Compute final member in course object.
[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     ac = bearing + 0.25*dispersion      # dispersion is a random variable
1271     bullseye = (15.0 - bearing)*0.5235988
1272     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
1273     bumpto = coord(0, 0)
1274     # Loop to move a single torpedo 
1275     setwnd(message_window)
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         if not damaged(DSRSENS) or game.condition == "docked":
1287             skip(1);    # start new line after text track 
1288         if iquad in (IHE, IHF): # Hit our ship 
1289             skip(1)
1290             prout(_("Torpedo hits %s.") % crmshp())
1291             hit = 700.0 + randreal(100) - \
1292                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1293             newcnd(); # we're blown out of dock 
1294             if game.landed or game.condition=="docked":
1295                 return hit # Cheat if on a planet 
1296             ang = track.angle + 2.5*(randreal()-0.5)
1297             temp = math.fabs(math.sin(ang))
1298             if math.fabs(math.cos(ang)) > temp:
1299                 temp = math.fabs(math.cos(ang))
1300             xx = -math.sin(ang)/temp
1301             yy = math.cos(ang)/temp
1302             bumpto.i = int(w.i+xx+0.5)
1303             bumpto.j = int(w.j+yy+0.5)
1304             if not bumpto.valid_sector():
1305                 return hit
1306             if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1307                 finish(FHOLE)
1308                 return hit
1309             if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1310                 # can't move into object 
1311                 return hit
1312             game.sector = bumpto
1313             proutn(crmshp())
1314             game.quad[w.i][w.j]=IHDOT
1315             game.quad[bumpto.i][bumpto.j]=iquad
1316             prout(_(" displaced by blast to Sector %s ") % bumpto)
1317             for enemy in game.enemies:
1318                 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1319             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1320             return None
1321         elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
1322             # find the enemy 
1323             if iquad in (IHC, IHS) and withprob(0.05):
1324                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1325                 prout(_("   torpedo neutralized."))
1326                 return None
1327             for enemy in game.enemies:
1328                 if w == enemy.kloc:
1329                     break
1330             kp = math.fabs(enemy.kpower)
1331             h1 = 700.0 + randrange(100) - \
1332                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1333             h1 = math.fabs(h1)
1334             if kp < h1:
1335                 h1 = kp
1336             if enemy.kpower < 0:
1337                 enemy.kpower -= -h1
1338             else:
1339                 enemy.kpower -= h1
1340             if enemy.kpower == 0:
1341                 deadkl(w, iquad, w)
1342                 return None
1343             proutn(crmena(True, iquad, "sector", w))
1344             # If enemy damaged but not destroyed, try to displace 
1345             ang = track.angle + 2.5*(randreal()-0.5)
1346             temp = math.fabs(math.sin(ang))
1347             if math.fabs(math.cos(ang)) > temp:
1348                 temp = math.fabs(math.cos(ang))
1349             xx = -math.sin(ang)/temp
1350             yy = math.cos(ang)/temp
1351             bumpto.i = int(w.i+xx+0.5)
1352             bumpto.j = int(w.j+yy+0.5)
1353             if not bumpto.valid_sector():
1354                 prout(_(" damaged but not destroyed."))
1355                 return
1356             if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1357                 prout(_(" buffeted into black hole."))
1358                 deadkl(w, iquad, bumpto)
1359             if game.quad[bumpto.i][bumpto.j] != IHDOT:
1360                 prout(_(" damaged but not destroyed."))
1361             else:
1362                 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1363                 enemy.kloc = bumpto
1364                 game.quad[w.i][w.j]=IHDOT
1365                 game.quad[bumpto.i][bumpto.j]=iquad
1366                 for enemy in game.enemies:
1367                     enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1368                 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1369             return None
1370         elif iquad == IHB: # Hit a base 
1371             skip(1)
1372             prout(_("***STARBASE DESTROYED.."))
1373             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1374             game.quad[w.i][w.j]=IHDOT
1375             game.base.invalidate()
1376             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1377             game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1378             game.state.basekl += 1
1379             newcnd()
1380             return None
1381         elif iquad == IHP: # Hit a planet 
1382             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1383             game.state.nplankl += 1
1384             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1385             game.iplnet.pclass = "destroyed"
1386             game.iplnet = None
1387             game.plnet.invalidate()
1388             game.quad[w.i][w.j] = IHDOT
1389             if game.landed:
1390                 # captain perishes on planet 
1391                 finish(FDPLANET)
1392             return None
1393         elif iquad == IHW: # Hit an inhabited world -- very bad! 
1394             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1395             game.state.nworldkl += 1
1396             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1397             game.iplnet.pclass = "destroyed"
1398             game.iplnet = None
1399             game.plnet.invalidate()
1400             game.quad[w.i][w.j] = IHDOT
1401             if game.landed:
1402                 # captain perishes on planet 
1403                 finish(FDPLANET)
1404             prout(_("You have just destroyed an inhabited planet."))
1405             prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1406             return None
1407         elif iquad == IHSTAR: # Hit a star 
1408             if withprob(0.9):
1409                 nova(w)
1410             else:
1411                 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1412             return None
1413         elif iquad == IHQUEST: # Hit a thingy 
1414             if not (game.options & OPTION_THINGY) or withprob(0.3):
1415                 skip(1)
1416                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1417                 skip(1)
1418                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1419                 skip(1)
1420                 proutn(_("Mr. Spock-"))
1421                 prouts(_("  \"Fascinating!\""))
1422                 skip(1)
1423                 deadkl(w, iquad, w)
1424             else:
1425                 # Stas Sergeev added the possibility that
1426                 # you can shove the Thingy and piss it off.
1427                 # It then becomes an enemy and may fire at you.
1428                 thing.angry = True
1429                 shoved = True
1430             return None
1431         elif iquad == IHBLANK: # Black hole 
1432             skip(1)
1433             prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1434             return None
1435         elif iquad == IHWEB: # hit the web 
1436             skip(1)
1437             prout(_("***Torpedo absorbed by Tholian web."))
1438             return None
1439         elif iquad == IHT:  # Hit a Tholian 
1440             h1 = 700.0 + randrange(100) - \
1441                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1442             h1 = math.fabs(h1)
1443             if h1 >= 600:
1444                 game.quad[w.i][w.j] = IHDOT
1445                 deadkl(w, iquad, w)
1446                 game.tholian = None
1447                 return None
1448             skip(1)
1449             proutn(crmena(True, IHT, "sector", w))
1450             if withprob(0.05):
1451                 prout(_(" survives photon blast."))
1452                 return None
1453             prout(_(" disappears."))
1454             game.tholian.move(None)
1455             game.quad[w.i][w.j] = IHWEB
1456             dropin(IHBLANK)
1457             return None
1458         else: # Problem!
1459             skip(1)
1460             proutn("Don't know how to handle torpedo collision with ")
1461             proutn(crmena(True, iquad, "sector", w))
1462             skip(1)
1463             return None
1464         break
1465     skip(1)
1466     prout(_("Torpedo missed."))
1467     return None;
1468
1469 def fry(hit):
1470     "Critical-hit resolution." 
1471     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1472         return
1473     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1474     proutn(_("***CRITICAL HIT--"))
1475     # Select devices and cause damage
1476     cdam = []
1477     for loop1 in range(ncrit):
1478         while True:
1479             j = randdevice()
1480             # Cheat to prevent shuttle damage unless on ship 
1481             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1482                 break
1483         cdam.append(j)
1484         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1485         game.damage[j] += extradm
1486     skipcount = 0
1487     for (i, j) in enumerate(cdam):
1488         proutn(device[j])
1489         if skipcount % 3 == 2 and i < len(cdam)-1:
1490             skip(1)
1491         skipcount += 1
1492         if i < len(cdam)-1:
1493             proutn(_(" and "))
1494     prout(_(" damaged."))
1495     if damaged(DSHIELD) and game.shldup:
1496         prout(_("***Shields knocked down."))
1497         game.shldup=False
1498
1499 def attack(torps_ok):
1500     # bad guy attacks us 
1501     # torps_ok == False forces use of phasers in an attack 
1502     # game could be over at this point, check
1503     if game.alldone:
1504         return
1505     attempt = False; ihurt = False;
1506     hitmax=0.0; hittot=0.0; chgfac=1.0
1507     where = "neither"
1508     if idebug:
1509         prout("=== ATTACK!")
1510     # Tholian gets to move before attacking 
1511     if game.tholian:
1512         movetholian()
1513     # if you have just entered the RNZ, you'll get a warning 
1514     if game.neutz: # The one chance not to be attacked 
1515         game.neutz = False
1516         return
1517     # commanders get a chance to tac-move towards you 
1518     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:
1519         moveklings()
1520     # if no enemies remain after movement, we're done 
1521     if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1522         return
1523     # set up partial hits if attack happens during shield status change 
1524     pfac = 1.0/game.inshld
1525     if game.shldchg:
1526         chgfac = 0.25 + randreal(0.5)
1527     skip(1)
1528     # message verbosity control 
1529     if game.skill <= SKILL_FAIR:
1530         where = "sector"
1531     for enemy in game.enemies:
1532         if enemy.kpower < 0:
1533             continue;   # too weak to attack 
1534         # compute hit strength and diminish shield power 
1535         r = randreal()
1536         # Increase chance of photon torpedos if docked or enemy energy is low 
1537         if game.condition == "docked":
1538             r *= 0.25
1539         if enemy.kpower < 500:
1540             r *= 0.25; 
1541         if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1542             continue
1543         # different enemies have different probabilities of throwing a torp 
1544         usephasers = not torps_ok or \
1545             (enemy.type == IHK and r > 0.0005) or \
1546             (enemy.type==IHC and r > 0.015) or \
1547             (enemy.type==IHR and r > 0.3) or \
1548             (enemy.type==IHS and r > 0.07) or \
1549             (enemy.type==IHQUEST and r > 0.05)
1550         if usephasers:      # Enemy uses phasers 
1551             if game.condition == "docked":
1552                 continue; # Don't waste the effort! 
1553             attempt = True; # Attempt to attack 
1554             dustfac = randreal(0.8, 0.85)
1555             hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1556             enemy.kpower *= 0.75
1557         else: # Enemy uses photon torpedo 
1558             # We should be able to make the bearing() method work here
1559             course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1560             hit = 0
1561             proutn(_("***TORPEDO INCOMING"))
1562             if not damaged(DSRSENS):
1563                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1564             attempt = True
1565             prout("  ")
1566             dispersion = (randreal()+randreal())*0.5 - 0.5
1567             dispersion += 0.002*enemy.kpower*dispersion
1568             hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1569             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1570                 finish(FWON); # Klingons did themselves in! 
1571             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1572                 return # Supernova or finished 
1573             if hit == None:
1574                 continue
1575         # incoming phaser or torpedo, shields may dissipate it 
1576         if game.shldup or game.shldchg or game.condition=="docked":
1577             # shields will take hits 
1578             propor = pfac * game.shield
1579             if game.condition =="docked":
1580                 propr *= 2.1
1581             if propor < 0.1:
1582                 propor = 0.1
1583             hitsh = propor*chgfac*hit+1.0
1584             absorb = 0.8*hitsh
1585             if absorb > game.shield:
1586                 absorb = game.shield
1587             game.shield -= absorb
1588             hit -= hitsh
1589             # taking a hit blasts us out of a starbase dock 
1590             if game.condition == "docked":
1591                 dock(False)
1592             # but the shields may take care of it 
1593             if propor > 0.1 and hit < 0.005*game.energy:
1594                 continue
1595         # hit from this opponent got through shields, so take damage 
1596         ihurt = True
1597         proutn(_("%d unit hit") % int(hit))
1598         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1599             proutn(_(" on the ") + crmshp())
1600         if not damaged(DSRSENS) and usephasers:
1601             prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1602         skip(1)
1603         # Decide if hit is critical 
1604         if hit > hitmax:
1605             hitmax = hit
1606         hittot += hit
1607         fry(hit)
1608         game.energy -= hit
1609     if game.energy <= 0:
1610         # Returning home upon your shield, not with it... 
1611         finish(FBATTLE)
1612         return
1613     if not attempt and game.condition == "docked":
1614         prout(_("***Enemies decide against attacking your ship."))
1615     percent = 100.0*pfac*game.shield+0.5
1616     if not ihurt:
1617         # Shields fully protect ship 
1618         proutn(_("Enemy attack reduces shield strength to "))
1619     else:
1620         # Emit message if starship suffered hit(s) 
1621         skip(1)
1622         proutn(_("Energy left %2d    shields ") % int(game.energy))
1623         if game.shldup:
1624             proutn(_("up "))
1625         elif not damaged(DSHIELD):
1626             proutn(_("down "))
1627         else:
1628             proutn(_("damaged, "))
1629     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1630     # Check if anyone was hurt 
1631     if hitmax >= 200 or hittot >= 500:
1632         icas = randrange(int(hittot * 0.015))
1633         if icas >= 2:
1634             skip(1)
1635             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1636             prout(_("   in that last attack.\""))
1637             game.casual += icas
1638             game.state.crew -= icas
1639     # After attack, reset average distance to enemies 
1640     for enemy in game.enemies:
1641         enemy.kavgd = enemy.kdist
1642     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1643     return
1644                 
1645 def deadkl(w, type, mv):
1646     "Kill a Klingon, Tholian, Romulan, or Thingy." 
1647     # Added mv to allow enemy to "move" before dying 
1648     proutn(crmena(True, type, "sector", mv))
1649     # Decide what kind of enemy it is and update appropriately 
1650     if type == IHR:
1651         # Chalk up a Romulan 
1652         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1653         game.irhere -= 1
1654         game.state.nromrem -= 1
1655     elif type == IHT:
1656         # Killed a Tholian 
1657         game.tholian = None
1658     elif type == IHQUEST:
1659         # Killed a Thingy
1660         global thing
1661         thing = None
1662     else:
1663         # Killed some type of Klingon 
1664         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1665         game.klhere -= 1
1666         if type == IHC:
1667             game.state.kcmdr.remove(game.quadrant)
1668             unschedule(FTBEAM)
1669             if game.state.kcmdr:
1670                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1671             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1672                 unschedule(FCDBAS)    
1673         elif type ==  IHK:
1674             game.state.remkl -= 1
1675         elif type ==  IHS:
1676             game.state.nscrem -= 1
1677             game.state.kscmdr.invalidate()
1678             game.isatb = 0
1679             game.iscate = False
1680             unschedule(FSCMOVE)
1681             unschedule(FSCDBAS)
1682     # For each kind of enemy, finish message to player 
1683     prout(_(" destroyed."))
1684     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1685         return
1686     game.recompute()
1687     # Remove enemy ship from arrays describing local conditions
1688     for e in game.enemies:
1689         if e.kloc == w:
1690             e.move(None)
1691             break
1692     return
1693
1694 def targetcheck(w):
1695     "Return None if target is invalid, otherwise return a course angle."
1696     if not w.valid_sector():
1697         huh()
1698         return None
1699     delta = coord()
1700     # FIXME: C code this was translated from is wacky -- why the sign reversal?
1701     delta.j = (w.j - game.sector.j);
1702     delta.i = (game.sector.i - w.i);
1703     if delta == coord(0, 0):
1704         skip(1)
1705         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1706         prout(_("  I recommend an immediate review of"))
1707         prout(_("  the Captain's psychological profile.\""))
1708         scanner.chew()
1709         return None
1710     return delta.bearing()
1711
1712 def photon():
1713     "Launch photon torpedo."
1714     course = []
1715     game.ididit = False
1716     if damaged(DPHOTON):
1717         prout(_("Photon tubes damaged."))
1718         scanner.chew()
1719         return
1720     if game.torps == 0:
1721         prout(_("No torpedoes left."))
1722         scanner.chew()
1723         return
1724     # First, get torpedo count
1725     while True:
1726         scanner.next()
1727         if scanner.token == "IHALPHA":
1728             huh()
1729             return
1730         elif scanner.token == "IHEOL" or not scanner.waiting():
1731             prout(_("%d torpedoes left.") % game.torps)
1732             scanner.chew()
1733             proutn(_("Number of torpedoes to fire- "))
1734             continue    # Go back around to get a number
1735         else: # key == "IHREAL"
1736             n = scanner.int()
1737             if n <= 0: # abort command 
1738                 scanner.chew()
1739                 return
1740             if n > MAXBURST:
1741                 scanner.chew()
1742                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1743                 return
1744             if n > game.torps:
1745                 scanner.chew()  # User requested more torps than available
1746                 continue        # Go back around
1747             break       # All is good, go to next stage
1748     # Next, get targets
1749     target = []
1750     for i in range(n):
1751         key = scanner.next()
1752         if i==0 and key == "IHEOL":
1753             break;      # no coordinate waiting, we will try prompting 
1754         if i==1 and key == "IHEOL":
1755             # direct all torpedoes at one target 
1756             while i < n:
1757                 target.append(target[0])
1758                 course.append(course[0])
1759                 i += 1
1760             break
1761         scanner.push(scanner.token)
1762         target.append(scanner.getcoord())
1763         if target[-1] == None:
1764             return
1765         course.append(targetcheck(target[-1]))
1766         if course[-1] == None:
1767             return
1768     scanner.chew()
1769     if len(target) == 0:
1770         # prompt for each one 
1771         for i in range(n):
1772             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1773             scanner.chew()
1774             target.append(scanner.getcoord())
1775             if target[-1] == None:
1776                 return
1777             course.append(targetcheck(target[-1]))
1778             if course[-1] == None:
1779                 return
1780     game.ididit = True
1781     # Loop for moving <n> torpedoes 
1782     for i in range(n):
1783         if game.condition != "docked":
1784             game.torps -= 1
1785         dispersion = (randreal()+randreal())*0.5 -0.5
1786         if math.fabs(dispersion) >= 0.47:
1787             # misfire! 
1788             dispersion *= randreal(1.2, 2.2)
1789             if n > 0:
1790                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1791             else:
1792                 prouts(_("***TORPEDO MISFIRES."))
1793             skip(1)
1794             if i < n:
1795                 prout(_("  Remainder of burst aborted."))
1796             if withprob(0.2):
1797                 prout(_("***Photon tubes damaged by misfire."))
1798                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1799             break
1800         if game.shldup or game.condition == "docked":
1801             dispersion *= 1.0 + 0.0001*game.shield
1802         torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1803         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1804             return
1805     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1806         finish(FWON);
1807
1808 def overheat(rpow):
1809     "Check for phasers overheating."
1810     if rpow > 1500:
1811         checkburn = (rpow-1500.0)*0.00038
1812         if withprob(checkburn):
1813             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1814             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1815
1816 def checkshctrl(rpow):
1817     "Check shield control."
1818     skip(1)
1819     if withprob(0.998):
1820         prout(_("Shields lowered."))
1821         return False
1822     # Something bad has happened 
1823     prouts(_("***RED ALERT!  RED ALERT!"))
1824     skip(2)
1825     hit = rpow*game.shield/game.inshld
1826     game.energy -= rpow+hit*0.8
1827     game.shield -= hit*0.2
1828     if game.energy <= 0.0:
1829         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1830         skip(1)
1831         stars()
1832         finish(FPHASER)
1833         return True
1834     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1835     skip(2)
1836     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1837     icas = randrange(int(hit*0.012))
1838     skip(1)
1839     fry(0.8*hit)
1840     if icas:
1841         skip(1)
1842         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1843         prout(_("  %d casualties so far.\"") % icas)
1844         game.casual += icas
1845         game.state.crew -= icas
1846     skip(1)
1847     prout(_("Phaser energy dispersed by shields."))
1848     prout(_("Enemy unaffected."))
1849     overheat(rpow)
1850     return True;
1851
1852 def hittem(hits):
1853     "Register a phaser hit on Klingons and Romulans."
1854     nenhr2 = len(game.enemies); kk=0
1855     w = coord()
1856     skip(1)
1857     for (k, wham) in enumerate(hits):
1858         if wham==0:
1859             continue
1860         dustfac = randreal(0.9, 1.0)
1861         hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1862         kpini = game.enemies[kk].kpower
1863         kp = math.fabs(kpini)
1864         if PHASEFAC*hit < kp:
1865             kp = PHASEFAC*hit
1866         if game.enemies[kk].kpower < 0:
1867             game.enemies[kk].kpower -= -kp
1868         else:
1869             game.enemies[kk].kpower -= kp
1870         kpow = game.enemies[kk].kpower
1871         w = game.enemies[kk].kloc
1872         if hit > 0.005:
1873             if not damaged(DSRSENS):
1874                 boom(w)
1875             proutn(_("%d unit hit on ") % int(hit))
1876         else:
1877             proutn(_("Very small hit on "))
1878         ienm = game.quad[w.i][w.j]
1879         if ienm==IHQUEST:
1880             thing.angry = True
1881         proutn(crmena(False, ienm, "sector", w))
1882         skip(1)
1883         if kpow == 0:
1884             deadkl(w, ienm, w)
1885             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1886                 finish(FWON);           
1887             if game.alldone:
1888                 return
1889             kk -= 1     # don't do the increment
1890             continue
1891         else: # decide whether or not to emasculate klingon 
1892             if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1893                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1894                 prout(_("   has just lost its firepower.\""))
1895                 game.enemies[kk].kpower = -kpow
1896         kk += 1
1897     return
1898
1899 def phasers():
1900     "Fire phasers at bad guys."
1901     hits = []
1902     kz = 0; k = 1; irec=0 # Cheating inhibitor 
1903     ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1904     automode = "NOTSET"
1905     key=0
1906     skip(1)
1907     # SR sensors and Computer are needed for automode 
1908     if damaged(DSRSENS) or damaged(DCOMPTR):
1909         itarg = False
1910     if game.condition == "docked":
1911         prout(_("Phasers can't be fired through base shields."))
1912         scanner.chew()
1913         return
1914     if damaged(DPHASER):
1915         prout(_("Phaser control damaged."))
1916         scanner.chew()
1917         return
1918     if game.shldup:
1919         if damaged(DSHCTRL):
1920             prout(_("High speed shield control damaged."))
1921             scanner.chew()
1922             return
1923         if game.energy <= 200.0:
1924             prout(_("Insufficient energy to activate high-speed shield control."))
1925             scanner.chew()
1926             return
1927         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1928         ifast = True
1929     # Original code so convoluted, I re-did it all
1930     # (That was Tom Almy talking about the C code, I think -- ESR)
1931     while automode=="NOTSET":
1932         key=scanner.next()
1933         if key == "IHALPHA":
1934             if scanner.sees("manual"):
1935                 if len(game.enemies)==0:
1936                     prout(_("There is no enemy present to select."))
