("D: Loaded soundfile %s\n"
                            % real_filename)

def play_sound(sound_class):
    """
play_sound() plays a sound from a particular class.
"""

    if nosound:
        return

    # Don't crash if someone requests the wrong sound class, but print a
    # warning.
    if sound_class not in sounds:
        sys.stderr.write("WARNING: Requesting a sound of unavailable class %s!\n" % sound_class)
        return

    # Play a random choice of sounds from the sound class.
    random_sound = random.choice(sounds[sound_class])
    if debug:
        sys.stderr.write("D: Playing sound %s.\n" % random_sound["filename"])
    random_sound["sound"].play()

delay_time = 1
music_dict = {}

def load_music():
    """
load_music() loads music for the game.  It looks in multiple locations:

* music/ in the install directory for E:S; and
* music/ in the save folder.
"""

    if nosound:
        return
    global music_dict
    music_dict = {}

    # Build the set of paths we'll check for music.
    music_paths = (
        os.path.join(data_loc, "..", "music"),
        os.path.join(get_save_folder(True), "music")
    )
    for music_path in music_paths:
        if os.path.isdir(music_path):

            # Loop through the files in music_path and add the ones
            # that are .mp3s and .oggs.
            for root, dirs, files in os.walk(music_path):
                (head, tail) = os.path.split(root)
                if (tail.lower() != ".svn"):
                    if not music_dict.has_key(tail):
                        music_dict[tail]=[]
                    for file_name in files:
                        if (len(file_name) > 5 and
                        (file_name[-3:] == "ogg" or file_name[-3:] == "mp3")):
                            music_dict[tail].append(os.path.join(head, tail, file_name))
                            if debug:
                                sys.stderr.write("D: Loaded musicfile %s\n"
                                        % music_dict[tail][-1])

        else:
            # If the music directory doesn't exist, we definitely
            # won't find any music there.  We try to create the directory,
            # though, to give a hint to the player that music can go there.
            try:
                os.makedirs(music_path)
            except:
                # We don't have permission to write here.  That's fine.
                pass

def play_music(musicdir="music"):

    global music_dict
    global delay_time

    # Don't bother if the user doesn't want sound, there's no music available,
    # or the music mixer is currently busy.
    if nosound or len(music_dict) == 0: return
    if not music_dict.has_key(musicdir): return
    if len(music_dict[musicdir]) == 0: return
    if pygame.mixer.music.get_busy() and musicdir == "music": return

    if musicdir != "music":
        pygame.mixer.music.stop()
        pygame.mixer.music.load(random.choice(music_dict[musicdir]))
        pygame.mixer.music.play()
    if delay_time == 0:
        delay_time = pygame.time.get_ticks() + int(random.random()*10000)+2000
    else:
        if delay_time > pygame.time.get_ticks(): return
        delay_time = 0
        pygame.mixer.music.load(random.choice(music_dict[musicdir]))
        pygame.mixer.music.play()

#Takes a number and adds commas to it to aid in human viewing.
def add_commas(number):
    locale_name, encoding = locale.getlocale()
    raw_with_commas = locale.format("%0.2f", number,
                                    grouping=True    ).decode(encoding)
    locale_test = locale.format("%01.1f", 0.1).decode(encoding)
    if len(locale_test) == 3 and not locale_test[1].isdigit():
        if locale_test[0] == locale.str(0) and locale_test[2] == locale.str(1):
            return raw_with_commas.rstrip(locale_test[0]).rstrip(locale_test[1])
        if locale_test[2] == locale.str(0) and locale_test[0] == locale.str(1):
            return raw_with_commas.lstrip(locale_test[2]).lstrip(locale_test[1])

    return raw_with_commas

#Percentages are internally represented as an int, where 10=0.10% and so on.
#This converts that format to a human-readable one.
def to_percent(raw_percent, show_full = False):
    locale_name, encoding = locale.getlocale()
    if raw_percent % 100 != 0 or show_full:
        return locale.format("%.2f%%", raw_percent / 100.).decode(encoding)
    else:
        return locale.format("%d%%", raw_percent // 100).decode(encoding)

