41dcfbc821ee3930596b25c258f962c4b1ae696a
[super-star-trek.git] / src / sst.py
1 #!/usr/bin/env python
2 """
3 sst.py =-- Super Star Trek in Python
4
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973.  Beautiful Python it is not.  But it
7 works.
8
9 Dave Matuszek says:
10
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
14
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
17 type is "plain".)
18
19 Planets and dilithium crystals were not in the original.  Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned 
21 off if the game type is "plain".)
22
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision".  (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
26 is on.)
27
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it.  He says it
30 shouldn't fire back, either.  It should do nothing except scream and
31 disappear when hit by photon torpedos.  It's OK that it may move
32 when attacked, but it didn't in the original.  (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy".  The no-save behavior has been restored.)
35
36 The Faerie Queen, black holes, and time warping were in the original.
37
38 Here are Tom Almy's changes:
39
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
47
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze".  (Both "freeze" and "save" work in SST2K.)
53
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
61
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
68
69 4. Tholian Web from the 1979 version.  (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
71
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
74
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
78
79 7. The deep-space probe feature from the DECUS version.  (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
81
82 8. 'emexit' command from the 1979 version.
83
84 9. Bugfix: Klingon commander movements are no longer reported if long-range 
85 sensors are damaged.
86
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with 
89 bad base placement.
90
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants.  (These fixes are in SST2K.)
96
97 Here are Stas Sergeev's changes:
98
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if 
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game 
101 type is "plain" or "almy".)
102
103 2. When you are docked, base covers you with an almost invincible shield. 
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely 
106 happens.)  (Now controlled by OPTION_BASE and turned off if game 
107 type is "plain" or "almy".)
108
109 3. Ramming a black hole is no longer instant death.  There is a
110 chance you might get timewarped instead. (Now controlled by 
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
112
113 4. The Tholian can be hit with phasers.
114
115 5. SCom can't escape from you if no more enemies remain 
116 (without this, chasing SCom can take an eternity).
117
118 6. Probe target you enter is now the destination quadrant. Before I don't 
119 remember what it was, but it was something I had difficulty using.
120
121 7. Secret password is now autogenerated.
122
123 8. "Plaque" is adjusted for A4 paper :-)
124
125 9. Phasers now tells you how much energy needed, but only if the computer 
126 is alive.
127
128 10. Planets are auto-scanned when you enter the quadrant.
129
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
132 and what does not.
133
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
136
137 13. Screen-oriented interface, with sensor scans always up.  (SST2K
138 supports both screen-oriented and TTY modes.)
139
140 Eric Raymond's changes:
141
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
144
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
146
147 2. Status report now indicates when dilithium crystals are on board.
148
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
150
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
153
154 5. Half the quadrants now have inhabited planets, from which one 
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave 
158 inhabited worlds, producing more ships (only is skill is 'good' or 
159 better). (Controlled by OPTION_WORLDS and turned off if game 
160 type is "plain" or "almy".)
161
162 6. User input is now logged so we can do regression testing.
163
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle.  When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score.  Docking at a starbase replenishes your crew.
169
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
174
175 After these features were added, I translated this into Python and added
176 more:
177
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
181 """
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
183
184 SSTDOC          = "/usr/share/doc/sst/sst.doc"
185 DOC_NAME        = "sst.doc"
186
187 def _(str): return gettext.gettext(str)
188
189 PHASEFAC        = 2.0
190 GALSIZE         = 8
191 NINHAB          = (GALSIZE * GALSIZE / 2)
192 MAXUNINHAB      = 10
193 PLNETMAX        = (NINHAB + MAXUNINHAB)
194 QUADSIZE        = 10
195 BASEMIN         = 2
196 BASEMAX         = (GALSIZE * GALSIZE / 12)
197 MAXKLGAME       = 127
198 MAXKLQUAD       = 9
199 FULLCREW        = 428   # BSD Trek was 387, that's wrong 
200 FOREVER         = 1e30
201 MAXBURST        = 3
202 MINCMDR         = 10
203
204 # How to represent features
205 IHR = 'R',
206 IHK = 'K',
207 IHC = 'C',
208 IHS = 'S',
209 IHSTAR = '*',
210 IHP = 'P',
211 IHW = '@',
212 IHB = 'B',
213 IHBLANK = ' ',
214 IHDOT = '.',
215 IHQUEST = '?',
216 IHE = 'E',
217 IHF = 'F',
218 IHT = 'T',
219 IHWEB = '#',
220 IHMATER0 = '-',
221 IHMATER1 = 'o',
222 IHMATER2 = '0'
223
224 class TrekError:
225     pass
226
227 class coord:
228     def __init__(self, x=None, y=None):
229         self.i = x
230         self.j = y
231     def valid_quadrant(self):
232         return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233     def valid_sector(self):
234         return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235     def invalidate(self):
236         self.i = self.j = None
237     def is_valid(self):
238         return self.i != None and self.j != None
239     def __eq__(self, other):
240         return other != None and self.i == other.i and self.j == other.j
241     def __ne__(self, other):
242         return other == None or self.i != other.i or self.j != other.j
243     def __add__(self, other):
244         return coord(self.i+other.i, self.j+other.j)
245     def __sub__(self, other):
246         return coord(self.i-other.i, self.j-other.j)
247     def __mul__(self, other):
248         return coord(self.i*other, self.j*other)
249     def __rmul__(self, other):
250         return coord(self.i*other, self.j*other)
251     def __div__(self, other):
252         return coord(self.i/other, self.j/other)
253     def __rdiv__(self, other):
254         return coord(self.i/other, self.j/other)
255     def roundtogrid(self):
256         return coord(int(round(self.i)), int(round(self.j)))
257     def trunctogrid(self):
258         return coord(int(round(self.i)), int(round(self.j)))
259     def distance(self, other=None):
260         if not other: other = coord(0, 0)
261         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262     def bearing(self, other=None):
263         if not other: other = coord(0, 0)
264         return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
265     def sgn(self):
266         s = coord()
267         if self.i == 0:
268             s.i = 0
269         else:
270             s.i = self.i / abs(self.i)
271         if self.j == 0:
272             s.j = 0
273         else:
274             s.j = self.j / abs(self.j)
275         return s
276     def scatter(self):
277         s = coord()
278         s.i = self.i + randrange(-1, 2)
279         s.j = self.j + randrange(-1, 2)
280         return s
281     def __hash__(self):
282         return hash((x, y))
283     def __str__(self):
284         if self.i == None or self.j == None:
285             return "Nowhere"
286         return "%s - %s" % (self.i+1, self.j+1)
287     __repr__ = __str__
288
289 class planet:
290     def __init__(self):
291         self.name = None        # string-valued if inhabited
292         self.quadrant = coord() # quadrant located
293         self.pclass = None      # could be ""M", "N", "O", or "destroyed"
294         self.crystals = "absent"# could be "mined", "present", "absent"
295         self.known = "unknown"  # could be "unknown", "known", "shuttle_down"
296         self.inhabited = False  # is it inhabites?
297     def __str__(self):
298         return self.name
299
300 class quadrant:
301     def __init__(self):
302         self.stars = 0
303         self.planet = None
304         self.starbase = False
305         self.klingons = 0
306         self.romulans = 0
307         self.supernova = False
308         self.charted = False
309         self.status = "secure"  # Could be "secure", "distressed", "enslaved"
310
311 class page:
312     def __init__(self):
313         self.stars = None
314         self.starbase = None
315         self.klingons = None
316
317 def fill2d(size, fillfun):
318     "Fill an empty list in 2D."
319     lst = []
320     for i in range(size):
321         lst.append([]) 
322         for j in range(size):
323             lst[i].append(fillfun(i, j))
324     return lst
325
326 class snapshot:
327     def __init__(self):
328         self.snap = False       # snapshot taken
329         self.crew = 0           # crew complement
330         self.remkl = 0          # remaining klingons
331         self.nscrem = 0         # remaining super commanders
332         self.starkl = 0         # destroyed stars
333         self.basekl = 0         # destroyed bases
334         self.nromrem = 0        # Romulans remaining
335         self.nplankl = 0        # destroyed uninhabited planets
336         self.nworldkl = 0       # destroyed inhabited planets
337         self.planets = []       # Planet information
338         self.date = 0.0         # stardate
339         self.remres = 0         # remaining resources
340         self.remtime = 0        # remaining time
341         self.baseq = []         # Base quadrant coordinates
342         self.kcmdr = []         # Commander quadrant coordinates
343         self.kscmdr = coord()   # Supercommander quadrant coordinates
344         # the galaxy
345         self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
346         # the starchart
347         self.chart = fill2d(GALSIZE, lambda i, j: page())
348
349 class event:
350     def __init__(self):
351         self.date = None        # A real number
352         self.quadrant = None    # A coord structure
353
354 # game options 
355 OPTION_ALL      = 0xffffffff
356 OPTION_TTY      = 0x00000001    # old interface 
357 OPTION_CURSES   = 0x00000002    # new interface 
358 OPTION_IOMODES  = 0x00000003    # cover both interfaces 
359 OPTION_PLANETS  = 0x00000004    # planets and mining 
360 OPTION_THOLIAN  = 0x00000008    # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY   = 0x00000010    # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE    = 0x00000020    # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME   = 0x00000040    # bracket Enterprise in chart 
364 OPTION_RAMMING  = 0x00000080    # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY  = 0x00000100    # more enemies can move (Almy)
366 OPTION_BLKHOLE  = 0x00000200    # black hole may timewarp you (Stas, 2005) 
367 OPTION_BASE     = 0x00000400    # bases have good shields (Stas, 2005)
368 OPTION_WORLDS   = 0x00000800    # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000    # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN    = 0x01000000    # user chose plain game 
371 OPTION_ALMY     = 0x02000000    # user chose Almy variant 
372
373 # Define devices 
374 DSRSENS = 0
375 DLRSENS = 1
376 DPHASER = 2
377 DPHOTON = 3
378 DLIFSUP = 4
379 DWARPEN = 5
380 DIMPULS = 6
381 DSHIELD = 7
382 DRADIO  = 0
383 DSHUTTL = 9
384 DCOMPTR = 10
385 DNAVSYS = 11
386 DTRANSP = 12
387 DSHCTRL = 13
388 DDRAY   = 14
389 DDSP    = 15
390 NDEVICES= 16    # Number of devices
391
392 SKILL_NONE      = 0
393 SKILL_NOVICE    = 1
394 SKILL_FAIR      = 2
395 SKILL_GOOD      = 3
396 SKILL_EXPERT    = 4
397 SKILL_EMERITUS  = 5
398
399 def damaged(dev):       return (game.damage[dev] != 0.0)
400 def communicating():    return not damaged(DRADIO) or game.condition=="docked"
401
402 # Define future events 
403 FSPY    = 0     # Spy event happens always (no future[] entry)
404                 # can cause SC to tractor beam Enterprise
405 FSNOVA  = 1     # Supernova
406 FTBEAM  = 2     # Commander tractor beams Enterprise
407 FSNAP   = 3     # Snapshot for time warp
408 FBATTAK = 4     # Commander attacks base
409 FCDBAS  = 5     # Commander destroys base
410 FSCMOVE = 6     # Supercommander moves (might attack base)
411 FSCDBAS = 7     # Supercommander destroys base
412 FDSPROB = 8     # Move deep space probe
413 FDISTR  = 9     # Emit distress call from an inhabited world 
414 FENSLV  = 10    # Inhabited word is enslaved */
415 FREPRO  = 11    # Klingons build a ship in an enslaved system
416 NEVENTS = 12
417
418 #
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
421
422 def findevent(evtype):  return game.future[evtype]
423
424 class enemy:
425     def __init__(self, type=None, loc=None, power=None):
426         self.type = type
427         self.kloc = coord()
428         if loc:
429             self.move(loc)
430         self.kpower = power     # enemy energy level
431         game.enemies.append(self)
432     def move(self, loc):
433         motion = (loc != self.kloc)
434         if self.kloc.i is not None and self.kloc.j is not None:
435             if motion:
436                 if self.type == IHT:
437                     game.quad[self.kloc.i][self.kloc.j] = IHWEB
438                 else:
439                     game.quad[self.kloc.i][self.kloc.j] = IHDOT
440         if loc:
441             self.kloc = copy.copy(loc)
442             game.quad[self.kloc.i][self.kloc.j] = self.type
443             self.kdist = self.kavgd = (game.sector - loc).distance()
444         else:
445             self.kloc = coord()
446             self.kdist = self.kavgd = None
447             game.enemies.remove(self)
448         return motion
449     def __repr__(self):
450         return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower)       # For debugging
451
452 class gamestate:
453     def __init__(self):
454         self.options = None     # Game options
455         self.state = snapshot() # A snapshot structure
456         self.snapsht = snapshot()       # Last snapshot taken for time-travel purposes
457         self.quad = None        # contents of our quadrant
458         self.damage = [0.0] * NDEVICES  # damage encountered
459         self.future = []                # future events
460         for i in range(NEVENTS):
461             self.future.append(event())
462         self.passwd  = None;            # Self Destruct password
463         self.enemies = []
464         self.quadrant = None    # where we are in the large
465         self.sector = None      # where we are in the small
466         self.tholian = None     # Tholian enemy object
467         self.base = None        # position of base in current quadrant
468         self.battle = None      # base coordinates being attacked
469         self.plnet = None       # location of planet in quadrant
470         self.gamewon = False    # Finished!
471         self.ididit = False     # action taken -- allows enemy to attack
472         self.alive = False      # we are alive (not killed)
473         self.justin = False     # just entered quadrant
474         self.shldup = False     # shields are up
475         self.shldchg = False    # shield is changing (affects efficiency)
476         self.iscate = False     # super commander is here
477         self.ientesc = False    # attempted escape from supercommander
478         self.resting = False    # rest time
479         self.icraft = False     # Kirk in Galileo
480         self.landed = False     # party on planet (true), on ship (false)
481         self.alldone = False    # game is now finished
482         self.neutz = False      # Romulan Neutral Zone
483         self.isarmed = False    # probe is armed
484         self.inorbit = False    # orbiting a planet
485         self.imine = False      # mining
486         self.icrystl = False    # dilithium crystals aboard
487         self.iseenit = False    # seen base attack report
488         self.thawed = False     # thawed game
489         self.condition = None   # "green", "yellow", "red", "docked", "dead"
490         self.iscraft = None     # "onship", "offship", "removed"
491         self.skill = None       # Player skill level
492         self.inkling = 0        # initial number of klingons
493         self.inbase = 0         # initial number of bases
494         self.incom = 0          # initial number of commanders
495         self.inscom = 0         # initial number of commanders
496         self.inrom = 0          # initial number of commanders
497         self.instar = 0         # initial stars
498         self.intorps = 0        # initial/max torpedoes
499         self.torps = 0          # number of torpedoes
500         self.ship = 0           # ship type -- 'E' is Enterprise
501         self.abandoned = 0      # count of crew abandoned in space
502         self.length = 0         # length of game
503         self.klhere = 0         # klingons here
504         self.casual = 0         # causalties
505         self.nhelp = 0          # calls for help
506         self.nkinks = 0         # count of energy-barrier crossings
507         self.iplnet = None      # planet # in quadrant
508         self.inplan = 0         # initial planets
509         self.irhere = 0         # Romulans in quadrant
510         self.isatb = 0          # =1 if super commander is attacking base
511         self.tourn = None       # tournament number
512         self.nprobes = 0        # number of probes available
513         self.inresor = 0.0      # initial resources
514         self.intime = 0.0       # initial time
515         self.inenrg = 0.0       # initial/max energy
516         self.inshld = 0.0       # initial/max shield
517         self.inlsr = 0.0        # initial life support resources
518         self.indate = 0.0       # initial date
519         self.energy = 0.0       # energy level
520         self.shield = 0.0       # shield level
521         self.warpfac = 0.0      # warp speed
522         self.wfacsq = 0.0       # squared warp factor
523         self.lsupres = 0.0      # life support reserves
524         self.optime = 0.0       # time taken by current operation
525         self.docfac = 0.0       # repair factor when docking (constant?)