1937                     scanner.chew()
1938                     key = "IHEOL"
1939                     automode="AUTOMATIC"
1940                 else:
1941                     automode = "MANUAL"
1942                     key = scanner.next()
1943             elif scanner.sees("automatic"):
1944                 if (not itarg) and len(game.enemies) != 0:
1945                     automode = "FORCEMAN"
1946                 else:
1947                     if len(game.enemies)==0:
1948                         prout(_("Energy will be expended into space."))
1949                     automode = "AUTOMATIC"
1950                     key = scanner.next()
1951             elif scanner.sees("no"):
1952                 no = True
1953             else:
1954                 huh()
1955                 return
1956         elif key == "IHREAL":
1957             if len(game.enemies)==0:
1958                 prout(_("Energy will be expended into space."))
1959                 automode = "AUTOMATIC"
1960             elif not itarg:
1961                 automode = "FORCEMAN"
1962             else:
1963                 automode = "AUTOMATIC"
1964         else:
1965             # "IHEOL" 
1966             if len(game.enemies)==0:
1967                 prout(_("Energy will be expended into space."))
1968                 automode = "AUTOMATIC"
1969             elif not itarg:
1970                 automode = "FORCEMAN"
1971             else: 
1972                 proutn(_("Manual or automatic? "))
1973                 scanner.chew()
1974     avail = game.energy
1975     if ifast:
1976         avail -= 200.0
1977     if automode == "AUTOMATIC":
1978         if key == "IHALPHA" and scanner.sees("no"):
1979             no = True
1980             key = scanner.next()
1981         if key != "IHREAL" and len(game.enemies) != 0:
1982             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1983         irec=0
1984         while True:
1985             scanner.chew()
1986             if not kz:
1987                 for i in range(len(game.enemies)):
1988                     irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1989             kz=1
1990             proutn(_("%d units required. ") % irec)
1991             scanner.chew()
1992             proutn(_("Units to fire= "))
1993             key = scanner.next()
1994             if key!="IHREAL":
1995                 return
1996             rpow = scanner.real
1997             if rpow > avail:
1998                 proutn(_("Energy available= %.2f") % avail)
1999                 skip(1)
2000                 key = "IHEOL"
2001             if not rpow > avail:
2002                 break
2003         if rpow<=0:
2004             # chicken out 
2005             scanner.chew()
2006             return
2007         key=scanner.next()
2008         if key == "IHALPHA" and scanner.sees("no"):
2009             no = True
2010         if ifast:
2011             game.energy -= 200; # Go and do it! 
2012             if checkshctrl(rpow):
2013                 return
2014         scanner.chew()
2015         game.energy -= rpow
2016         extra = rpow
2017         if len(game.enemies):
2018             extra = 0.0
2019             powrem = rpow
2020             for i in range(len(game.enemies)):
2021                 hits.append(0.0)
2022                 if powrem <= 0:
2023                     continue
2024                 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2025                 over = randreal(1.01, 1.06) * hits[i]
2026                 temp = powrem
2027                 powrem -= hits[i] + over
2028                 if powrem <= 0 and temp < hits[i]:
2029                     hits[i] = temp
2030                 if powrem <= 0:
2031                     over = 0.0
2032                 extra += over
2033             if powrem > 0.0:
2034                 extra += powrem
2035             hittem(hits)
2036             game.ididit = True
2037         if extra > 0 and not game.alldone:
2038             if game.tholian:
2039                 proutn(_("*** Tholian web absorbs "))
2040                 if len(game.enemies)>0:
2041                     proutn(_("excess "))
2042                 prout(_("phaser energy."))
2043             else:
2044                 prout(_("%d expended on empty space.") % int(extra))
2045     elif automode == "FORCEMAN":
2046         scanner.chew()
2047         key = "IHEOL"
2048         if damaged(DCOMPTR):
2049             prout(_("Battle computer damaged, manual fire only."))
2050         else:
2051             skip(1)
2052             prouts(_("---WORKING---"))
2053             skip(1)
2054             prout(_("Short-range-sensors-damaged"))
2055             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2056             prout(_("Manual-fire-must-be-used"))
2057             skip(1)
2058     elif automode == "MANUAL":
2059         rpow = 0.0
2060         for k in range(len(game.enemies)):
2061             aim = game.enemies[k].kloc
2062             ienm = game.quad[aim.i][aim.j]
2063             if msgflag:
2064                 proutn(_("Energy available= %.2f") % (avail-0.006))
2065                 skip(1)
2066                 msgflag = False
2067                 rpow = 0.0
2068             if damaged(DSRSENS) and \
2069                not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2070                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2071                 scanner.chew()
2072                 key = "IHEOL"
2073                 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
2074                 k += 1
2075                 continue
2076             if key == "IHEOL":
2077                 scanner.chew()
2078                 if itarg and k > kz:
2079                     irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2080                 kz = k
2081                 proutn("(")
2082                 if not damaged(DCOMPTR):
2083                     proutn("%d" % irec)
2084                 else:
2085                     proutn("??")
2086                 proutn(")  ")
2087                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
2088                 key = scanner.next()
2089             if key == "IHALPHA" and scanner.sees("no"):
2090                 no = True
2091                 key = scanner.next()
2092                 continue
2093             if key == "IHALPHA":
2094                 huh()
2095                 return
2096             if key == "IHEOL":
2097                 if k==1: # Let me say I'm baffled by this 
2098                     msgflag = True
2099                 continue
2100             if scanner.real < 0:
2101                 # abort out 
2102                 scanner.chew()
2103                 return
2104             hits[k] = scanner.real
2105             rpow += scanner.real
2106             # If total requested is too much, inform and start over 
2107             if rpow > avail:
2108                 prout(_("Available energy exceeded -- try again."))
2109                 scanner.chew()
2110                 return
2111             key = scanner.next(); # scan for next value 
2112             k += 1
2113         if rpow == 0.0:
2114             # zero energy -- abort 
2115             scanner.chew()
2116             return
2117         if key == "IHALPHA" and scanner.sees("no"):
2118             no = True
2119         game.energy -= rpow
2120         scanner.chew()
2121         if ifast:
2122             game.energy -= 200.0
2123             if checkshctrl(rpow):
2124                 return
2125         hittem(hits)
2126         game.ididit = True
2127      # Say shield raised or malfunction, if necessary 
2128     if game.alldone:
2129         return
2130     if ifast:
2131         skip(1)
2132         if no == 0:
2133             if withprob(0.01):
2134                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2135                 prouts(_("         CLICK   CLICK   POP  . . ."))
2136                 prout(_(" No response, sir!"))
2137                 game.shldup = False
2138             else:
2139                 prout(_("Shields raised."))
2140         else:
2141             game.shldup = False
2142     overheat(rpow);
2143
2144 # Code from events,c begins here.
2145
2146 # This isn't a real event queue a la BSD Trek yet -- you can only have one 
2147 # event of each type active at any given time.  Mostly these means we can 
2148 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2149 # BSD Trek, from which we swiped the idea, can have up to 5.
2150
2151 def unschedule(evtype):
2152     "Remove an event from the schedule."
2153     game.future[evtype].date = FOREVER
2154     return game.future[evtype]
2155
2156 def is_scheduled(evtype):
2157     "Is an event of specified type scheduled."
2158     return game.future[evtype].date != FOREVER
2159
2160 def scheduled(evtype):
2161     "When will this event happen?"
2162     return game.future[evtype].date
2163
2164 def schedule(evtype, offset):
2165     "Schedule an event of specified type."
2166     game.future[evtype].date = game.state.date + offset
2167     return game.future[evtype]
2168
2169 def postpone(evtype, offset):
2170     "Postpone a scheduled event."
2171     game.future[evtype].date += offset
2172
2173 def cancelrest():
2174     "Rest period is interrupted by event."
2175     if game.resting:
2176         skip(1)
2177         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2178         if ja() == True:
2179             game.resting = False
2180             game.optime = 0.0
2181             return True
2182     return False
2183
2184 def events():
2185     "Run through the event queue looking for things to do."
2186     i=0
2187     fintim = game.state.date + game.optime; yank=0
2188     ictbeam = False; istract = False
2189     w = coord(); hold = coord()
2190     ev = event(); ev2 = event()
2191
2192     def tractorbeam(yank):
2193         "Tractor-beaming cases merge here." 
2194         announce()
2195         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) 
2196         skip(1)
2197         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2198         # If Kirk & Co. screwing around on planet, handle 
2199         atover(True) # atover(true) is Grab 
2200         if game.alldone:
2201             return
2202         if game.icraft: # Caught in Galileo? 
2203             finish(FSTRACTOR)
2204             return
2205         # Check to see if shuttle is aboard 
2206         if game.iscraft == "offship":
2207             skip(1)
2208             if withprob(0.5):
2209                 prout(_("Galileo, left on the planet surface, is captured"))
2210                 prout(_("by aliens and made into a flying McDonald's."))
2211                 game.damage[DSHUTTL] = -10
2212                 game.iscraft = "removed"
2213             else:
2214                 prout(_("Galileo, left on the planet surface, is well hidden."))
2215         if evcode == FSPY:
2216             game.quadrant = game.state.kscmdr
2217         else:
2218             game.quadrant = game.state.kcmdr[i]
2219         game.sector = randplace(QUADSIZE)
2220         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2221                % (game.quadrant, game.sector))
2222         if game.resting:
2223             prout(_("(Remainder of rest/repair period cancelled.)"))
2224             game.resting = False
2225         if not game.shldup:
2226             if not damaged(DSHIELD) and game.shield > 0:
2227                 doshield(shraise=True) # raise shields 
2228                 game.shldchg = False
2229             else:
2230                 prout(_("(Shields not currently useable.)"))
2231         newqad()
2232         # Adjust finish time to time of tractor beaming 
2233         fintim = game.state.date+game.optime
2234         attack(torps_ok=False)
2235         if not game.state.kcmdr:
2236             unschedule(FTBEAM)
2237         else: 
2238             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2239
2240     def destroybase():
2241         "Code merges here for any commander destroying a starbase." 
2242         # Not perfect, but will have to do 
2243         # Handle case where base is in same quadrant as starship 
2244         if game.battle == game.quadrant:
2245             game.state.chart[game.battle.i][game.battle.j].starbase = False
2246             game.quad[game.base.i][game.base.j] = IHDOT
2247             game.base.invalidate()
2248             newcnd()
2249             skip(1)
2250             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2251         elif game.state.baseq and communicating():
2252             # Get word via subspace radio 
2253             announce()
2254             skip(1)
2255             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2256             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2257             if game.isatb == 2: 
2258                 prout(_("the Klingon Super-Commander"))
2259             else:
2260                 prout(_("a Klingon Commander"))
2261             game.state.chart[game.battle.i][game.battle.j].starbase = False
2262         # Remove Starbase from galaxy 
2263         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2264         game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2265         if game.isatb == 2:
2266             # reinstate a commander's base attack 
2267             game.battle = hold
2268             game.isatb = 0
2269         else:
2270             game.battle.invalidate()
2271     if idebug:
2272         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2273         for i in range(1, NEVENTS):
2274             if   i == FSNOVA:  proutn("=== Supernova       ")
2275             elif i == FTBEAM:  proutn("=== T Beam          ")
2276             elif i == FSNAP:   proutn("=== Snapshot        ")
2277             elif i == FBATTAK: proutn("=== Base Attack     ")
2278             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2279             elif i == FSCMOVE: proutn("=== SC Move         ")
2280             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2281             elif i == FDSPROB: proutn("=== Probe Move      ")
2282             elif i == FDISTR:  proutn("=== Distress Call   ")
2283             elif i == FENSLV:  proutn("=== Enslavement     ")
2284             elif i == FREPRO:  proutn("=== Klingon Build   ")
2285             if is_scheduled(i):
2286                 prout("%.2f" % (scheduled(i)))
2287             else:
2288                 prout("never")
2289     radio_was_broken = damaged(DRADIO)
2290     hold.i = hold.j = 0
2291     while True:
2292         # Select earliest extraneous event, evcode==0 if no events 
2293         evcode = FSPY
2294         if game.alldone:
2295             return
2296         datemin = fintim
2297         for l in range(1, NEVENTS):
2298             if game.future[l].date < datemin:
2299                 evcode = l
2300                 if idebug:
2301                     prout("== Event %d fires" % evcode)
2302                 datemin = game.future[l].date
2303         xtime = datemin-game.state.date
2304         game.state.date = datemin
2305         # Decrement Federation resources and recompute remaining time 
2306         game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2307         game.recompute()
2308         if game.state.remtime <=0:
2309             finish(FDEPLETE)
2310             return
2311         # Any crew left alive? 
2312         if game.state.crew <=0:
2313             finish(FCREW)
2314             return
2315         # Is life support adequate? 
2316         if damaged(DLIFSUP) and game.condition != "docked":
2317             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2318                 finish(FLIFESUP)
2319                 return
2320             game.lsupres -= xtime
2321             if game.damage[DLIFSUP] <= xtime:
2322                 game.lsupres = game.inlsr
2323         # Fix devices 
2324         repair = xtime
2325         if game.condition == "docked":
2326             repair /= game.docfac
2327         # Don't fix Deathray here 
2328         for l in range(NDEVICES):
2329             if game.damage[l] > 0.0 and l != DDRAY:
2330                 if game.damage[l]-repair > 0.0:
2331                     game.damage[l] -= repair
2332                 else:
2333                     game.damage[l] = 0.0
2334         # If radio repaired, update star chart and attack reports 
2335         if radio_was_broken and not damaged(DRADIO):
2336             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2337             prout(_("   surveillance reports are coming in."))
2338             skip(1)
2339             if not game.iseenit:
2340                 attackreport(False)
2341                 game.iseenit = True
2342             rechart()
2343             prout(_("   The star chart is now up to date.\""))
2344             skip(1)
2345         # Cause extraneous event EVCODE to occur 
2346         game.optime -= xtime
2347         if evcode == FSNOVA: # Supernova 
2348             announce()
2349             supernova(None)
2350             schedule(FSNOVA, expran(0.5*game.intime))
2351             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2352                 return
2353         elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
2354             if game.state.nscrem == 0 or \
2355                 ictbeam or istract or \
2356                 game.condition=="docked" or game.isatb==1 or game.iscate:
2357                 return
2358             if game.ientesc or \
2359                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2360                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2361                 (damaged(DSHIELD) and \
2362                  (game.energy < 2500 or damaged(DPHASER)) and \
2363                  (game.torps < 5 or damaged(DPHOTON))):
2364                 # Tractor-beam her! 
2365                 istract = ictbeam = True
2366                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2367             else:
2368                 return
2369         elif evcode == FTBEAM: # Tractor beam 
2370             if not game.state.kcmdr:
2371                 unschedule(FTBEAM)
2372                 continue
2373             i = randrange(len(game.state.kcmdr))
2374             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2375             if istract or game.condition == "docked" or yank == 0:
2376                 # Drats! Have to reschedule 
2377                 schedule(FTBEAM, 
2378                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2379                 continue
2380             ictbeam = True
2381             tractorbeam(yank)
2382         elif evcode == FSNAP: # Snapshot of the universe (for time warp) 
2383             game.snapsht = copy.deepcopy(game.state)
2384             game.state.snap = True
2385             schedule(FSNAP, expran(0.5 * game.intime))
2386         elif evcode == FBATTAK: # Commander attacks starbase 
2387             if not game.state.kcmdr or not game.state.baseq:
2388                 # no can do 
2389                 unschedule(FBATTAK)
2390                 unschedule(FCDBAS)
2391                 continue
2392             try:
2393                 for ibq in game.state.baseq:
2394                    for cmdr in game.state.kcmdr: 
2395                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2396                            raise ibq
2397                 else:
2398                     # no match found -- try later 
2399                     schedule(FBATTAK, expran(0.3*game.intime))
2400                     unschedule(FCDBAS)
2401                     continue
2402             except coord:
2403                 pass
2404             # commander + starbase combination found -- launch attack 
2405             game.battle = ibq
2406             schedule(FCDBAS, randreal(1.0, 4.0))
2407             if game.isatb: # extra time if SC already attacking 
2408                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2409             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2410             game.iseenit = False
2411             if not communicating():
2412                 continue # No warning :-( 
2413             game.iseenit = True
2414             announce()
2415             skip(1)
2416             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2417             prout(_("   reports that it is under attack and that it can"))
2418             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2419             if cancelrest():
2420                 return
2421         elif evcode == FSCDBAS: # Supercommander destroys base 
2422             unschedule(FSCDBAS)
2423             game.isatb = 2
2424             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
2425                 continue # WAS RETURN! 
2426             hold = game.battle
2427             game.battle = game.state.kscmdr
2428             destroybase()
2429         elif evcode == FCDBAS: # Commander succeeds in destroying base 
2430             if evcode==FCDBAS:
2431                 unschedule(FCDBAS)
2432                 if not game.state.baseq() \
2433                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2434                     game.battle.invalidate()
2435                     continue
2436                 # find the lucky pair 
2437                 for cmdr in game.state.kcmdr:
2438                     if cmdr == game.battle: 
2439                         break
2440                 else:
2441                     # No action to take after all 
2442                     continue
2443             destroybase()
2444         elif evcode == FSCMOVE: # Supercommander moves 
2445             schedule(FSCMOVE, 0.2777)
2446             if not game.ientesc and not istract and game.isatb != 1 and \
2447                    (not game.iscate or not game.justin): 
2448                 supercommander()
2449         elif evcode == FDSPROB: # Move deep space probe 
2450             schedule(FDSPROB, 0.01)
2451             if game.probe.next(grain=QUADSIZE):
2452                 if not game.probe.quadrant().valid_quadrant() or \
2453                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2454                     # Left galaxy or ran into supernova
2455                     if communicating():
2456                         announce()
2457                         skip(1)
2458                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2459                         if not game.probe.quadrant().valid_quadrant():
2460                             prout(_("has left the galaxy.\""))
2461                         else:
2462                             prout(_("is no longer transmitting.\""))
2463                     unschedule(FDSPROB)
2464                     continue
2465                 if communicating():
2466                     #announce()
2467                     skip(1)
2468                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2469             pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2470             if communicating():
2471                 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2472                 chp.klingons = pdest.klingons
2473                 chp.starbase = pdest.starbase
2474                 chp.stars = pdest.stars
2475                 pdest.charted = True
2476             game.probe.moves -= 1 # One less to travel
2477             if game.probe.moves == 0 and game.isarmed and pdest.stars:
2478                 supernova(game.probe)           # fire in the hole!
2479                 unschedule(FDSPROB)
2480                 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
2481                     return
2482         elif evcode == FDISTR: # inhabited system issues distress call 
2483             unschedule(FDISTR)
2484             # try a whole bunch of times to find something suitable 
2485             for i in range(100):
2486                 # need a quadrant which is not the current one,
2487                 # which has some stars which are inhabited and
2488                 # not already under attack, which is not
2489                 # supernova'ed, and which has some Klingons in it
2490                 w = randplace(GALSIZE)
2491                 q = game.state.galaxy[w.i][w.j]
2492                 if not (game.quadrant == w or q.planet == None or \
2493                       not q.planet.inhabited or \
2494                       q.supernova or q.status!="secure" or q.klingons<=0):
2495                     break
2496             else:
2497                 # can't seem to find one; ignore this call 
2498                 if idebug:
2499                     prout("=== Couldn't find location for distress event.")
2500                 continue
2501             # got one!!  Schedule its enslavement 
2502             ev = schedule(FENSLV, expran(game.intime))
2503             ev.quadrant = w
2504             q.status = "distressed"
2505             # tell the captain about it if we can 
2506             if communicating():
2507                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2508                         % (q.planet, `w`))
2509                 prout(_("by a Klingon invasion fleet."))
2510                 if cancelrest():
2511                     return
2512         elif evcode == FENSLV:          # starsystem is enslaved 
2513             ev = unschedule(FENSLV)
2514             # see if current distress call still active 
2515             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2516             if q.klingons <= 0:
2517                 q.status = "secure"
2518                 continue
2519             q.status = "enslaved"
2520
2521             # play stork and schedule the first baby 
2522             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2523             ev2.quadrant = ev.quadrant
2524
2525             # report the disaster if we can 
2526             if communicating():
2527                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2528                         q.planet)
2529                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2530         elif evcode == FREPRO:          # Klingon reproduces 
2531             # If we ever switch to a real event queue, we'll need to
2532             # explicitly retrieve and restore the x and y.
2533             ev = schedule(FREPRO, expran(1.0 * game.intime))
2534             # see if current distress call still active 
2535             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2536             if q.klingons <= 0:
2537                 q.status = "secure"
2538                 continue
2539             if game.state.remkl >=MAXKLGAME:
2540                 continue                # full right now 
2541             # reproduce one Klingon 
2542             w = ev.quadrant
2543             m = coord()
2544             if game.klhere >= MAXKLQUAD:
2545                 try:
2546                     # this quadrant not ok, pick an adjacent one 
2547                     for m.i in range(w.i - 1, w.i + 2):
2548                         for m.j in range(w.j - 1, w.j + 2):
2549                             if not m.valid_quadrant():
2550                                 continue
2551                             q = game.state.galaxy[m.i][m.j]
2552                             # check for this quad ok (not full & no snova) 
2553                             if q.klingons >= MAXKLQUAD or q.supernova:
2554                                 continue
2555                             raise "FOUNDIT"
2556                     else:
2557                         continue        # search for eligible quadrant failed
2558                 except "FOUNDIT":
2559                     w = m
2560             # deliver the child 
2561             game.state.remkl += 1
2562             q.klingons += 1
2563             if game.quadrant == w:
2564                 game.klhere += 1
2565                 game.enemies.append(newkling())
2566             # recompute time left
2567             game.recompute()
2568             if communicating():
2569                 if game.quadrant == w:
2570                     prout(_("Spock- sensors indicate the Klingons have"))
2571                     prout(_("launched a warship from %s.") % q.planet)
2572                 else:
2573                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2574                     if q.planet != None:
2575                         proutn(_("near %s") % q.planet)
2576                     prout(_("in Quadrant %s.") % w)
2577                                 
2578 def wait():
2579     "Wait on events."