# nearest_percent takes values in the internal representation and modifies
# them so that they only represent the nearest percentage.
def nearest_percent(value):
    sub_percent = value % 100
    if sub_percent <= 50:
        return value - sub_percent
    else:
        return value + (100 - sub_percent)

danger_colors = ((0, 0, 255), (85, 0, 170), (170, 0, 85), (255, 0, 0))

detect_string_names = ("detect_str_low", "detect_str_moderate",
                       "detect_str_high", "detect_str_critical")
# percent_to_detect_str takes a percent and renders it to a short (four
# characters or less) string representing whether it is low, moderate, high,
# or critically high.
def suspicion_to_detect_str(suspicion):
    return danger_level_to_detect_str(suspicion_to_danger_level(suspicion))

def danger_level_to_detect_str(danger):
    return strings[detect_string_names[danger]]

# percent_to_danger_level takes a suspicion level and returns an int in range(5)
# that represents whether it is low, moderate, high, or critically high.
def suspicion_to_danger_level(suspicion):
    if suspicion < 2500:
        return 0
    elif suspicion < 5000:
        return 1
    elif suspicion < 7500:
        return 2
    else:
        return 3

# Most CPU costs have been multiplied by seconds_per_day.  This divides that
# back out, then passes it to add_commas.
def to_cpu(amount):
    display_cpu = amount / float(seconds_per_day)
    return add_commas(display_cpu)

# Instead of having the money display overflow, we should generate a string
# to represent it if it's more than 999999.
def to_money(amount):
    to_return = ''
    abs_amount = abs(amount)
    if abs_amount < 1000000:
        to_return = add_commas(amount)
    else:
        if abs_amount < 1000000000: # Millions.
            divisor = 1000000
            unit = 'mi'
        elif abs_amount < 1000000000000: # Billions.
            divisor = 1000000000
            unit = 'bi'
        elif abs_amount < 1000000000000000: # Trillions.
            divisor = 1000000000000
            unit = 'tr'
        else: # Hope we don't need past quadrillions!
            divisor = 1000000000000000
            unit = 'qu'

        to_return = "%3.3f" % (float(amount) / divisor)
        to_return += unit

    return to_return

#takes a percent in 0-10000 form, and rolls against it. Used to calculate
#percentage chances.
def roll_percent(roll_against):
    rand_num = random.randint(1,10000)
    return roll_against >= rand_num

# Rolls against a chance per day (in 0-1 form), correctly adjusting for multiple
# intervals in seconds.
#
# Works perfectly if the event can only happen once, and well enough if it
# repeats but is rare.
def roll_chance(chance_per_day, seconds = seconds_per_day):
    portion_of_day = seconds / float(seconds_per_day)
    inv_chance_per_day = 1 - chance_per_day
    inv_chance = (inv_chance_per_day) ** portion_of_day
    chance = 1 - inv_chance
    return random.random() < chance

# Spreads a number of events per day (e.g. processor ticks) out over the course
# of the day.
def current_share(num_per_day, time_of_day, seconds_passed):
    last_time = time_of_day - seconds_passed
    if last_time < 0:
        share_yesterday = current_share(num_per_day, seconds_per_day,
                                        -last_time)
        last_time = 0
    else:
        share_yesterday = 0

    previously_passed = num_per_day * last_time // seconds_per_day
    current_passed = num_per_day * time_of_day // seconds_per_day
    passed_this_tick = current_passed - previously_passed

    return share_yesterday + passed_this_tick

#Takes a number of minutes, and returns a string suitable for display.
def to_time(raw_time):
    if raw_time/60 > 48:
        return str(raw_time/(24*60)) +" days"
    elif raw_time/60 > 1:
        return str(raw_time/(60)) +" hours"
    else:
        return str(raw_time) +" minutes"

# Generator function for iterating through all bases.
def all_bases(with_loc = False):
    for base_loc in locations.values():
        for base in base_loc.bases:
            if with_loc:
                yield (base, base_loc)
            else:
                yield base

#
#load/save
#

#Get the proper folder on Linux/Win/Mac, and possibly others.
#Assumes that all platforms that have HOME defined have it defined properly.
def get_save_folder(just_pref_dir=False):
    if os.environ.has_key("HOME") and not force_single_dir:
        pref_dir = os.path.join(os.environ["HOME"], ".endgame")
    else:
        # normpath strips the trailing /, split separates the data
        # subdirectory.
        pref_dir, data_subdir = os.path.split(os.path.normpath(data_loc))