526         self.damfac = 0.0       # damage factor
527         self.lastchart = 0.0    # time star chart was last updated
528         self.cryprob = 0.0      # probability that crystal will work
529         self.probe = None       # object holding probe course info
530         self.height = 0.0       # height of orbit around planet
531     def recompute(self):
532         # Stas thinks this should be (C expression): 
533         # game.state.remkl + len(game.state.kcmdr) > 0 ?
534         #       game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535         # He says the existing expression is prone to divide-by-zero errors
536         # after killing the last klingon when score is shown -- perhaps also
537         # if the only remaining klingon is SCOM.
538         game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
539
540 IHR = 'R'
541 IHK = 'K'
542 IHC = 'C'
543 IHS = 'S'
544 IHSTAR = '*'
545 IHP = 'P'
546 IHW = '@'
547 IHB = 'B'
548 IHBLANK = ' '
549 IHDOT = '.'
550 IHQUEST = '?'
551 IHE = 'E'
552 IHF = 'F'
553 IHT = 'T'
554 IHWEB = '#'
555 IHMATER0 = '-'
556 IHMATER1 = 'o'
557 IHMATER2 = '0'
558
559 FWON = 0
560 FDEPLETE = 1
561 FLIFESUP = 2
562 FNRG = 3
563 FBATTLE = 4
564 FNEG3 = 5
565 FNOVA = 6
566 FSNOVAED = 7
567 FABANDN = 8
568 FDILITHIUM = 9
569 FMATERIALIZE = 10
570 FPHASER = 11
571 FLOST = 12
572 FMINING = 13
573 FDPLANET = 14
574 FPNOVA = 15
575 FSSC = 16
576 FSTRACTOR = 17
577 FDRAY = 18
578 FTRIBBLE = 19
579 FHOLE = 20
580 FCREW = 21
581
582 def withprob(p):
583     v = random.random()
584     #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
585     return v < p
586
587 def randrange(*args):
588     v = random.randrange(*args)
589     #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
590     return v
591
592 def randreal(*args):
593     v = random.random()
594     if len(args) == 1:
595         v *= args[0]            # returns from [0, args[0])
596     elif len(args) == 2:
597         v = args[0] + v*(args[1]-args[0])       # returns from [args[0], args[1])
598     #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
599     return v
600
601 # Code from ai.c begins here
602
603 def welcoming(iq):
604     "Would this quadrant welcome another Klingon?"
605     return iq.valid_quadrant() and \
606         not game.state.galaxy[iq.i][iq.j].supernova and \
607         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
608
609 def tryexit(enemy, look, irun):
610     "A bad guy attempts to bug out."
611     iq = coord()
612     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614     if not welcoming(iq):
615         return False;
616     if enemy.type == IHR:
617         return False; # Romulans cannot escape! 
618     if not irun:
619         # avoid intruding on another commander's territory 
620         if enemy.type == IHC:
621             if iq in game.state.kcmdr:
622                 return False
623             # refuse to leave if currently attacking starbase 
624             if game.battle == game.quadrant:
625                 return False
626         # don't leave if over 1000 units of energy 
627         if enemy.kpower > 1000.0:
628             return False
629     # emit escape message and move out of quadrant.
630     # we know this if either short or long range sensors are working
631     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632         game.condition == "docked":
633         prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634               (_(" escapes to Quadrant %s (and regains strength).") % q))
635     # handle local matters related to escape
636     enemy.move(None)
637     game.klhere -= 1
638     if game.condition != "docked":
639         newcnd()
640     # Handle global matters related to escape 
641     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642     game.state.galaxy[iq.i][iq.j].klingons += 1
643     if enemy.type==IHS:
644         game.iscate = False
645         game.ientesc = False
646         game.isatb = 0
647         schedule(FSCMOVE, 0.2777)
648         unschedule(FSCDBAS)
649         game.state.kscmdr=iq
650     else:
651         for cmdr in game.state.kcmdr:
652             if cmdr == game.quadrant:
653                 game.state.kcmdr[n] = iq
654                 break
655     return True; # success 
656
657 # The bad-guy movement algorithm:
658
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
662
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
666
667 # Attacker Initial energy levels (nominal):
668 # Klingon   Romulan   Commander   Super-Commander
669 # Novice    400        700        1200        
670 # Fair      425        750        1250
671 # Good      450        800        1300        1750
672 # Expert    475        850        1350        1875
673 # Emeritus  500        900        1400        2000
674 # VARIANCE   75        200         200         200
675
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
679
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
682
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
685
686 # 4.  At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
689
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
692
693 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
694
695 def movebaddy(enemy):
696     "Tactical movement for the bad guys."
697     next = coord(); look = coord()
698     irun = False
699     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
700     if game.skill >= SKILL_EXPERT:
701         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
702     else:
703         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
704     dist1 = enemy.kdist
705     mdist = int(dist1 + 0.5); # Nearest integer distance 
706     # If SC, check with spy to see if should hi-tail it 
707     if enemy.type==IHS and \
708         (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
709         irun = True
710         motion = -QUADSIZE
711     else:
712         # decide whether to advance, retreat, or hold position 
713         forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
714         if not game.shldup:
715             forces += 1000; # Good for enemy if shield is down! 
716         if not damaged(DPHASER) or not damaged(DPHOTON):
717             if damaged(DPHASER): # phasers damaged 
718                 forces += 300.0
719             else:
720                 forces -= 0.2*(game.energy - 2500.0)
721             if damaged(DPHOTON): # photon torpedoes damaged 
722                 forces += 300.0
723             else:
724                 forces -= 50.0*game.torps
725         else:
726             # phasers and photon tubes both out! 
727             forces += 1000.0
728         motion = 0
729         if forces <= 1000.0 and game.condition != "docked": # Typical situation 
730             motion = ((forces + randreal(200))/150.0) - 5.0
731         else:
732             if forces > 1000.0: # Very strong -- move in for kill 
733                 motion = (1.0 - randreal())**2 * dist1 + 1.0
734             if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
735                 motion -= game.skill*(2.0-randreal()**2)
736         if idebug:
737             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738         # don't move if no motion 
739         if motion==0:
740             return
741         # Limit motion according to skill 
742         if abs(motion) > game.skill:
743             if motion < 0:
744                 motion = -game.skill
745             else:
746                 motion = game.skill
747     # calculate preferred number of steps 
748     nsteps = abs(int(motion))
749     if motion > 0 and nsteps > mdist:
750         nsteps = mdist; # don't overshoot 
751     if nsteps > QUADSIZE:
752         nsteps = QUADSIZE; # This shouldn't be necessary 
753     if nsteps < 1:
754         nsteps = 1; # This shouldn't be necessary 
755     if idebug:
756         proutn("NSTEPS = %d:" % nsteps)
757     # Compute preferred values of delta X and Y 
758     m = game.sector - enemy.kloc
759     if 2.0 * abs(m.i) < abs(m.j):
760         m.i = 0
761     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
762         m.j = 0
763     m = (motion * m).sgn()
764     next = enemy.kloc
765     # main move loop 
766     for ll in range(nsteps):
767         if idebug:
768             proutn(" %d" % (ll+1))
769         # Check if preferred position available 
770         look = next + m
771         if m.i < 0:
772             krawli = 1
773         else:
774             krawli = -1
775         if m.j < 0:
776             krawlj = 1
777         else:
778             krawlj = -1
779         success = False
780         attempts = 0; # Settle mysterious hang problem 
781         while attempts < 20 and not success:
782             attempts += 1
783             if look.i < 0 or look.i >= QUADSIZE:
784                 if motion < 0 and tryexit(enemy, look, irun):
785                     return
786                 if krawli == m.i or m.j == 0:
787                     break
788                 look.i = next.i + krawli
789                 krawli = -krawli
790             elif look.j < 0 or look.j >= QUADSIZE:
791                 if motion < 0 and tryexit(enemy, look, irun):
792                     return
793                 if krawlj == m.j or m.i == 0:
794                     break
795                 look.j = next.j + krawlj
796                 krawlj = -krawlj
797             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798                 # See if enemy should ram ship 
799                 if game.quad[look.i][look.j] == game.ship and \
800                     (enemy.type == IHC or enemy.type == IHS):
801                     collision(rammed=True, enemy=enemy)
802                     return
803                 if krawli != m.i and m.j != 0:
804                     look.i = next.i + krawli
805                     krawli = -krawli
806                 elif krawlj != m.j and m.i != 0:
807                     look.j = next.j + krawlj
808                     krawlj = -krawlj
809                 else:
810                     break; # we have failed 
811             else:
812                 success = True
813         if success:
814             next = look
815             if idebug:
816                 proutn(`next`)
817         else:
818             break; # done early 
819     if idebug:
820         skip(1)
821     if enemy.move(next):
822         if not damaged(DSRSENS) or game.condition == "docked":
823             proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824             if enemy.kdist < dist1:
825                 proutn(_(" advances to "))
826             else:
827                 proutn(_(" retreats to "))
828             prout("Sector %s." % next)
829
830 def moveklings():
831     "Sequence Klingon tactical movement."
832     if idebug:
833         prout("== MOVCOM")
834     # Figure out which Klingon is the commander (or Supercommander)
835     # and do move
836     if game.quadrant in game.state.kcmdr:
837         for enemy in game.enemies:
838             if enemy.type == IHC:
839                 movebaddy(enemy)
840     if game.state.kscmdr==game.quadrant:
841         for enemy in game.enemies:
842             if enemy.type == IHS:
843                 movebaddy(enemy)
844                 break
845     # If skill level is high, move other Klingons and Romulans too!
846     # Move these last so they can base their actions on what the
847     # commander(s) do.
848     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849         for enemy in game.enemies:
850             if enemy.type in (IHK, IHR):
851                 movebaddy(enemy)
852     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
853
854 def movescom(iq, avoid):
855     "Commander movement helper." 
856     # Avoid quadrants with bases if we want to avoid Enterprise 
857     if not welcoming(iq) or (avoid and iq in game.state.baseq):
858         return False
859     if game.justin and not game.iscate:
860         return False
861     # do the move 
862     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863     game.state.kscmdr = iq
864     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865     if game.state.kscmdr==game.quadrant:
866         # SC has scooted, Remove him from current quadrant 
867         game.iscate=False
868         game.isatb=0
869         game.ientesc = False
870         unschedule(FSCDBAS)
871         for enemy in game.enemies:
872             if enemy.type == IHS:
873                 break
874         enemy.move(None)
875         game.klhere -= 1
876         if game.condition != "docked":
877             newcnd()
878         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879     # check for a helpful planet 
880     for i in range(game.inplan):
881         if game.state.planets[i].quadrant == game.state.kscmdr and \
882             game.state.planets[i].crystals == "present":
883             # destroy the planet 
884             game.state.planets[i].pclass = "destroyed"
885             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
886             if communicating():
887                 announce()
888                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
889                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890                 prout(_("   by the Super-commander.\""))
891             break
892     return True; # looks good! 
893                         
894 def supercommander():
895     "Move the Super Commander." 
896     iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
897     basetbl = []
898     if idebug:
899         prout("== SUPERCOMMANDER")
900     # Decide on being active or passive 
901     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
902             (game.state.date-game.indate) < 3.0)
903     if not game.iscate and avoid:
904         # compute move away from Enterprise 
905         idelta = game.state.kscmdr-game.quadrant
906         if idelta.distance() > 2.0:
907             # circulate in space 
908             idelta.i = game.state.kscmdr.j-game.quadrant.j
909             idelta.j = game.quadrant.i-game.state.kscmdr.i
910     else:
911         # compute distances to starbases 
912         if not game.state.baseq:
913             # nothing left to do 
914             unschedule(FSCMOVE)
915             return
916         sc = game.state.kscmdr
917         for base in game.state.baseq:
918             basetbl.append((i, (base - sc).distance()))
919         if game.state.baseq > 1:
920             basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921         # look for nearest base without a commander, no Enterprise, and
922         # without too many Klingons, and not already under attack. 
923         ifindit = iwhichb = 0
924         for (i2, base) in enumerate(game.state.baseq):
925             i = basetbl[i2][0]; # bug in original had it not finding nearest
926             if base==game.quadrant or base==game.battle or not welcoming(base):
927                 continue
928             # if there is a commander, and no other base is appropriate,
929             # we will take the one with the commander
930             for cmdr in game.state.kcmdr:
931                 if base == cmdr and ifindit != 2:
932                     ifindit = 2
933                     iwhichb = i
934                     break
935             else:       # no commander -- use this one 
936                 ifindit = 1
937                 iwhichb = i
938                 break
939         if ifindit==0:
940             return # Nothing suitable -- wait until next time
941         ibq = game.state.baseq[iwhichb]
942         # decide how to move toward base 
943         idelta = ibq - game.state.kscmdr
944     # Maximum movement is 1 quadrant in either or both axes 
945     idelta = idelta.sgn()
946     # try moving in both x and y directions
947     # there was what looked like a bug in the Almy C code here,
948     # but it might be this translation is just wrong.
949     iq = game.state.kscmdr + idelta
950     if not movescom(iq, avoid):
951         # failed -- try some other maneuvers 
952         if idelta.i==0 or idelta.j==0:
953             # attempt angle move 
954             if idelta.i != 0:
955                 iq.j = game.state.kscmdr.j + 1
956                 if not movescom(iq, avoid):
957                     iq.j = game.state.kscmdr.j - 1
958                     movescom(iq, avoid)
959             elif idelta.j != 0:
960                 iq.i = game.state.kscmdr.i + 1
961                 if not movescom(iq, avoid):
962                     iq.i = game.state.kscmdr.i - 1
963                     movescom(iq, avoid)
964         else:
965             # try moving just in x or y 
966             iq.j = game.state.kscmdr.j
967             if not movescom(iq, avoid):
968                 iq.j = game.state.kscmdr.j + idelta.j
969                 iq.i = game.state.kscmdr.i
970                 movescom(iq, avoid)
971     # check for a base 
972     if len(game.state.baseq) == 0:
973         unschedule(FSCMOVE)
974     else:
975         for ibq in game.state.baseq:
976             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
977                 # attack the base 
978                 if avoid:
979                     return # no, don't attack base! 
980                 game.iseenit = False
981                 game.isatb = 1
982                 schedule(FSCDBAS, randreal(1.0, 3.0))
983                 if is_scheduled(FCDBAS):
984                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985                 if not communicating():
986                     return # no warning 
987                 game.iseenit = True
988                 announce()
989                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
990                       % game.state.kscmdr)
991                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
992                 proutn(_("   It can survive until stardate %d.\"") \
993                        % int(scheduled(FSCDBAS)))
994                 if not game.resting:
995                     return
996                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
997                 if ja() == False:
998                     return
999                 game.resting = False
1000                 game.optime = 0.0; # actually finished 
1001                 return
1002     # Check for intelligence report 
1003     if not idebug and \
1004         (withprob(0.8) or \
1005          (not communicating()) or \
1006          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1007         return
1008     announce()
1009     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
1010     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1011     return
1012
1013 def movetholian():
1014     "Move the Tholian."
1015     if not game.tholian or game.justin:
1016         return
1017     id = coord()
1018     if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019         id.i = 0; id.j = QUADSIZE-1
1020     elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021         id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022     elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023         id.i = QUADSIZE-1; id.j = 0
1024     elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1025         id.i = 0; id.j = 0
1026     else:
1027         # something is wrong! 
1028         game.tholian.move(None)
1029         prout("***Internal error: Tholian in a bad spot.")
1030         return
1031     # do nothing if we are blocked 
1032     if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1033         return
1034     here = copy.copy(game.tholian.kloc)
1035     delta = (id - game.tholian.kloc).sgn()
1036     # move in x axis 
1037     while here.i != id.i:
1038         here.i += delta.i
1039         if game.quad[here.i][here.j]==IHDOT:
1040             game.tholian.move(here)
1041     # move in y axis 
1042     while here.j != id.j:
1043         here.j += delta.j
1044         if game.quad[here.i][here.j]==IHDOT:
1045             game.tholian.move(here)
1046     # check to see if all holes plugged 
1047     for i in range(QUADSIZE):
1048         if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1049             return
1050         if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1051             return
1052         if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1053             return
1054         if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1055             return
1056     # All plugged up -- Tholian splits 
1057     game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1058     dropin(IHBLANK)
1059     prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060     game.tholian.move(None)
1061     return
1062
1063 # Code from battle.c begins here
1064
1065 def doshield(shraise):
1066     "Change shield status."