2580     game.ididit = False
2581     while True:
2582         key = scanner.next()
2583         if key  != "IHEOL":
2584             break
2585         proutn(_("How long? "))
2586     scanner.chew()
2587     if key != "IHREAL":
2588         huh()
2589         return
2590     origTime = delay = scanner.real
2591     if delay <= 0.0:
2592         return
2593     if delay >= game.state.remtime or len(game.enemies) != 0:
2594         proutn(_("Are you sure? "))
2595         if ja() == False:
2596             return
2597     # Alternate resting periods (events) with attacks 
2598     game.resting = True
2599     while True:
2600         if delay <= 0:
2601             game.resting = False
2602         if not game.resting:
2603             prout(_("%d stardates left.") % int(game.state.remtime))
2604             return
2605         temp = game.optime = delay
2606         if len(game.enemies):
2607             rtime = randreal(1.0, 2.0)
2608             if rtime < temp:
2609                 temp = rtime
2610             game.optime = temp
2611         if game.optime < delay:
2612             attack(torps_ok=False)
2613         if game.alldone:
2614             return
2615         events()
2616         game.ididit = True
2617         if game.alldone:
2618             return
2619         delay -= temp
2620         # Repair Deathray if long rest at starbase 
2621         if origTime-delay >= 9.99 and game.condition == "docked":
2622             game.damage[DDRAY] = 0.0
2623         # leave if quadrant supernovas
2624         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2625             break
2626     game.resting = False
2627     game.optime = 0
2628
2629 def nova(nov):
2630     "Star goes nova." 
2631     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2632     newc = coord(); neighbor = coord(); bump = coord(0, 0)
2633     if withprob(0.05):
2634         # Wow! We've supernova'ed 
2635         supernova(game.quadrant)
2636         return
2637     # handle initial nova 
2638     game.quad[nov.i][nov.j] = IHDOT
2639     prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2640     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2641     game.state.starkl += 1
2642     # Set up queue to recursively trigger adjacent stars 
2643     hits = [nov]
2644     kount = 0
2645     while hits:
2646         offset = coord()
2647         start = hits.pop()
2648         for offset.i in range(-1, 1+1):
2649             for offset.j in range(-1, 1+1):
2650                 if offset.j==0 and offset.i==0:
2651                     continue
2652                 neighbor = start + offset
2653                 if not neighbor.valid_sector():
2654                     continue
2655                 iquad = game.quad[neighbor.i][neighbor.j]
2656                 # Empty space ends reaction
2657                 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2658                     pass
2659                 elif iquad == IHSTAR: # Affect another star 
2660                     if withprob(0.05):
2661                         # This star supernovas 
2662                         supernova(game.quadrant)
2663                         return
2664                     else:
2665                         hits.append(neighbor)
2666                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2667                         game.state.starkl += 1
2668                         proutn(crmena(True, IHSTAR, "sector", neighbor))
2669                         prout(_(" novas."))
2670                         game.quad[neighbor.i][neighbor.j] = IHDOT
2671                         kount += 1
2672                 elif iquad in (IHP, IHW): # Destroy planet 
2673                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2674                     if iquad == IHP:
2675                         game.state.nplankl += 1
2676                     else:
2677                         game.state.worldkl += 1
2678                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2679                     game.iplnet.pclass = "destroyed"
2680                     game.iplnet = None
2681                     game.plnet.invalidate()
2682                     if game.landed:
2683                         finish(FPNOVA)
2684                         return
2685                     game.quad[neighbor.i][neighbor.j] = IHDOT
2686                 elif iquad == IHB: # Destroy base 
2687                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2688                     game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2689                     game.base.invalidate()
2690                     game.state.basekl += 1
2691                     newcnd()
2692                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2693                     game.quad[neighbor.i][neighbor.j] = IHDOT
2694                 elif iquad in (IHE, IHF): # Buffet ship 
2695                     prout(_("***Starship buffeted by nova."))
2696                     if game.shldup:
2697                         if game.shield >= 2000.0:
2698                             game.shield -= 2000.0
2699                         else:
2700                             diff = 2000.0 - game.shield
2701                             game.energy -= diff
2702                             game.shield = 0.0
2703                             game.shldup = False
2704                             prout(_("***Shields knocked out."))
2705                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2706                     else:
2707                         game.energy -= 2000.0
2708                     if game.energy <= 0:
2709                         finish(FNOVA)
2710                         return
2711                     # add in course nova contributes to kicking starship
2712                     bump += (game.sector-hits[mm]).sgn()
2713                 elif iquad == IHK: # kill klingon 
2714                     deadkl(neighbor, iquad, neighbor)
2715                 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
2716                     for ll in range(len(game.enemies)):
2717                         if game.enemies[ll].kloc == neighbor:
2718                             break
2719                     game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
2720                     if game.enemies[ll].kpower <= 0.0:
2721                         deadkl(neighbor, iquad, neighbor)
2722                         break
2723                     newc = neighbor + neighbor - hits[mm]
2724                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2725                     if not newc.valid_sector():
2726                         # can't leave quadrant 
2727                         skip(1)
2728                         break
2729                     iquad1 = game.quad[newc.i][newc.j]
2730                     if iquad1 == IHBLANK:
2731                         proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2732                         skip(1)
2733                         deadkl(neighbor, iquad, newc)
2734                         break
2735                     if iquad1 != IHDOT:
2736                         # can't move into something else 
2737                         skip(1)
2738                         break
2739                     proutn(_(", buffeted to Sector %s") % newc)
2740                     game.quad[neighbor.i][neighbor.j] = IHDOT
2741                     game.quad[newc.i][newc.j] = iquad
2742                     game.enemies[ll].move(newc)
2743     # Starship affected by nova -- kick it away. 
2744     dist = kount*0.1
2745     direc = course[3*(bump.i+1)+bump.j+2]
2746     if direc == 0.0:
2747         dist = 0.0
2748     if dist == 0.0:
2749         return
2750     course = course(bearing=direc, distance=dist)
2751     game.optime = course.time(warp=4)
2752     skip(1)
2753     prout(_("Force of nova displaces starship."))
2754     imove(course, novapush=True)
2755     game.optime = course.time(warp=4)
2756     return
2757         
2758 def supernova(w):
2759     "Star goes supernova."
2760     num = 0; npdead = 0
2761     if w != None: 
2762         nq = copy.copy(w)
2763     else:
2764         # Scheduled supernova -- select star at random. 
2765         stars = 0
2766         nq = coord()
2767         for nq.i in range(GALSIZE):
2768             for nq.j in range(GALSIZE):
2769                 stars += game.state.galaxy[nq.i][nq.j].stars
2770         if stars == 0:
2771             return # nothing to supernova exists 
2772         num = randrange(stars) + 1
2773         for nq.i in range(GALSIZE):
2774             for nq.j in range(GALSIZE):
2775                 num -= game.state.galaxy[nq.i][nq.j].stars
2776                 if num <= 0:
2777                     break
2778             if num <=0:
2779                 break
2780         if idebug:
2781             proutn("=== Super nova here?")
2782             if ja() == True:
2783                 nq = game.quadrant
2784     if not nq == game.quadrant or game.justin:
2785         # it isn't here, or we just entered (treat as enroute) 
2786         if communicating():
2787             skip(1)
2788             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2789             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2790     else:
2791         ns = coord()
2792         # we are in the quadrant! 
2793         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2794         for ns.i in range(QUADSIZE):
2795             for ns.j in range(QUADSIZE):
2796                 if game.quad[ns.i][ns.j]==IHSTAR:
2797                     num -= 1
2798                     if num==0:
2799                         break
2800             if num==0:
2801                 break
2802         skip(1)
2803         prouts(_("***RED ALERT!  RED ALERT!"))
2804         skip(1)
2805         prout(_("***Incipient supernova detected at Sector %s") % ns)
2806         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2807             proutn(_("Emergency override attempts t"))
2808             prouts("***************")
2809             skip(1)
2810             stars()
2811             game.alldone = True
2812     # destroy any Klingons in supernovaed quadrant
2813     kldead = game.state.galaxy[nq.i][nq.j].klingons
2814     game.state.galaxy[nq.i][nq.j].klingons = 0
2815     if nq == game.state.kscmdr:
2816         # did in the Supercommander! 
2817         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2818         game.iscate = False
2819         unschedule(FSCMOVE)
2820         unschedule(FSCDBAS)
2821     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2822     comkills = len(game.state.kcmdr) - len(survivors)
2823     game.state.kcmdr = survivors
2824     kldead -= comkills
2825     if not game.state.kcmdr:
2826         unschedule(FTBEAM)
2827     game.state.remkl -= kldead
2828     # destroy Romulans and planets in supernovaed quadrant 
2829     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2830     game.state.galaxy[nq.i][nq.j].romulans = 0
2831     game.state.nromrem -= nrmdead
2832     # Destroy planets 
2833     for loop in range(game.inplan):
2834         if game.state.planets[loop].quadrant == nq:
2835             game.state.planets[loop].pclass = "destroyed"
2836             npdead += 1
2837     # Destroy any base in supernovaed quadrant
2838     game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2839     # If starship caused supernova, tally up destruction 
2840     if w != None:
2841         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2842         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2843         game.state.nplankl += npdead
2844     # mark supernova in galaxy and in star chart 
2845     if game.quadrant == nq or communicating():
2846         game.state.galaxy[nq.i][nq.j].supernova = True
2847     # If supernova destroys last Klingons give special message 
2848     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2849         skip(2)
2850         if w == None:
2851             prout(_("Lucky you!"))
2852         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2853         finish(FWON)
2854         return
2855     # if some Klingons remain, continue or die in supernova 
2856     if game.alldone:
2857         finish(FSNOVAED)
2858     return
2859
2860 # Code from finish.c ends here.
2861
2862 def selfdestruct():
2863     "Self-destruct maneuver. Finish with a BANG!" 
2864     scanner.chew()
2865     if damaged(DCOMPTR):
2866         prout(_("Computer damaged; cannot execute destruct sequence."))
2867         return
2868     prouts(_("---WORKING---")); skip(1)
2869     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2870     prouts("   10"); skip(1)
2871     prouts("       9"); skip(1)
2872     prouts("          8"); skip(1)
2873     prouts("             7"); skip(1)
2874     prouts("                6"); skip(1)
2875     skip(1)
2876     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2877     skip(1)
2878     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2879     skip(1)
2880     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2881     skip(1)
2882     scanner.next()
2883     scanner.chew()
2884     if game.passwd != scanner.token:
2885         prouts(_("PASSWORD-REJECTED;"))
2886         skip(1)
2887         prouts(_("CONTINUITY-EFFECTED"))
2888         skip(2)
2889         return
2890     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2891     prouts("                   5"); skip(1)
2892     prouts("                      4"); skip(1)
2893     prouts("                         3"); skip(1)
2894     prouts("                            2"); skip(1)
2895     prouts("                              1"); skip(1)
2896     if withprob(0.15):
2897         prouts(_("GOODBYE-CRUEL-WORLD"))
2898         skip(1)
2899     kaboom()
2900
2901 def kaboom():
2902     stars()
2903     if game.ship==IHE:
2904         prouts("***")
2905     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2906     skip(1)
2907     stars()
2908     skip(1)
2909     if len(game.enemies) != 0:
2910         whammo = 25.0 * game.energy
2911         l=1
2912         while l <= len(game.enemies):
2913             if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
2914                 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2915             l += 1
2916     finish(FDILITHIUM)
2917                                 
2918 def killrate():
2919     "Compute our rate of kils over time."
2920     elapsed = game.state.date - game.indate
2921     if elapsed == 0:    # Avoid divide-by-zero error if calculated on turn 0
2922         return 0
2923     else:
2924         starting = (game.inkling + game.incom + game.inscom)
2925         remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2926         return (starting - remaining)/elapsed
2927
2928 def badpoints():
2929     "Compute demerits."
2930     badpt = 5.0*game.state.starkl + \
2931             game.casual + \
2932             10.0*game.state.nplankl + \
2933             300*game.state.nworldkl + \
2934             45.0*game.nhelp +\
2935             100.0*game.state.basekl +\
2936             3.0*game.abandoned
2937     if game.ship == IHF:
2938         badpt += 100.0
2939     elif game.ship == None:
2940         badpt += 200.0
2941     return badpt
2942
2943 def finish(ifin):
2944     # end the game, with appropriate notfications 
2945     igotit = False
2946     game.alldone = True
2947     skip(3)
2948     prout(_("It is stardate %.1f.") % game.state.date)
2949     skip(1)
2950     if ifin == FWON: # Game has been won
2951         if game.state.nromrem != 0:
2952             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2953                   game.state.nromrem)
2954
2955         prout(_("You have smashed the Klingon invasion fleet and saved"))
2956         prout(_("the Federation."))
2957         game.gamewon = True
2958         if game.alive:
2959             badpt = badpoints()
2960             if badpt < 100.0:
2961                 badpt = 0.0     # Close enough!
2962             # killsPerDate >= RateMax
2963             if game.state.date-game.indate < 5.0 or \
2964                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2965                 skip(1)
2966                 prout(_("In fact, you have done so well that Starfleet Command"))
2967                 if game.skill == SKILL_NOVICE:
2968                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2969                 elif game.skill == SKILL_FAIR:
2970                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2971                 elif game.skill == SKILL_GOOD:
2972                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2973                 elif game.skill == SKILL_EXPERT:
2974                     prout(_("promotes you to Commodore Emeritus."))
2975                     skip(1)
2976                     prout(_("Now that you think you're really good, try playing"))
2977                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
2978                 elif game.skill == SKILL_EMERITUS:
2979                     skip(1)
2980                     proutn(_("Computer-  "))
2981                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
2982                     skip(2)
2983                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2984                     skip(1)
2985                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2986                     skip(1)
2987                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2988                     skip(1)
2989                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2990                     skip(1)
2991                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
2992                     skip(2)
2993                     prout(_("Now you can retire and write your own Star Trek game!"))
2994                     skip(1)
2995                 elif game.skill >= SKILL_EXPERT:
2996                     if game.thawed and not idebug:
2997                         prout(_("You cannot get a citation, so..."))
2998                     else:
2999                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3000                         scanner.chew()
3001                         if ja() == True:
3002                             igotit = True
3003             # Only grant long life if alive (original didn't!)
3004             skip(1)
3005             prout(_("LIVE LONG AND PROSPER."))
3006         score()
3007         if igotit:
3008             plaque()        
3009         return
3010     elif ifin == FDEPLETE: # Federation Resources Depleted
3011         prout(_("Your time has run out and the Federation has been"))
3012         prout(_("conquered.  Your starship is now Klingon property,"))
3013         prout(_("and you are put on trial as a war criminal.  On the"))
3014         proutn(_("basis of your record, you are "))
3015         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3016             prout(_("acquitted."))
3017             skip(1)
3018             prout(_("LIVE LONG AND PROSPER."))
3019         else:
3020             prout(_("found guilty and"))
3021             prout(_("sentenced to death by slow torture."))
3022             game.alive = False
3023         score()
3024         return
3025     elif ifin == FLIFESUP:
3026         prout(_("Your life support reserves have run out, and"))
3027         prout(_("you die of thirst, starvation, and asphyxiation."))
3028         prout(_("Your starship is a derelict in space."))
3029     elif ifin == FNRG:
3030         prout(_("Your energy supply is exhausted."))
3031         skip(1)
3032         prout(_("Your starship is a derelict in space."))
3033     elif ifin == FBATTLE:
3034         prout(_("The %s has been destroyed in battle.") % crmshp())
3035         skip(1)
3036         prout(_("Dulce et decorum est pro patria mori."))
3037     elif ifin == FNEG3:
3038         prout(_("You have made three attempts to cross the negative energy"))
3039         prout(_("barrier which surrounds the galaxy."))
3040         skip(1)
3041         prout(_("Your navigation is abominable."))
3042         score()
3043     elif ifin == FNOVA:
3044         prout(_("Your starship has been destroyed by a nova."))
3045         prout(_("That was a great shot."))
3046         skip(1)
3047     elif ifin == FSNOVAED:
3048         prout(_("The %s has been fried by a supernova.") % crmshp())
3049         prout(_("...Not even cinders remain..."))
3050     elif ifin == FABANDN:
3051         prout(_("You have been captured by the Klingons. If you still"))
3052         prout(_("had a starbase to be returned to, you would have been"))
3053         prout(_("repatriated and given another chance. Since you have"))
3054         prout(_("no starbases, you will be mercilessly tortured to death."))
3055     elif ifin == FDILITHIUM:
3056         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3057     elif ifin == FMATERIALIZE:
3058         prout(_("Starbase was unable to re-materialize your starship."))
3059         prout(_("Sic transit gloria mundi"))
3060     elif ifin == FPHASER:
3061         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3062     elif ifin == FLOST:
3063         prout(_("You and your landing party have been"))
3064         prout(_("converted to energy, disipating through space."))
3065     elif ifin == FMINING:
3066         prout(_("You are left with your landing party on"))
3067         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3068         skip(1)
3069         prout(_("They are very fond of \"Captain Kirk\" soup."))
3070         skip(1)
3071         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3072     elif ifin == FDPLANET:
3073         prout(_("You and your mining party perish."))
3074         skip(1)
3075         prout(_("That was a great shot."))
3076         skip(1)
3077     elif ifin == FSSC:
3078         prout(_("The Galileo is instantly annihilated by the supernova."))
3079         prout(_("You and your mining party are atomized."))
3080         skip(1)
3081         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3082         prout(_("joins the Romulans, wreaking terror on the Federation."))
3083     elif ifin == FPNOVA:
3084         prout(_("You and your mining party are atomized."))
3085         skip(1)
3086         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3087         prout(_("joins the Romulans, wreaking terror on the Federation."))
3088     elif ifin == FSTRACTOR:
3089         prout(_("The shuttle craft Galileo is also caught,"))
3090         prout(_("and breaks up under the strain."))
3091         skip(1)
3092         prout(_("Your debris is scattered for millions of miles."))
3093         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3094     elif ifin == FDRAY:
3095         prout(_("The mutants attack and kill Spock."))
3096         prout(_("Your ship is captured by Klingons, and"))
3097         prout(_("your crew is put on display in a Klingon zoo."))
3098     elif ifin == FTRIBBLE:
3099         prout(_("Tribbles consume all remaining water,"))
3100         prout(_("food, and oxygen on your ship."))
3101         skip(1)
3102         prout(_("You die of thirst, starvation, and asphyxiation."))
3103         prout(_("Your starship is a derelict in space."))
3104     elif ifin == FHOLE:
3105         prout(_("Your ship is drawn to the center of the black hole."))
3106         prout(_("You are crushed into extremely dense matter."))
3107     elif ifin == FCREW:
3108         prout(_("Your last crew member has died."))
3109     if game.ship == IHF:
3110         game.ship = None
3111     elif game.ship == IHE:
3112         game.ship = IHF
3113     game.alive = False
3114     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3115         goodies = game.state.remres/game.inresor
3116         baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3117         if goodies/baddies >= randreal(1.0, 1.5):
3118             prout(_("As a result of your actions, a treaty with the Klingon"))
3119             prout(_("Empire has been signed. The terms of the treaty are"))
3120             if goodies/baddies >= randreal(3.0):
3121                 prout(_("favorable to the Federation."))
3122                 skip(1)
3123                 prout(_("Congratulations!"))
3124             else:
3125                 prout(_("highly unfavorable to the Federation."))
3126         else:
3127             prout(_("The Federation will be destroyed."))
3128     else:
3129         prout(_("Since you took the last Klingon with you, you are a"))
3130         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3131         prout(_("statue in your memory. Rest in peace, and try not"))
3132         prout(_("to think about pigeons."))
3133         game.gamewon = True
3134     score()
3135
3136 def score():
3137     "Compute player's score."
3138     timused = game.state.date - game.indate
3139     iskill = game.skill
3140     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3141         timused = 5.0
3142     perdate = killrate()
3143     ithperd = 500*perdate + 0.5
3144     iwon = 0
3145     if game.gamewon:
3146         iwon = 100*game.skill
3147     if game.ship == IHE: 
3148         klship = 0
3149     elif game.ship == IHF: 
3150         klship = 1
3151     else:
3152         klship = 2
3153     if not game.gamewon:
3154         game.state.nromrem = 0 # None captured if no win
3155     iscore = 10*(game.inkling - game.state.remkl) \
3156              + 50*(game.incom - len(game.state.kcmdr)) \
3157              + ithperd + iwon \
3158              + 20*(game.inrom - game.state.nromrem) \
3159              + 200*(game.inscom - game.state.nscrem) \
3160              - game.state.nromrem \
3161              - badpoints()
3162     if not game.alive:
3163         iscore -= 200
3164     skip(2)
3165     prout(_("Your score --"))
3166     if game.inrom - game.state.nromrem:
3167         prout(_("%6d Romulans destroyed                 %5d") %
3168               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3169     if game.state.nromrem:
3170         prout(_("%6d Romulans captured                  %5d") %
3171               (game.state.nromrem, game.state.nromrem))
3172     if game.inkling - game.state.remkl:
3173         prout(_("%6d ordinary Klingons destroyed        %5d") %
3174               (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3175     if game.incom - len(game.state.kcmdr):
3176         prout(_("%6d Klingon commanders destroyed       %5d") %
3177               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3178     if game.inscom - game.state.nscrem:
3179         prout(_("%6d Super-Commander destroyed          %5d") %
3180               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3181     if ithperd:
3182         prout(_("%6.2f Klingons per stardate              %5d") %
3183               (perdate, ithperd))
3184     if game.state.starkl:
3185         prout(_("%6d stars destroyed by your action     %5d") %
3186               (game.state.starkl, -5*game.state.starkl))
3187     if game.state.nplankl:
3188         prout(_("%6d planets destroyed by your action   %5d") %
3189               (game.state.nplankl, -10*game.state.nplankl))
3190     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3191         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3192               (game.state.nplankl, -300*game.state.nworldkl))
3193     if game.state.basekl:
3194         prout(_("%6d bases destroyed by your action     %5d") %
3195               (game.state.basekl, -100*game.state.basekl))
3196     if game.nhelp:
3197         prout(_("%6d calls for help from starbase       %5d") %
3198               (game.nhelp, -45*game.nhelp))
3199     if game.casual:
3200         prout(_("%6d casualties incurred                %5d") %
3201               (game.casual, -game.casual))
3202     if game.abandoned:
3203         prout(_("%6d crew abandoned in space            %5d") %
3204               (game.abandoned, -3*game.abandoned))
3205     if klship:
3206         prout(_("%6d ship(s) lost or destroyed          %5d") %
3207               (klship, -100*klship))
3208     if not game.alive:
3209         prout(_("Penalty for getting yourself killed        -200"))
3210     if game.gamewon:
3211         proutn(_("Bonus for winning "))
3212         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3213         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3214         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3215         elif game.skill ==  SKILL_EXPERT:       proutn(_("Expert game  "))
3216         elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
3217         prout("           %5d" % iwon)
3218     skip(1)
3219     prout(_("TOTAL SCORE                               %5d") % iscore)
3220
3221 def plaque():
3222     "Emit winner's commemmorative plaque." 