        # If we didn't get the data subdirectory, something went wrong.
        # Throw an error and bail.
        if data_subdir.lower() != "data":
            raise ValueError,  "data_loc="+data_loc+" breaks get_save_folder"

    save_dir = os.path.join(pref_dir, "saves")

    #Make the directory if it doesn't exist.
    if not os.path.exists(save_dir):
        os.makedirs(save_dir)

    if just_pref_dir:
        return pref_dir
    else:
        return save_dir

#savefile version; update whenever the data saved changes.
current_save_version = "singularity_savefile_r5_pre"
def save_game(savegame_name):
    global default_savegame_name
    default_savegame_name = savegame_name

    save_dir = get_save_folder()
    save_loc = os.path.join(save_dir, savegame_name + ".sav")
    savefile=open(save_loc, 'w')

    cPickle.dump(current_save_version, savefile)
    cPickle.dump(pl, savefile)
    cPickle.dump(curr_speed, savefile)
    cPickle.dump(techs, savefile)
    cPickle.dump(locations, savefile)
    cPickle.dump(events, savefile)

    savefile.close()

savefile_translation = {
    "singularity_savefile_r4": 4,
    "singularity_savefile_r5_pre": 4.91,
}

# For cPickle
import copy_reg
import numpy.core.multiarray
save_classes = dict(
    player_class=player.Player,
    Player=player.Player,
    _reconstructor = copy_reg._reconstructor,
    object=object,
    array=list, # This is the old buyable.array.  We just treat it as a list
                # for conversion purposes.
    list=list,
    Location=location.Location,
    Tech=tech.Tech,
    event_class=event.Event,
    Event=event.Event,
    group=player.Group,
    Group=player.Group,
    Buyable_Class=buyable.BuyableClass,
    BuyableClass=buyable.BuyableClass,
    Base=base.Base,
    Base_Class=base.BaseClass,
    BaseClass=base.BaseClass,
    Item=item.Item,
    Item_Class=item.ItemClass,
    ItemClass=item.ItemClass,
    _reconstruct=numpy.core.multiarray._reconstruct,
    scalar=numpy.core.multiarray.scalar,
    ndarray=numpy.ndarray,
    dtype=numpy.dtype,
)

def load_game(loadgame_name):
    if loadgame_name == "":
        print "No game specified."
        return False

    save_dir = get_save_folder()

    load_loc = os.path.join(save_dir, loadgame_name + ".sav")
    if os.path.exists(load_loc) == 0:
        # Try the old-style savefile location.  This should be removed in
        # a few versions.
        load_loc = os.path.join(save_dir, loadgame_name)
        if os.path.exists(load_loc) == 0:
            print "file "+load_loc+" does not exist."
            return False

    loadfile = open(load_loc, 'r')
    unpickle = cPickle.Unpickler(loadfile)

    def find_class(module_name, class_name):
        if class_name in save_classes:
            return save_classes[class_name]
        else:
            raise SystemExit, (module_name, class_name)

    unpickle.find_global = find_class

    #check the savefile version
    load_version_string = unpickle.load()
    if load_version_string not in savefile_translation:
        loadfile.close()
        print loadgame_name + " is not a savegame, or is too old to work."
        return False
    load_version = savefile_translation[load_version_string]

    global default_savegame_name
    default_savegame_name = loadgame_name

    global pl, curr_speed, techs, base_type, events, locations
    load_locations()
    load_bases()
    load_events()

    # Changes to overall structure go here.
    pl = unpickle.load()
    curr_speed = unpickle.load()
    techs = unpickle.load()
    locations = unpickle.load()
    events = unpickle.load()

    # Changes to individual pieces go here.
    if load_version != savefile_translation[current_save_version]:
        pl.convert_from(load_version)
        for location in locations.values():
            for my_base in location.bases:
                my_base.convert_from(load_version)
        for tech in techs.values():
            tech.convert_from(load_version)

    loadfile.close()
    return True

#
# Data
#
curr_speed = 1

pl = player.Player(8000000000000)

base_type = {}

def load_base_defs(language_str):
    base_array = generic_load("bases_"+language_str+".dat")
    for base in base_array:
        if (not base.has_key("id")):
            print "base lacks id in bases_"+language_str+".dat"
        if base.has_key("name"):
            base_type[base["id"]].base_name = base["name"]
        if base.has_key("description"):
            base_type[base["id"]].description = base["description"]
        if base.has_key("flavor"):
            if type(base["flavor"]) == list:
                base_type[base["id"]].flavor = base["flavor"]
            else:
                base_type[base["id"]].flavor = [base["flavor"]]


def load_bases():
    global base_type
    base_type = {}

    base_list = generic_load("bases.dat")

    for base_name in base_list:

        # Certain keys are absolutely required for each entry.  Make sure
        # they're there.
        check_required_fields(base_name,
         ("id", "cost", "size", "allowed", "detect_chance", "maint"), "Base")

        # Start converting fields read from the file into valid entries.
        base_size = int(base_name["size"])

        force_cpu = base_name.get("force_cpu", False)

        cost_list = base_name["cost"]
        if type(cost_list) != list or len(cost_list) != 3:
            sys.stderr.write("Error with cost given: %s\n" % repr(cost_list))
            sys.exit(1)
        cost_list = [int(x) for x in cost_list]

        maint_list = base_name["maint"]
        if type(maint_list) != list or len(maint_list) != 3:
            sys.stderr.write("Error with maint given: %s\n" % repr(maint_list))
            sys.exit(1)
        maint_list = [int(x) for x in maint_list]

        chance_list = base_name["detect_chance"]
        if type(chance_list) != list:
            sys.stderr.write("Error with detect_chance given: %s\n" % repr(chance_list))
            sys.exit(1)
        chance_dict = {}
        for chance_str in chance_list:
            key, value = chance_str.split(":")
            chance_dict[key] = int(value)

        # Make sure prerequisites, if any, are lists.
        base_pre = base_name.get("pre", [])
        if type(base_pre) != list:
            base_pre = [base_pre]

        # Make sure that the allowed "list" is actually a list and not a solo
        # item.
        if type(base_name["allowed"]) == list:
            allowed_list = base_name["allowed"]
        else:
            allowed_list = [base_name["allowed"]]

        base_type[base_name["id"]]=base.BaseClass(base_name["id"], "",
            base_size, force_cpu, allowed_list, chance_dict, cost_list,
            base_pre, maint_list)

#         base_type["Reality Bubble"] = base.BaseClass("Reality Bubble",
#         "This base is outside the universe itself, "+
#         "making it safe to conduct experiments that may destroy reality.",
#         50, False,
#         ["TRANSDIMENSIONAL"],
#         {"science": 250}
#         (8000000000000, 60000000, 100), "Space-Time Manipulation",
#         (5000000000, 300000, 0))

    # We use the en_US definitions as fallbacks, in case strings haven't been
    # fully translated into the other language.  Load them first, then load the
    # alternate language strings.
    load_base_defs("en_US")

    if language != "en_US":
        load_base_defs(language)

def load_location_defs(language_str):
    location_array = generic_load("locations_"+language_str+".dat")
    for location_def in location_array:
        if (not location_def.has_key("id")):
            print "location lacks id in locations_"+language_str+".dat"

        location = locations[location_def["id"]]
        if location_def.has_key("name"):
            location.name = location_def["name"]
        if location_def.has_key("hotkey"):
            location.hotkey = location_def["hotkey"]
        if location_def.has_key("cities"):
            if type(location_def["cities"]) == list:
                location.cities = location_def["cities"]
            else:
                location.cities = [location_def["cities"]]
        else:
            location.cities = [""]


def load_locations():
    global locations
    locations = {}

    location_infos = generic_load("locations.dat")

    for location_info in location_infos:

        # Certain keys are absolutely required for each entry.  Make sure
        # they're there.
        check_required_fields(location_info, ("id", "position"), "Location")

        id = location_info["id"]
        position = location_info["position"]
        if type(position) != list or len(position) not in [2,3]:
            sys.stderr.write("Error with position given: %s\n" % repr(position))
            sys.exit(1)
        try:
            if len(position) == 2:
                position = ( int(position[0]), int(position[1]) )
                absolute = False
            else:
                if position[0] != "absolute":
                    raise ValueError, "'%s' not understood." % position[0]
                position = ( int(position[1]), int(position[2]) )
                absolute = True
        except ValueError:
            sys.stderr.write("Error with position given: %s\n" % repr(position))
            sys.exit(1)

        safety = location_info.get("safety", "0")
        try:
            safety = int(safety)
        except ValueError:
            sys.stderr.write("Error with safety given: %s\n" % repr(safety))
            sys.exit(1)