1067     action = "NONE"
1068     game.ididit = False
1069     if shraise:
1070         action = "SHUP"
1071     else:
1072         key = scanner.next()
1073         if key == "IHALPHA":
1074             if scanner.sees("transfer"):
1075                 action = "NRG"
1076             else:
1077                 if damaged(DSHIELD):
1078                     prout(_("Shields damaged and down."))
1079                     return
1080                 if scanner.sees("up"):
1081                     action = "SHUP"
1082                 elif scanner.sees("down"):
1083                     action = "SHDN"
1084         if action=="NONE":
1085             proutn(_("Do you wish to change shield energy? "))
1086             if ja() == True:
1087                 proutn(_("Energy to transfer to shields- "))
1088                 action = "NRG"
1089             elif damaged(DSHIELD):
1090                 prout(_("Shields damaged and down."))
1091                 return
1092             elif game.shldup:
1093                 proutn(_("Shields are up. Do you want them down? "))
1094                 if ja() == True:
1095                     action = "SHDN"
1096                 else:
1097                     scanner.chew()
1098                     return
1099             else:
1100                 proutn(_("Shields are down. Do you want them up? "))
1101                 if ja() == True:
1102                     action = "SHUP"
1103                 else:
1104                     scanner.chew()
1105                     return    
1106     if action == "SHUP": # raise shields 
1107         if game.shldup:
1108             prout(_("Shields already up."))
1109             return
1110         game.shldup = True
1111         game.shldchg = True
1112         if game.condition != "docked":
1113             game.energy -= 50.0
1114         prout(_("Shields raised."))
1115         if game.energy <= 0:
1116             skip(1)
1117             prout(_("Shields raising uses up last of energy."))
1118             finish(FNRG)
1119             return
1120         game.ididit=True
1121         return
1122     elif action == "SHDN":
1123         if not game.shldup:
1124             prout(_("Shields already down."))
1125             return
1126         game.shldup=False
1127         game.shldchg=True
1128         prout(_("Shields lowered."))
1129         game.ididit = True
1130         return
1131     elif action == "NRG":
1132         while scanner.next() != "IHREAL":
1133             scanner.chew()
1134             proutn(_("Energy to transfer to shields- "))
1135         scanner.chew()
1136         if scanner.real == 0:
1137             return
1138         if scanner.real > game.energy:
1139             prout(_("Insufficient ship energy."))
1140             return
1141         game.ididit = True
1142         if game.shield+scanner.real >= game.inshld:
1143             prout(_("Shield energy maximized."))
1144             if game.shield+scanner.real > game.inshld:
1145                 prout(_("Excess energy requested returned to ship energy"))
1146             game.energy -= game.inshld-game.shield
1147             game.shield = game.inshld
1148             return
1149         if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150             # Prevent shield drain loophole 
1151             skip(1)
1152             prout(_("Engineering to bridge--"))
1153             prout(_("  Scott here. Power circuit problem, Captain."))
1154             prout(_("  I can't drain the shields."))
1155             game.ididit = False
1156             return
1157         if game.shield+scanner.real < 0:
1158             prout(_("All shield energy transferred to ship."))
1159             game.energy += game.shield
1160             game.shield = 0.0
1161             return
1162         proutn(_("Scotty- \""))
1163         if scanner.real > 0:
1164             prout(_("Transferring energy to shields.\""))
1165         else:
1166             prout(_("Draining energy from shields.\""))
1167         game.shield += scanner.real
1168         game.energy -= scanner.real
1169         return
1170
1171 def randdevice():
1172     "Choose a device to damage, at random."
1173     # Quoth Eric Allman in the code of BSD-Trek:
1174     # "Under certain conditions you can get a critical hit.  This
1175     # sort of hit damages devices.  The probability that a given
1176     # device is damaged depends on the device.  Well protected
1177     # devices (such as the computer, which is in the core of the
1178     # ship and has considerable redundancy) almost never get
1179     # damaged, whereas devices which are exposed (such as the
1180     # warp engines) or which are particularly delicate (such as
1181     # the transporter) have a much higher probability of being
1182     # damaged."
1183     # 
1184     # This is one place where OPTION_PLAIN does not restore the
1185     # original behavior, which was equiprobable damage across
1186     # all devices.  If we wanted that, we'd return randrange(NDEVICES)
1187     # and have done with it.  Also, in the original game, DNAVYS
1188     # and DCOMPTR were the same device. 
1189     # 
1190     # Instead, we use a table of weights similar to the one from BSD Trek.
1191     # BSD doesn't have the shuttle, shield controller, death ray, or probes. 
1192     # We don't have a cloaking device.  The shuttle got the allocation
1193     # for the cloaking device, then we shaved a half-percent off
1194     # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1195     weights = (
1196         105,    # DSRSENS: short range scanners 10.5% 
1197         105,    # DLRSENS: long range scanners          10.5% 
1198         120,    # DPHASER: phasers                      12.0% 
1199         120,    # DPHOTON: photon torpedoes             12.0% 
1200         25,     # DLIFSUP: life support          2.5% 
1201         65,     # DWARPEN: warp drive                    6.5% 
1202         70,     # DIMPULS: impulse engines               6.5% 
1203         145,    # DSHIELD: deflector shields            14.5% 
1204         30,     # DRADIO:  subspace radio                3.0% 
1205         45,     # DSHUTTL: shuttle                       4.5% 
1206         15,     # DCOMPTR: computer                      1.5% 
1207         20,     # NAVCOMP: navigation system             2.0% 
1208         75,     # DTRANSP: transporter                   7.5% 
1209         20,     # DSHCTRL: high-speed shield controller 2.0% 
1210         10,     # DDRAY: death ray                       1.0% 
1211         30,     # DDSP: deep-space probes                3.0% 
1212     )
1213     idx = randrange(1000)       # weights must sum to 1000 
1214     sum = 0
1215     for (i, w) in enumerate(weights):
1216         sum += w
1217         if idx < sum:
1218             return i
1219     return None;        # we should never get here
1220
1221 def collision(rammed, enemy):
1222     "Collision handling fot rammong events."
1223     prouts(_("***RED ALERT!  RED ALERT!"))
1224     skip(1)
1225     prout(_("***COLLISION IMMINENT."))
1226     skip(2)
1227     proutn("***")
1228     proutn(crmshp())
1229     hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1230     if rammed:
1231         proutn(_(" rammed by "))
1232     else:
1233         proutn(_(" rams "))
1234     proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1235     if rammed:
1236         proutn(_(" (original position)"))
1237     skip(1)
1238     deadkl(enemy.kloc, enemy.type, game.sector)
1239     proutn("***" + crmship() + " heavily damaged.")
1240     icas = randrange(10, 30)
1241     prout(_("***Sickbay reports %d casualties"), icas)
1242     game.casual += icas
1243     game.state.crew -= icas
1244     # In the pre-SST2K version, all devices got equiprobably damaged,
1245     # which was silly.  Instead, pick up to half the devices at
1246     # random according to our weighting table,
1247     ncrits = randrange(NDEVICES/2)
1248     for m in range(ncrits):
1249         dev = randdevice()
1250         if game.damage[dev] < 0:
1251             continue
1252         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253         # Damage for at least time of travel! 
1254         game.damage[dev] += game.optime + extradm
1255     game.shldup = False
1256     prout(_("***Shields are down."))
1257     if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1258         announce()
1259         damagereport()
1260     else:
1261         finish(FWON)
1262     return
1263
1264 def torpedo(origin, bearing, dispersion, number, nburst):
1265     "Let a photon torpedo fly" 
1266     if not damaged(DSRSENS) or game.condition=="docked":
1267         setwnd(srscan_window)
1268     else: 
1269         setwnd(message_window)
1270     shoved = False
1271     ac = bearing + 0.25*dispersion      # dispersion is a random variable
1272     bullseye = (15.0 - bearing)*0.5235988
1273     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
1274     bumpto = coord(0, 0)
1275     # Loop to move a single torpedo 
1276     for step in range(1, QUADSIZE*2):
1277         track.next()
1278         w = track.sector()
1279         if not w.valid_sector():
1280             break
1281         iquad=game.quad[w.i][w.j]
1282         tracktorpedo(origin, w, step, number, nburst, iquad)
1283         if iquad==IHDOT:
1284             continue
1285         # hit something 
1286         setwnd(message_window)
1287         if damaged(DSRSENS) and not game.condition=="docked":
1288             skip(1);    # start new line after text track 
1289         if iquad in (IHE, IHF): # Hit our ship 
1290             skip(1)
1291             prout(_("Torpedo hits %s.") % crmshp())
1292             hit = 700.0 + randreal(100) - \
1293                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1294             newcnd(); # we're blown out of dock 
1295             if game.landed or game.condition=="docked":
1296                 return hit # Cheat if on a planet 
1297             ang = track.angle + 2.5*(randreal()-0.5)
1298             temp = math.fabs(math.sin(ang))
1299             if math.fabs(math.cos(ang)) > temp:
1300                 temp = math.fabs(math.cos(ang))
1301             xx = -math.sin(ang)/temp
1302             yy = math.cos(ang)/temp
1303             bumpto.i = int(w.i+xx+0.5)
1304             bumpto.j = int(w.j+yy+0.5)
1305             if not bumpto.valid_sector():
1306                 return hit
1307             if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1308                 finish(FHOLE)
1309                 return hit
1310             if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1311                 # can't move into object 
1312                 return hit
1313             game.sector = bumpto
1314             proutn(crmshp())
1315             shoved = True
1316         elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
1317             # find the enemy 
1318             if iquad in (IHC, IHS) and withprob(0.05):
1319                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1320                 prout(_("   torpedo neutralized."))
1321                 return None
1322             for enemy in game.enemies:
1323                 if w == enemy.kloc:
1324                     break
1325             kp = math.fabs(enemy.kpower)
1326             h1 = 700.0 + randrange(100) - \
1327                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1328             h1 = math.fabs(h1)
1329             if kp < h1:
1330                 h1 = kp
1331             if enemy.kpower < 0:
1332                 enemy.kpower -= -h1
1333             else:
1334                 enemy.kpower -= h1
1335             if enemy.kpower == 0:
1336                 deadkl(w, iquad, w)
1337                 return None
1338             proutn(crmena(True, iquad, "sector", w))
1339             # If enemy damaged but not destroyed, try to displace 
1340             ang = track.angle + 2.5*(randreal()-0.5)
1341             temp = math.fabs(math.sin(ang))
1342             if math.fabs(math.cos(ang)) > temp:
1343                 temp = math.fabs(math.cos(ang))
1344             xx = -math.sin(ang)/temp
1345             yy = math.cos(ang)/temp
1346             bumpto.i = int(w.i+xx+0.5)
1347             bumpto.j = int(w.j+yy+0.5)
1348             if not bumpto.valid_sector():
1349                 prout(_(" damaged but not destroyed."))
1350                 return
1351             if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1352                 prout(_(" buffeted into black hole."))
1353                 deadkl(w, iquad, bumpto)
1354                 return None
1355             if game.quad[bumpto.i][bumpto.j] != IHDOT:
1356                 # can't move into object 
1357                 prout(_(" damaged but not destroyed."))
1358                 return None
1359             proutn(_(" damaged--"))
1360             enemy.kloc = bumpto
1361             shoved = True
1362             break
1363         elif iquad == IHB: # Hit a base 
1364             skip(1)
1365             prout(_("***STARBASE DESTROYED.."))
1366             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1367             game.quad[w.i][w.j]=IHDOT
1368             game.base.invalidate()
1369             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1370             game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1371             game.state.basekl += 1
1372             newcnd()
1373             return None
1374         elif iquad == IHP: # Hit a planet 
1375             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1376             game.state.nplankl += 1
1377             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1378             game.iplnet.pclass = "destroyed"
1379             game.iplnet = None
1380             game.plnet.invalidate()
1381             game.quad[w.i][w.j] = IHDOT
1382             if game.landed:
1383                 # captain perishes on planet 
1384                 finish(FDPLANET)
1385             return None
1386         elif iquad == IHW: # Hit an inhabited world -- very bad! 
1387             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1388             game.state.nworldkl += 1
1389             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1390             game.iplnet.pclass = "destroyed"
1391             game.iplnet = None
1392             game.plnet.invalidate()
1393             game.quad[w.i][w.j] = IHDOT
1394             if game.landed:
1395                 # captain perishes on planet 
1396                 finish(FDPLANET)
1397             prout(_("You have just destroyed an inhabited planet."))
1398             prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1399             return None
1400         elif iquad == IHSTAR: # Hit a star 
1401             if withprob(0.9):
1402                 nova(w)
1403             else:
1404                 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1405             return None
1406         elif iquad == IHQUEST: # Hit a thingy 
1407             if not (game.options & OPTION_THINGY) or withprob(0.3):
1408                 skip(1)
1409                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1410                 skip(1)
1411                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1412                 skip(1)
1413                 proutn(_("Mr. Spock-"))
1414                 prouts(_("  \"Fascinating!\""))
1415                 skip(1)
1416                 deadkl(w, iquad, w)
1417             else:
1418                 # Stas Sergeev added the possibility that
1419                 # you can shove the Thingy and piss it off.
1420                 # It then becomes an enemy and may fire at you.
1421                 thing.angry = True
1422                 shoved = True
1423             return None
1424         elif iquad == IHBLANK: # Black hole 
1425             skip(1)
1426             prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1427             return None
1428         elif iquad == IHWEB: # hit the web 
1429             skip(1)
1430             prout(_("***Torpedo absorbed by Tholian web."))
1431             return None
1432         elif iquad == IHT:  # Hit a Tholian 
1433             h1 = 700.0 + randrange(100) - \
1434                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1435             h1 = math.fabs(h1)
1436             if h1 >= 600:
1437                 game.quad[w.i][w.j] = IHDOT
1438                 deadkl(w, iquad, w)
1439                 game.tholian = None
1440                 return None
1441             skip(1)
1442             proutn(crmena(True, IHT, "sector", w))
1443             if withprob(0.05):
1444                 prout(_(" survives photon blast."))
1445                 return None
1446             prout(_(" disappears."))
1447             game.tholian.move(None)
1448             game.quad[w.i][w.j] = IHWEB
1449             dropin(IHBLANK)
1450             return None
1451         else: # Problem!
1452             skip(1)
1453             proutn("Don't know how to handle torpedo collision with ")
1454             proutn(crmena(True, iquad, "sector", w))
1455             skip(1)
1456             return None
1457         break
1458     if curwnd!=message_window:
1459         setwnd(message_window)
1460     if shoved:
1461         game.quad[w.i][w.j]=IHDOT
1462         game.quad[bumpto.i][bumpto.j]=iquad
1463         prout(_(" displaced by blast to Sector %s ") % bumpto)
1464         for ll in range(len(game.enemies)):
1465             game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1466         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1467         return None
1468     skip(1)
1469     prout(_("Torpedo missed."))
1470     return None;
1471
1472 def fry(hit):
1473     "Critical-hit resolution." 
1474     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1475         return
1476     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1477     proutn(_("***CRITICAL HIT--"))
1478     # Select devices and cause damage
1479     cdam = []
1480     for loop1 in range(ncrit):
1481         while True:
1482             j = randdevice()
1483             # Cheat to prevent shuttle damage unless on ship 
1484             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1485                 break
1486         cdam.append(j)
1487         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1488         game.damage[j] += extradm
1489     skipcount = 0
1490     for (i, j) in enumerate(cdam):
1491         proutn(device[j])
1492         if skipcount % 3 == 2 and i < len(cdam)-1:
1493             skip(1)
1494         skipcount += 1
1495         if i < len(cdam)-1:
1496             proutn(_(" and "))
1497     prout(_(" damaged."))
1498     if damaged(DSHIELD) and game.shldup:
1499         prout(_("***Shields knocked down."))
1500         game.shldup=False
1501
1502 def attack(torps_ok):
1503     # bad guy attacks us 
1504     # torps_ok == False forces use of phasers in an attack 
1505     # game could be over at this point, check
1506     if game.alldone:
1507         return
1508     attempt = False; ihurt = False;
1509     hitmax=0.0; hittot=0.0; chgfac=1.0
1510     where = "neither"
1511     if idebug:
1512         prout("=== ATTACK!")