3223     skip(2)
3224     while True:
3225         proutn(_("File or device name for your plaque: "))
3226         winner = cgetline()
3227         try:
3228             fp = open(winner, "w")
3229             break
3230         except IOError:
3231             prout(_("Invalid name."))
3232
3233     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3234     winner = cgetline()
3235     # The 38 below must be 64 for 132-column paper 
3236     nskip = 38 - len(winner)/2
3237     fp.write("\n\n\n\n")
3238     # --------DRAW ENTERPRISE PICTURE. 
3239     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3240     fp.write("                                      EEE                      E  : :                                         :  E\n" )
3241     fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
3242     fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
3243     fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3244     fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
3245     fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
3246     fp.write("                                      EEE           E          E            E  E\n")
3247     fp.write("                                                       E         E          E  E\n")
3248     fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
3249     fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
3250     fp.write("                                                    :E    :                 EEEE       E\n")
3251     fp.write("                                                   .-E   -:-----                       E\n")
3252     fp.write("                                                    :E    :                            E\n")
3253     fp.write("                                                      EE  :                    EEEEEEEE\n")
3254     fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
3255     fp.write("\n\n\n")
3256     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3257     fp.write("\n\n\n\n")
3258     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3259     fp.write("\n")
3260     fp.write(_("                                                Starfleet Command bestows to you\n"))
3261     fp.write("\n")
3262     fp.write("%*s%s\n\n" % (nskip, "", winner))
3263     fp.write(_("                                                           the rank of\n\n"))
3264     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3265     fp.write("                                                          ")
3266     if game.skill ==  SKILL_EXPERT:
3267         fp.write(_(" Expert level\n\n"))
3268     elif game.skill == SKILL_EMERITUS:
3269         fp.write(_("Emeritus level\n\n"))
3270     else:
3271         fp.write(_(" Cheat level\n\n"))
3272     timestring = time.ctime()
3273     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3274                     (timestring+4, timestring+20, timestring+11))
3275     fp.write(_("                                                        Your score:  %d\n\n") % iscore)
3276     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % perdate)
3277     fp.close()
3278
3279 # Code from io.c begins here
3280
3281 rows = linecount = 0    # for paging 
3282 stdscr = None
3283 replayfp = None
3284 fullscreen_window = None
3285 srscan_window     = None
3286 report_window     = None
3287 status_window     = None
3288 lrscan_window     = None
3289 message_window    = None
3290 prompt_window     = None
3291 curwnd = None
3292
3293 def iostart():
3294     global stdscr, rows
3295     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3296     gettext.textdomain("sst")
3297     if not (game.options & OPTION_CURSES):
3298         ln_env = os.getenv("LINES")
3299         if ln_env:
3300             rows = ln_env
3301         else:
3302             rows = 25
3303     else:
3304         stdscr = curses.initscr()
3305         stdscr.keypad(True)
3306         curses.nonl()
3307         curses.cbreak()
3308         global fullscreen_window, srscan_window, report_window, status_window
3309         global lrscan_window, message_window, prompt_window
3310         (rows, columns)   = stdscr.getmaxyx()
3311         fullscreen_window = stdscr
3312         srscan_window     = curses.newwin(12, 25, 0,       0)
3313         report_window     = curses.newwin(11, 0,  1,       25)
3314         status_window     = curses.newwin(10, 0,  1,       39)
3315         lrscan_window     = curses.newwin(5,  0,  0,       64) 
3316         message_window    = curses.newwin(0,  0,  12,      0)
3317         prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
3318         message_window.scrollok(True)
3319         setwnd(fullscreen_window)
3320
3321 def ioend():
3322     "Wrap up I/O."
3323     if game.options & OPTION_CURSES:
3324         stdscr.keypad(False)
3325         curses.echo()
3326         curses.nocbreak()
3327         curses.endwin()
3328
3329 def waitfor():
3330     "Wait for user action -- OK to do nothing if on a TTY"
3331     if game.options & OPTION_CURSES:
3332         stdscr.getch()
3333
3334 def announce():
3335     skip(1)
3336     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3337     skip(1)
3338
3339 def pause_game():
3340     if game.skill > SKILL_FAIR:
3341         prompt = _("[CONTINUE?]")
3342     else:
3343         prompt = _("[PRESS ENTER TO CONTINUE]")
3344
3345     if game.options & OPTION_CURSES:
3346         drawmaps(0)
3347         setwnd(prompt_window)
3348         prompt_window.clear()
3349         prompt_window.addstr(prompt)
3350         prompt_window.getstr()
3351         prompt_window.clear()
3352         prompt_window.refresh()
3353         setwnd(message_window)
3354     else:
3355         global linecount
3356         sys.stdout.write('\n')
3357         proutn(prompt)
3358         raw_input()
3359         for j in range(rows):
3360             sys.stdout.write('\n')
3361         linecount = 0
3362
3363 def skip(i):
3364     "Skip i lines.  Pause game if this would cause a scrolling event."
3365     for dummy in range(i):
3366         if game.options & OPTION_CURSES:
3367             (y, x) = curwnd.getyx()
3368             (my, mx) = curwnd.getmaxyx()
3369             if curwnd == message_window and y >= my - 3:
3370                 pause_game()
3371                 clrscr()
3372             else:
3373                 try:
3374                     curwnd.move(y+1, 0)
3375                 except curses.error:
3376                     pass
3377         else:
3378             global linecount
3379             linecount += 1
3380             if rows and linecount >= rows:
3381                 pause_game()
3382             else:
3383                 sys.stdout.write('\n')
3384
3385 def proutn(line):
3386     "Utter a line with no following line feed."
3387     if game.options & OPTION_CURSES:
3388         curwnd.addstr(line)
3389         curwnd.refresh()
3390     else:
3391         sys.stdout.write(line)
3392         sys.stdout.flush()
3393
3394 def prout(line):
3395     proutn(line)
3396     skip(1)
3397
3398 def prouts(line):
3399     "Emit slowly!" 
3400     for c in line:
3401         if not replayfp or replayfp.closed:     # Don't slow down replays
3402             time.sleep(0.03)
3403         proutn(c)
3404         if game.options & OPTION_CURSES:
3405             curwnd.refresh()
3406         else:
3407             sys.stdout.flush()
3408     if not replayfp or replayfp.closed:
3409         time.sleep(0.03)
3410
3411 def cgetline():
3412     "Get a line of input."
3413     if game.options & OPTION_CURSES:
3414         line = curwnd.getstr() + "\n"
3415         curwnd.refresh()
3416     else:
3417         if replayfp and not replayfp.closed:
3418             while True:
3419                 line = replayfp.readline()
3420                 proutn(line)
3421                 if line == '':
3422                     prout("*** Replay finished")
3423                     replayfp.close()
3424                     break
3425                 elif line[0] != "#":
3426                     break
3427         else:
3428             line = raw_input() + "\n"
3429     if logfp:
3430         logfp.write(line)
3431     return line
3432
3433 def setwnd(wnd):
3434     "Change windows -- OK for this to be a no-op in tty mode."
3435     global curwnd
3436     if game.options & OPTION_CURSES:
3437         curwnd = wnd
3438         curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3439
3440 def clreol():
3441     "Clear to end of line -- can be a no-op in tty mode" 
3442     if game.options & OPTION_CURSES:
3443         curwnd.clrtoeol()
3444         curwnd.refresh()
3445
3446 def clrscr():
3447     "Clear screen -- can be a no-op in tty mode."
3448     global linecount
3449     if game.options & OPTION_CURSES:
3450        curwnd.clear()
3451        curwnd.move(0, 0)
3452        curwnd.refresh()
3453     linecount = 0
3454     
3455 def highvideo():
3456     "Set highlight video, if this is reasonable."
3457     if game.options & OPTION_CURSES:
3458         curwnd.attron(curses.A_REVERSE)
3459  
3460 #
3461 # Things past this point have policy implications.
3462
3463
3464 def drawmaps(mode):
3465     "Hook to be called after moving to redraw maps."
3466     if game.options & OPTION_CURSES:
3467         if mode == 1:
3468             sensor()
3469         setwnd(srscan_window)
3470         curwnd.move(0, 0)
3471         srscan()
3472         if mode != 2:
3473             setwnd(status_window)
3474             status_window.clear()
3475             status_window.move(0, 0)
3476             setwnd(report_window)
3477             report_window.clear()
3478             report_window.move(0, 0)
3479             status()
3480             setwnd(lrscan_window)
3481             lrscan_window.clear()
3482             lrscan_window.move(0, 0)
3483             lrscan(silent=False)
3484
3485 def put_srscan_sym(w, sym):
3486     "Emit symbol for short-range scan."
3487     srscan_window.move(w.i+1, w.j*2+2)
3488     srscan_window.addch(sym)
3489     srscan_window.refresh()
3490
3491 def boom(w):
3492     "Enemy fall down, go boom."  
3493     if game.options & OPTION_CURSES:
3494         drawmaps(2)
3495         setwnd(srscan_window)
3496         srscan_window.attron(curses.A_REVERSE)
3497         put_srscan_sym(w, game.quad[w.i][w.j])
3498         #sound(500)
3499         #time.sleep(1.0)
3500         #nosound()
3501         srscan_window.attroff(curses.A_REVERSE)
3502         put_srscan_sym(w, game.quad[w.i][w.j])
3503         curses.delay_output(500)
3504         setwnd(message_window) 
3505
3506 def warble():
3507     "Sound and visual effects for teleportation."
3508     if game.options & OPTION_CURSES:
3509         drawmaps(2)
3510         setwnd(message_window)
3511         #sound(50)
3512     prouts("     . . . . .     ")
3513     if game.options & OPTION_CURSES:
3514         #curses.delay_output(1000)
3515         #nosound()
3516         pass
3517
3518 def tracktorpedo(origin, w, step, i, n, iquad):
3519     "Torpedo-track animation." 
3520     if not game.options & OPTION_CURSES:
3521         if step == 1:
3522             if n != 1:
3523                 skip(1)
3524                 proutn(_("Track for torpedo number %d-  ") % (i+1))
3525             else:
3526                 skip(1)
3527                 proutn(_("Torpedo track- "))
3528         elif step==4 or step==9: 
3529             skip(1)
3530         proutn("%s   " % w)
3531     else:
3532         if not damaged(DSRSENS) or game.condition=="docked":
3533             if i != 0 and step == 1:
3534                 drawmaps(2)
3535                 time.sleep(0.4)
3536             if (iquad==IHDOT) or (iquad==IHBLANK):
3537                 put_srscan_sym(w, '+')
3538                 #sound(step*10)
3539                 #time.sleep(0.1)
3540                 #nosound()
3541                 put_srscan_sym(w, iquad)
3542             else:
3543                 curwnd.attron(curses.A_REVERSE)
3544                 put_srscan_sym(w, iquad)
3545                 #sound(500)
3546                 #time.sleep(1.0)
3547                 #nosound()
3548                 curwnd.attroff(curses.A_REVERSE)
3549                 put_srscan_sym(w, iquad)
3550         else:
3551             proutn("%s   " % w)
3552
3553 def makechart():
3554     "Display the current galaxy chart."
3555     if game.options & OPTION_CURSES:
3556         setwnd(message_window)
3557         message_window.clear()
3558     chart()
3559     if game.options & OPTION_TTY:
3560         skip(1)
3561
3562 NSYM    = 14
3563
3564 def prstat(txt, data):
3565     proutn(txt)
3566     if game.options & OPTION_CURSES:
3567         skip(1)
3568         setwnd(status_window)
3569     else:
3570         proutn(" " * (NSYM - len(txt)))
3571     proutn(data)
3572     skip(1)
3573     if game.options & OPTION_CURSES:
3574         setwnd(report_window)
3575
3576 # Code from moving.c begins here
3577
3578 def imove(course=None, novapush=False):
3579     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3580     w = coord(); final = coord()
3581     trbeam = False
3582
3583     def no_quad_change():
3584         # No quadrant change -- compute new average enemy distances 
3585         game.quad[game.sector.i][game.sector.j] = game.ship
3586         if game.enemies:
3587             for enemy in game.enemies:
3588                 finald = (w-enemy.kloc).distance()
3589                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3590                 enemy.kdist = finald
3591             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3592             if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3593                 attack(torps_ok=False)
3594             for enemy in game.enemies:
3595                 enemy.kavgd = enemy.kdist
3596         newcnd()
3597         drawmaps(0)
3598         setwnd(message_window)
3599     w.i = w.j = 0
3600     if game.inorbit:
3601         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3602         game.inorbit = False
3603     angle = ((15.0 - course.bearing) * 0.5235988)
3604     deltax = -math.sin(angle)
3605     deltay = math.cos(angle)
3606     if math.fabs(deltax) > math.fabs(deltay):
3607         bigger = math.fabs(deltax)
3608     else:
3609         bigger = math.fabs(deltay)
3610     deltay /= bigger
3611     deltax /= bigger
3612     # If tractor beam is to occur, don't move full distance 
3613     if game.state.date+game.optime >= scheduled(FTBEAM):
3614         trbeam = True
3615         game.condition = "red"
3616         course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3617         game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3618     # Move within the quadrant 
3619     game.quad[game.sector.i][game.sector.j] = IHDOT
3620     x = game.sector.i
3621     y = game.sector.j
3622     for m in range(course.moves):
3623         x += deltax
3624         y += deltay
3625         w.i = int(round(x))
3626         w.j = int(round(y))
3627         if not w.valid_sector():
3628             # Leaving quadrant -- allow final enemy attack 
3629             # Don't do it if being pushed by Nova 
3630             if len(game.enemies) != 0 and not novapush:
3631                 newcnd()
3632                 for enemy in game.enemies:
3633                     finald = (w - enemy.kloc).distance()
3634                     enemy.kavgd = 0.5 * (finald + enemy.kdist)
3635                 #
3636                 # Stas Sergeev added the condition
3637                 # that attacks only happen if Klingons
3638                 # are present and your skill is good.
3639                 # 
3640                 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3641                     attack(torps_ok=False)
3642                 if game.alldone:
3643                     return
3644             # check for edge of galaxy 
3645             w = course.final
3646             kinks = 0
3647             while True:
3648                 kink = False
3649                 if w.i < 0:
3650                     w.i = -w.i
3651                     kink = True
3652                 if w.j < 0:
3653                     w.j = -w.j
3654                     kink = True
3655                 if w.i >= GALSIZE*QUADSIZE:
3656                     w.i = (GALSIZE*QUADSIZE*2) - w.i
3657                     kink = True
3658                 if w.j >= GALSIZE*QUADSIZE:
3659                     w.j = (GALSIZE*QUADSIZE*2) - w.j
3660                     kink = True
3661                 if kink:
3662                     kinks += 1
3663                 else:
3664                     break
3665             if kinks:
3666                 game.nkinks += 1
3667                 if game.nkinks == 3:
3668                     # Three strikes -- you're out! 
3669                     finish(FNEG3)
3670                     return
3671                 skip(1)
3672                 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3673                 prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3674                 prout(_("YOU WILL BE DESTROYED."))
3675             # Compute final position in new quadrant 
3676             if trbeam: # Don't bother if we are to be beamed 
3677                 return
3678             game.quadrant.i = w.i/QUADSIZE
3679             game.quadrant.j = w.j/QUADSIZE
3680             game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3681             game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3682             skip(1)
3683             prout(_("Entering Quadrant %s.") % game.quadrant)
3684             game.quad[game.sector.i][game.sector.j] = game.ship
3685             newqad()
3686             if game.skill>SKILL_NOVICE:
3687                 attack(torps_ok=False)  
3688             return
3689         iquad = game.quad[w.i][w.j]
3690         if iquad != IHDOT:
3691             # object encountered in flight path 
3692             stopegy = 50.0*course.distance/game.optime
3693             course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3694             if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3695                 game.sector = w
3696                 for enemy in game.enemies:
3697                     if enemy.kloc == game.sector:
3698                         break
3699                 collision(rammed=False, enemy=enemy)
3700                 final = game.sector
3701             elif iquad == IHBLANK:
3702                 skip(1)
3703                 prouts(_("***RED ALERT!  RED ALERT!"))
3704                 skip(1)
3705                 proutn("***" + crmshp())
3706                 proutn(_(" pulled into black hole at Sector %s") % w)
3707                 # Getting pulled into a black hole was certain
3708                 # death in Almy's original.  Stas Sergeev added a
3709                 # possibility that you'll get timewarped instead.
3710                 n=0
3711                 for m in range(NDEVICES):
3712                     if game.damage[m]>0: 
3713                         n += 1
3714                 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3715                 if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
3716                     timwrp()
3717                 else: 
3718                     finish(FHOLE)
3719                 return
3720             else:
3721                 # something else 
3722                 skip(1)
3723                 proutn(crmshp())
3724                 if iquad == IHWEB:
3725                     prout(_(" encounters Tholian web at %s;") % w)
3726                 else:
3727                     prout(_(" blocked by object at %s;") % w)
3728                 proutn(_("Emergency stop required "))
3729                 prout(_("%2d units of energy.") % int(stopegy))
3730                 game.energy -= stopegy
3731                 final.i = int(round(deltax))
3732                 final.j = int(round(deltay))
3733                 game.sector = final
3734                 if game.energy <= 0:
3735                     finish(FNRG)
3736                     return
3737             # We're here!
3738             no_quad_change()
3739             return
3740         course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3741         game.sector = w
3742     final = game.sector
3743     no_quad_change()
3744     return
3745
3746 def dock(verbose):
3747     "Dock our ship at a starbase."
3748     scanner.chew()
3749     if game.condition == "docked" and verbose:
3750         prout(_("Already docked."))
3751         return
3752     if game.inorbit:
3753         prout(_("You must first leave standard orbit."))
3754         return
3755     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3756         prout(crmshp() + _(" not adjacent to base."))
3757         return
3758     game.condition = "docked"
3759     if "verbose":
3760         prout(_("Docked."))
3761     game.ididit = True
3762     if game.energy < game.inenrg:
3763         game.energy = game.inenrg
3764     game.shield = game.inshld
3765     game.torps = game.intorps
3766     game.lsupres = game.inlsr
3767     game.state.crew = FULLCREW
3768     if not damaged(DRADIO) and \
3769         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3770         # get attack report from base 
3771         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3772         attackreport(False)
3773         game.iseenit = True
3774  
3775 # This program originally required input in terms of a (clock)
3776 # direction and distance. Somewhere in history, it was changed to
3777 # cartesian coordinates. So we need to convert.  Probably
3778 # "manual" input should still be done this way -- it's a real
3779 # pain if the computer isn't working! Manual mode is still confusing
3780 # because it involves giving x and y motions, yet the coordinates
3781 # are always displayed y - x, where +y is downward!
3782
3783 def cartesian(loc1=None, loc2=None):
3784     if loc1 is None:
3785         return game.quadrant * QUADSIZE + game.sector
3786     elif loc2 is None:
3787         return game.quadrant * QUADSIZE + loc1
3788     else:
3789         return loc1 * QUADSIZE + loc2
3790
3791 def getcourse(isprobe):
3792     "Get a course and distance from the user."
3793     key = 0
3794     dquad = copy.copy(game.quadrant)
3795     navmode = "unspecified"
3796     itemp = "curt"
3797     dsect = coord()
3798     iprompt = False
3799     if game.landed and not isprobe:
3800         prout(_("Dummy! You can't leave standard orbit until you"))
3801         proutn(_("are back aboard the ship."))
3802         scanner.chew()
3803         raise TrekError
3804     while navmode == "unspecified":
3805         if damaged(DNAVSYS):
3806             if isprobe:
3807                 prout(_("Computer damaged; manual navigation only"))
3808             else:
3809                 prout(_("Computer damaged; manual movement only"))
3810             scanner.chew()
3811             navmode = "manual"
3812             key = "IHEOL"
3813             break
3814         key = scanner.next()
3815         if key == "IHEOL":
3816             proutn(_("Manual or automatic- "))
3817             iprompt = True
3818             scanner.chew()
3819         elif key == "IHALPHA":
3820             if scanner.sees("manual"):
3821                 navmode = "manual"
3822                 key = scanner.next()
3823                 break
3824             elif scanner.sees("automatic"):
3825                 navmode = "automatic"
3826                 key = scanner.next()
3827                 break
3828             else:
3829                 huh()
3830                 scanner.chew()
3831                 raise TrekError
3832         else: # numeric 
3833             if isprobe:
3834                 prout(_("(Manual navigation assumed.)"))
3835             else:
3836                 prout(_("(Manual movement assumed.)"))
3837             navmode = "manual"
3838             break
3839     delta = coord()
3840     if navmode == "automatic":
3841         while key == "IHEOL":
3842             if isprobe:
3843                 proutn(_("Target quadrant or quadrant&sector- "))
3844             else:
3845                 proutn(_("Destination sector or quadrant&sector- "))
3846             scanner.chew()
3847             iprompt = True
3848             key = scanner.next()
3849         if key != "IHREAL":
3850             huh()
3851             raise TrekError
3852         xi = int(round(scanner.real))-1
3853         key = scanner.next()
3854         if key != "IHREAL":
3855             huh()
3856             raise TrekError
3857         xj = int(round(scanner.real))-1
3858         key = scanner.next()
3859         if key == "IHREAL":
3860             # both quadrant and sector specified 
3861             xk = int(round(scanner.real))-1
3862             key = scanner.next()
3863             if key != "IHREAL":
3864                 huh()
3865                 raise TrekError
3866             xl = int(round(scanner.real))-1
3867             dquad.i = xi
3868             dquad.j = xj
3869             dsect.i = xk
3870             dsect.j = xl
3871         else:
3872             # only one pair of numbers was specified
3873             if isprobe:
3874                 # only quadrant specified -- go to center of dest quad 
3875                 dquad.i = xi
3876                 dquad.j = xj
3877                 dsect.j = dsect.i = 4   # preserves 1-origin behavior
3878             else:
3879                 # only sector specified
3880                 dsect.i = xi
3881                 dsect.j = xj
3882             itemp = "normal"
3883         if not dquad.valid_quadrant() or not dsect.valid_sector():
3884             huh()
3885             raise TrekError
3886         skip(1)
3887         if not isprobe:
3888             if itemp > "curt":
3889                 if iprompt:
3890                     prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3891             else:
3892                 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3893         # the actual deltas get computed here
3894         delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3895         delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3896     else: # manual 
3897         while key == "IHEOL":
3898             proutn(_("X and Y displacements- "))
3899             scanner.chew()
3900             iprompt = True
3901             key = scanner.next()
3902         itemp = "verbose"
3903         if key != "IHREAL":
3904             huh()
3905             raise TrekError
3906         delta.j = scanner.real
3907         key = scanner.next()
3908         if key != "IHREAL":
3909             huh()
3910             raise TrekError
3911         delta.i = scanner.real
3912     # Check for zero movement 
3913     if delta.i == 0 and delta.j == 0:
3914         scanner.chew()
3915         raise TrekError
3916     if itemp == "verbose" and not isprobe:
3917         skip(1)
3918         prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3919     scanner.chew()
3920     return course(bearing=delta.bearing(), distance=delta.distance())
3921
3922 class course:
3923     def __init__(self, bearing, distance, origin=None): 
3924         self.distance = distance
3925         self.bearing = bearing
3926         # The bearing() code we inherited from FORTRAN is actually computing
3927         # clockface directions!