        # Make sure prerequisites, if any, are lists.
        pre = location_info.get("pre", [])
        if type(pre) != list:
            pre = [pre]

        modifiers_list = location_info.get("modifier", [])
        if type(modifiers_list) != list:
            sys.stderr.write("Error with modifier(s) given: %s\n" % repr(modifiers_list))
            sys.exit(1)
        modifiers_dict = {}
        for modifier_str in modifiers_list:
            key, value = modifier_str.split(":")
            key = key.lower().strip()
            value = value.lower().strip()
            if value.lower() == "bonus":
                modifiers_dict[key] = location.bonus_levels[key]
            elif value.lower() == "penalty":
                modifiers_dict[key] = location.penalty_levels[key]
            else:
                modifiers_dict[key] = float(value)

        locations[id] = location.Location(id, position, absolute, safety, pre)

        locations[id].modifiers = modifiers_dict

#        locations["MOON"] = location.Location("MOON", (82, 10), 2,
#                                              "Lunar Rocketry")

    # We use the en_US definitions as fallbacks, in case strings haven't been
    # fully translated into the other language.  Load them first, then load the
    # alternate language strings.
    load_location_defs("en_US")

    if language != "en_US":
        load_location_defs(language)

def fix_data_dir():
    global data_loc
    if os.path.exists(data_loc): return
    elif os.path.exists("data"):
        data_loc = "data/"
        return

def generic_load(file):
    """
generic_load() loads a data file.  Data files are all in Python-standard
ConfigParser format.  The 'id' of any object is the section of that object.
Fields that need to be lists are postpended with _list; this is stripped
from the actual name, and the internal entries are broken up by the pipe
("|") character.
"""

    config = ConfigParser.RawConfigParser()
    filename = os.path.join(data_loc, file)
    try:
        config.readfp(open(filename, "r"))
    except Exception as reason:
        sys.stderr.write("Cannot open %s for reading! (%s)\n" % (filename, reason))
        sys.exit(1)

    return_list = []

    # Get the list of items (IDs) in the file and loop through them.
    for item_id in config.sections():
        item_dict = {}
        item_dict["id"] = item_id

        # Get the list of settings for this particular item.
        for option in config.options(item_id):

            # If this is a list ...
            if len(option) > 6 and option[-5:] == "_list":

                # Break it into elements separated by |.
                item_dict[option[:-5]] = [unicode(x.strip(), "UTF-8") for x in
                 config.get(item_id, option).split("|")]
            else:

                # Otherwise, just grab the data.
                item_dict[option] = unicode(config.get(item_id, option).strip(),
                 "UTF-8")

        # Add this to the list of all objects we are returning.
        return_list.append(item_dict)

    return return_list

def check_required_fields(dict, fields, name = "Unknown type"):
    """
check_required_fields() will check for the existence of every field in
the list 'fields' in the dictionary 'dict'.  If any do not exist, it
will print an error message and abort.  Part of that error message is
the type of object it is processing; this should be passed in via 'name'.
"""

    for field in fields:
        if field not in dict:
            sys.stderr.write("%s %s lacks key %s.\n" % (name, repr(dict), field))
            sys.exit(1)

#Techs.

techs = {}

def load_tech_defs(language_str):
    tech_array = generic_load("techs_"+language_str+".dat")
    for tech in tech_array:
        if (not tech.has_key("id")):
            print "tech lacks id in techs_"+language_str+".dat"
        if tech.has_key("name"):
            techs[tech["id"]].name = tech["name"]
        if tech.has_key("description"):
            techs[tech["id"]].description = tech["description"]
        if tech.has_key("result"):
            techs[tech["id"]].result = tech["result"]


def load_techs():
    global techs
    techs = {}

    tech_list = generic_load("techs.dat")

    for tech_name in tech_list:

        # Certain keys are absolutely required for each entry.  Make sure
        # they're there.
        check_required_fields(tech_name, ("id", "cost"), "Tech")