1513     # Tholian gets to move before attacking 
1514     if game.tholian:
1515         movetholian()
1516     # if you have just entered the RNZ, you'll get a warning 
1517     if game.neutz: # The one chance not to be attacked 
1518         game.neutz = False
1519         return
1520     # commanders get a chance to tac-move towards you 
1521     if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1522         moveklings()
1523     # if no enemies remain after movement, we're done 
1524     if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1525         return
1526     # set up partial hits if attack happens during shield status change 
1527     pfac = 1.0/game.inshld
1528     if game.shldchg:
1529         chgfac = 0.25 + randreal(0.5)
1530     skip(1)
1531     # message verbosity control 
1532     if game.skill <= SKILL_FAIR:
1533         where = "sector"
1534     for enemy in game.enemies:
1535         if enemy.kpower < 0:
1536             continue;   # too weak to attack 
1537         # compute hit strength and diminish shield power 
1538         r = randreal()
1539         # Increase chance of photon torpedos if docked or enemy energy is low 
1540         if game.condition == "docked":
1541             r *= 0.25
1542         if enemy.kpower < 500:
1543             r *= 0.25; 
1544         if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1545             continue
1546         # different enemies have different probabilities of throwing a torp 
1547         usephasers = not torps_ok or \
1548             (enemy.type == IHK and r > 0.0005) or \
1549             (enemy.type==IHC and r > 0.015) or \
1550             (enemy.type==IHR and r > 0.3) or \
1551             (enemy.type==IHS and r > 0.07) or \
1552             (enemy.type==IHQUEST and r > 0.05)
1553         if usephasers:      # Enemy uses phasers 
1554             if game.condition == "docked":
1555                 continue; # Don't waste the effort! 
1556             attempt = True; # Attempt to attack 
1557             dustfac = randreal(0.8, 0.85)
1558             hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1559             enemy.kpower *= 0.75
1560         else: # Enemy uses photon torpedo 
1561             # We should be able to make the bearing() method work here
1562             course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1563             hit = 0
1564             proutn(_("***TORPEDO INCOMING"))
1565             if not damaged(DSRSENS):
1566                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1567             attempt = True
1568             prout("  ")
1569             dispersion = (randreal()+randreal())*0.5 - 0.5
1570             dispersion += 0.002*enemy.kpower*dispersion
1571             hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1572             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1573                 finish(FWON); # Klingons did themselves in! 
1574             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1575                 return # Supernova or finished 
1576             if hit == None:
1577                 continue
1578         # incoming phaser or torpedo, shields may dissipate it 
1579         if game.shldup or game.shldchg or game.condition=="docked":
1580             # shields will take hits 
1581             propor = pfac * game.shield
1582             if game.condition =="docked":
1583                 propr *= 2.1
1584             if propor < 0.1:
1585                 propor = 0.1
1586             hitsh = propor*chgfac*hit+1.0
1587             absorb = 0.8*hitsh
1588             if absorb > game.shield:
1589                 absorb = game.shield
1590             game.shield -= absorb
1591             hit -= hitsh
1592             # taking a hit blasts us out of a starbase dock 
1593             if game.condition == "docked":
1594                 dock(False)
1595             # but the shields may take care of it 
1596             if propor > 0.1 and hit < 0.005*game.energy:
1597                 continue
1598         # hit from this opponent got through shields, so take damage 
1599         ihurt = True
1600         proutn(_("%d unit hit") % int(hit))
1601         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1602             proutn(_(" on the ") + crmshp())
1603         if not damaged(DSRSENS) and usephasers:
1604             prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1605         skip(1)
1606         # Decide if hit is critical 
1607         if hit > hitmax:
1608             hitmax = hit
1609         hittot += hit
1610         fry(hit)
1611         game.energy -= hit
1612     if game.energy <= 0:
1613         # Returning home upon your shield, not with it... 
1614         finish(FBATTLE)
1615         return
1616     if not attempt and game.condition == "docked":
1617         prout(_("***Enemies decide against attacking your ship."))
1618     percent = 100.0*pfac*game.shield+0.5
1619     if not ihurt:
1620         # Shields fully protect ship 
1621         proutn(_("Enemy attack reduces shield strength to "))
1622     else:
1623         # Emit message if starship suffered hit(s) 
1624         skip(1)
1625         proutn(_("Energy left %2d    shields ") % int(game.energy))
1626         if game.shldup:
1627             proutn(_("up "))
1628         elif not damaged(DSHIELD):
1629             proutn(_("down "))
1630         else:
1631             proutn(_("damaged, "))
1632     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1633     # Check if anyone was hurt 
1634     if hitmax >= 200 or hittot >= 500:
1635         icas = randrange(int(hittot * 0.015))
1636         if icas >= 2:
1637             skip(1)
1638             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1639             prout(_("   in that last attack.\""))
1640             game.casual += icas
1641             game.state.crew -= icas
1642     # After attack, reset average distance to enemies 
1643     for enemy in game.enemies:
1644         enemy.kavgd = enemy.kdist
1645     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1646     return
1647                 
1648 def deadkl(w, type, mv):
1649     "Kill a Klingon, Tholian, Romulan, or Thingy." 
1650     # Added mv to allow enemy to "move" before dying 
1651     proutn(crmena(True, type, "sector", mv))
1652     # Decide what kind of enemy it is and update appropriately 
1653     if type == IHR:
1654         # Chalk up a Romulan 
1655         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1656         game.irhere -= 1
1657         game.state.nromrem -= 1
1658     elif type == IHT:
1659         # Killed a Tholian 
1660         game.tholian = None
1661     elif type == IHQUEST:
1662         # Killed a Thingy
1663         global thing
1664         thing = None
1665     else:
1666         # Killed some type of Klingon 
1667         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1668         game.klhere -= 1
1669         if type == IHC:
1670             game.state.kcmdr.remove(game.quadrant)
1671             unschedule(FTBEAM)
1672             if game.state.kcmdr:
1673                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1674             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1675                 unschedule(FCDBAS)    
1676         elif type ==  IHK:
1677             game.state.remkl -= 1
1678         elif type ==  IHS:
1679             game.state.nscrem -= 1
1680             game.state.kscmdr.invalidate()
1681             game.isatb = 0
1682             game.iscate = False
1683             unschedule(FSCMOVE)
1684             unschedule(FSCDBAS)
1685     # For each kind of enemy, finish message to player 
1686     prout(_(" destroyed."))
1687     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1688         return
1689     game.recompute()
1690     # Remove enemy ship from arrays describing local conditions
1691     for e in game.enemies:
1692         if e.kloc == w:
1693             e.move(None)
1694             break
1695     return
1696
1697 def targetcheck(w):
1698     "Return None if target is invalid, otherwise return a course angle."
1699     if not w.valid_sector():
1700         huh()
1701         return None
1702     delta = coord()
1703     # FIXME: C code this was translated from is wacky -- why the sign reversal?
1704     delta.j = (w.j - game.sector.j);
1705     delta.i = (game.sector.i - w.i);
1706     if delta == coord(0, 0):
1707         skip(1)
1708         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1709         prout(_("  I recommend an immediate review of"))
1710         prout(_("  the Captain's psychological profile.\""))
1711         scanner.chew()
1712         return None
1713     return delta.bearing()
1714
1715 def photon():
1716     "Launch photon torpedo."
1717     course = []
1718     game.ididit = False
1719     if damaged(DPHOTON):
1720         prout(_("Photon tubes damaged."))
1721         scanner.chew()
1722         return
1723     if game.torps == 0:
1724         prout(_("No torpedoes left."))
1725         scanner.chew()
1726         return
1727     # First, get torpedo count
1728     while True:
1729         scanner.next()
1730         if scanner.token == "IHALPHA":
1731             huh()
1732             return
1733         elif scanner.token == "IHEOL" or not scanner.waiting():
1734             prout(_("%d torpedoes left.") % game.torps)
1735             scanner.chew()
1736             proutn(_("Number of torpedoes to fire- "))
1737             continue    # Go back around to get a number
1738         else: # key == "IHREAL"
1739             n = scanner.int()
1740             if n <= 0: # abort command 
1741                 scanner.chew()
1742                 return
1743             if n > MAXBURST:
1744                 scanner.chew()
1745                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1746                 return
1747             if n > game.torps:
1748                 scanner.chew()  # User requested more torps than available
1749                 continue        # Go back around
1750             break       # All is good, go to next stage
1751     # Next, get targets
1752     target = []
1753     for i in range(n):
1754         key = scanner.next()
1755         if i==0 and key == "IHEOL":
1756             break;      # no coordinate waiting, we will try prompting 
1757         if i==1 and key == "IHEOL":
1758             # direct all torpedoes at one target 
1759             while i < n:
1760                 target.append(target[0])
1761                 course.append(course[0])
1762                 i += 1
1763             break
1764         scanner.push(scanner.token)
1765         target.append(scanner.getcoord())
1766         if target[-1] == None:
1767             return
1768         course.append(targetcheck(target[-1]))
1769         if course[-1] == None:
1770             return
1771     scanner.chew()
1772     if len(target) == 0:
1773         # prompt for each one 
1774         for i in range(n):
1775             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1776             scanner.chew()
1777             target.append(scanner.getcoord())
1778             if target[-1] == None:
1779                 return
1780             course.append(targetcheck(target[-1]))
1781             if course[-1] == None:
1782                 return
1783     game.ididit = True
1784     # Loop for moving <n> torpedoes 
1785     for i in range(n):
1786         if game.condition != "docked":
1787             game.torps -= 1
1788         dispersion = (randreal()+randreal())*0.5 -0.5
1789         if math.fabs(dispersion) >= 0.47:
1790             # misfire! 
1791             dispersion *= randreal(1.2, 2.2)
1792             if n > 0:
1793                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1794             else:
1795                 prouts(_("***TORPEDO MISFIRES."))
1796             skip(1)
1797             if i < n:
1798                 prout(_("  Remainder of burst aborted."))
1799             if withprob(0.2):
1800                 prout(_("***Photon tubes damaged by misfire."))
1801                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1802             break
1803         if game.shldup or game.condition == "docked":
1804             dispersion *= 1.0 + 0.0001*game.shield
1805         torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1806         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1807             return
1808     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1809         finish(FWON);
1810
1811 def overheat(rpow):
1812     "Check for phasers overheating."
1813     if rpow > 1500:
1814         checkburn = (rpow-1500.0)*0.00038
1815         if withprob(checkburn):
1816             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1817             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1818
1819 def checkshctrl(rpow):
1820     "Check shield control."
1821     skip(1)
1822     if withprob(0.998):
1823         prout(_("Shields lowered."))
1824         return False
1825     # Something bad has happened 
1826     prouts(_("***RED ALERT!  RED ALERT!"))
1827     skip(2)
1828     hit = rpow*game.shield/game.inshld
1829     game.energy -= rpow+hit*0.8
1830     game.shield -= hit*0.2
1831     if game.energy <= 0.0:
1832         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1833         skip(1)
1834         stars()
1835         finish(FPHASER)
1836         return True
1837     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1838     skip(2)
1839     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1840     icas = randrange(int(hit*0.012))
1841     skip(1)
1842     fry(0.8*hit)
1843     if icas:
1844         skip(1)
1845         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1846         prout(_("  %d casualties so far.\"") % icas)
1847         game.casual += icas
1848         game.state.crew -= icas
1849     skip(1)
1850     prout(_("Phaser energy dispersed by shields."))
1851     prout(_("Enemy unaffected."))
1852     overheat(rpow)
1853     return True;
1854
1855 def hittem(hits):
1856     "Register a phaser hit on Klingons and Romulans."
1857     nenhr2 = len(game.enemies); kk=0
1858     w = coord()
1859     skip(1)
1860     for (k, wham) in enumerate(hits):
1861         if wham==0:
1862             continue
1863         dustfac = randreal(0.9, 1.0)
1864         hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1865         kpini = game.enemies[kk].kpower
1866         kp = math.fabs(kpini)
1867         if PHASEFAC*hit < kp:
1868             kp = PHASEFAC*hit
1869         if game.enemies[kk].kpower < 0:
1870             game.enemies[kk].kpower -= -kp
1871         else:
1872             game.enemies[kk].kpower -= kp
1873         kpow = game.enemies[kk].kpower
1874         w = game.enemies[kk].kloc
1875         if hit > 0.005:
1876             if not damaged(DSRSENS):
1877                 boom(w)
1878             proutn(_("%d unit hit on ") % int(hit))
1879         else:
1880             proutn(_("Very small hit on "))
1881         ienm = game.quad[w.i][w.j]
1882         if ienm==IHQUEST:
1883             thing.angry = True
1884         proutn(crmena(False, ienm, "sector", w))
1885         skip(1)
1886         if kpow == 0:
1887             deadkl(w, ienm, w)
1888             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1889                 finish(FWON);           
1890             if game.alldone:
1891                 return
1892             kk -= 1     # don't do the increment
1893             continue
1894         else: # decide whether or not to emasculate klingon 
1895             if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1896                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1897                 prout(_("   has just lost its firepower.\""))
1898                 game.enemies[kk].kpower = -kpow
1899         kk += 1
1900     return
1901
1902 def phasers():
1903     "Fire phasers at bad guys."
1904     hits = []
1905     kz = 0; k = 1; irec=0 # Cheating inhibitor 
1906     ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1907     automode = "NOTSET"
1908     key=0
1909     skip(1)
1910     # SR sensors and Computer are needed for automode 
1911     if damaged(DSRSENS) or damaged(DCOMPTR):
1912         itarg = False
1913     if game.condition == "docked":
1914         prout(_("Phasers can't be fired through base shields."))
1915         scanner.chew()
1916         return
1917     if damaged(DPHASER):
1918         prout(_("Phaser control damaged."))
1919         scanner.chew()
1920         return
1921     if game.shldup:
1922         if damaged(DSHCTRL):
1923             prout(_("High speed shield control damaged."))
1924             scanner.chew()
1925             return
1926         if game.energy <= 200.0:
1927             prout(_("Insufficient energy to activate high-speed shield control."))
1928             scanner.chew()
1929             return
1930         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1931         ifast = True
1932     # Original code so convoluted, I re-did it all
1933     # (That was Tom Almy talking about the C code, I think -- ESR)
1934     while automode=="NOTSET":
1935         key=scanner.next()
1936         if key == "IHALPHA":
1937             if scanner.sees("manual"):
1938                 if len(game.enemies)==0:
1939                     prout(_("There is no enemy present to select."))
1940                     scanner.chew()
1941                     key = "IHEOL"
1942                     automode="AUTOMATIC"
1943                 else:
1944                     automode = "MANUAL"
1945                     key = scanner.next()
1946             elif scanner.sees("automatic"):
1947                 if (not itarg) and len(game.enemies) != 0:
1948                     automode = "FORCEMAN"
1949                 else:
1950                     if len(game.enemies)==0:
1951                         prout(_("Energy will be expended into space."))
1952                     automode = "AUTOMATIC"
1953                     key = scanner.next()
1954             elif scanner.sees("no"):
1955                 no = True
1956             else:
1957                 huh()
1958                 return
1959         elif key == "IHREAL":
1960             if len(game.enemies)==0:
1961                 prout(_("Energy will be expended into space."))
1962                 automode = "AUTOMATIC"
1963             elif not itarg:
1964                 automode = "FORCEMAN"
1965             else:
1966                 automode = "AUTOMATIC"
1967         else:
1968             # "IHEOL" 
1969             if len(game.enemies)==0:
1970                 prout(_("Energy will be expended into space."))