3928         if self.bearing < 0.0:
3929             self.bearing += 12.0
3930         self.angle = ((15.0 - self.bearing) * 0.5235988)
3931         if origin is None:
3932             self.location = cartesian(game.quadrant, game.sector)
3933         else:
3934             self.location = cartesian(game.quadrant, origin)
3935         self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3936         bigger = max(abs(self.increment.i), abs(self.increment.j))
3937         self.increment /= bigger
3938         self.moves = int(round(10*self.distance*bigger))
3939         self.final = (self.location + self.moves*self.increment).roundtogrid()
3940     def next(self, grain=1):
3941         "Next step on course."
3942         self.moves -=1
3943         self.nextlocation = self.location + self.increment
3944         oldloc = (self.location/grain).roundtogrid()
3945         newloc = (self.nextlocation/grain).roundtogrid()
3946         self.location = self.nextlocation
3947         if newloc != oldloc:
3948             return True
3949         else:
3950             return False
3951     def quadrant(self):
3952         return (self.location / QUADSIZE).roundtogrid()
3953     def sector(self):
3954         return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE)
3955     def power(self, warp):
3956         return self.distance*(warp**3)*(game.shldup+1)
3957     def time(self, warp):
3958         return 10.0*self.distance/warp**2
3959
3960 def impulse():
3961     "Move under impulse power."
3962     game.ididit = False
3963     if damaged(DIMPULS):
3964         scanner.chew()
3965         skip(1)
3966         prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3967         return
3968     if game.energy > 30.0:
3969         try:
3970             course = getcourse(isprobe=False)
3971         except TrekError:
3972             return
3973         power = 20.0 + 100.0*course.distance
3974     else:
3975         power = 30.0
3976     if power >= game.energy:
3977         # Insufficient power for trip 
3978         skip(1)
3979         prout(_("First Officer Spock- \"Captain, the impulse engines"))
3980         prout(_("require 20.0 units to engage, plus 100.0 units per"))
3981         if game.energy > 30:
3982             proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
3983                      int(0.01 * (game.energy-20.0)-0.05))
3984             prout(_(" quadrants.\""))
3985         else:
3986             prout(_("quadrant.  They are, therefore, useless.\""))
3987         scanner.chew()
3988         return
3989     # Make sure enough time is left for the trip 
3990     game.optime = course.dist/0.095
3991     if game.optime >= game.state.remtime:
3992         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3993         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3994         proutn(_("we dare spend the time?\" "))
3995         if ja() == False:
3996             return
3997     # Activate impulse engines and pay the cost 
3998     imove(course, novapush=False)
3999     game.ididit = True
4000     if game.alldone:
4001         return
4002     power = 20.0 + 100.0*course.dist
4003     game.energy -= power
4004     game.optime = course.dist/0.095
4005     if game.energy <= 0:
4006         finish(FNRG)
4007     return
4008
4009 def warp(course, involuntary):
4010     "ove under warp drive."
4011     blooey = False; twarp = False
4012     if not involuntary: # Not WARPX entry 
4013         game.ididit = False
4014         if game.damage[DWARPEN] > 10.0:
4015             scanner.chew()
4016             skip(1)
4017             prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4018             return
4019         if damaged(DWARPEN) and game.warpfac > 4.0:
4020             scanner.chew()
4021             skip(1)
4022             prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4023             prout(_("  is repaired, I can only give you warp 4.\""))
4024             return
4025         # Read in course and distance
4026         if course==None:
4027             try:
4028                 course = getcourse(isprobe=False)
4029             except TrekError:
4030                 return
4031         # Make sure starship has enough energy for the trip
4032         # Note: this formula is slightly different from the C version,
4033         # and lets you skate a bit closer to the edge.
4034         if course.power(game.warpfac) >= game.energy:
4035             # Insufficient power for trip 
4036             game.ididit = False
4037             skip(1)
4038             prout(_("Engineering to bridge--"))
4039             if not game.shldup or 0.5*power > game.energy:
4040                 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4041                 if iwarp <= 0:
4042                     prout(_("We can't do it, Captain. We don't have enough energy."))
4043                 else:
4044                     proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4045                     if game.shldup:
4046                         prout(",")
4047                         prout(_("if you'll lower the shields."))
4048                     else:
4049                         prout(".")
4050             else:
4051                 prout(_("We haven't the energy to go that far with the shields up."))
4052             return                              
4053         # Make sure enough time is left for the trip 
4054         game.optime = course.time(game.warpfac)
4055         if game.optime >= 0.8*game.state.remtime:
4056             skip(1)
4057             prout(_("First Officer Spock- \"Captain, I compute that such"))
4058             proutn(_("  a trip would require approximately %2.0f") %
4059                    (100.0*game.optime/game.state.remtime))
4060             prout(_(" percent of our"))
4061             proutn(_("  remaining time.  Are you sure this is wise?\" "))
4062             if ja() == False:
4063                 game.ididit = False
4064                 game.optime=0 
4065                 return
4066     # Entry WARPX 
4067     if game.warpfac > 6.0:
4068         # Decide if engine damage will occur
4069         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
4070         prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4071         if prob > randreal():
4072             blooey = True
4073             course.distance = randreal(course.distance)
4074         # Decide if time warp will occur 
4075         if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4076             twarp = True
4077         if idebug and game.warpfac==10 and not twarp:
4078             blooey = False
4079             proutn("=== Force time warp? ")
4080             if ja() == True:
4081                 twarp = True
4082         if blooey or twarp:
4083             # If time warp or engine damage, check path 
4084             # If it is obstructed, don't do warp or damage 
4085             angle = ((15.0-course.bearing)*0.5235998)
4086             deltax = -math.sin(angle)
4087             deltay = math.cos(angle)
4088             if math.fabs(deltax) > math.fabs(deltay):
4089                 bigger = math.fabs(deltax)
4090             else:
4091                 bigger = math.fabs(deltay)
4092             deltax /= bigger
4093             deltay /= bigger
4094             n = 10.0 * course.distance * bigger +0.5
4095             x = game.sector.i
4096             y = game.sector.j
4097             for l in range(1, n+1):
4098                 x += deltax
4099                 ix = x + 0.5
4100                 y += deltay
4101                 iy = y +0.5
4102                 if not coord(ix, iy).valid_sector():
4103                     break
4104                 if game.quad[ix][iy] != IHDOT:
4105                     blooey = False
4106                     twarp = False
4107     # Activate Warp Engines and pay the cost 
4108     imove(course, novapush=False)
4109     if game.alldone:
4110         return
4111     game.energy -= course.power(game.warpfac)
4112     if game.energy <= 0:
4113         finish(FNRG)
4114     game.optime = course.time(game.warpfac)
4115     if twarp:
4116         timwrp()
4117     if blooey:
4118         game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4119         skip(1)
4120         prout(_("Engineering to bridge--"))
4121         prout(_("  Scott here.  The warp engines are damaged."))
4122         prout(_("  We'll have to reduce speed to warp 4."))
4123     game.ididit = True
4124     return
4125
4126 def setwarp():
4127     "Change the warp factor."
4128     while True:
4129         key=scanner.next()
4130         if key != "IHEOL":
4131             break
4132         scanner.chew()
4133         proutn(_("Warp factor- "))
4134     scanner.chew()
4135     if key != "IHREAL":
4136         huh()
4137         return
4138     if game.damage[DWARPEN] > 10.0:
4139         prout(_("Warp engines inoperative."))
4140         return
4141     if damaged(DWARPEN) and scanner.real > 4.0:
4142         prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4143         prout(_("  but right now we can only go warp 4.\""))
4144         return
4145     if scanner.real > 10.0:
4146         prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4147         return
4148     if scanner.real < 1.0:
4149         prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4150         return
4151     oldfac = game.warpfac
4152     game.warpfac = scanner.real
4153     if game.warpfac <= oldfac or game.warpfac <= 6.0:
4154         prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4155                int(game.warpfac))
4156         return
4157     if game.warpfac < 8.00:
4158         prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4159         return
4160     if game.warpfac == 10.0:
4161         prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4162         return
4163     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4164     return
4165
4166 def atover(igrab):
4167     "Cope with being tossed out of quadrant by supernova or yanked by beam."
4168     scanner.chew()
4169     # is captain on planet? 
4170     if game.landed:
4171         if damaged(DTRANSP):
4172             finish(FPNOVA)
4173             return
4174         prout(_("Scotty rushes to the transporter controls."))
4175         if game.shldup:
4176             prout(_("But with the shields up it's hopeless."))
4177             finish(FPNOVA)
4178         prouts(_("His desperate attempt to rescue you . . ."))
4179         if withprob(0.5):
4180             prout(_("fails."))
4181             finish(FPNOVA)
4182             return
4183         prout(_("SUCCEEDS!"))
4184         if game.imine:
4185             game.imine = False
4186             proutn(_("The crystals mined were "))
4187             if withprob(0.25):
4188                 prout(_("lost."))
4189             else:
4190                 prout(_("saved."))
4191                 game.icrystl = True
4192     if igrab:
4193         return
4194     # Check to see if captain in shuttle craft 
4195     if game.icraft:
4196         finish(FSTRACTOR)
4197     if game.alldone:
4198         return
4199     # Inform captain of attempt to reach safety 
4200     skip(1)
4201     while True:
4202         if game.justin:
4203             prouts(_("***RED ALERT!  RED ALERT!"))
4204             skip(1)
4205             proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4206             prouts(_("   a supernova."))
4207             skip(2)
4208         proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4209         prout(_("safely out of quadrant."))
4210         if not damaged(DRADIO):
4211             game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4212         # Try to use warp engines 
4213         if damaged(DWARPEN):
4214             skip(1)
4215             prout(_("Warp engines damaged."))
4216             finish(FSNOVAED)
4217             return
4218         game.warpfac = randreal(6.0, 8.0)
4219         prout(_("Warp factor set to %d") % int(game.warpfac))
4220         power = 0.75*game.energy
4221         dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4222         distreq = randreal(math.sqrt(2))
4223         if distreq < game.dist:
4224             dist = distreq
4225         course = course(bearing=randreal(12), distance=dist)    # How dumb!
4226         game.optime = course.time()
4227         game.justin = False
4228         game.inorbit = False
4229         warp(course, involuntary=True)
4230         if not game.justin:
4231             # This is bad news, we didn't leave quadrant. 
4232             if game.alldone:
4233                 return
4234             skip(1)
4235             prout(_("Insufficient energy to leave quadrant."))
4236             finish(FSNOVAED)
4237             return
4238         # Repeat if another snova
4239         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4240             break
4241     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
4242         finish(FWON) # Snova killed remaining enemy. 
4243
4244 def timwrp():
4245     "Let's do the time warp again."
4246     prout(_("***TIME WARP ENTERED."))
4247     if game.state.snap and withprob(0.5):
4248         # Go back in time 
4249         prout(_("You are traveling backwards in time %d stardates.") %
4250               int(game.state.date-game.snapsht.date))
4251         game.state = game.snapsht
4252         game.state.snap = False
4253         if len(game.state.kcmdr):
4254             schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4255             schedule(FBATTAK, expran(0.3*game.intime))
4256         schedule(FSNOVA, expran(0.5*game.intime))
4257         # next snapshot will be sooner 
4258         schedule(FSNAP, expran(0.25*game.state.remtime))
4259                                 
4260         if game.state.nscrem:
4261             schedule(FSCMOVE, 0.2777)       
4262         game.isatb = 0
4263         unschedule(FCDBAS)
4264         unschedule(FSCDBAS)
4265         game.battle.invalidate()
4266         # Make sure Galileo is consistant -- Snapshot may have been taken
4267         # when on planet, which would give us two Galileos! 
4268         gotit = False
4269         for l in range(game.inplan):
4270             if game.state.planets[l].known == "shuttle_down":
4271                 gotit = True
4272                 if game.iscraft == "onship" and game.ship==IHE:
4273                     prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
4274                     game.iscraft = "offship"
4275         # Likewise, if in the original time the Galileo was abandoned, but
4276         # was on ship earlier, it would have vanished -- let's restore it.
4277         if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4278             prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""))
4279             game.iscraft = "onship"
4280         # There used to be code to do the actual reconstrction here,
4281         # but the starchart is now part of the snapshotted galaxy state.
4282         prout(_("Spock has reconstructed a correct star chart from memory"))
4283     else:
4284         # Go forward in time 
4285         game.optime = -0.5*game.intime*math.log(randreal())
4286         prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4287         # cheat to make sure no tractor beams occur during time warp 
4288         postpone(FTBEAM, game.optime)
4289         game.damage[DRADIO] += game.optime
4290     newqad()
4291     events()    # Stas Sergeev added this -- do pending events 
4292
4293 def probe():
4294     "Launch deep-space probe." 
4295     # New code to launch a deep space probe 
4296     if game.nprobes == 0:
4297         scanner.chew()
4298         skip(1)
4299         if game.ship == IHE: 
4300             prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4301         else:
4302             prout(_("Ye Faerie Queene has no deep space probes."))
4303         return
4304     if damaged(DDSP):
4305         scanner.chew()
4306         skip(1)
4307         prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4308         return
4309     if is_scheduled(FDSPROB):
4310         scanner.chew()
4311         skip(1)
4312         if damaged(DRADIO) and game.condition != "docked":
4313             prout(_("Spock-  \"Records show the previous probe has not yet"))
4314             prout(_("   reached its destination.\""))
4315         else:
4316             prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4317         return
4318     key = scanner.next()
4319     if key == "IHEOL":
4320         if game.nprobes == 1:
4321             prout(_("1 probe left."))
4322         else:
4323             prout(_("%d probes left") % game.nprobes)
4324         proutn(_("Are you sure you want to fire a probe? "))
4325         if ja() == False:
4326             return
4327     game.isarmed = False
4328     if key == "IHALPHA" and scanner.token == "armed":
4329         game.isarmed = True
4330         key = scanner.next()
4331     elif key == "IHEOL":
4332         proutn(_("Arm NOVAMAX warhead? "))
4333         game.isarmed = ja()
4334     elif key == "IHREAL":               # first element of course
4335         scanner.push(scanner.token)
4336     try:
4337         game.probe = getcourse(isprobe=True)
4338     except TrekError:
4339         return
4340     game.nprobes -= 1
4341     schedule(FDSPROB, 0.01) # Time to move one sector
4342     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
4343     game.ididit = True
4344     return
4345
4346 def mayday():
4347     "Yell for help from nearest starbase."
4348     # There's more than one way to move in this game! 
4349     scanner.chew()
4350     # Test for conditions which prevent calling for help 
4351     if game.condition == "docked":
4352         prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
4353         return
4354     if damaged(DRADIO):
4355         prout(_("Subspace radio damaged."))
4356         return
4357     if not game.state.baseq:
4358         prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
4359         return
4360     if game.landed:
4361         prout(_("You must be aboard the %s.") % crmshp())
4362         return
4363     # OK -- call for help from nearest starbase 
4364     game.nhelp += 1
4365     if game.base.i!=0:
4366         # There's one in this quadrant 
4367         ddist = (game.base - game.sector).distance()
4368     else:
4369         ddist = FOREVER
4370         for ibq in game.state.baseq:
4371             xdist = QUADSIZE * (ibq - game.quadrant).distance()
4372             if xdist < ddist:
4373                 ddist = xdist
4374         # Since starbase not in quadrant, set up new quadrant 
4375         game.quadrant = ibq
4376         newqad()
4377     # dematerialize starship 
4378     game.quad[game.sector.i][game.sector.j]=IHDOT
4379     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4380            % (game.quadrant, crmshp()))
4381     game.sector.invalidate()
4382     for m in range(1, 5+1):
4383         w = game.base.scatter() 
4384         if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4385             # found one -- finish up 
4386             game.sector = w
4387             break
4388     if not game.sector.is_valid():
4389         prout(_("You have been lost in space..."))
4390         finish(FMATERIALIZE)
4391         return
4392     # Give starbase three chances to rematerialize starship 
4393     probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4394     for m in range(1, 3+1):
4395         if m == 1: proutn(_("1st"))
4396         elif m == 2: proutn(_("2nd"))
4397         elif m == 3: proutn(_("3rd"))
4398         proutn(_(" attempt to re-materialize ") + crmshp())
4399         game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4400         #textcolor("red")
4401         warble()
4402         if randreal() > probf:
4403             break
4404         prout(_("fails."))
4405         curses.delay_output(500)
4406         #textcolor(None)
4407     if m > 3:
4408         game.quad[ix][iy]=IHQUEST
4409         game.alive = False
4410         drawmaps(1)
4411         setwnd(message_window)
4412         finish(FMATERIALIZE)
4413         return
4414     game.quad[ix][iy]=game.ship
4415     #textcolor("green")
4416     prout(_("succeeds."))
4417     #textcolor(None)
4418     dock(False)
4419     skip(1)
4420     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
4421
4422 def abandon():
4423     "Abandon ship."
4424     scanner.chew()
4425     if game.condition=="docked":
4426         if game.ship!=IHE:
4427             prout(_("You cannot abandon Ye Faerie Queene."))
4428             return
4429     else:
4430         # Must take shuttle craft to exit 
4431         if game.damage[DSHUTTL]==-1:
4432             prout(_("Ye Faerie Queene has no shuttle craft."))
4433             return
4434         if game.damage[DSHUTTL]<0:
4435             prout(_("Shuttle craft now serving Big Macs."))
4436             return
4437         if game.damage[DSHUTTL]>0:
4438             prout(_("Shuttle craft damaged."))
4439             return
4440         if game.landed:
4441             prout(_("You must be aboard the ship."))
4442             return
4443         if game.iscraft != "onship":
4444             prout(_("Shuttle craft not currently available."))
4445             return
4446         # Emit abandon ship messages 
4447         skip(1)
4448         prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
4449         skip(1)
4450         prouts(_("***ALL HANDS ABANDON SHIP!"))
4451         skip(2)
4452         prout(_("Captain and crew escape in shuttle craft."))
4453         if not game.state.baseq:
4454             # Oops! no place to go... 
4455             finish(FABANDN)
4456             return
4457         q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4458         # Dispose of crew 
4459         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4460             prout(_("Remainder of ship's complement beam down"))
4461             prout(_("to nearest habitable planet."))
4462         elif q.planet != None and not damaged(DTRANSP):
4463             prout(_("Remainder of ship's complement beam down to %s.") %
4464                     q.planet)
4465         else:
4466             prout(_("Entire crew of %d left to die in outer space.") %
4467                     game.state.crew)
4468             game.casual += game.state.crew
4469             game.abandoned += game.state.crew
4470         # If at least one base left, give 'em the Faerie Queene 
4471         skip(1)
4472         game.icrystl = False # crystals are lost 
4473         game.nprobes = 0 # No probes 
4474         prout(_("You are captured by Klingons and released to"))
4475         prout(_("the Federation in a prisoner-of-war exchange."))
4476         nb = randrange(len(game.state.baseq))
4477         # Set up quadrant and position FQ adjacient to base 
4478         if not game.quadrant == game.state.baseq[nb]:
4479             game.quadrant = game.state.baseq[nb]
4480             game.sector.i = game.sector.j = 5
4481             newqad()
4482         while True:
4483             # position next to base by trial and error 
4484             game.quad[game.sector.i][game.sector.j] = IHDOT
4485             for l in range(QUADSIZE):
4486                 game.sector = game.base.scatter()
4487                 if game.sector.valid_sector() and \
4488                        game.quad[game.sector.i][game.sector.j] == IHDOT:
4489                     break
4490             if l < QUADSIZE+1:
4491                 break # found a spot 
4492             game.sector.i=QUADSIZE/2
4493             game.sector.j=QUADSIZE/2
4494             newqad()
4495     # Get new commission 
4496     game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4497     game.state.crew = FULLCREW
4498     prout(_("Starfleet puts you in command of another ship,"))
4499     prout(_("the Faerie Queene, which is antiquated but,"))
4500     prout(_("still useable."))
4501     if game.icrystl:
4502         prout(_("The dilithium crystals have been moved."))
4503     game.imine = False
4504     game.iscraft = "offship" # Galileo disappears 
4505     # Resupply ship 
4506     game.condition="docked"
4507     for l in range(NDEVICES): 
4508         game.damage[l] = 0.0
4509     game.damage[DSHUTTL] = -1
4510     game.energy = game.inenrg = 3000.0
4511     game.shield = game.inshld = 1250.0
4512     game.torps = game.intorps = 6
4513     game.lsupres=game.inlsr=3.0
4514     game.shldup=False
4515     game.warpfac=5.0
4516     return
4517
4518 # Code from planets.c begins here.
4519
4520 def consumeTime():
4521     "Abort a lengthy operation if an event interrupts it." 
4522     game.ididit = True
4523     events()
4524     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: 
4525         return True
4526     return False
4527
4528 def survey():
4529     "Report on (uninhabited) planets in the galaxy."
4530     iknow = False
4531     skip(1)
4532     scanner.chew()
4533     prout(_("Spock-  \"Planet report follows, Captain.\""))
4534     skip(1)
4535     for i in range(game.inplan):
4536         if game.state.planets[i].pclass == "destroyed":
4537             continue
4538         if (game.state.planets[i].known != "unknown" \
4539             and not game.state.planets[i].inhabited) \
4540             or idebug:
4541             iknow = True
4542             if idebug and game.state.planets[i].known=="unknown":
4543                 proutn("(Unknown) ")
4544             proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4545             proutn(_("   class "))
4546             proutn(game.state.planets[i].pclass)
4547             proutn("   ")
4548             if game.state.planets[i].crystals != present:
4549                 proutn(_("no "))
4550             prout(_("dilithium crystals present."))