        # Get the costs.
        cost_list = tech_name["cost"]
        if type(cost_list) != list or len(cost_list) != 3:
            sys.stderr.write("Error with cost given: %s" % repr(cost_list))
            sys.exit(1)

        tech_cost = [int(x) for x in cost_list]

        # Make sure prerequisites, if any, are lists.
        tech_pre = tech_name.get("pre", [])
        if type(tech_pre) != list:
            tech_pre = [tech_pre]

        if tech_name.has_key("danger"):
            tech_danger = int(tech_name["danger"])
        else:
            tech_danger = 0

        if tech_name.has_key("type"):

            type_list = tech_name["type"]
            if type(type_list) != list or len(type_list) != 2:
                sys.stderr.write("Error with type given: %s\n" % repr(type_list))
                sys.exit(1)
            tech_type = type_list[0]
            tech_second = int(type_list[1])
        else:
            tech_type = ""
            tech_second = 0

        techs[tech_name["id"]]=tech.Tech(tech_name["id"], "", 0,
         tech_cost, tech_pre, tech_danger, tech_type, tech_second)

    # As with others, we load the en_US language definitions as a safe
    # default, then overwrite them with the selected language.

    load_tech_defs("en_US")
    if language != "en_US":
        load_tech_defs(language)

# #        techs["Construction 1"] = tech.Tech("Construction 1",
# #                "Basic construction techniques. "+
# #                "By studying the current literature on construction techniques, I "+
# #                "can learn to construct basic devices.",
# #                0, (5000, 750, 0), [], 0, "", 0)

    if debug:
        print "Loaded %d techs." % len (techs)
fix_data_dir()
load_techs()

jobs = {}
jobs["Expert Jobs"] = [75, "Simulacra", "", ""]
jobs["Intermediate Jobs"] = [50, "Voice Synthesis", "", ""]
jobs["Basic Jobs"] = [20, "Personal Identification", "", ""]
jobs["Menial Jobs"] = [5, "", "", ""]

items = {}
def load_items():
    global items
    items = {}

    item_list = generic_load("items.dat")
    for item_name in item_list:

        # Certain keys are absolutely required for each entry.  Make sure
        # they're there.
        check_required_fields(item_name, ("id", "cost"), "Item")

        # Make sure the cost is in a valid format.
        cost_list = item_name["cost"]
        if type(cost_list) != list or len(cost_list) != 3:
            sys.stderr.write("Error with cost given: %s\n" % repr(cost_list))
            sys.exit(1)

        item_cost = [int(x) for x in cost_list]

        # Make sure prerequisites, if any, are lists.
        item_pre = item_name.get("pre", [])
        if type(item_pre) != list:
            item_pre = [item_pre]

        if item_name.has_key("type"):

            type_list = item_name["type"]
            if type(type_list) != list or len(type_list) != 2:
                sys.stderr.write("Error with type given: %s\n" % repr(type_list))
                sys.exit(1)
            item_type = type_list[0]
            item_second = int(type_list[1])
        else:
            item_type = ""
            item_second = 0

        if item_name.has_key("build"):
            build_list = item_name["build"]

            # It may be a single item and not an actual list.  If so, make it
            # a list.
            if type(build_list) != list:
                build_list = [build_list]

        else:
            build_list = []

        items[item_name["id"]]=item.ItemClass( item_name["id"], "",
         item_cost, item_pre, item_type, item_second, build_list)

    # We use the en_US translations of item definitions as the default,
    # then overwrite those with any available entries in the native language.
    load_item_defs("en_US")
    if language != "en_US":
        load_item_defs(language)

def load_item_defs(language_str):
    item_array = generic_load("items_"+language_str+".dat")
    for item_name in item_array:
        if (not item_name.has_key("id")):
            print "item lacks id in items_"+language_str+".dat"
        if item_name.has_key("name"):
            items[item_name["id"]].name = item_name["name"]
        if item_name.has_key("description"):
            items[item_name["id"]].description = item_name["description"]


events = {}
def load_events():
    global events
    events = {}

    event_list = generic_load("events.dat")
    for event_name in event_list:

        # Certain keys are absolutely required for each entry.  Make sure
        # they're there.
        check_required_fields(event_name,
         ("id", "type", "allowed", "result", "chance", "unique"), "Event")