1971                 automode = "AUTOMATIC"
1972             elif not itarg:
1973                 automode = "FORCEMAN"
1974             else: 
1975                 proutn(_("Manual or automatic? "))
1976                 scanner.chew()
1977     avail = game.energy
1978     if ifast:
1979         avail -= 200.0
1980     if automode == "AUTOMATIC":
1981         if key == "IHALPHA" and scanner.sees("no"):
1982             no = True
1983             key = scanner.next()
1984         if key != "IHREAL" and len(game.enemies) != 0:
1985             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1986         irec=0
1987         while True:
1988             scanner.chew()
1989             if not kz:
1990                 for i in range(len(game.enemies)):
1991                     irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1992             kz=1
1993             proutn(_("%d units required. ") % irec)
1994             scanner.chew()
1995             proutn(_("Units to fire= "))
1996             key = scanner.next()
1997             if key!="IHREAL":
1998                 return
1999             rpow = scanner.real
2000             if rpow > avail:
2001                 proutn(_("Energy available= %.2f") % avail)
2002                 skip(1)
2003                 key = "IHEOL"
2004             if not rpow > avail:
2005                 break
2006         if rpow<=0:
2007             # chicken out 
2008             scanner.chew()
2009             return
2010         key=scanner.next()
2011         if key == "IHALPHA" and scanner.sees("no"):
2012             no = True
2013         if ifast:
2014             game.energy -= 200; # Go and do it! 
2015             if checkshctrl(rpow):
2016                 return
2017         scanner.chew()
2018         game.energy -= rpow
2019         extra = rpow
2020         if len(game.enemies):
2021             extra = 0.0
2022             powrem = rpow
2023             for i in range(len(game.enemies)):
2024                 hits.append(0.0)
2025                 if powrem <= 0:
2026                     continue
2027                 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2028                 over = randreal(1.01, 1.06) * hits[i]
2029                 temp = powrem
2030                 powrem -= hits[i] + over
2031                 if powrem <= 0 and temp < hits[i]:
2032                     hits[i] = temp
2033                 if powrem <= 0:
2034                     over = 0.0
2035                 extra += over
2036             if powrem > 0.0:
2037                 extra += powrem
2038             hittem(hits)
2039             game.ididit = True
2040         if extra > 0 and not game.alldone:
2041             if game.tholian:
2042                 proutn(_("*** Tholian web absorbs "))
2043                 if len(game.enemies)>0:
2044                     proutn(_("excess "))
2045                 prout(_("phaser energy."))
2046             else:
2047                 prout(_("%d expended on empty space.") % int(extra))
2048     elif automode == "FORCEMAN":
2049         scanner.chew()
2050         key = "IHEOL"
2051         if damaged(DCOMPTR):
2052             prout(_("Battle computer damaged, manual fire only."))
2053         else:
2054             skip(1)
2055             prouts(_("---WORKING---"))
2056             skip(1)
2057             prout(_("Short-range-sensors-damaged"))
2058             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2059             prout(_("Manual-fire-must-be-used"))
2060             skip(1)
2061     elif automode == "MANUAL":
2062         rpow = 0.0
2063         for k in range(len(game.enemies)):
2064             aim = game.enemies[k].kloc
2065             ienm = game.quad[aim.i][aim.j]
2066             if msgflag:
2067                 proutn(_("Energy available= %.2f") % (avail-0.006))
2068                 skip(1)
2069                 msgflag = False
2070                 rpow = 0.0
2071             if damaged(DSRSENS) and \
2072                not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2073                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2074                 scanner.chew()
2075                 key = "IHEOL"
2076                 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
2077                 k += 1
2078                 continue
2079             if key == "IHEOL":
2080                 scanner.chew()
2081                 if itarg and k > kz:
2082                     irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2083                 kz = k
2084                 proutn("(")
2085                 if not damaged(DCOMPTR):
2086                     proutn("%d" % irec)
2087                 else:
2088                     proutn("??")
2089                 proutn(")  ")
2090                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
2091                 key = scanner.next()
2092             if key == "IHALPHA" and scanner.sees("no"):
2093                 no = True
2094                 key = scanner.next()
2095                 continue
2096             if key == "IHALPHA":
2097                 huh()
2098                 return
2099             if key == "IHEOL":
2100                 if k==1: # Let me say I'm baffled by this 
2101                     msgflag = True
2102                 continue
2103             if scanner.real < 0:
2104                 # abort out 
2105                 scanner.chew()
2106                 return
2107             hits[k] = scanner.real
2108             rpow += scanner.real
2109             # If total requested is too much, inform and start over 
2110             if rpow > avail:
2111                 prout(_("Available energy exceeded -- try again."))
2112                 scanner.chew()
2113                 return
2114             key = scanner.next(); # scan for next value 
2115             k += 1
2116         if rpow == 0.0:
2117             # zero energy -- abort 
2118             scanner.chew()
2119             return
2120         if key == "IHALPHA" and scanner.sees("no"):
2121             no = True
2122         game.energy -= rpow
2123         scanner.chew()
2124         if ifast:
2125             game.energy -= 200.0
2126             if checkshctrl(rpow):
2127                 return
2128         hittem(hits)
2129         game.ididit = True
2130      # Say shield raised or malfunction, if necessary 
2131     if game.alldone:
2132         return
2133     if ifast:
2134         skip(1)
2135         if no == 0:
2136             if withprob(0.99):
2137                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2138                 prouts(_("         CLICK   CLICK   POP  . . ."))
2139                 prout(_(" No response, sir!"))
2140                 game.shldup = False
2141             else:
2142                 prout(_("Shields raised."))
2143         else:
2144             game.shldup = False
2145     overheat(rpow);
2146
2147 # Code from events,c begins here.
2148
2149 # This isn't a real event queue a la BSD Trek yet -- you can only have one 
2150 # event of each type active at any given time.  Mostly these means we can 
2151 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2152 # BSD Trek, from which we swiped the idea, can have up to 5.
2153
2154 def unschedule(evtype):
2155     "Remove an event from the schedule."
2156     game.future[evtype].date = FOREVER
2157     return game.future[evtype]
2158
2159 def is_scheduled(evtype):
2160     "Is an event of specified type scheduled."
2161     return game.future[evtype].date != FOREVER
2162
2163 def scheduled(evtype):
2164     "When will this event happen?"
2165     return game.future[evtype].date
2166
2167 def schedule(evtype, offset):
2168     "Schedule an event of specified type."
2169     game.future[evtype].date = game.state.date + offset
2170     return game.future[evtype]
2171
2172 def postpone(evtype, offset):
2173     "Postpone a scheduled event."
2174     game.future[evtype].date += offset
2175
2176 def cancelrest():
2177     "Rest period is interrupted by event."
2178     if game.resting:
2179         skip(1)
2180         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2181         if ja() == True:
2182             game.resting = False
2183             game.optime = 0.0
2184             return True
2185     return False
2186
2187 def events():
2188     "Run through the event queue looking for things to do."
2189     i=0
2190     fintim = game.state.date + game.optime; yank=0
2191     ictbeam = False; istract = False
2192     w = coord(); hold = coord()
2193     ev = event(); ev2 = event()
2194
2195     def tractorbeam(yank):
2196         "Tractor-beaming cases merge here." 
2197         announce()
2198         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) 
2199         skip(1)
2200         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2201         # If Kirk & Co. screwing around on planet, handle 
2202         atover(True) # atover(true) is Grab 
2203         if game.alldone:
2204             return
2205         if game.icraft: # Caught in Galileo? 
2206             finish(FSTRACTOR)
2207             return
2208         # Check to see if shuttle is aboard 
2209         if game.iscraft == "offship":
2210             skip(1)
2211             if withprob(0.5):
2212                 prout(_("Galileo, left on the planet surface, is captured"))
2213                 prout(_("by aliens and made into a flying McDonald's."))
2214                 game.damage[DSHUTTL] = -10
2215                 game.iscraft = "removed"
2216             else:
2217                 prout(_("Galileo, left on the planet surface, is well hidden."))
2218         if evcode == FSPY:
2219             game.quadrant = game.state.kscmdr
2220         else:
2221             game.quadrant = game.state.kcmdr[i]
2222         game.sector = randplace(QUADSIZE)
2223         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2224                % (game.quadrant, game.sector))
2225         if game.resting:
2226             prout(_("(Remainder of rest/repair period cancelled.)"))
2227             game.resting = False
2228         if not game.shldup:
2229             if not damaged(DSHIELD) and game.shield > 0:
2230                 doshield(shraise=True) # raise shields 
2231                 game.shldchg = False
2232             else:
2233                 prout(_("(Shields not currently useable.)"))
2234         newqad()
2235         # Adjust finish time to time of tractor beaming 
2236         fintim = game.state.date+game.optime
2237         attack(torps_ok=False)
2238         if not game.state.kcmdr:
2239             unschedule(FTBEAM)
2240         else: 
2241             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2242
2243     def destroybase():
2244         "Code merges here for any commander destroying a starbase." 
2245         # Not perfect, but will have to do 
2246         # Handle case where base is in same quadrant as starship 
2247         if game.battle == game.quadrant:
2248             game.state.chart[game.battle.i][game.battle.j].starbase = False
2249             game.quad[game.base.i][game.base.j] = IHDOT
2250             game.base.invalidate()
2251             newcnd()
2252             skip(1)
2253             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2254         elif game.state.baseq and communicating():
2255             # Get word via subspace radio 
2256             announce()
2257             skip(1)
2258             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2259             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2260             if game.isatb == 2: 
2261                 prout(_("the Klingon Super-Commander"))
2262             else:
2263                 prout(_("a Klingon Commander"))
2264             game.state.chart[game.battle.i][game.battle.j].starbase = False
2265         # Remove Starbase from galaxy 
2266         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2267         game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2268         if game.isatb == 2:
2269             # reinstate a commander's base attack 
2270             game.battle = hold
2271             game.isatb = 0
2272         else:
2273             game.battle.invalidate()
2274     if idebug:
2275         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2276         for i in range(1, NEVENTS):
2277             if   i == FSNOVA:  proutn("=== Supernova       ")
2278             elif i == FTBEAM:  proutn("=== T Beam          ")
2279             elif i == FSNAP:   proutn("=== Snapshot        ")
2280             elif i == FBATTAK: proutn("=== Base Attack     ")
2281             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2282             elif i == FSCMOVE: proutn("=== SC Move         ")
2283             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2284             elif i == FDSPROB: proutn("=== Probe Move      ")
2285             elif i == FDISTR:  proutn("=== Distress Call   ")
2286             elif i == FENSLV:  proutn("=== Enslavement     ")
2287             elif i == FREPRO:  proutn("=== Klingon Build   ")
2288             if is_scheduled(i):
2289                 prout("%.2f" % (scheduled(i)))
2290             else:
2291                 prout("never")
2292     radio_was_broken = damaged(DRADIO)
2293     hold.i = hold.j = 0
2294     while True:
2295         # Select earliest extraneous event, evcode==0 if no events 
2296         evcode = FSPY
2297         if game.alldone:
2298             return
2299         datemin = fintim
2300         for l in range(1, NEVENTS):
2301             if game.future[l].date < datemin:
2302                 evcode = l
2303                 if idebug:
2304                     prout("== Event %d fires" % evcode)
2305                 datemin = game.future[l].date
2306         xtime = datemin-game.state.date
2307         game.state.date = datemin
2308         # Decrement Federation resources and recompute remaining time 
2309         game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2310         game.recompute()
2311         if game.state.remtime <=0:
2312             finish(FDEPLETE)
2313             return
2314         # Any crew left alive? 
2315         if game.state.crew <=0:
2316             finish(FCREW)
2317             return
2318         # Is life support adequate? 
2319         if damaged(DLIFSUP) and game.condition != "docked":
2320             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2321                 finish(FLIFESUP)
2322                 return
2323             game.lsupres -= xtime
2324             if game.damage[DLIFSUP] <= xtime:
2325                 game.lsupres = game.inlsr
2326         # Fix devices 
2327         repair = xtime
2328         if game.condition == "docked":
2329             repair /= game.docfac
2330         # Don't fix Deathray here 
2331         for l in range(NDEVICES):
2332             if game.damage[l] > 0.0 and l != DDRAY:
2333                 if game.damage[l]-repair > 0.0:
2334                     game.damage[l] -= repair
2335                 else:
2336                     game.damage[l] = 0.0
2337         # If radio repaired, update star chart and attack reports 
2338         if radio_was_broken and not damaged(DRADIO):
2339             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2340             prout(_("   surveillance reports are coming in."))
2341             skip(1)
2342             if not game.iseenit:
2343                 attackreport(False)
2344                 game.iseenit = True
2345             rechart()
2346             prout(_("   The star chart is now up to date.\""))
2347             skip(1)
2348         # Cause extraneous event EVCODE to occur 
2349         game.optime -= xtime
2350         if evcode == FSNOVA: # Supernova 
2351             announce()
2352             supernova(None)
2353             schedule(FSNOVA, expran(0.5*game.intime))
2354             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2355                 return
2356         elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
2357             if game.state.nscrem == 0 or \
2358                 ictbeam or istract or \
2359                 game.condition=="docked" or game.isatb==1 or game.iscate:
2360                 return
2361             if game.ientesc or \
2362                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2363                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2364                 (damaged(DSHIELD) and \
2365                  (game.energy < 2500 or damaged(DPHASER)) and \
2366                  (game.torps < 5 or damaged(DPHOTON))):
2367                 # Tractor-beam her! 
2368                 istract = ictbeam = True
2369                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2370             else:
2371                 return
2372         elif evcode == FTBEAM: # Tractor beam 
2373             if not game.state.kcmdr:
2374                 unschedule(FTBEAM)
2375                 continue
2376             i = randrange(len(game.state.kcmdr))
2377             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2378             if istract or game.condition == "docked" or yank == 0:
2379                 # Drats! Have to reschedule 
2380                 schedule(FTBEAM, 
2381                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2382                 continue
2383             ictbeam = True
2384             tractorbeam(yank)
2385         elif evcode == FSNAP: # Snapshot of the universe (for time warp) 
2386             game.snapsht = copy.deepcopy(game.state)
2387             game.state.snap = True
2388             schedule(FSNAP, expran(0.5 * game.intime))
2389         elif evcode == FBATTAK: # Commander attacks starbase 
2390             if not game.state.kcmdr or not game.state.baseq:
2391                 # no can do 
2392                 unschedule(FBATTAK)
2393                 unschedule(FCDBAS)
2394                 continue
2395             try:
2396                 for ibq in game.state.baseq:
2397                    for cmdr in game.state.kcmdr: 
2398                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2399                            raise ibq
2400                 else:
2401                     # no match found -- try later 
2402                     schedule(FBATTAK, expran(0.3*game.intime))
2403                     unschedule(FCDBAS)
2404                     continue
2405             except coord:
2406                 pass
2407             # commander + starbase combination found -- launch attack 
2408             game.battle = ibq
2409             schedule(FCDBAS, randreal(1.0, 4.0))
2410             if game.isatb: # extra time if SC already attacking 
2411                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2412             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2413             game.iseenit = False
2414             if not communicating():
2415                 continue # No warning :-( 
2416             game.iseenit = True
2417             announce()
2418             skip(1)
2419             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2420             prout(_("   reports that it is under attack and that it can"))
2421             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2422             if cancelrest():
2423                 return
2424         elif evcode == FSCDBAS: # Supercommander destroys base 
2425             unschedule(FSCDBAS)
2426             game.isatb = 2
2427             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
2428                 continue # WAS RETURN! 
2429             hold = game.battle
2430             game.battle = game.state.kscmdr
2431             destroybase()
2432         elif evcode == FCDBAS: # Commander succeeds in destroying base 
2433             if evcode==FCDBAS:
2434                 unschedule(FCDBAS)
2435                 if not game.state.baseq() \
2436                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2437                     game.battle.invalidate()
2438                     continue
2439                 # find the lucky pair 
2440                 for cmdr in game.state.kcmdr:
2441                     if cmdr == game.battle: 
2442                         break
2443                 else:
2444                     # No action to take after all 
2445                     continue
2446             destroybase()
2447         elif evcode == FSCMOVE: # Supercommander moves 
2448             schedule(FSCMOVE, 0.2777)
2449             if not game.ientesc and not istract and game.isatb != 1 and \
2450                    (not game.iscate or not game.justin): 
2451                 supercommander()
2452         elif evcode == FDSPROB: # Move deep space probe 
2453             schedule(FDSPROB, 0.01)
2454             if game.probe.next(grain=QUADSIZE):
2455                 if not game.probe.quadrant().valid_quadrant() or \
2456                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2457                     # Left galaxy or ran into supernova
2458                     if communicating():
2459                         announce()
2460                         skip(1)
2461                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2462                         if not game.probe.quadrant().valid_quadrant():
2463                             prout(_("has left the galaxy.\""))
2464                         else:
2465                             prout(_("is no longer transmitting.\""))
2466                     unschedule(FDSPROB)
2467                     continue
2468                 if communicating():
2469                     #announce()
2470                     skip(1)
2471                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2472             pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2473             if communicating():
2474                 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2475                 chp.klingons = pdest.klingons
2476                 chp.starbase = pdest.starbase
2477                 chp.stars = pdest.stars
2478                 pdest.charted = True
2479             game.probe.moves -= 1 # One less to travel
2480             if game.probe.moves == 0 and game.isarmed and pdest.stars:
2481                 supernova(game.probe)           # fire in the hole!