4551             if game.state.planets[i].known=="shuttle_down": 
4552                 prout(_("    Shuttle Craft Galileo on surface."))
4553     if not iknow:
4554         prout(_("No information available."))
4555
4556 def orbit():
4557     "Enter standard orbit." 
4558     skip(1)
4559     scanner.chew()
4560     if game.inorbit:
4561         prout(_("Already in standard orbit."))
4562         return
4563     if damaged(DWARPEN) and damaged(DIMPULS):
4564         prout(_("Both warp and impulse engines damaged."))
4565         return
4566     if not game.plnet.is_valid():
4567         prout("There is no planet in this sector.")
4568         return
4569     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4570         prout(crmshp() + _(" not adjacent to planet."))
4571         skip(1)
4572         return
4573     game.optime = randreal(0.02, 0.05)
4574     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
4575     newcnd()
4576     if consumeTime():
4577         return
4578     game.height = randreal(1400, 8600)
4579     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4580     game.inorbit = True
4581     game.ididit = True
4582
4583 def sensor():
4584     "Examine planets in this quadrant."
4585     if damaged(DSRSENS):
4586         if game.options & OPTION_TTY:
4587             prout(_("Short range sensors damaged."))
4588         return
4589     if game.iplnet == None:
4590         if game.options & OPTION_TTY:
4591             prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4592         return
4593     if game.iplnet.known == "unknown":
4594         prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
4595         skip(1)
4596         prout(_("         Planet at Sector %s is of class %s.") %
4597               (game.plnet, game.iplnet.pclass))
4598         if game.iplnet.known=="shuttle_down": 
4599             prout(_("         Sensors show Galileo still on surface."))
4600         proutn(_("         Readings indicate"))
4601         if game.iplnet.crystals != "present":
4602             proutn(_(" no"))
4603         prout(_(" dilithium crystals present.\""))
4604         if game.iplnet.known == "unknown":
4605             game.iplnet.known = "known"
4606     elif game.iplnet.inhabited:
4607         prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
4608         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
4609
4610 def beam():
4611     "Use the transporter."
4612     nrgneed = 0
4613     scanner.chew()
4614     skip(1)
4615     if damaged(DTRANSP):
4616         prout(_("Transporter damaged."))
4617         if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4618             skip(1)
4619             proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
4620             if ja() == True:
4621                 shuttle()
4622         return
4623     if not game.inorbit:
4624         prout(crmshp() + _(" not in standard orbit."))
4625         return
4626     if game.shldup:
4627         prout(_("Impossible to transport through shields."))
4628         return
4629     if game.iplnet.known=="unknown":
4630         prout(_("Spock-  \"Captain, we have no information on this planet"))
4631         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4632         prout(_("  you may not go down.\""))
4633         return
4634     if not game.landed and game.iplnet.crystals=="absent":
4635         prout(_("Spock-  \"Captain, I fail to see the logic in"))
4636         prout(_("  exploring a planet with no dilithium crystals."))
4637         proutn(_("  Are you sure this is wise?\" "))
4638         if ja() == False:
4639             scanner.chew()
4640             return
4641     if not (game.options & OPTION_PLAIN):
4642         nrgneed = 50 * game.skill + game.height / 100.0
4643         if nrgneed > game.energy:
4644             prout(_("Engineering to bridge--"))
4645             prout(_("  Captain, we don't have enough energy for transportation."))
4646             return
4647         if not game.landed and nrgneed * 2 > game.energy:
4648             prout(_("Engineering to bridge--"))
4649             prout(_("  Captain, we have enough energy only to transport you down to"))
4650             prout(_("  the planet, but there wouldn't be an energy for the trip back."))
4651             if game.iplnet.known == "shuttle_down":
4652                 prout(_("  Although the Galileo shuttle craft may still be on a surface."))
4653             proutn(_("  Are you sure this is wise?\" "))
4654             if ja() == False:
4655                 scanner.chew()
4656                 return
4657     if game.landed:
4658         # Coming from planet 
4659         if game.iplnet.known=="shuttle_down":
4660             proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
4661             if ja() == True:
4662                 scanner.chew()
4663                 return
4664             prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4665         prout(_("Landing party assembled, ready to beam up."))
4666         skip(1)
4667         prout(_("Kirk whips out communicator..."))
4668         prouts(_("BEEP  BEEP  BEEP"))
4669         skip(2)
4670         prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
4671     else:
4672         # Going to planet 
4673         prout(_("Scotty-  \"Transporter room ready, Sir.\""))
4674         skip(1)
4675         prout(_("Kirk and landing party prepare to beam down to planet surface."))
4676         skip(1)
4677         prout(_("Kirk-  \"Energize.\""))
4678     game.ididit = True
4679     skip(1)
4680     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
4681     skip(2)
4682     if withprob(0.98):
4683         prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4684         skip(2)
4685         prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
4686         finish(FLOST)
4687         return
4688     prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
4689     game.landed = not game.landed
4690     game.energy -= nrgneed
4691     skip(2)
4692     prout(_("Transport complete."))
4693     if game.landed and game.iplnet.known=="shuttle_down":
4694         prout(_("The shuttle craft Galileo is here!"))
4695     if not game.landed and game.imine:
4696         game.icrystl = True
4697         game.cryprob = 0.05
4698     game.imine = False
4699     return
4700
4701 def mine():
4702     "Strip-mine a world for dilithium."
4703     skip(1)
4704     scanner.chew()
4705     if not game.landed:
4706         prout(_("Mining party not on planet."))
4707         return
4708     if game.iplnet.crystals == "mined":
4709         prout(_("This planet has already been strip-mined for dilithium."))
4710         return
4711     elif game.iplnet.crystals == "absent":
4712         prout(_("No dilithium crystals on this planet."))
4713         return
4714     if game.imine:
4715         prout(_("You've already mined enough crystals for this trip."))
4716         return
4717     if game.icrystl and game.cryprob == 0.05:
4718         prout(_("With all those fresh crystals aboard the ") + crmshp())
4719         prout(_("there's no reason to mine more at this time."))
4720         return
4721     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4722     if consumeTime():
4723         return
4724     prout(_("Mining operation complete."))
4725     game.iplnet.crystals = "mined"
4726     game.imine = game.ididit = True
4727
4728 def usecrystals():
4729     "Use dilithium crystals."
4730     game.ididit = False
4731     skip(1)
4732     scanner.chew()
4733     if not game.icrystl:
4734         prout(_("No dilithium crystals available."))
4735         return
4736     if game.energy >= 1000:
4737         prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
4738         prout(_("  except when Condition Yellow exists."))
4739         return
4740     prout(_("Spock- \"Captain, I must warn you that loading"))
4741     prout(_("  raw dilithium crystals into the ship's power"))
4742     prout(_("  system may risk a severe explosion."))
4743     proutn(_("  Are you sure this is wise?\" "))
4744     if ja() == False:
4745         scanner.chew()
4746         return
4747     skip(1)
4748     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
4749     prout(_("  Mr. Spock and I will try it.\""))
4750     skip(1)
4751     prout(_("Spock-  \"Crystals in place, Sir."))
4752     prout(_("  Ready to activate circuit.\""))
4753     skip(1)
4754     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
4755     skip(1)
4756     if with(game.cryprob):
4757         prouts(_("  \"Activating now! - - No good!  It's***"))
4758         skip(2)
4759         prouts(_("***RED ALERT!  RED A*L********************************"))
4760         skip(1)
4761         stars()
4762         prouts(_("******************   KA-BOOM!!!!   *******************"))
4763         skip(1)
4764         kaboom()
4765         return
4766     game.energy += randreal(5000.0, 5500.0)
4767     prouts(_("  \"Activating now! - - "))
4768     prout(_("The instruments"))
4769     prout(_("   are going crazy, but I think it's"))
4770     prout(_("   going to work!!  Congratulations, Sir!\""))
4771     game.cryprob *= 2.0
4772     game.ididit = True
4773
4774 def shuttle():
4775     "Use shuttlecraft for planetary jaunt."
4776     scanner.chew()
4777     skip(1)
4778     if damaged(DSHUTTL):
4779         if game.damage[DSHUTTL] == -1.0:
4780             if game.inorbit and game.iplnet.known == "shuttle_down":
4781                 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4782             else:
4783                 prout(_("Ye Faerie Queene had no shuttle craft."))
4784         elif game.damage[DSHUTTL] > 0:
4785             prout(_("The Galileo is damaged."))
4786         else: # game.damage[DSHUTTL] < 0  
4787             prout(_("Shuttle craft is now serving Big Macs."))
4788         return
4789     if not game.inorbit:
4790         prout(crmshp() + _(" not in standard orbit."))
4791         return
4792     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4793         prout(_("Shuttle craft not currently available."))
4794         return
4795     if not game.landed and game.iplnet.known=="shuttle_down":
4796         prout(_("You will have to beam down to retrieve the shuttle craft."))
4797         return
4798     if game.shldup or game.condition == "docked":
4799         prout(_("Shuttle craft cannot pass through shields."))
4800         return
4801     if game.iplnet.known=="unknown":
4802         prout(_("Spock-  \"Captain, we have no information on this planet"))
4803         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4804         prout(_("  you may not fly down.\""))
4805         return
4806     game.optime = 3.0e-5*game.height
4807     if game.optime >= 0.8*game.state.remtime:
4808         prout(_("First Officer Spock-  \"Captain, I compute that such"))
4809         proutn(_("  a maneuver would require approximately %2d%% of our") % \
4810                int(100*game.optime/game.state.remtime))
4811         prout(_("remaining time."))
4812         proutn(_("Are you sure this is wise?\" "))
4813         if ja() == False:
4814             game.optime = 0.0
4815             return
4816     if game.landed:
4817         # Kirk on planet 
4818         if game.iscraft == "onship":
4819             # Galileo on ship! 
4820             if not damaged(DTRANSP):
4821                 proutn(_("Spock-  \"Would you rather use the transporter?\" "))
4822                 if ja() == True:
4823                     beam()
4824                     return
4825                 proutn(_("Shuttle crew"))
4826             else:
4827                 proutn(_("Rescue party"))
4828             prout(_(" boards Galileo and swoops toward planet surface."))
4829             game.iscraft = "offship"
4830             skip(1)
4831             if consumeTime():
4832                 return
4833             game.iplnet.known="shuttle_down"
4834             prout(_("Trip complete."))
4835             return
4836         else:
4837             # Ready to go back to ship 
4838             prout(_("You and your mining party board the"))
4839             prout(_("shuttle craft for the trip back to the Enterprise."))
4840             skip(1)
4841             prouts(_("The short hop begins . . ."))
4842             skip(1)
4843             game.iplnet.known="known"
4844             game.icraft = True
4845             skip(1)
4846             game.landed = False
4847             if consumeTime():
4848                 return
4849             game.iscraft = "onship"
4850             game.icraft = False
4851             if game.imine:
4852                 game.icrystl = True
4853                 game.cryprob = 0.05
4854             game.imine = False
4855             prout(_("Trip complete."))
4856             return
4857     else:
4858         # Kirk on ship and so is Galileo 
4859         prout(_("Mining party assembles in the hangar deck,"))
4860         prout(_("ready to board the shuttle craft \"Galileo\"."))
4861         skip(1)
4862         prouts(_("The hangar doors open; the trip begins."))
4863         skip(1)
4864         game.icraft = True
4865         game.iscraft = "offship"
4866         if consumeTime():
4867             return
4868         game.iplnet.known = "shuttle_down"
4869         game.landed = True
4870         game.icraft = False
4871         prout(_("Trip complete."))
4872         return
4873
4874 def deathray():
4875     "Use the big zapper."
4876     game.ididit = False
4877     skip(1)
4878     scanner.chew()
4879     if game.ship != IHE:
4880         prout(_("Ye Faerie Queene has no death ray."))
4881         return
4882     if len(game.enemies)==0:
4883         prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
4884         return
4885     if damaged(DDRAY):
4886         prout(_("Death Ray is damaged."))
4887         return
4888     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
4889     prout(_("  is highly unpredictible.  Considering the alternatives,"))
4890     proutn(_("  are you sure this is wise?\" "))
4891     if ja() == False:
4892         return
4893     prout(_("Spock-  \"Acknowledged.\""))
4894     skip(1)
4895     game.ididit = True
4896     prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4897     skip(1)
4898     prout(_("Crew scrambles in emergency preparation."))
4899     prout(_("Spock and Scotty ready the death ray and"))
4900     prout(_("prepare to channel all ship's power to the device."))
4901     skip(1)
4902     prout(_("Spock-  \"Preparations complete, sir.\""))
4903     prout(_("Kirk-  \"Engage!\""))
4904     skip(1)
4905     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4906     skip(1)
4907     dprob = 0.30
4908     if game.options & OPTION_PLAIN:
4909         dprob = 0.5
4910     r = randreal()
4911     if r > dprob:
4912         prouts(_("Sulu- \"Captain!  It's working!\""))
4913         skip(2)
4914         while len(game.enemies) > 0:
4915             deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4916         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
4917         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4918             finish(FWON)    
4919         if (game.options & OPTION_PLAIN) == 0:
4920             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
4921             if withprob(0.05):
4922                 prout(_("   is still operational.\""))
4923             else:
4924                 prout(_("   has been rendered nonfunctional.\""))
4925                 game.damage[DDRAY] = 39.95
4926         return
4927     r = randreal()      # Pick failure method 
4928     if r <= 0.30:
4929         prouts(_("Sulu- \"Captain!  It's working!\""))
4930         skip(1)
4931         prouts(_("***RED ALERT!  RED ALERT!"))
4932         skip(1)
4933         prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4934         skip(1)
4935         prouts(_("***RED ALERT!  RED A*L********************************"))
4936         skip(1)
4937         stars()
4938         prouts(_("******************   KA-BOOM!!!!   *******************"))
4939         skip(1)
4940         kaboom()
4941         return
4942     if r <= 0.55:
4943         prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
4944         skip(1)
4945         prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
4946         skip(1)
4947         prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
4948         prout(_("  have apparently been transformed into strange mutations."))
4949         prout(_("  Vulcans do not seem to be affected."))
4950         skip(1)
4951         prout(_("Kirk-  \"Raauch!  Raauch!\""))
4952         finish(FDRAY)
4953         return
4954     if r <= 0.75:
4955         intj
4956         prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
4957         skip(2)
4958         proutn(_("Spock-  \"I believe the word is"))
4959         prouts(_(" *ASTONISHING*"))
4960         prout(_(" Mr. Sulu."))
4961         for i in range(QUADSIZE):
4962             for j in range(QUADSIZE):
4963                 if game.quad[i][j] == IHDOT:
4964                     game.quad[i][j] = IHQUEST
4965         prout(_("  Captain, our quadrant is now infested with"))
4966         prouts(_(" - - - - - -  *THINGS*."))
4967         skip(1)
4968         prout(_("  I have no logical explanation.\""))
4969         return
4970     prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
4971     skip(1)
4972     prout(_("Scotty-  \"There are so many tribbles down here"))
4973     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
4974     finish(FTRIBBLE)
4975     return
4976
4977 # Code from reports.c begins here
4978
4979 def attackreport(curt):
4980     "eport status of bases under attack."
4981     if not curt:
4982         if is_scheduled(FCDBAS):
4983             prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4984             prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4985         elif game.isatb == 1:
4986             prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4987             prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4988         else:
4989             prout(_("No Starbase is currently under attack."))
4990     else:
4991         if is_scheduled(FCDBAS):
4992             proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4993         if game.isatb:
4994             proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4995         clreol()
4996
4997 def report():
4998     # report on general game status 
4999     scanner.chew()
5000     s1 = "" and game.thawed and _("thawed ")
5001     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5002     s3 = (None, _("novice"). _("fair"),
5003           _("good"), _("expert"), _("emeritus"))[game.skill]
5004     prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5005     if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5006         prout(_("No plaque is allowed."))
5007     if game.tourn:
5008         prout(_("This is tournament game %d.") % game.tourn)
5009     prout(_("Your secret password is \"%s\"") % game.passwd)
5010     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)), 
5011            (game.inkling + game.incom + game.inscom)))
5012     if game.incom - len(game.state.kcmdr):
5013         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5014     elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5015         prout(_(", but no Commanders."))
5016     else:
5017         prout(".")
5018     if game.skill > SKILL_FAIR:
5019         prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5020     if len(game.state.baseq) != game.inbase:
5021         proutn(_("There "))
5022         if game.inbase-len(game.state.baseq)==1:
5023             proutn(_("has been 1 base"))
5024         else:
5025             proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5026         prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5027     else:
5028         prout(_("There are %d bases.") % game.inbase)
5029     if communicating() or game.iseenit:
5030         # Don't report this if not seen and
5031         # either the radio is dead or not at base!
5032         attackreport(False)
5033         game.iseenit = True
5034     if game.casual: 
5035         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5036     if game.nhelp:
5037         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
5038     if game.ship == IHE:
5039         proutn(_("You have "))
5040         if game.nprobes:
5041             proutn("%d" % (game.nprobes))
5042         else:
5043             proutn(_("no"))
5044         proutn(_(" deep space probe"))
5045         if game.nprobes!=1:
5046             proutn(_("s"))
5047         prout(".")
5048     if communicating() and is_scheduled(FDSPROB):
5049         if game.isarmed: 
5050             proutn(_("An armed deep space probe is in "))
5051         else:
5052             proutn(_("A deep space probe is in "))
5053         prout("Quadrant %s." % game.probec)
5054     if game.icrystl:
5055         if game.cryprob <= .05:
5056             prout(_("Dilithium crystals aboard ship... not yet used."))
5057         else:
5058             i=0
5059             ai = 0.05
5060             while game.cryprob > ai:
5061                 ai *= 2.0
5062                 i += 1
5063             prout(_("Dilithium crystals have been used %d time%s.") % \
5064                   (i, (_("s"), "")[i==1]))
5065     skip(1)
5066         
5067 def lrscan(silent):
5068     "Long-range sensor scan."
5069     if damaged(DLRSENS):
5070         # Now allow base's sensors if docked 
5071         if game.condition != "docked":
5072             if not silent:
5073                 prout(_("LONG-RANGE SENSORS DAMAGED."))
5074             return
5075         if not silent:
5076             prout(_("Starbase's long-range scan"))
5077     elif not silent:
5078         prout(_("Long-range scan"))
5079     for x in range(game.quadrant.i-1, game.quadrant.i+2):
5080         if not silent:
5081             proutn(" ")
5082         for y in range(game.quadrant.j-1, game.quadrant.j+2):
5083             if not coord(x, y).valid_quadrant():
5084                 if not silent:
5085                     proutn("  -1")
5086             else:
5087                 if not damaged(DRADIO):
5088                     game.state.galaxy[x][y].charted = True
5089                 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5090                 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5091                 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5092                 if not silent and game.state.galaxy[x][y].supernova: 
5093                     proutn(" ***")
5094                 elif not silent:
5095                     proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5096         prout(" ")
5097
5098 def damagereport():
5099     "Damage report."
5100     jdam = False
5101     scanner.chew()
5102     for i in range(NDEVICES):
5103         if damaged(i):
5104             if not jdam:
5105                 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5106                 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5107                 jdam = True
5108             prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
5109                                                game.damage[i]+0.05,
5110                                                game.docfac*game.damage[i]+0.005))
5111     if not jdam:
5112         prout(_("All devices functional."))
5113
5114 def rechart():
5115     "Update the chart in the Enterprise's computer from galaxy data."
5116     game.lastchart = game.state.date
5117     for i in range(GALSIZE):
5118         for j in range(GALSIZE):
5119             if game.state.galaxy[i][j].charted:
5120                 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5121                 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5122                 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5123
5124 def chart():
5125     "Display the star chart."
5126     scanner.chew()
5127     if (game.options & OPTION_AUTOSCAN):
5128         lrscan(silent=True)
5129     if not damaged(DRADIO):
5130         rechart()
5131     if game.lastchart < game.state.date and game.condition == "docked":
5132         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
5133         rechart()
5134     prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
5135     if game.state.date > game.lastchart:
5136         prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5137     prout("      1    2    3    4    5    6    7    8")
5138     for i in range(GALSIZE):
5139         proutn("%d |" % (i+1))
5140         for j in range(GALSIZE):
5141             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5142                 proutn("<")
5143             else:
5144                 proutn(" ")
5145             if game.state.galaxy[i][j].supernova:
5146                 show = "***"
5147             elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5148                 show = ".1."
5149             elif game.state.galaxy[i][j].charted:
5150                 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5151             else:
5152                 show = "..."
5153             proutn(show)
5154             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5155                 proutn(">")
5156             else:
5157                 proutn(" ")
5158         proutn("  |")
5159         if i<GALSIZE:
5160             skip(1)
5161
5162 def sectscan(goodScan, i, j):
5163     "Light up an individual dot in a sector."
5164     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5165         if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5166             #if game.condition   == "red": textcolor("red")
5167             #elif game.condition == "green": textcolor("green")
5168             #elif game.condition == "yellow": textcolor("yellow")
5169             #elif game.condition == "docked": textcolor("cyan")
5170             #elif game.condition == "dead": textcolor("brown")
5171             if game.quad[i][j] != game.ship: 
5172                 highvideo()
5173         proutn("%c " % game.quad[i][j])
5174         #textcolor(None)
5175     else:
5176         proutn("- ")
5177
5178 def status(req=0):
5179     "Emit status report lines"
5180     if not req or req == 1:
5181         prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5182                % (game.state.date, game.state.remtime))
5183     if not req or req == 2:
5184         if game.condition != "docked":
5185             newcnd()
5186         dam = 0
5187         for t in range(NDEVICES):
5188             if game.damage[t]>0: 
5189                 dam += 1
5190         prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5191     if not req or req == 3:
5192         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5193     if not req or req == 4:
5194         if damaged(DLIFSUP):
5195             if game.condition == "docked":
5196                 s = _("DAMAGED, Base provides")
5197             else:
5198                 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5199         else:
5200             s = _("ACTIVE")
5201         prstat(_("Life Support"), s)
5202     if not req or req == 5:
5203         prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5204     if not req or req == 6:
5205         extra = ""
5206         if game.icrystl and (game.options & OPTION_SHOWME):
5207             extra = _(" (have crystals)")
5208         prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5209     if not req or req == 7:
5210         prstat(_("Torpedoes"), "%d" % (game.torps))
5211     if not req or req == 8:
5212         if damaged(DSHIELD):
5213             s = _("DAMAGED,")
5214         elif game.shldup:
5215             s = _("UP,")
5216         else:
5217             s = _("DOWN,")
5218         data = _(" %d%% %.1f units") \
5219                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5220         prstat(_("Shields"), s+data)
5221     if not req or req == 9:
5222         prstat(_("Klingons Left"), "%d" \
5223                % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5224     if not req or req == 10:
5225         if game.options & OPTION_WORLDS:
5226             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5227             if plnet and plnet.inhabited:
5228                 prstat(_("Major system"), plnet.name)
5229             else:
5230                 prout(_("Sector is uninhabited"))
5231     elif not req or req == 11:
5232         attackreport(not req)
5233
5234 def request():
5235     "Request specified status data, a historical relic from slow TTYs."