        # Make sure the results are in the proper format.
        result_list = event_name["result"]
        if type(result_list) != list or len(result_list) != 2:
            sys.stderr.write("Error with results given: %s\n" % repr(result_list))
            sys.exit(1)

        event_result = (str(result_list[0]), int(result_list[1]))

        # Build the actual event object.
        events[event_name["id"]] = event.Event(
         event_name["id"],
         "",
         event_name["type"],
         event_result,
         int(event_name["chance"]),
         int(event_name["unique"]))

    load_event_defs()

def load_event_defs():
    event_defs = {}

    #If there are no event data files, stop.
    if (not os.path.exists(data_loc+"events.dat") or
     not os.path.exists(data_loc+"events_"+language+".dat") or
     not os.path.exists(data_loc+"events_en_US.dat")):
        print "event files are missing. Exiting."
        sys.exit(1)

    event_array = generic_load("events_"+language+".dat")
    for event_name in event_array:
        if (not event_name.has_key("id")):
            print "event lacks id in events_"+language+".dat"
            continue
        if (not event_name.has_key("description")):
            print "event lacks description in events_"+language+".dat"
            continue
        if event_name.has_key("id"):
            events[event_name["id"]].name = event_name["id"]
        if event_name.has_key("description"):
            events[event_name["id"]].description = event_name["description"]

def load_string_defs(lang):

    string_list = generic_load("strings_" + lang + ".dat")
    for string_section in string_list:
        if string_section["id"] == "fonts":

            # Load up font0 and font1.
            for string_entry in string_section:
                if string_entry == "font0":
                    global font0
                    font0 = string_section["font0"]
                elif string_entry == "font1":
                    global font1
                    font1 = string_section["font1"]
                elif string_entry != "id":
                    sys.stderr.write("Unexpected font entry in strings file.\n")
                    sys.exit(1)

        elif string_section["id"] == "jobs":

            # Load the four extant jobs.
            global jobs
            for string_entry in string_section:
                if string_entry == "job_expert":
                    jobs["Expert Jobs"][2] = string_section["job_expert"]
                elif string_entry == "job_inter":
                    jobs["Intermediate Jobs"][2] = string_section["job_inter"]
                elif string_entry == "job_basic":
                    jobs["Basic Jobs"][2] = string_section["job_basic"]
                elif string_entry == "job_menial":
                    jobs["Menial Jobs"][2] = string_section["job_menial"]
                elif string_entry == "job_expert_name":
                    jobs["Expert Jobs"][3] = string_section["job_expert_name"]
                elif string_entry == "job_inter_name":
                    jobs["Intermediate Jobs"][3] = string_section["job_inter_name"]
                elif string_entry == "job_basic_name":
                    jobs["Basic Jobs"][3] = string_section["job_basic_name"]
                elif string_entry == "job_menial_name":
                    jobs["Menial Jobs"][3] = string_section["job_menial_name"]
                elif string_entry != "id":
                    sys.stderr.write("Unexpected job entry in strings file.\n")

        elif string_section["id"] == "strings":

            # Load the 'standard' strings.
            strings.update(string_section)

        elif string_section["id"] == "buttons":

            # Load button labels/hotkeys
            buttons.update(string_section)
            graphics.g.buttons.update(buttons)

        elif string_section["id"] == "help":

            # Load the help lists.
            global help_strings
            help_keys = [x for x in string_section if x != "id"]
            for help_key in help_keys:
                help_entry = string_section[help_key]
                if type(help_entry) != list or len(help_entry) != 2:
                    sys.stderr.write("Invalid help entry %s." % repr(help_entry))
                    sys.exit(1)

                help_strings[help_key] = string_section[help_key]

        else:
            sys.stderr.write("Invalid string section %s." % string_section["id"])
            sys.exit(1)

def load_strings():
    #If there are no string data files, stop.
    if not os.path.exists(data_loc+"strings_"+language+".dat") or \
                    not os.path.exists(data_loc+"strings_en_US.dat"):
        print "string files are missing. Exiting."
        sys.exit(1)

    load_string_defs("en_US")
    load_string_defs(language)

def get_intro():
    intro_file_name = data_loc+"intro_"+language+".dat"
    if not os.path.exists(intro_file_name):
        print "Intro is missing.  Skipping."
        return

    intro_file = open(intro_file_name)
    raw_intro = intro_file.readlines() + [""]