2482                 unschedule(FDSPROB)
2483                 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
2484                     return
2485         elif evcode == FDISTR: # inhabited system issues distress call 
2486             unschedule(FDISTR)
2487             # try a whole bunch of times to find something suitable 
2488             for i in range(100):
2489                 # need a quadrant which is not the current one,
2490                 # which has some stars which are inhabited and
2491                 # not already under attack, which is not
2492                 # supernova'ed, and which has some Klingons in it
2493                 w = randplace(GALSIZE)
2494                 q = game.state.galaxy[w.i][w.j]
2495                 if not (game.quadrant == w or q.planet == None or \
2496                       not q.planet.inhabited or \
2497                       q.supernova or q.status!="secure" or q.klingons<=0):
2498                     break
2499             else:
2500                 # can't seem to find one; ignore this call 
2501                 if idebug:
2502                     prout("=== Couldn't find location for distress event.")
2503                 continue
2504             # got one!!  Schedule its enslavement 
2505             ev = schedule(FENSLV, expran(game.intime))
2506             ev.quadrant = w
2507             q.status = "distressed"
2508             # tell the captain about it if we can 
2509             if communicating():
2510                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2511                         % (q.planet, `w`))
2512                 prout(_("by a Klingon invasion fleet."))
2513                 if cancelrest():
2514                     return
2515         elif evcode == FENSLV:          # starsystem is enslaved 
2516             ev = unschedule(FENSLV)
2517             # see if current distress call still active 
2518             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2519             if q.klingons <= 0:
2520                 q.status = "secure"
2521                 continue
2522             q.status = "enslaved"
2523
2524             # play stork and schedule the first baby 
2525             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2526             ev2.quadrant = ev.quadrant
2527
2528             # report the disaster if we can 
2529             if communicating():
2530                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2531                         q.planet)
2532                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2533         elif evcode == FREPRO:          # Klingon reproduces 
2534             # If we ever switch to a real event queue, we'll need to
2535             # explicitly retrieve and restore the x and y.
2536             ev = schedule(FREPRO, expran(1.0 * game.intime))
2537             # see if current distress call still active 
2538             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2539             if q.klingons <= 0:
2540                 q.status = "secure"
2541                 continue
2542             if game.state.remkl >=MAXKLGAME:
2543                 continue                # full right now 
2544             # reproduce one Klingon 
2545             w = ev.quadrant
2546             m = coord()
2547             if game.klhere >= MAXKLQUAD:
2548                 try:
2549                     # this quadrant not ok, pick an adjacent one 
2550                     for m.i in range(w.i - 1, w.i + 2):
2551                         for m.j in range(w.j - 1, w.j + 2):
2552                             if not m.valid_quadrant():
2553                                 continue
2554                             q = game.state.galaxy[m.i][m.j]
2555                             # check for this quad ok (not full & no snova) 
2556                             if q.klingons >= MAXKLQUAD or q.supernova:
2557                                 continue
2558                             raise "FOUNDIT"
2559                     else:
2560                         continue        # search for eligible quadrant failed
2561                 except "FOUNDIT":
2562                     w = m
2563             # deliver the child 
2564             game.state.remkl += 1
2565             q.klingons += 1
2566             if game.quadrant == w:
2567                 game.klhere += 1
2568                 game.enemies.append(newkling())
2569             # recompute time left
2570             game.recompute()
2571             if communicating():
2572                 if game.quadrant == w:
2573                     prout(_("Spock- sensors indicate the Klingons have"))
2574                     prout(_("launched a warship from %s.") % q.planet)
2575                 else:
2576                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2577                     if q.planet != None:
2578                         proutn(_("near %s") % q.planet)
2579                     prout(_("in Quadrant %s.") % w)
2580                                 
2581 def wait():
2582     "Wait on events."
2583     game.ididit = False
2584     while True:
2585         key = scanner.next()
2586         if key  != "IHEOL":
2587             break
2588         proutn(_("How long? "))
2589     scanner.chew()
2590     if key != "IHREAL":
2591         huh()
2592         return
2593     origTime = delay = scanner.real
2594     if delay <= 0.0:
2595         return
2596     if delay >= game.state.remtime or len(game.enemies) != 0:
2597         proutn(_("Are you sure? "))
2598         if ja() == False:
2599             return
2600     # Alternate resting periods (events) with attacks 
2601     game.resting = True
2602     while True:
2603         if delay <= 0:
2604             game.resting = False
2605         if not game.resting:
2606             prout(_("%d stardates left.") % int(game.state.remtime))
2607             return
2608         temp = game.optime = delay
2609         if len(game.enemies):
2610             rtime = randreal(1.0, 2.0)
2611             if rtime < temp:
2612                 temp = rtime
2613             game.optime = temp
2614         if game.optime < delay:
2615             attack(torps_ok=False)
2616         if game.alldone:
2617             return
2618         events()
2619         game.ididit = True
2620         if game.alldone:
2621             return
2622         delay -= temp
2623         # Repair Deathray if long rest at starbase 
2624         if origTime-delay >= 9.99 and game.condition == "docked":
2625             game.damage[DDRAY] = 0.0
2626         # leave if quadrant supernovas
2627         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2628             break
2629     game.resting = False
2630     game.optime = 0
2631
2632 def nova(nov):
2633     "Star goes nova." 
2634     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2635     newc = coord(); neighbor = coord(); bump = coord(0, 0)
2636     if withprob(0.05):
2637         # Wow! We've supernova'ed 
2638         supernova(game.quadrant)
2639         return
2640     # handle initial nova 
2641     game.quad[nov.i][nov.j] = IHDOT
2642     prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2643     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2644     game.state.starkl += 1
2645     # Set up queue to recursively trigger adjacent stars 
2646     hits = [nov]
2647     kount = 0
2648     while hits:
2649         offset = coord()
2650         start = hits.pop()
2651         for offset.i in range(-1, 1+1):
2652             for offset.j in range(-1, 1+1):
2653                 if offset.j==0 and offset.i==0:
2654                     continue
2655                 neighbor = start + offset
2656                 if not neighbor.valid_sector():
2657                     continue
2658                 iquad = game.quad[neighbor.i][neighbor.j]
2659                 # Empty space ends reaction
2660                 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2661                     pass
2662                 elif iquad == IHSTAR: # Affect another star 
2663                     if withprob(0.05):
2664                         # This star supernovas 
2665                         supernova(game.quadrant)
2666                         return
2667                     else:
2668                         hits.append(neighbor)
2669                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2670                         game.state.starkl += 1
2671                         proutn(crmena(True, IHSTAR, "sector", neighbor))
2672                         prout(_(" novas."))
2673                         game.quad[neighbor.i][neighbor.j] = IHDOT
2674                         kount += 1
2675                 elif iquad in (IHP, IHW): # Destroy planet 
2676                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2677                     if iquad == IHP:
2678                         game.state.nplankl += 1
2679                     else:
2680                         game.state.worldkl += 1
2681                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2682                     game.iplnet.pclass = "destroyed"
2683                     game.iplnet = None
2684                     game.plnet.invalidate()
2685                     if game.landed:
2686                         finish(FPNOVA)
2687                         return
2688                     game.quad[neighbor.i][neighbor.j] = IHDOT
2689                 elif iquad == IHB: # Destroy base 
2690                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2691                     game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2692                     game.base.invalidate()
2693                     game.state.basekl += 1
2694                     newcnd()
2695                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2696                     game.quad[neighbor.i][neighbor.j] = IHDOT
2697                 elif iquad in (IHE, IHF): # Buffet ship 
2698                     prout(_("***Starship buffeted by nova."))
2699                     if game.shldup:
2700                         if game.shield >= 2000.0:
2701                             game.shield -= 2000.0
2702                         else:
2703                             diff = 2000.0 - game.shield
2704                             game.energy -= diff
2705                             game.shield = 0.0
2706                             game.shldup = False
2707                             prout(_("***Shields knocked out."))
2708                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2709                     else:
2710                         game.energy -= 2000.0
2711                     if game.energy <= 0:
2712                         finish(FNOVA)
2713                         return
2714                     # add in course nova contributes to kicking starship
2715                     bump += (game.sector-hits[mm]).sgn()
2716                 elif iquad == IHK: # kill klingon 
2717                     deadkl(neighbor, iquad, neighbor)
2718                 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
2719                     for ll in range(len(game.enemies)):
2720                         if game.enemies[ll].kloc == neighbor:
2721                             break
2722                     game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
2723                     if game.enemies[ll].kpower <= 0.0:
2724                         deadkl(neighbor, iquad, neighbor)
2725                         break
2726                     newc = neighbor + neighbor - hits[mm]
2727                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2728                     if not newc.valid_sector():
2729                         # can't leave quadrant 
2730                         skip(1)
2731                         break
2732                     iquad1 = game.quad[newc.i][newc.j]
2733                     if iquad1 == IHBLANK:
2734                         proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2735                         skip(1)
2736                         deadkl(neighbor, iquad, newc)
2737                         break
2738                     if iquad1 != IHDOT:
2739                         # can't move into something else 
2740                         skip(1)
2741                         break
2742                     proutn(_(", buffeted to Sector %s") % newc)
2743                     game.quad[neighbor.i][neighbor.j] = IHDOT
2744                     game.quad[newc.i][newc.j] = iquad
2745                     game.enemies[ll].move(newc)
2746     # Starship affected by nova -- kick it away. 
2747     dist = kount*0.1
2748     direc = course[3*(bump.i+1)+bump.j+2]
2749     if direc == 0.0:
2750         dist = 0.0
2751     if dist == 0.0:
2752         return
2753     course = course(bearing=direc, distance=dist)
2754     game.optime = course.time(warp=4)
2755     skip(1)
2756     prout(_("Force of nova displaces starship."))
2757     imove(course, novapush=True)
2758     game.optime = course.time(warp=4)
2759     return
2760         
2761 def supernova(w):
2762     "Star goes supernova."
2763     num = 0; npdead = 0
2764     if w != None: 
2765         nq = copy.copy(w)
2766     else:
2767         # Scheduled supernova -- select star at random. 
2768         stars = 0
2769         nq = coord()
2770         for nq.i in range(GALSIZE):
2771             for nq.j in range(GALSIZE):
2772                 stars += game.state.galaxy[nq.i][nq.j].stars
2773         if stars == 0:
2774             return # nothing to supernova exists 
2775         num = randrange(stars) + 1
2776         for nq.i in range(GALSIZE):
2777             for nq.j in range(GALSIZE):
2778                 num -= game.state.galaxy[nq.i][nq.j].stars
2779                 if num <= 0:
2780                     break
2781             if num <=0:
2782                 break
2783         if idebug:
2784             proutn("=== Super nova here?")
2785             if ja() == True:
2786                 nq = game.quadrant
2787     if not nq == game.quadrant or game.justin:
2788         # it isn't here, or we just entered (treat as enroute) 
2789         if communicating():
2790             skip(1)
2791             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2792             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2793     else:
2794         ns = coord()
2795         # we are in the quadrant! 
2796         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2797         for ns.i in range(QUADSIZE):
2798             for ns.j in range(QUADSIZE):
2799                 if game.quad[ns.i][ns.j]==IHSTAR:
2800                     num -= 1
2801                     if num==0:
2802                         break
2803             if num==0:
2804                 break
2805         skip(1)
2806         prouts(_("***RED ALERT!  RED ALERT!"))
2807         skip(1)
2808         prout(_("***Incipient supernova detected at Sector %s") % ns)
2809         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2810             proutn(_("Emergency override attempts t"))
2811             prouts("***************")
2812             skip(1)
2813             stars()
2814             game.alldone = True
2815     # destroy any Klingons in supernovaed quadrant
2816     kldead = game.state.galaxy[nq.i][nq.j].klingons
2817     game.state.galaxy[nq.i][nq.j].klingons = 0
2818     if nq == game.state.kscmdr:
2819         # did in the Supercommander! 
2820         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2821         game.iscate = False
2822         unschedule(FSCMOVE)
2823         unschedule(FSCDBAS)
2824     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2825     comkills = len(game.state.kcmdr) - len(survivors)
2826     game.state.kcmdr = survivors
2827     kldead -= comkills
2828     if not game.state.kcmdr:
2829         unschedule(FTBEAM)
2830     game.state.remkl -= kldead
2831     # destroy Romulans and planets in supernovaed quadrant 
2832     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2833     game.state.galaxy[nq.i][nq.j].romulans = 0
2834     game.state.nromrem -= nrmdead
2835     # Destroy planets 
2836     for loop in range(game.inplan):
2837         if game.state.planets[loop].quadrant == nq:
2838             game.state.planets[loop].pclass = "destroyed"
2839             npdead += 1
2840     # Destroy any base in supernovaed quadrant
2841     game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2842     # If starship caused supernova, tally up destruction 
2843     if w != None:
2844         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2845         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2846         game.state.nplankl += npdead
2847     # mark supernova in galaxy and in star chart 
2848     if game.quadrant == nq or communicating():
2849         game.state.galaxy[nq.i][nq.j].supernova = True
2850     # If supernova destroys last Klingons give special message 
2851     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2852         skip(2)
2853         if w == None:
2854             prout(_("Lucky you!"))
2855         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2856         finish(FWON)
2857         return
2858     # if some Klingons remain, continue or die in supernova 
2859     if game.alldone:
2860         finish(FSNOVAED)
2861     return
2862
2863 # Code from finish.c ends here.
2864
2865 def selfdestruct():
2866     "Self-destruct maneuver. Finish with a BANG!" 
2867     scanner.chew()
2868     if damaged(DCOMPTR):
2869         prout(_("Computer damaged; cannot execute destruct sequence."))
2870         return
2871     prouts(_("---WORKING---")); skip(1)
2872     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2873     prouts("   10"); skip(1)
2874     prouts("       9"); skip(1)
2875     prouts("          8"); skip(1)
2876     prouts("             7"); skip(1)
2877     prouts("                6"); skip(1)
2878     skip(1)
2879     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2880     skip(1)
2881     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2882     skip(1)
2883     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2884     skip(1)
2885     scanner.next()
2886     scanner.chew()
2887     if game.passwd != scanner.token:
2888         prouts(_("PASSWORD-REJECTED;"))
2889         skip(1)
2890         prouts(_("CONTINUITY-EFFECTED"))
2891         skip(2)
2892         return
2893     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2894     prouts("                   5"); skip(1)
2895     prouts("                      4"); skip(1)
2896     prouts("                         3"); skip(1)
2897     prouts("                            2"); skip(1)
2898     prouts("                              1"); skip(1)
2899     if withprob(0.15):
2900         prouts(_("GOODBYE-CRUEL-WORLD"))
2901         skip(1)
2902     kaboom()
2903
2904 def kaboom():
2905     stars()
2906     if game.ship==IHE:
2907         prouts("***")
2908     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2909     skip(1)
2910     stars()
2911     skip(1)
2912     if len(game.enemies) != 0:
2913         whammo = 25.0 * game.energy
2914         l=1
2915         while l <= len(game.enemies):
2916             if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
2917                 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2918             l += 1
2919     finish(FDILITHIUM)
2920                                 
2921 def killrate():
2922     "Compute our rate of kils over time."
2923     elapsed = game.state.date - game.indate
2924     if elapsed == 0:    # Avoid divide-by-zero error if calculated on turn 0
2925         return 0
2926     else:
2927         starting = (game.inkling + game.incom + game.inscom)
2928         remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2929         return (starting - remaining)/elapsed
2930
2931 def badpoints():
2932     "Compute demerits."