5236     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5237     while scanner.next() == "IHEOL":
5238         proutn(_("Information desired? "))
5239     scanner.chew()
5240     if scanner.token in requests:
5241         status(requests.index(scanner.token))
5242     else:
5243         prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5244         prout(("  date, condition, position, lsupport, warpfactor,"))
5245         prout(("  energy, torpedoes, shields, klingons, system, time."))
5246                 
5247 def srscan():
5248     "Short-range scan." 
5249     goodScan=True
5250     if damaged(DSRSENS):
5251         # Allow base's sensors if docked 
5252         if game.condition != "docked":
5253             prout(_("   S.R. SENSORS DAMAGED!"))
5254             goodScan=False
5255         else:
5256             prout(_("  [Using Base's sensors]"))
5257     else:
5258         prout(_("     Short-range scan"))
5259     if goodScan and not damaged(DRADIO): 
5260         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5261         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5262         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5263         game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5264     prout("    1 2 3 4 5 6 7 8 9 10")
5265     if game.condition != "docked":
5266         newcnd()
5267     for i in range(QUADSIZE):
5268         proutn("%2d  " % (i+1))
5269         for j in range(QUADSIZE):
5270             sectscan(goodScan, i, j)
5271         skip(1)
5272                 
5273 def eta():
5274     "Use computer to get estimated time of arrival for a warp jump."
5275     w1 = coord(); w2 = coord()
5276     prompt = False
5277     if damaged(DCOMPTR):
5278         prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5279         skip(1)
5280         return
5281     if scanner.next() != "IHREAL":
5282         prompt = True
5283         scanner.chew()
5284         proutn(_("Destination quadrant and/or sector? "))
5285         if scanner.next()!="IHREAL":
5286             huh()
5287             return
5288     w1.j = int(scanner.real-0.5)
5289     if scanner.next() != "IHREAL":
5290         huh()
5291         return
5292     w1.i = int(scanner.real-0.5)
5293     if scanner.next() == "IHREAL":
5294         w2.j = int(scanner.real-0.5)
5295         if scanner.next() != "IHREAL":
5296             huh()
5297             return
5298         w2.i = int(scanner.real-0.5)
5299     else:
5300         if game.quadrant.j>w1.i:
5301             w2.i = 0
5302         else:
5303             w2.i=QUADSIZE-1
5304         if game.quadrant.i>w1.j:
5305             w2.j = 0
5306         else:
5307             w2.j=QUADSIZE-1
5308     if not w1.valid_quadrant() or not w2.valid_sector():
5309         huh()
5310         return
5311     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5312                 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5313     wfl = False
5314     if prompt:
5315         prout(_("Answer \"no\" if you don't know the value:"))
5316     while True:
5317         scanner.chew()
5318         proutn(_("Time or arrival date? "))
5319         if scanner.next()=="IHREAL":
5320             ttime = scanner.real
5321             if ttime > game.state.date:
5322                 ttime -= game.state.date # Actually a star date
5323             twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5324             if ttime <= 1e-10 or twarp > 10:
5325                 prout(_("We'll never make it, sir."))
5326                 scanner.chew()
5327                 return
5328             if twarp < 1.0:
5329                 twarp = 1.0
5330             break
5331         scanner.chew()
5332         proutn(_("Warp factor? "))
5333         if scanner.next()== "IHREAL":
5334             wfl = True
5335             twarp = scanner.real
5336             if twarp<1.0 or twarp > 10.0:
5337                 huh()
5338                 return
5339             break
5340         prout(_("Captain, certainly you can give me one of these."))
5341     while True:
5342         scanner.chew()
5343         ttime = (10.0*game.dist)/twarp**2
5344         tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5345         if tpower >= game.energy:
5346             prout(_("Insufficient energy, sir."))
5347             if not game.shldup or tpower > game.energy*2.0:
5348                 if not wfl:
5349                     return
5350                 proutn(_("New warp factor to try? "))
5351                 if scanner.next() == "IHREAL":
5352                     wfl = True
5353                     twarp = scanner.real
5354                     if twarp<1.0 or twarp > 10.0:
5355                         huh()
5356                         return
5357                     continue
5358                 else:
5359                     scanner.chew()
5360                     skip(1)
5361                     return
5362             prout(_("But if you lower your shields,"))
5363             proutn(_("remaining"))
5364             tpower /= 2
5365         else:
5366             proutn(_("Remaining"))
5367         prout(_(" energy will be %.2f.") % (game.energy-tpower))
5368         if wfl:
5369             prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5370         elif twarp==1.0:
5371             prout(_("Any warp speed is adequate."))
5372         else:
5373             prout(_("Minimum warp needed is %.2f,") % (twarp))
5374             prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5375         if game.state.remtime < ttime:
5376             prout(_("Unfortunately, the Federation will be destroyed by then."))
5377         if twarp > 6.0:
5378             prout(_("You'll be taking risks at that speed, Captain"))
5379         if (game.isatb==1 and game.state.kscmdr == w1 and \
5380              scheduled(FSCDBAS)< ttime+game.state.date) or \
5381             (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5382             prout(_("The starbase there will be destroyed by then."))
5383         proutn(_("New warp factor to try? "))
5384         if scanner.next() == "IHREAL":
5385             wfl = True
5386             twarp = scanner.real
5387             if twarp<1.0 or twarp > 10.0:
5388                 huh()
5389                 return
5390         else:
5391             scanner.chew()
5392             skip(1)
5393             return
5394
5395 # Code from setup.c begins here
5396
5397 def prelim():
5398     "Issue a historically correct banner."
5399     skip(2)
5400     prout(_("-SUPER- STAR TREK"))
5401     skip(1)
5402 # From the FORTRAN original
5403 #    prout(_("Latest update-21 Sept 78"))
5404 #    skip(1)
5405
5406 def freeze(boss):
5407     "Save game."
5408     if boss:
5409         scanner.push("emsave.trk")
5410     key = scanner.next()
5411     if key == "IHEOL":
5412         proutn(_("File name: "))
5413         key = scanner.next()
5414     if key != "IHALPHA":
5415         huh()
5416         return
5417     scanner.chew()
5418     if '.' not in scanner.token:
5419         scanner.token += ".trk"
5420     try:
5421         fp = open(scanner.token, "wb")
5422     except IOError:
5423         prout(_("Can't freeze game as file %s") % scanner.token)
5424         return
5425     cPickle.dump(game, fp)
5426     fp.close()
5427
5428 def thaw():
5429     "Retrieve saved game." 
5430     game.passwd[0] = '\0'
5431     key = scanner.next()
5432     if key == "IHEOL":
5433         proutn(_("File name: "))
5434         key = scanner.next()
5435     if key != "IHALPHA":
5436         huh()
5437         return True
5438     scanner.chew()
5439     if '.' not in scanner.token:
5440         scanner.token += ".trk"
5441     try:
5442         fp = open(scanner.token, "rb")
5443     except IOError:
5444         prout(_("Can't thaw game in %s") % scanner.token)
5445         return
5446     game = cPickle.load(fp)
5447     fp.close()
5448     return False
5449
5450 # I used <http://www.memory-alpha.org> to find planets
5451 # with references in ST:TOS.  Eath and the Alpha Centauri
5452 # Colony have been omitted.
5453
5454 # Some planets marked Class G and P here will be displayed as class M
5455 # because of the way planets are generated. This is a known bug.
5456 systnames = (
5457     # Federation Worlds 
5458     _("Andoria (Fesoan)"),      # several episodes 
5459     _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel" 
5460     _("Vulcan (T'Khasi)"),      # many episodes 
5461     _("Medusa"),                # TOS: "Is There in Truth No Beauty?" 
5462     _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) 
5463     _("Ardana"),                # TOS: "The Cloud Minders" 
5464     _("Catulla (Cendo-Prae)"),  # TOS: "The Way to Eden" 
5465     _("Gideon"),                # TOS: "The Mark of Gideon" 
5466     _("Aldebaran III"),         # TOS: "The Deadly Years" 
5467     _("Alpha Majoris I"),       # TOS: "Wolf in the Fold" 
5468     _("Altair IV"),             # TOS: "Amok Time 
5469     _("Ariannus"),              # TOS: "Let That Be Your Last Battlefield" 
5470     _("Benecia"),               # TOS: "The Conscience of the King" 
5471     _("Beta Niobe I (Sarpeidon)"),      # TOS: "All Our Yesterdays" 
5472     _("Alpha Carinae II"),      # TOS: "The Ultimate Computer" 
5473     _("Capella IV (Kohath)"),   # TOS: "Friday's Child" (Class G) 
5474     _("Daran V"),               # TOS: "For the World is Hollow and I Have Touched the Sky" 
5475     _("Deneb II"),              # TOS: "Wolf in the Fold" ("IV" in BSD) 
5476     _("Eminiar VII"),           # TOS: "A Taste of Armageddon" 
5477     _("Gamma Canaris IV"),      # TOS: "Metamorphosis" 
5478     _("Gamma Tranguli VI (Vaalel)"),    # TOS: "The Apple" 
5479     _("Ingraham B"),            # TOS: "Operation: Annihilate" 
5480     _("Janus IV"),              # TOS: "The Devil in the Dark" 
5481     _("Makus III"),             # TOS: "The Galileo Seven" 
5482     _("Marcos XII"),            # TOS: "And the Children Shall Lead", 
5483     _("Omega IV"),              # TOS: "The Omega Glory" 
5484     _("Regulus V"),             # TOS: "Amok Time 
5485     _("Deneva"),                # TOS: "Operation -- Annihilate!" 
5486     # Worlds from BSD Trek 
5487     _("Rigel II"),              # TOS: "Shore Leave" ("III" in BSD) 
5488     _("Beta III"),              # TOS: "The Return of the Archons" 
5489     _("Triacus"),               # TOS: "And the Children Shall Lead", 
5490     _("Exo III"),               # TOS: "What Are Little Girls Made Of?" (Class P) 
5491 #       # Others 
5492 #    _("Hansen's Planet"),      # TOS: "The Galileo Seven" 
5493 #    _("Taurus IV"),            # TOS: "The Galileo Seven" (class G) 
5494 #    _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" 
5495 #    _("Izar"),                 # TOS: "Whom Gods Destroy" 
5496 #    _("Tiburon"),              # TOS: "The Way to Eden" 
5497 #    _("Merak II"),             # TOS: "The Cloud Minders" 
5498 #    _("Coridan (Desotriana)"), # TOS: "Journey to Babel" 
5499 #    _("Iotia"),                # TOS: "A Piece of the Action" 
5500 )
5501
5502 device = (
5503         _("S. R. Sensors"), \
5504         _("L. R. Sensors"), \
5505         _("Phasers"), \
5506         _("Photon Tubes"), \
5507         _("Life Support"), \
5508         _("Warp Engines"), \
5509         _("Impulse Engines"), \
5510         _("Shields"), \
5511         _("Subspace Radio"), \
5512         _("Shuttle Craft"), \
5513         _("Computer"), \
5514         _("Navigation System"), \
5515         _("Transporter"), \
5516         _("Shield Control"), \
5517         _("Death Ray"), \
5518         _("D. S. Probe"), \
5519 )
5520
5521 def setup():
5522     "Prepare to play, set up cosmos."
5523     w = coord()
5524     #  Decide how many of everything
5525     if choose():
5526         return # frozen game
5527     # Prepare the Enterprise
5528     game.alldone = game.gamewon = game.shldchg = game.shldup = False
5529     game.ship = IHE
5530     game.state.crew = FULLCREW
5531     game.energy = game.inenrg = 5000.0
5532     game.shield = game.inshld = 2500.0
5533     game.inlsr = 4.0
5534     game.lsupres = 4.0
5535     game.quadrant = randplace(GALSIZE)
5536     game.sector = randplace(QUADSIZE)
5537     game.torps = game.intorps = 10
5538     game.nprobes = randrange(2, 5)
5539     game.warpfac = 5.0
5540     for i in range(NDEVICES): 
5541         game.damage[i] = 0.0
5542     # Set up assorted game parameters
5543     game.battle = coord()
5544     game.state.date = game.indate = 100.0 * randreal(20, 51)
5545     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5546     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5547     game.isatb = game.state.nplankl = 0
5548     game.state.starkl = game.state.basekl = 0
5549     game.iscraft = "onship"
5550     game.landed = False
5551     game.alive = True
5552     game.docfac = 0.25
5553     # Starchart is functional but we've never seen it
5554     game.lastchart = FOREVER
5555     # Put stars in the galaxy
5556     game.instar = 0
5557     for i in range(GALSIZE):
5558         for j in range(GALSIZE):
5559             k = randrange(1, QUADSIZE**2/10+1)
5560             game.instar += k
5561             game.state.galaxy[i][j].stars = k
5562     # Locate star bases in galaxy
5563     for i in range(game.inbase):
5564         while True:
5565             while True:
5566                 w = randplace(GALSIZE)
5567                 if not game.state.galaxy[w.i][w.j].starbase:
5568                     break
5569             contflag = False
5570             # C version: for (j = i-1; j > 0; j--)
5571             # so it did them in the opposite order.
5572             for j in range(1, i):
5573                 # Improved placement algorithm to spread out bases
5574                 distq = (w - game.state.baseq[j]).distance()
5575                 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5576                     contflag = True
5577                     if idebug:
5578                         prout("=== Abandoning base #%d at %s" % (i, w))
5579                     break
5580                 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5581                     if idebug:
5582                         prout("=== Saving base #%d, close to #%d" % (i, j))
5583             if not contflag:
5584                 break
5585         game.state.baseq.append(w)
5586         game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5587     # Position ordinary Klingon Battle Cruisers
5588     krem = game.inkling
5589     klumper = 0.25*game.skill*(9.0-game.length)+1.0
5590     if klumper > MAXKLQUAD: 
5591         klumper = MAXKLQUAD
5592     while True:
5593         r = randreal()
5594         klump = (1.0 - r*r)*klumper
5595         if klump > krem:
5596             klump = krem
5597         krem -= klump
5598         while True:
5599             w = randplace(GALSIZE)
5600             if not game.state.galaxy[w.i][w.j].supernova and \
5601                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5602                 break
5603         game.state.galaxy[w.i][w.j].klingons += int(klump)
5604         if krem <= 0:
5605             break
5606     # Position Klingon Commander Ships
5607     for i in range(game.incom):
5608         while True:
5609             w = randplace(GALSIZE)
5610             if not welcoming(w) or w in game.state.kcmdr:
5611                 continue
5612             if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5613                 break
5614         game.state.galaxy[w.i][w.j].klingons += 1
5615         game.state.kcmdr.append(w)
5616     # Locate planets in galaxy
5617     for i in range(game.inplan):
5618         while True:
5619             w = randplace(GALSIZE) 
5620             if game.state.galaxy[w.i][w.j].planet == None:
5621                 break
5622         new = planet()
5623         new.quadrant = w
5624         new.crystals = "absent"
5625         if (game.options & OPTION_WORLDS) and i < NINHAB:
5626             new.pclass = "M"    # All inhabited planets are class M
5627             new.crystals = "absent"
5628             new.known = "known"
5629             new.name = systnames[i]
5630             new.inhabited = True
5631         else:
5632             new.pclass = ("M", "N", "O")[randrange(0, 3)]
5633             if withprob(0.33):
5634                 new.crystals = "present"
5635             new.known = "unknown"
5636             new.inhabited = False
5637         game.state.galaxy[w.i][w.j].planet = new
5638         game.state.planets.append(new)
5639     # Locate Romulans
5640     for i in range(game.state.nromrem):
5641         w = randplace(GALSIZE)
5642         game.state.galaxy[w.i][w.j].romulans += 1
5643     # Place the Super-Commander if needed
5644     if game.state.nscrem > 0:
5645         while True:
5646             w = randplace(GALSIZE)
5647             if welcoming(w):
5648                 break
5649         game.state.kscmdr = w
5650         game.state.galaxy[w.i][w.j].klingons += 1
5651     # Initialize times for extraneous events
5652     schedule(FSNOVA, expran(0.5 * game.intime))
5653     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5654     schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5655     schedule(FBATTAK, expran(0.3*game.intime))
5656     unschedule(FCDBAS)
5657     if game.state.nscrem:
5658         schedule(FSCMOVE, 0.2777)
5659     else:
5660         unschedule(FSCMOVE)
5661     unschedule(FSCDBAS)
5662     unschedule(FDSPROB)
5663     if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5664         schedule(FDISTR, expran(1.0 + game.intime))
5665     else:
5666         unschedule(FDISTR)
5667     unschedule(FENSLV)
5668     unschedule(FREPRO)
5669     # Place thing (in tournament game, we don't want one!)
5670     # New in SST2K: never place the Thing near a starbase.
5671     # This makes sense and avoids a special case in the old code.
5672     global thing
5673     if game.tourn is None:
5674         while True:
5675             thing = randplace(GALSIZE)
5676             if thing not in game.state.baseq:
5677                 break
5678     skip(2)
5679     game.state.snap = False
5680     if game.skill == SKILL_NOVICE:
5681         prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5682         prout(_("a deadly Klingon invasion force. As captain of the United"))
5683         prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5684         prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5685         prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5686         prout(_("your mission.  As you proceed you may be given more time."))
5687         skip(1)
5688         prout(_("You will have %d supporting starbases.") % (game.inbase))
5689         proutn(_("Starbase locations-  "))
5690     else:
5691         prout(_("Stardate %d.") % int(game.state.date))
5692         skip(1)
5693         prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5694         prout(_("An unknown number of Romulans."))
5695         if game.state.nscrem:
5696             prout(_("And one (GULP) Super-Commander."))
5697         prout(_("%d stardates.") % int(game.intime))
5698         proutn(_("%d starbases in ") % game.inbase)
5699     for i in range(game.inbase):
5700         proutn(`game.state.baseq[i]`)
5701         proutn("  ")
5702     skip(2)
5703     proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5704     proutn(_(" Sector %s") % game.sector)
5705     skip(2)
5706     prout(_("Good Luck!"))
5707     if game.state.nscrem:
5708         prout(_("  YOU'LL NEED IT."))
5709     waitfor()
5710     newqad()
5711     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5712         game.shldup = True
5713     if game.neutz:      # bad luck to start in a Romulan Neutral Zone
5714         attack(torps_ok=False)
5715
5716 def choose():
5717     "Choose your game type."
5718     global thing
5719     while True:
5720         game.tourn = 0
5721         game.thawed = False
5722         game.skill = SKILL_NONE
5723         game.length = 0
5724         if not scanner.inqueue: # Can start with command line options 
5725             proutn(_("Would you like a regular, tournament, or saved game? "))
5726         scanner.next()
5727         if scanner.sees("tournament"):
5728             while scanner.next() == "IHEOL":
5729                 proutn(_("Type in tournament number-"))
5730             if scanner.real == 0:
5731                 scanner.chew()
5732                 continue # We don't want a blank entry
5733             game.tourn = int(round(scanner.real))
5734             random.seed(scanner.real)
5735             if logfp:
5736                 logfp.write("# random.seed(%d)\n" % scanner.real)
5737             break
5738         if scanner.sees("saved") or scanner.sees("frozen"):
5739             if thaw():
5740                 continue
5741             scanner.chew()
5742             if game.passwd == None:
5743                 continue
5744             if not game.alldone:
5745                 game.thawed = True # No plaque if not finished
5746             report()
5747             waitfor()
5748             return True
5749         if scanner.sees("regular"):
5750             break
5751         proutn(_("What is \"%s\"?") % scanner.token)
5752         scanner.chew()
5753     while game.length==0 or game.skill==SKILL_NONE:
5754         if scanner.next() == "IHALPHA":
5755             if scanner.sees("short"):
5756                 game.length = 1
5757             elif scanner.sees("medium"):
5758                 game.length = 2
5759             elif scanner.sees("long"):
5760                 game.length = 4
5761             elif scanner.sees("novice"):
5762                 game.skill = SKILL_NOVICE
5763             elif scanner.sees("fair"):
5764                 game.skill = SKILL_FAIR
5765             elif scanner.sees("good"):
5766                 game.skill = SKILL_GOOD
5767             elif scanner.sees("expert"):
5768                 game.skill = SKILL_EXPERT
5769             elif scanner.sees("emeritus"):
5770                 game.skill = SKILL_EMERITUS
5771             else:
5772                 proutn(_("What is \""))
5773                 proutn(scanner.token)
5774                 prout("\"?")
5775         else:
5776             scanner.chew()
5777             if game.length==0:
5778                 proutn(_("Would you like a Short, Medium, or Long game? "))
5779             elif game.skill == SKILL_NONE:
5780                 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5781     # Choose game options -- added by ESR for SST2K
5782     if scanner.next() != "IHALPHA":
5783         scanner.chew()
5784         proutn(_("Choose your game style (or just press enter): "))
5785         scanner.next()
5786     if scanner.sees("plain"):
5787         # Approximates the UT FORTRAN version.
5788         game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5789         game.options |= OPTION_PLAIN
5790     elif scanner.sees("almy"):
5791         # Approximates Tom Almy's version.
5792         game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5793         game.options |= OPTION_ALMY
5794     elif scanner.sees("fancy") or scanner.sees("\n"):
5795         pass
5796     elif len(scanner.token):
5797         proutn(_("What is \"%s\"?") % scanner.token)
5798     setpassword()
5799     if game.passwd == "debug":
5800         idebug = True
5801         prout("=== Debug mode enabled.")