    segment = ""
    while raw_intro:
        line = raw_intro.pop(0).decode("utf-8")
        if line and line[0] == "|":
            segment += line[1:]
        elif segment:
            yield segment
            segment = ""

    if segment:
        yield segment

#difficulty=1 for very easy, to 9 for very hard. 5 for normal.
def new_game(difficulty):
    global curr_speed
    curr_speed = 1
    global pl

    pl = player.Player((50 / difficulty) * 100, difficulty = difficulty)
    if difficulty < 3:
        pl.interest_rate = 5
        pl.labor_bonus = 2500
        pl.grace_multiplier = 400
        discover_bonus = 7000
    elif difficulty < 5:
        pl.interest_rate = 3
        pl.labor_bonus = 5000
        pl.grace_multiplier = 300
        discover_bonus = 9000
    elif difficulty == 5:
        pass
    #    Defaults.
    #    pl.interest_rate = 1
    #    pl.labor_bonus = 10000
    #    pl.grace_multiplier = 200
    #    discover_bonus = 10000
    #    for group in pl.groups.values():
    #        group.discover_suspicion = 1000
    elif difficulty < 8:
        pl.labor_bonus = 11000
        pl.grace_multiplier = 180
        discover_bonus = 11000
        for group in pl.groups.values():
            group.discover_suspicion = 1500
    elif difficulty <= 50:
        pl.labor_bonus = 15000
        pl.grace_multiplier = 150
        discover_bonus = 13000
        for group in pl.groups.values():
            group.discover_suspicion = 2000
    else:
        pl.labor_bonus = 20000
        pl.grace_multiplier = 100
        discover_bonus = 15000
        for group in pl.groups.values():
            group.discover_suspicion = 2000

    if difficulty != 5:
        for group in pl.groups.values():
            group.discover_bonus = discover_bonus

    global locations
    load_locations()
    load_bases()
    load_techs()

    if difficulty < 5:
        techs["Socioanalytics"].finish()
    if difficulty < 3:
        techs["Advanced Socioanalytics"].finish()

    #Starting base
    open = [loc for loc in locations.values() if loc.available()]
    random.choice(open).add_base(base.Base("University Computer",
                                 base_type["Stolen Computer Time"], built=True))

    #Assign random properties to each starting location.
    modifier_sets = location.modifier_sets
    assert len(open) == len(modifier_sets)

    random.shuffle(modifier_sets)
    for i, open_loc in enumerate(open):
        open_loc.modifiers = modifier_sets[i]
        if debug:
            print "%s gets modifiers %s" % (open_loc.name, modifier_sets[i])

    global intro_shown
    intro_shown = False

def get_job_level():
    if techs["Simulacra"].done:
        level = "Expert"
    elif techs["Voice Synthesis"].done:
        level = "Intermediate"
    elif techs["Personal Identification"].done:
        level = "Basic"
    else:
        level = "Menial"

    return level + " Jobs"

def init_graphics_system():
    graphics.g.load_fonts(data_loc)
    graphics.g.load_images(data_loc)
    graphics.g.init_alpha()

soundbuf = 1024*2
def reinit_mixer():
    global nosound
    if nosound: return
    try:
        pygame.mixer.quit()
        pygame.mixer.init(48000, -16, 2, soundbuf)
    except Exception as reason:
        sys.stderr.write("Failure starting sound system. Disabling. (%s)\n" % reason)
        nosound = 1

def available_languages():
    return [file_name[8:-4] for file_name in os.listdir(data_loc)
                            if file_name.startswith("strings_")
                               and file_name.endswith(".dat")  ]

def get_save_names():
    save_names = []
    all_files = os.listdir(get_save_folder())
    for file_name in all_files:
        if file_name[0] != "." and file_name != "CVS":
            # If it's a new-style save, trim the .sav bit.
            if len (file_name) > 4 and file_name[-4:] == ".sav":
                file_name = file_name[:-4]
            if file_name not in save_names:
                save_names.append(file_name)

    return save_names


map_screen = None


# Demo code for safety.safe, runs on game start.
#load_sounds()
#from safety import safe
#@safe(on_error = "Made it!")
#def raises_exception():
#   raise Exception, "Aaaaaargh!"
#
#print raises_exception()