2933     badpt = 5.0*game.state.starkl + \
2934             game.casual + \
2935             10.0*game.state.nplankl + \
2936             300*game.state.nworldkl + \
2937             45.0*game.nhelp +\
2938             100.0*game.state.basekl +\
2939             3.0*game.abandoned
2940     if game.ship == IHF:
2941         badpt += 100.0
2942     elif game.ship == None:
2943         badpt += 200.0
2944     return badpt
2945
2946 def finish(ifin):
2947     # end the game, with appropriate notfications 
2948     igotit = False
2949     game.alldone = True
2950     skip(3)
2951     prout(_("It is stardate %.1f.") % game.state.date)
2952     skip(1)
2953     if ifin == FWON: # Game has been won
2954         if game.state.nromrem != 0:
2955             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2956                   game.state.nromrem)
2957
2958         prout(_("You have smashed the Klingon invasion fleet and saved"))
2959         prout(_("the Federation."))
2960         game.gamewon = True
2961         if game.alive:
2962             badpt = badpoints()
2963             if badpt < 100.0:
2964                 badpt = 0.0     # Close enough!
2965             # killsPerDate >= RateMax
2966             if game.state.date-game.indate < 5.0 or \
2967                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2968                 skip(1)
2969                 prout(_("In fact, you have done so well that Starfleet Command"))
2970                 if game.skill == SKILL_NOVICE:
2971                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2972                 elif game.skill == SKILL_FAIR:
2973                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2974                 elif game.skill == SKILL_GOOD:
2975                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2976                 elif game.skill == SKILL_EXPERT:
2977                     prout(_("promotes you to Commodore Emeritus."))
2978                     skip(1)
2979                     prout(_("Now that you think you're really good, try playing"))
2980                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
2981                 elif game.skill == SKILL_EMERITUS:
2982                     skip(1)
2983                     proutn(_("Computer-  "))
2984                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
2985                     skip(2)
2986                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2987                     skip(1)
2988                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2989                     skip(1)
2990                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2991                     skip(1)
2992                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2993                     skip(1)
2994                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
2995                     skip(2)
2996                     prout(_("Now you can retire and write your own Star Trek game!"))
2997                     skip(1)
2998                 elif game.skill >= SKILL_EXPERT:
2999                     if game.thawed and not idebug:
3000                         prout(_("You cannot get a citation, so..."))
3001                     else:
3002                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3003                         scanner.chew()
3004                         if ja() == True:
3005                             igotit = True
3006             # Only grant long life if alive (original didn't!)
3007             skip(1)
3008             prout(_("LIVE LONG AND PROSPER."))
3009         score()
3010         if igotit:
3011             plaque()        
3012         return
3013     elif ifin == FDEPLETE: # Federation Resources Depleted
3014         prout(_("Your time has run out and the Federation has been"))
3015         prout(_("conquered.  Your starship is now Klingon property,"))
3016         prout(_("and you are put on trial as a war criminal.  On the"))
3017         proutn(_("basis of your record, you are "))
3018         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3019             prout(_("acquitted."))
3020             skip(1)
3021             prout(_("LIVE LONG AND PROSPER."))
3022         else:
3023             prout(_("found guilty and"))
3024             prout(_("sentenced to death by slow torture."))
3025             game.alive = False
3026         score()
3027         return
3028     elif ifin == FLIFESUP:
3029         prout(_("Your life support reserves have run out, and"))
3030         prout(_("you die of thirst, starvation, and asphyxiation."))
3031         prout(_("Your starship is a derelict in space."))
3032     elif ifin == FNRG:
3033         prout(_("Your energy supply is exhausted."))
3034         skip(1)
3035         prout(_("Your starship is a derelict in space."))
3036     elif ifin == FBATTLE:
3037         prout(_("The %s has been destroyed in battle.") % crmshp())
3038         skip(1)
3039         prout(_("Dulce et decorum est pro patria mori."))
3040     elif ifin == FNEG3:
3041         prout(_("You have made three attempts to cross the negative energy"))
3042         prout(_("barrier which surrounds the galaxy."))
3043         skip(1)
3044         prout(_("Your navigation is abominable."))
3045         score()
3046     elif ifin == FNOVA:
3047         prout(_("Your starship has been destroyed by a nova."))
3048         prout(_("That was a great shot."))
3049         skip(1)
3050     elif ifin == FSNOVAED:
3051         prout(_("The %s has been fried by a supernova.") % crmshp())
3052         prout(_("...Not even cinders remain..."))
3053     elif ifin == FABANDN:
3054         prout(_("You have been captured by the Klingons. If you still"))
3055         prout(_("had a starbase to be returned to, you would have been"))
3056         prout(_("repatriated and given another chance. Since you have"))
3057         prout(_("no starbases, you will be mercilessly tortured to death."))
3058     elif ifin == FDILITHIUM:
3059         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3060     elif ifin == FMATERIALIZE:
3061         prout(_("Starbase was unable to re-materialize your starship."))
3062         prout(_("Sic transit gloria mundi"))
3063     elif ifin == FPHASER:
3064         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3065     elif ifin == FLOST:
3066         prout(_("You and your landing party have been"))
3067         prout(_("converted to energy, disipating through space."))
3068     elif ifin == FMINING:
3069         prout(_("You are left with your landing party on"))
3070         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3071         skip(1)
3072         prout(_("They are very fond of \"Captain Kirk\" soup."))
3073         skip(1)
3074         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3075     elif ifin == FDPLANET:
3076         prout(_("You and your mining party perish."))
3077         skip(1)
3078         prout(_("That was a great shot."))
3079         skip(1)
3080     elif ifin == FSSC:
3081         prout(_("The Galileo is instantly annihilated by the supernova."))
3082         prout(_("You and your mining party are atomized."))
3083         skip(1)
3084         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3085         prout(_("joins the Romulans, wreaking terror on the Federation."))
3086     elif ifin == FPNOVA:
3087         prout(_("You and your mining party are atomized."))
3088         skip(1)
3089         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3090         prout(_("joins the Romulans, wreaking terror on the Federation."))
3091     elif ifin == FSTRACTOR:
3092         prout(_("The shuttle craft Galileo is also caught,"))
3093         prout(_("and breaks up under the strain."))
3094         skip(1)
3095         prout(_("Your debris is scattered for millions of miles."))
3096         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3097     elif ifin == FDRAY:
3098         prout(_("The mutants attack and kill Spock."))
3099         prout(_("Your ship is captured by Klingons, and"))
3100         prout(_("your crew is put on display in a Klingon zoo."))
3101     elif ifin == FTRIBBLE:
3102         prout(_("Tribbles consume all remaining water,"))
3103         prout(_("food, and oxygen on your ship."))
3104         skip(1)
3105         prout(_("You die of thirst, starvation, and asphyxiation."))
3106         prout(_("Your starship is a derelict in space."))
3107     elif ifin == FHOLE:
3108         prout(_("Your ship is drawn to the center of the black hole."))
3109         prout(_("You are crushed into extremely dense matter."))
3110     elif ifin == FCREW:
3111         prout(_("Your last crew member has died."))
3112     if game.ship == IHF:
3113         game.ship = None
3114     elif game.ship == IHE:
3115         game.ship = IHF
3116     game.alive = False
3117     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3118         goodies = game.state.remres/game.inresor
3119         baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3120         if goodies/baddies >= randreal(1.0, 1.5):
3121             prout(_("As a result of your actions, a treaty with the Klingon"))
3122             prout(_("Empire has been signed. The terms of the treaty are"))
3123             if goodies/baddies >= randreal(3.0):
3124                 prout(_("favorable to the Federation."))
3125                 skip(1)
3126                 prout(_("Congratulations!"))
3127             else:
3128                 prout(_("highly unfavorable to the Federation."))
3129         else:
3130             prout(_("The Federation will be destroyed."))
3131     else:
3132         prout(_("Since you took the last Klingon with you, you are a"))
3133         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3134         prout(_("statue in your memory. Rest in peace, and try not"))
3135         prout(_("to think about pigeons."))
3136         game.gamewon = True
3137     score()
3138
3139 def score():
3140     "Compute player's score."
3141     timused = game.state.date - game.indate
3142     iskill = game.skill
3143     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3144         timused = 5.0
3145     perdate = killrate()
3146     ithperd = 500*perdate + 0.5
3147     iwon = 0
3148     if game.gamewon:
3149         iwon = 100*game.skill
3150     if game.ship == IHE: 
3151         klship = 0
3152     elif game.ship == IHF: 
3153         klship = 1
3154     else:
3155         klship = 2
3156     if not game.gamewon:
3157         game.state.nromrem = 0 # None captured if no win
3158     iscore = 10*(game.inkling - game.state.remkl) \
3159              + 50*(game.incom - len(game.state.kcmdr)) \
3160              + ithperd + iwon \
3161              + 20*(game.inrom - game.state.nromrem) \
3162              + 200*(game.inscom - game.state.nscrem) \
3163              - game.state.nromrem \
3164              - badpoints()
3165     if not game.alive:
3166         iscore -= 200
3167     skip(2)
3168     prout(_("Your score --"))
3169     if game.inrom - game.state.nromrem:
3170         prout(_("%6d Romulans destroyed                 %5d") %
3171               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3172     if game.state.nromrem:
3173         prout(_("%6d Romulans captured                  %5d") %
3174               (game.state.nromrem, game.state.nromrem))
3175     if game.inkling - game.state.remkl:
3176         prout(_("%6d ordinary Klingons destroyed        %5d") %
3177               (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3178     if game.incom - len(game.state.kcmdr):
3179         prout(_("%6d Klingon commanders destroyed       %5d") %
3180               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3181     if game.inscom - game.state.nscrem:
3182         prout(_("%6d Super-Commander destroyed          %5d") %
3183               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3184     if ithperd:
3185         prout(_("%6.2f Klingons per stardate              %5d") %
3186               (perdate, ithperd))
3187     if game.state.starkl:
3188         prout(_("%6d stars destroyed by your action     %5d") %
3189               (game.state.starkl, -5*game.state.starkl))
3190     if game.state.nplankl:
3191         prout(_("%6d planets destroyed by your action   %5d") %
3192               (game.state.nplankl, -10*game.state.nplankl))
3193     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3194         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3195               (game.state.nplankl, -300*game.state.nworldkl))
3196     if game.state.basekl:
3197         prout(_("%6d bases destroyed by your action     %5d") %
3198               (game.state.basekl, -100*game.state.basekl))
3199     if game.nhelp:
3200         prout(_("%6d calls for help from starbase       %5d") %
3201               (game.nhelp, -45*game.nhelp))
3202     if game.casual:
3203         prout(_("%6d casualties incurred                %5d") %
3204               (game.casual, -game.casual))
3205     if game.abandoned:
3206         prout(_("%6d crew abandoned in space            %5d") %
3207               (game.abandoned, -3*game.abandoned))
3208     if klship:
3209         prout(_("%6d ship(s) lost or destroyed          %5d") %
3210               (klship, -100*klship))
3211     if not game.alive:
3212         prout(_("Penalty for getting yourself killed        -200"))
3213     if game.gamewon:
3214         proutn(_("Bonus for winning "))
3215         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3216         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3217         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3218         elif game.skill ==  SKILL_EXPERT:       proutn(_("Expert game  "))
3219         elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
3220         prout("           %5d" % iwon)
3221     skip(1)
3222     prout(_("TOTAL SCORE                               %5d") % iscore)
3223
3224 def plaque():
3225     "Emit winner's commemmorative plaque." 
3226     skip(2)
3227     while True:
3228         proutn(_("File or device name for your plaque: "))
3229         winner = cgetline()
3230         try:
3231             fp = open(winner, "w")
3232             break
3233         except IOError:
3234             prout(_("Invalid name."))
3235
3236     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3237     winner = cgetline()
3238     # The 38 below must be 64 for 132-column paper 
3239     nskip = 38 - len(winner)/2
3240     fp.write("\n\n\n\n")
3241     # --------DRAW ENTERPRISE PICTURE. 
3242     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3243     fp.write("                                      EEE                      E  : :                                         :  E\n" )
3244     fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
3245     fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
3246     fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3247     fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
3248     fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
3249     fp.write("                                      EEE           E          E            E  E\n")
3250     fp.write("                                                       E         E          E  E\n")
3251     fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
3252     fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
3253     fp.write("                                                    :E    :                 EEEE       E\n")
3254     fp.write("                                                   .-E   -:-----                       E\n")
3255     fp.write("                                                    :E    :                            E\n")
3256     fp.write("                                                      EE  :                    EEEEEEEE\n")
3257     fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
3258     fp.write("\n\n\n")
3259     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3260     fp.write("\n\n\n\n")
3261     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3262     fp.write("\n")
3263     fp.write(_("                                                Starfleet Command bestows to you\n"))
3264     fp.write("\n")
3265     fp.write("%*s%s\n\n" % (nskip, "", winner))
3266     fp.write(_("                                                           the rank of\n\n"))
3267     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3268     fp.write("                                                          ")
3269     if game.skill ==  SKILL_EXPERT:
3270         fp.write(_(" Expert level\n\n"))
3271     elif game.skill == SKILL_EMERITUS:
3272         fp.write(_("Emeritus level\n\n"))
3273     else:
3274         fp.write(_(" Cheat level\n\n"))
3275     timestring = time.ctime()
3276     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3277                     (timestring+4, timestring+20, timestring+11))
3278     fp.write(_("                                                        Your score:  %d\n\n") % iscore)
3279     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % perdate)
3280     fp.close()
3281
3282 # Code from io.c begins here
3283
3284 rows = linecount = 0    # for paging 
3285 stdscr = None
3286 replayfp = None
3287 fullscreen_window = None
3288 srscan_window     = None
3289 report_window     = None
3290 status_window     = None
3291 lrscan_window     = None
3292 message_window    = None
3293 prompt_window     = None
3294 curwnd = None
3295
3296 def iostart():
3297     global stdscr, rows
3298     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3299     gettext.textdomain("sst")
3300     if not (game.options & OPTION_CURSES):
3301         ln_env = os.getenv("LINES")
3302         if ln_env:
3303             rows = ln_env
3304         else:
3305             rows = 25
3306     else:
3307         stdscr = curses.initscr()
3308         stdscr.keypad(True)
3309         curses.nonl()
3310         curses.cbreak()
3311         global fullscreen_window, srscan_window, report_window, status_window
3312         global lrscan_window, message_window, prompt_window
3313         (rows, columns)   = stdscr.getmaxyx()
3314         fullscreen_window = stdscr
3315         srscan_window     = curses.newwin(12, 25, 0,       0)
3316         report_window     = curses.newwin(11, 0,  1,       25)
3317         status_window     = curses.newwin(10, 0,  1,       39)
3318         lrscan_window     = curses.newwin(5,  0,  0,       64) 
3319         message_window    = curses.newwin(0,  0,  12,      0)
3320         prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
3321         message_window.scrollok(True)
3322         setwnd(fullscreen_window)
3323
3324 def ioend():
3325     "Wrap up I/O."
3326     if game.options & OPTION_CURSES:
3327         stdscr.keypad(False)
3328         curses.echo()
3329         curses.nocbreak()
3330         curses.endwin()
3331
3332 def waitfor():
3333     "Wait for user action -- OK to do nothing if on a TTY"
3334     if game.options & OPTION_CURSES:
3335         stdscr.getch()
3336
3337 def announce():
3338     skip(1)
3339     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3340     skip(1)
3341
3342 def pause_game():
3343     if game.skill > SKILL_FAIR:
3344         prompt = _("[CONTINUE?]")
3345     else:
3346         prompt = _("[PRESS ENTER TO CONTINUE]")
3347
3348     if game.options & OPTION_CURSES:
3349         drawmaps(0)
3350         setwnd(prompt_window)
3351         prompt_window.clear()
3352         prompt_window.addstr(prompt)
3353         prompt_window.getstr()
3354         prompt_window.clear()
3355         prompt_window.refresh()
3356         setwnd(message_window)
3357     else:
3358         global linecount
3359         sys.stdout.write('\n')
3360         proutn(prompt)
3361         raw_input()
3362         for j in range(rows):
3363             sys.stdout.write('\n')
3364         linecount = 0
3365
3366 def skip(i):
3367     "Skip i lines.  Pause game if this would cause a scrolling event."
3368     for dummy in range(i):
3369         if game.options & OPTION_CURSES:
3370             (y, x) = curwnd.getyx()
3371             (my, mx) = curwnd.getmaxyx()
3372             if curwnd == message_window and y >= my - 3:
3373                 pause_game()
3374                 clrscr()
3375             else:
3376                 try:
3377                     curwnd.move(y+1, 0)
3378                 except curses.error:
3379                     pass
3380         else:
3381             global linecount
3382             linecount += 1
3383             if rows and linecount >= rows:
3384                 pause_game()
3385             else:
3386                 sys.stdout.write('\n')
3387
3388 def proutn(line):
3389     "Utter a line with no following line feed."
3390     if game.options & OPTION_CURSES:
3391         curwnd.addstr(line)
3392         curwnd.refresh()
3393     else:
3394         sys.stdout.write(line)
3395         sys.stdout.flush()
3396
3397 def prout(line):
3398     proutn(line)
3399     skip(1)
3400
3401 def prouts(line):
3402     "Emit slowly!" 
3403     for c in line:
3404         if not replayfp or replayfp.closed:     # Don't slow down replays
3405             time.sleep(0.03)
3406         proutn(c)
3407         if game.options & OPTION_CURSES:
3408             curwnd.refresh()
3409         else:
3410             sys.stdout.flush()
3411     if not replayfp or replayfp.closed:
3412         time.sleep(0.03)
3413
3414 def cgetline():
3415     "Get a line of input."
3416     if game.options & OPTION_CURSES:
3417         line = curwnd.getstr() + "\n"
3418         curwnd.refresh()
3419     else:
3420         if replayfp and not replayfp.closed:
3421             while True:
3422                 line = replayfp.readline()
3423                 proutn(line)
3424                 if line == '':
3425                     prout("*** Replay finished")
3426                     replayfp.close()
3427                     break
3428                 elif line[0] != "#":
3429                     break
3430         else:
3431             line = raw_input() + "\n"
3432     if logfp:
3433         logfp.write(line)
3434     return line
3435
3436 def setwnd(wnd):
3437     "Change windows -- OK for this to be a no-op in tty mode."
3438     global curwnd
3439     if game.options & OPTION_CURSES:
3440         curwnd = wnd
3441         curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3442
3443 def clreol():
3444     "Clear to end of line -- can be a no-op in tty mode" 
3445     if game.options & OPTION_CURSES:
3446         curwnd.clrtoeol()
3447         curwnd.refresh()
3448
3449 def clrscr():
3450     "Clear screen -- can be a no-op in tty mode."
3451     global linecount
3452     if game.options & OPTION_CURSES:
3453        curwnd.clear()
3454        curwnd.move(0, 0)
3455        curwnd.refresh()
3456     linecount = 0
3457     
3458 def highvideo():
3459     "Set highlight video, if this is reasonable."
3460     if game.options & OPTION_CURSES:
3461         curwnd.attron(curses.A_REVERSE)
3462  
3463 #
3464 # Things past this point have policy implications.
3465
3466
3467 def drawmaps(mode):
3468     "Hook to be called after moving to redraw maps."
3469     if game.options & OPTION_CURSES:
3470         if mode == 1:
3471             sensor()
3472         setwnd(srscan_window)
3473         curwnd.move(0, 0)
3474         srscan()
3475         if mode != 2:
3476             setwnd(status_window)
3477             status_window.clear()
3478             status_window.move(0, 0)
3479             setwnd(report_window)
3480             report_window.clear()
3481             report_window.move(0, 0)
3482             status()
3483             setwnd(lrscan_window)
3484             lrscan_window.clear()
3485             lrscan_window.move(0, 0)
3486             lrscan(silent=False)
3487
3488 def put_srscan_sym(w, sym):
3489     "Emit symbol for short-range scan."
3490     srscan_window.move(w.i+1, w.j*2+2)
3491     srscan_window.addch(sym)
3492     srscan_window.refresh()
3493
3494 def boom(w):
3495     "Enemy fall down, go boom."  
3496     if game.options & OPTION_CURSES:
3497         drawmaps(2)
3498         setwnd(srscan_window)
3499         srscan_window.attron(curses.A_REVERSE)
3500         put_srscan_sym(w, game.quad[w.i][w.j])
3501         #sound(500)
3502         #time.sleep(1.0)
3503         #nosound()
3504         srscan_window.attroff(curses.A_REVERSE)
3505         put_srscan_sym(w, game.quad[w.i][w.j])
3506         curses.delay_output(500)
3507         setwnd(message_window) 
3508
3509 def warble():
3510     "Sound and visual effects for teleportation."
3511     if game.options & OPTION_CURSES:
3512         drawmaps(2)
3513         setwnd(message_window)
3514         #sound(50)
3515     prouts("     . . . . .     ")
3516     if game.options & OPTION_CURSES:
3517         #curses.delay_output(1000)
3518         #nosound()
3519         pass
3520
3521 def tracktorpedo(origin, w, step, i, n, iquad):
3522     "Torpedo-track animation." 
3523     if not game.options & OPTION_CURSES:
3524         if step == 1:
3525             if n != 1:
3526                 skip(1)
3527                 proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.i][origin.j],i+1))
3528             else:
3529                 skip(1)
3530                 proutn(_("Torpedo track- "))
3531         elif step==4 or step==9: 
3532             skip(1)
3533         proutn("%s   " % w)
3534     else:
3535         if not damaged(DSRSENS) or game.condition=="docked":
3536             if i != 0 and step == 1:
3537                 drawmaps(2)
3538                 time.sleep(0.4)
3539             if (iquad==IHDOT) or (iquad==IHBLANK):
3540                 put_srscan_sym(w, '+')
3541                 #sound(step*10)
3542                 #time.sleep(0.1)
3543                 #nosound()
3544                 put_srscan_sym(w, iquad)
3545             else:
3546                 curwnd.attron(curses.A_REVERSE)
3547                 put_srscan_sym(w, iquad)
3548                 #sound(500)
3549                 #time.sleep(1.0)
3550                 #nosound()
3551                 curwnd.attroff(curses.A_REVERSE)
3552                 put_srscan_sym(w, iquad)
3553         else:
3554             proutn("%s   " % w)
3555
3556 def makechart():
3557     "Display the current galaxy chart."
3558     if game.options & OPTION_CURSES:
3559         setwnd(message_window)
3560         message_window.clear()
3561     chart()
3562     if game.options & OPTION_TTY:
3563         skip(1)
3564
3565 NSYM    = 14
3566
3567 def prstat(txt, data):
3568     proutn(txt)
3569     if game.options & OPTION_CURSES:
3570         skip(1)
3571         setwnd(status_window)
3572     else:
3573         proutn(" " * (NSYM - len(txt)))
3574     proutn(data)
3575     skip(1)
3576     if game.options & OPTION_CURSES:
3577         setwnd(report_window)
3578
3579 # Code from moving.c begins here
3580
3581 def imove(course=None, novapush=False):
3582     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3583     w = coord(); final = coord()
3584     trbeam = False
3585
3586     def no_quad_change():
3587         # No quadrant change -- compute new average enemy distances 
3588         game.quad[game.sector.i][game.sector.j] = game.ship
3589         if game.enemies:
3590             for enemy in game.enemies:
3591                 finald = (w-enemy.kloc).distance()
3592                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3593                 enemy.kdist = finald
3594             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3595             if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3596                 attack(torps_ok=False)
3597             for enemy in game.enemies:
3598                 enemy.kavgd = enemy.kdist
3599         newcnd()
3600         drawmaps(0)
3601         setwnd(message_window)
3602     w.i = w.j = 0
3603     if game.inorbit:
3604         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3605         game.inorbit = False
3606     angle = ((15.0 - course.bearing) * 0.5235988)
3607     deltax = -math.sin(angle)
3608     deltay = math.cos(angle)
3609     if math.fabs(deltax) > math.fabs(deltay):
3610         bigger = math.fabs(deltax)
3611     else:
3612         bigger = math.fabs(deltay)
3613     deltay /= bigger
3614     deltax /= bigger
3615     # If tractor beam is to occur, don't move full distance 
3616     if game.state.date+game.optime >= scheduled(FTBEAM):
3617         trbeam = True
3618         game.condition = "red"
3619         course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3620         game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3621     # Move within the quadrant 
3622     game.quad[game.sector.i][game.sector.j] = IHDOT
3623     x = game.sector.i
3624     y = game.sector.j
3625     n = int(10.0*course.distance*bigger+0.5)
3626     if n > 0:
3627         for m in range(1, n+1):
3628             x += deltax
3629             y += deltay
3630             w.i = int(round(x))
3631             w.j = int(round(y))
3632             if not w.valid_sector():
3633                 # Leaving quadrant -- allow final enemy attack 
3634                 # Don't do it if being pushed by Nova 
3635                 if len(game.enemies) != 0 and not novapush:
3636                     newcnd()
3637                     for enemy in game.enemies:
3638                         finald = (w - enemy.kloc).distance()
3639                         enemy.kavgd = 0.5 * (finald + enemy.kdist)
3640                     #
3641                     # Stas Sergeev added the condition
3642                     # that attacks only happen if Klingons
3643                     # are present and your skill is good.
3644                     # 
3645                     if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3646                         attack(torps_ok=False)
3647                     if game.alldone:
3648                         return
3649                 # compute final position -- new quadrant and sector 
3650                 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3651                 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3652                 w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3653                 w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3654                 # check for edge of galaxy 
3655                 kinks = 0
3656                 while True:
3657                     kink = False
3658                     if w.i < 0:
3659                         w.i = -w.i
3660                         kink = True
3661                     if w.j < 0:
3662                         w.j = -w.j
3663                         kink = True
3664                     if w.i >= GALSIZE*QUADSIZE:
3665                         w.i = (GALSIZE*QUADSIZE*2) - w.i
3666                         kink = True
3667                     if w.j >= GALSIZE*QUADSIZE:
3668                         w.j = (GALSIZE*QUADSIZE*2) - w.j
3669                         kink = True
3670                     if kink:
3671                         kinks += 1
3672                     else:
3673                         break
3674                 if kinks:
3675                     game.nkinks += 1
3676                     if game.nkinks == 3:
3677                         # Three strikes -- you're out! 
3678                         finish(FNEG3)
3679                         return
3680                     skip(1)
3681                     prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3682                     prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3683                     prout(_("YOU WILL BE DESTROYED."))
3684                 # Compute final position in new quadrant 
3685                 if trbeam: # Don't bother if we are to be beamed 
3686                     return
3687                 game.quadrant.i = w.i/QUADSIZE
3688                 game.quadrant.j = w.j/QUADSIZE
3689                 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3690                 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3691                 skip(1)
3692                 prout(_("Entering Quadrant %s.") % game.quadrant)
3693                 game.quad[game.sector.i][game.sector.j] = game.ship
3694                 newqad()
3695                 if game.skill>SKILL_NOVICE:
3696                     attack(torps_ok=False)  
3697                 return
3698             iquad = game.quad[w.i][w.j]
3699             if iquad != IHDOT:
3700                 # object encountered in flight path 
3701                 stopegy = 50.0*course.dist/game.optime
3702                 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3703                 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3704                     game.sector = w
3705                     for enemy in game.enemies:
3706                         if enemy.kloc == game.sector:
3707                             break
3708                     collision(rammed=False, enemy=enemy)
3709                     final = game.sector
3710                 elif iquad == IHBLANK:
3711                     skip(1)
3712                     prouts(_("***RED ALERT!  RED ALERT!"))
3713                     skip(1)
3714                     proutn("***" + crmshp())
3715                     proutn(_(" pulled into black hole at Sector %s") % w)
3716                     # Getting pulled into a black hole was certain
3717                     # death in Almy's original.  Stas Sergeev added a
3718                     # possibility that you'll get timewarped instead.
3719                     n=0
3720                     for m in range(NDEVICES):
3721                         if game.damage[m]>0: 
3722                             n += 1
3723                     probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3724                     if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
3725                         timwrp()
3726                     else: 
3727                         finish(FHOLE)
3728                     return
3729                 else:
3730                     # something else 
3731                     skip(1)
3732                     proutn(crmshp())
3733                     if iquad == IHWEB:
3734                         prout(_(" encounters Tholian web at %s;") % w)
3735                     else:
3736                         prout(_(" blocked by object at %s;") % w)
3737                     proutn(_("Emergency stop required "))
3738                     prout(_("%2d units of energy.") % int(stopegy))
3739                     game.energy -= stopegy
3740                     final.i = int(round(deltax))
3741                     final.j = int(round(deltay))
3742                     game.sector = final
3743                     if game.energy <= 0:
3744                         finish(FNRG)
3745                         return
3746                 # We're here!
3747                 no_quad_change()
3748                 return
3749         course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3750         game.sector = w
3751     final = game.sector
3752     no_quad_change()
3753     return
3754
3755 def dock(verbose):
3756     "Dock our ship at a starbase."
3757     scanner.chew()
3758     if game.condition == "docked" and verbose:
3759         prout(_("Already docked."))
3760         return
3761     if game.inorbit:
3762         prout(_("You must first leave standard orbit."))
3763         return
3764     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3765         prout(crmshp() + _(" not adjacent to base."))
3766         return
3767     game.condition = "docked"
3768     if "verbose":
3769         prout(_("Docked."))
3770     game.ididit = True
3771     if game.energy < game.inenrg:
3772         game.energy = game.inenrg
3773     game.shield = game.inshld
3774     game.torps = game.intorps
3775     game.lsupres = game.inlsr
3776     game.state.crew = FULLCREW
3777     if not damaged(DRADIO) and \
3778         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3779         # get attack report from base 
3780         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3781         attackreport(False)
3782         game.iseenit = True
3783  
3784 # This program originally required input in terms of a (clock)
3785 # direction and distance. Somewhere in history, it was changed to
3786 # cartesian coordinates. So we need to convert.  Probably
3787 # "manual" input should still be done this way -- it's a real
3788 # pain if the computer isn't working! Manual mode is still confusing
3789 # because it involves giving x and y motions, yet the coordinates
3790 # are always displayed y - x, where +y is downward!
3791
3792 def cartesian(loc1=None, loc2=None):
3793     if loc1 is None:
3794         return game.quadrant * QUADSIZE + game.sector
3795     elif loc2 is None:
3796         return game.quadrant * QUADSIZE + loc1
3797     else:
3798         return loc1 * QUADSIZE + loc2
3799
3800 def getcourse(isprobe):
3801     "Get a course and distance from the user."
3802     key = 0
3803     dquad = copy.copy(game.quadrant)
3804     navmode = "unspecified"
3805     itemp = "curt"
3806     dsect = coord()
3807     iprompt = False
3808     if game.landed and not isprobe:
3809         prout(_("Dummy! You can't leave standard orbit until you"))
3810         proutn(_("are back aboard the ship."))
3811         scanner.chew()
3812         raise TrekError
3813     while navmode == "unspecified":
3814         if damaged(DNAVSYS):
3815             if isprobe:
3816                 prout(_("Computer damaged; manual navigation only"))
3817             else:
3818                 prout(_("Computer damaged; manual movement only"))
3819             scanner.chew()
3820             navmode = "manual"
3821             key = "IHEOL"
3822             break
3823         key = scanner.next()
3824         if key == "IHEOL":
3825             proutn(_("Manual or automatic- "))
3826             iprompt = True
3827             scanner.chew()
3828         elif key == "IHALPHA":
3829             if scanner.sees("manual"):
3830                 navmode = "manual"
3831                 key = scanner.next()
3832                 break
3833             elif scanner.sees("automatic"):
3834                 navmode = "automatic"
3835                 key = scanner.next()
3836                 break
3837             else:
3838                 huh()
3839                 scanner.chew()
3840                 raise TrekError
3841         else: # numeric 
3842             if isprobe:
3843                 prout(_("(Manual navigation assumed.)"))
3844             else:
3845                 prout(_("(Manual movement assumed.)"))
3846             navmode = "manual"
3847             break
3848     delta = coord()
3849     if navmode == "automatic":
3850         while key == "IHEOL":
3851             if isprobe:
3852                 proutn(_("Target quadrant or quadrant&sector- "))
3853             else:
3854                 proutn(_("Destination sector or quadrant&sector- "))
3855        &nb