5802     # Use parameters to generate initial values of things
5803     game.damfac = 0.5 * game.skill
5804     game.inbase = randrange(BASEMIN, BASEMAX+1)
5805     game.inplan = 0
5806     if game.options & OPTION_PLANETS:
5807         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5808     if game.options & OPTION_WORLDS:
5809         game.inplan += int(NINHAB)
5810     game.state.nromrem = game.inrom = randrange(2 *game.skill)
5811     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5812     game.state.remtime = 7.0 * game.length
5813     game.intime = game.state.remtime
5814     game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5815     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5816     game.state.remres = (game.inkling+4*game.incom)*game.intime
5817     game.inresor = game.state.remres
5818     if game.inkling > 50:
5819         game.state.inbase += 1
5820     return False
5821
5822 def dropin(iquad=None):
5823     "Drop a feature on a random dot in the current quadrant."
5824     while True:
5825         w = randplace(QUADSIZE)
5826         if game.quad[w.i][w.j] == IHDOT:
5827             break
5828     if iquad is not None:
5829         game.quad[w.i][w.j] = iquad
5830     return w
5831
5832 def newcnd():
5833     "Update our alert status."
5834     game.condition = "green"
5835     if game.energy < 1000.0:
5836         game.condition = "yellow"
5837     if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5838         game.condition = "red"
5839     if not game.alive:
5840         game.condition="dead"
5841
5842 def newkling():
5843     "Drop new Klingon into current quadrant."
5844     return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5845
5846 def newqad():
5847     "Set up a new state of quadrant, for when we enter or re-enter it."
5848     game.justin = True
5849     game.iplnet = None
5850     game.neutz = game.inorbit = game.landed = False
5851     game.ientesc = game.iseenit = False
5852     # Create a blank quadrant
5853     game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5854     if game.iscate:
5855         # Attempt to escape Super-commander, so tbeam back!
5856         game.iscate = False
5857         game.ientesc = True
5858     q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5859     # cope with supernova
5860     if q.supernova:
5861         return
5862     game.klhere = q.klingons
5863     game.irhere = q.romulans
5864     # Position Starship
5865     game.quad[game.sector.i][game.sector.j] = game.ship
5866     game.enemies = []
5867     if q.klingons:
5868         # Position ordinary Klingons
5869         for i in range(game.klhere):
5870             newkling()
5871         # If we need a commander, promote a Klingon
5872         for cmdr in game.state.kcmdr:
5873             if cmdr == game.quadrant:
5874                 e = game.enemies[game.klhere-1]
5875                 game.quad[e.kloc.i][e.kloc.j] = IHC
5876                 e.kpower = randreal(950,1350) + 50.0*game.skill
5877                 break   
5878         # If we need a super-commander, promote a Klingon
5879         if game.quadrant == game.state.kscmdr:
5880             e = game.enemies[0]
5881             game.quad[e.kloc.i][e.kloc.j] = IHS
5882             e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
5883             game.iscate = (game.state.remkl > 1)
5884     # Put in Romulans if needed
5885     for i in range(q.romulans):
5886         enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5887     # If quadrant needs a starbase, put it in
5888     if q.starbase:
5889         game.base = dropin(IHB)
5890     # If quadrant needs a planet, put it in
5891     if q.planet:
5892         game.iplnet = q.planet
5893         if not q.planet.inhabited:
5894             game.plnet = dropin(IHP)
5895         else:
5896             game.plnet = dropin(IHW)
5897     # Check for condition
5898     newcnd()
5899     # Check for RNZ
5900     if game.irhere > 0 and game.klhere == 0:
5901         game.neutz = True
5902         if not damaged(DRADIO):
5903             skip(1)
5904             prout(_("LT. Uhura- \"Captain, an urgent message."))
5905             prout(_("  I'll put it on audio.\"  CLICK"))
5906             skip(1)
5907             prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5908             prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5909     # Put in THING if needed
5910     if thing == game.quadrant:
5911         enemy(type=IHQUEST, loc=dropin(),
5912                   power=randreal(6000,6500.0)+250.0*game.skill)
5913         if not damaged(DSRSENS):
5914             skip(1)
5915             prout(_("Mr. Spock- \"Captain, this is most unusual."))
5916             prout(_("    Please examine your short-range scan.\""))
5917     # Decide if quadrant needs a Tholian; lighten up if skill is low 
5918     if game.options & OPTION_THOLIAN:
5919         if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5920             (game.skill == SKILL_GOOD and withprob(0.05)) or \
5921             (game.skill > SKILL_GOOD and withprob(0.08)):
5922             w = coord()
5923             while True:
5924                 w.i = withprob(0.5) * (QUADSIZE-1)
5925                 w.j = withprob(0.5) * (QUADSIZE-1)
5926                 if game.quad[w.i][w.j] == IHDOT:
5927                     break
5928             game.tholian = enemy(type=IHT, loc=w,
5929                                  power=randrange(100, 500) + 25.0*game.skill)
5930             # Reserve unoccupied corners 
5931             if game.quad[0][0]==IHDOT:
5932                 game.quad[0][0] = 'X'
5933             if game.quad[0][QUADSIZE-1]==IHDOT:
5934                 game.quad[0][QUADSIZE-1] = 'X'
5935             if game.quad[QUADSIZE-1][0]==IHDOT:
5936                 game.quad[QUADSIZE-1][0] = 'X'
5937             if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5938                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5939     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5940     # And finally the stars
5941     for i in range(q.stars):
5942         dropin(IHSTAR)
5943     # Put in a few black holes
5944     for i in range(1, 3+1):
5945         if withprob(0.5): 
5946             dropin(IHBLANK)
5947     # Take out X's in corners if Tholian present
5948     if game.tholian:
5949         if game.quad[0][0]=='X':
5950             game.quad[0][0] = IHDOT
5951         if game.quad[0][QUADSIZE-1]=='X':
5952             game.quad[0][QUADSIZE-1] = IHDOT
5953         if game.quad[QUADSIZE-1][0]=='X':
5954             game.quad[QUADSIZE-1][0] = IHDOT
5955         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5956             game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5957
5958 def setpassword():
5959     "Set the self-destruct password."
5960     if game.options & OPTION_PLAIN:
5961         while True:
5962             scanner.chew()
5963             proutn(_("Please type in a secret password- "))
5964             scanner.next()
5965             game.passwd = scanner.token
5966             if game.passwd != None:
5967                 break
5968     else:
5969         game.passwd = ""
5970         for i in range(8):
5971             game.passwd += chr(ord('a')+randrange(26))
5972
5973 # Code from sst.c begins here
5974
5975 commands = {
5976     "SRSCAN":           OPTION_TTY,
5977     "STATUS":           OPTION_TTY,
5978     "REQUEST":          OPTION_TTY,
5979     "LRSCAN":           OPTION_TTY,
5980     "PHASERS":          0,
5981     "TORPEDO":          0,
5982     "PHOTONS":          0,
5983     "MOVE":             0,
5984     "SHIELDS":          0,
5985     "DOCK":             0,
5986     "DAMAGES":          0,
5987     "CHART":            0,
5988     "IMPULSE":          0,
5989     "REST":             0,
5990     "WARP":             0,
5991     "SCORE":            0,
5992     "SENSORS":          OPTION_PLANETS,
5993     "ORBIT":            OPTION_PLANETS,
5994     "TRANSPORT":        OPTION_PLANETS,
5995     "MINE":             OPTION_PLANETS,
5996     "CRYSTALS":         OPTION_PLANETS,
5997     "SHUTTLE":          OPTION_PLANETS,
5998     "PLANETS":          OPTION_PLANETS,
5999     "REPORT":           0,
6000     "COMPUTER":         0,
6001     "COMMANDS":         0,
6002     "EMEXIT":           0,
6003     "PROBE":            OPTION_PROBE,
6004     "SAVE":             0,
6005     "FREEZE":           0,      # Synonym for SAVE
6006     "ABANDON":          0,
6007     "DESTRUCT":         0,
6008     "DEATHRAY":         0,
6009     "DEBUG":            0,
6010     "MAYDAY":           0,
6011     "SOS":              0,      # Synonym for MAYDAY
6012     "CALL":             0,      # Synonym for MAYDAY
6013     "QUIT":             0,
6014     "HELP":             0,
6015 }
6016
6017 def listCommands():
6018     "Generate a list of legal commands."
6019     prout(_("LEGAL COMMANDS ARE:"))
6020     emitted = 0
6021     for key in commands:
6022         if not commands[key] or (commands[key] & game.options):
6023             proutn("%-12s " % key)
6024             emitted += 1
6025             if emitted % 5 == 4:
6026                 skip(1)
6027     skip(1)
6028
6029 def helpme():
6030     "Browse on-line help."
6031     key = scanner.next()
6032     while True:
6033         if key == "IHEOL":
6034             setwnd(prompt_window)
6035             proutn(_("Help on what command? "))
6036             key = scanner.next()
6037         setwnd(message_window)
6038         if key == "IHEOL":
6039             return
6040         if scanner.token in commands or scanner.token == "ABBREV":
6041             break
6042         skip(1)
6043         listCommands()
6044         key = "IHEOL"
6045         scanner.chew()
6046         skip(1)
6047     cmd = scanner.token.upper()
6048     try:
6049         fp = open(SSTDOC, "r")
6050     except IOError:
6051         try:
6052             fp = open(DOC_NAME, "r")
6053         except IOError:
6054             prout(_("Spock-  \"Captain, that information is missing from the"))
6055             proutn(_("   computer. You need to find "))
6056             proutn(DOC_NAME)
6057             prout(_(" and put it in the"))
6058             proutn(_("   current directory or to "))
6059             proutn(SSTDOC)
6060             prout(".\"")
6061             # This used to continue: "You need to find SST.DOC and put 
6062             # it in the current directory."
6063             return
6064     while True:
6065         linebuf = fp.readline()
6066         if linebuf == '':
6067             prout(_("Spock- \"Captain, there is no information on that command.\""))
6068             fp.close()
6069             return
6070         if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6071             linebuf = linebuf[3:].strip()
6072             if cmd == linebuf:
6073                 break
6074     skip(1)
6075     prout(_("Spock- \"Captain, I've found the following information:\""))
6076     skip(1)
6077     while linebuf in fp:
6078         if "******" in linebuf:
6079             break
6080         proutn(linebuf)
6081     fp.close()
6082
6083 def makemoves():
6084     "Command-interpretation loop."
6085     clrscr()
6086     setwnd(message_window)
6087     while True:         # command loop 
6088         drawmaps(1)
6089         while True:     # get a command 
6090             hitme = False
6091             game.justin = False
6092             game.optime = 0.0
6093             scanner.chew()
6094             setwnd(prompt_window)
6095             clrscr()
6096             proutn("COMMAND> ")
6097             if scanner.next() == "IHEOL":
6098                 if game.options & OPTION_CURSES:
6099                     makechart()
6100                 continue
6101             elif scanner.token == "":
6102                 continue
6103             game.ididit = False
6104             clrscr()
6105             setwnd(message_window)
6106             clrscr()
6107             candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6108                                 commands)
6109             if len(candidates) == 1:
6110                 cmd = candidates[0]
6111                 break
6112             elif candidates and not (game.options & OPTION_PLAIN):
6113                 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6114             else:
6115                 listCommands()
6116                 continue
6117         if cmd == "SRSCAN":             # srscan
6118             srscan()
6119         elif cmd == "STATUS":           # status
6120             status()
6121         elif cmd == "REQUEST":          # status request 
6122             request()
6123         elif cmd == "LRSCAN":           # long range scan
6124             lrscan(silent=False)
6125         elif cmd == "PHASERS":          # phasers
6126             phasers()
6127             if game.ididit:
6128                 hitme = True
6129         elif cmd == "TORPEDO":          # photon torpedos
6130             photon()
6131             if game.ididit:
6132                 hitme = True
6133         elif cmd == "MOVE":             # move under warp
6134             warp(course=None, involuntary=False)
6135         elif cmd == "SHIELDS":          # shields
6136             doshield(shraise=False)
6137             if game.ididit:
6138                 hitme = True
6139                 game.shldchg = False
6140         elif cmd == "DOCK":             # dock at starbase
6141             dock(True)
6142             if game.ididit:
6143                 attack(torps_ok=False)          
6144         elif cmd == "DAMAGES":          # damage reports
6145             damagereport()
6146         elif cmd == "CHART":            # chart
6147             makechart()
6148         elif cmd == "IMPULSE":          # impulse
6149             impulse()
6150         elif cmd == "REST":             # rest
6151             wait()
6152             if game.ididit:
6153                 hitme = True
6154         elif cmd == "WARP":             # warp
6155             setwarp()
6156         elif cmd == "SCORE":            # score
6157             score()
6158         elif cmd == "SENSORS":          # sensors
6159             sensor()
6160         elif cmd == "ORBIT":            # orbit
6161             orbit()
6162             if game.ididit:
6163                 hitme = True
6164         elif cmd == "TRANSPORT":                # transport "beam"
6165             beam()
6166         elif cmd == "MINE":             # mine
6167             mine()
6168             if game.ididit:
6169                 hitme = True
6170         elif cmd == "CRYSTALS":         # crystals
6171             usecrystals()
6172             if game.ididit:
6173                 hitme = True
6174         elif cmd == "SHUTTLE":          # shuttle
6175             shuttle()
6176             if game.ididit:
6177                 hitme = True
6178         elif cmd == "PLANETS":          # Planet list
6179             survey()
6180         elif cmd == "REPORT":           # Game Report 
6181             report()
6182         elif cmd == "COMPUTER":         # use COMPUTER!
6183             eta()
6184         elif cmd == "COMMANDS":
6185             listCommands()
6186         elif cmd == "EMEXIT":           # Emergency exit
6187             clrscr()                    # Hide screen
6188             freeze(True)                # forced save
6189             raise SysExit,1                     # And quick exit
6190         elif cmd == "PROBE":
6191             probe()                     # Launch probe
6192             if game.ididit:
6193                 hitme = True
6194         elif cmd == "ABANDON":          # Abandon Ship
6195             abandon()
6196         elif cmd == "DESTRUCT":         # Self Destruct
6197             selfdestruct()
6198         elif cmd == "SAVE":             # Save Game
6199             freeze(False)
6200             clrscr()
6201             if game.skill > SKILL_GOOD:
6202                 prout(_("WARNING--Saved games produce no plaques!"))
6203         elif cmd == "DEATHRAY":         # Try a desparation measure
6204             deathray()
6205             if game.ididit:
6206                 hitme = True
6207         elif cmd == "DEBUGCMD":         # What do we want for debug???
6208             debugme()
6209         elif cmd == "MAYDAY":           # Call for help
6210             mayday()
6211             if game.ididit:
6212                 hitme = True
6213         elif cmd == "QUIT":
6214             game.alldone = True         # quit the game
6215         elif cmd == "HELP":
6216             helpme()                    # get help
6217         while True:
6218             if game.alldone:
6219                 break           # Game has ended
6220             if game.optime != 0.0:
6221                 events()
6222                 if game.alldone:
6223                     break       # Events did us in
6224             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6225                 atover(False)
6226                 continue
6227             if hitme and not game.justin:
6228                 attack(torps_ok=True)
6229                 if game.alldone:
6230                     break
6231                 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6232                     atover(False)
6233                     hitme = True
6234                     continue
6235             break
6236         if game.alldone:
6237             break
6238     if idebug:
6239         prout("=== Ending")
6240
6241 def cramen(type):
6242     "Emit the name of an enemy or feature." 
6243     if   type == IHR: s = _("Romulan")
6244     elif type == IHK: s = _("Klingon")
6245     elif type == IHC: s = _("Commander")
6246     elif type == IHS: s = _("Super-commander")
6247     elif type == IHSTAR: s = _("Star")
6248     elif type == IHP: s = _("Planet")
6249     elif type == IHB: s = _("Starbase")
6250     elif type == IHBLANK: s = _("Black hole")
6251     elif type == IHT: s = _("Tholian")
6252     elif type == IHWEB: s = _("Tholian web")
6253     elif type == IHQUEST: s = _("Stranger")
6254     elif type == IHW: s = _("Inhabited World")
6255     else: s = "Unknown??"
6256     return s
6257
6258 def crmena(stars, enemy, loctype, w):
6259     "Emit the name of an enemy and his location."
6260     buf = ""
6261     if stars:
6262         buf += "***"
6263     buf += cramen(enemy) + _(" at ")
6264     if loctype == "quadrant":
6265         buf += _("Quadrant ")
6266     elif loctype == "sector":
6267         buf += _("Sector ")
6268     return buf + `w`
6269
6270 def crmshp():
6271     "Emit our ship name." 
6272     return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6273
6274 def stars():
6275     "Emit a line of stars" 
6276     prouts("******************************************************")
6277     skip(1)
6278
6279 def expran(avrage):
6280     return -avrage*math.log(1e-7 + randreal())
6281
6282 def randplace(size):
6283     "Choose a random location."
6284     w = coord()
6285     w.i = randrange(size) 
6286     w.j = randrange(size)
6287     return w
6288
6289 class sstscanner:
6290     def __init__(self):
6291         self.type = None
6292         self.token = None
6293         self.real = 0.0
6294         self.inqueue = []
6295     def next(self):
6296         # Get a token from the user
6297         self.real = 0.0
6298         self.token = ''
6299         # Fill the token quue if nothing here
6300         while not self.inqueue:
6301             line = cgetline()
6302             if curwnd==prompt_window:
6303                 clrscr()
6304                 setwnd(message_window)
6305                 clrscr()
6306             if line == '':
6307                 return None
6308             if not line:
6309                 continue
6310             else:
6311                 self.inqueue = line.lstrip().split() + ["\n"]
6312         # From here on in it's all looking at the queue
6313         self.token = self.inqueue.pop(0)
6314         if self.token == "\n":
6315             self.type = "IHEOL"
6316             return "IHEOL"
6317         try:
6318             self.real = float(self.token)
6319             self.type = "IHREAL"
6320             return "IHREAL"
6321         except ValueError:
6322             pass
6323         # Treat as alpha
6324         self.token = self.token.lower()
6325         self.type = "IHALPHA"
6326         self.real = None
6327         return "IHALPHA"
6328     def append(self, tok):
6329         self.inqueue.append(tok)
6330     def push(self, tok):
6331         self.inqueue.insert(0, tok)
6332     def waiting(self):
6333         return self.inqueue
6334     def chew(self):
6335         # Demand input for next scan
6336         self.inqueue = []
6337         self.real = self.token = None
6338     def sees(self, s):
6339         # compares s to item and returns true if it matches to the length of s
6340         return s.startswith(self.token)
6341     def int(self):
6342         # Round token value to nearest integer
6343         return int(round(scanner.real))
6344     def getcoord(self):
6345         s = coord()
6346         scanner.next()
6347         if scanner.type != "IHREAL":
6348             huh()
6349             return None
6350         s.i = scanner.int()-1
6351         scanner.next()
6352         if scanner.type != "IHREAL":
6353             huh()
6354             return None
6355         s.j = scanner.int()-1
6356         return s
6357     def __repr__(str):
6358         return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6359
6360 def ja():
6361     "Yes-or-no confirmation."
6362     scanner.chew()
6363     while True:
6364         scanner.next()
6365         if scanner.token == 'y':
6366             return True
6367         if scanner.token == 'n':
6368             return False
6369         scanner.chew()
6370         proutn(_("Please answer with \"y\" or \"n\": "))
6371
6372 def huh():
6373     "Complain about unparseable input."
6374     scanner.chew()
6375     skip(1)
6376     prout(_("Beg your pardon, Captain?"))
6377
6378 def debugme():
6379     "Access to the internals for debugging."
6380     proutn("Reset levels? ")
6381     if ja() == True:
6382         if game.energy < game.inenrg:
6383             game.energy = game.inenrg
6384         game.shield = game.inshld
6385         game.torps = game.intorps
6386         game.lsupres = game.inlsr
6387     proutn("Reset damage? ")
6388     if ja() == True:
6389         for i in range(NDEVICES): 
6390             if game.damage[i] > 0.0: 
6391                 game.damage[i] = 0.0
6392     proutn("Toggle debug flag? ")
6393     if ja() == True:
6394         idebug = not idebug
6395         if idebug:
6396             prout("Debug output ON")        
6397         else:
6398             prout("Debug output OFF")
6399     proutn("Cause selective damage? ")
6400     if ja() == True:
6401         for i in range(NDEVICES):
6402             proutn("Kill %s?" % device[i])
6403             scanner.chew()
6404             key = scanner.next()
6405             if key == "IHALPHA" and scanner.sees("y"):
6406                 game.damage[i] = 10.0
6407     proutn("Examine/change events? ")
6408     if ja() == True:
6409         ev = event()
6410         w = coord()
6411         legends = {
6412             FSNOVA:  "Supernova       ",
6413             FTBEAM:  "T Beam          ",
6414             FSNAP:   "Snapshot        ",
6415             FBATTAK: "Base Attack     ",
6416             FCDBAS:  "Base Destroy    ",
6417             FSCMOVE: "SC Move         ",
6418             FSCDBAS: "SC Base Destroy ",
6419             FDSPROB: "Probe Move      ",
6420             FDISTR:  "Distress Call   ",
6421             FENSLV:  "Enslavement     ",
6422             FREPRO:  "Klingon Build   ",
6423         }
6424         for i in range(1, NEVENTS):
6425             proutn(legends[i])
6426             if is_scheduled(i):
6427                 proutn("%.2f" % (scheduled(i)-game.state.date))
6428                 if i == FENSLV or i == FREPRO:
6429                     ev = findevent(i)
6430                     proutn(" in %s" % ev.quadrant)
6431             else:
6432                 proutn("never")
6433             proutn("? ")
6434             scanner.chew()
6435             key = scanner.next()
6436             if key == 'n':
6437                 unschedule(i)
6438                 scanner.chew()
6439             elif key == "IHREAL":
6440                 ev = schedule(i, scanner.real)
6441                 if i == FENSLV or i == FREPRO:
6442                     scanner.chew()
6443                     proutn("In quadrant- ")
6444                     key = scanner.next()
6445                     # "IHEOL" says to leave coordinates as they are 
6446                     if key != "IHEOL":
6447                         if key != "IHREAL":
6448                             prout("Event %d canceled, no x coordinate." % (i))
6449                             unschedule(i)
6450                             continue
6451                         w.i = int(round(scanner.real))
6452                         key = scanner.next()
6453                         if key != "IHREAL":
6454                             prout("Event %d canceled, no y coordinate." % (i))
6455                             unschedule(i)
6456                             continue
6457                         w.j = int(round(scanner.real))
6458                         ev.quadrant = w
6459         scanner.chew()
6460     proutn("Induce supernova here? ")
6461     if ja() == True:
6462         game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6463         atover(True)
6464
6465 if __name__ == '__main__':
6466     import getopt, socket
6467     try:
6468         global line, thing, game, idebug
6469         game = None
6470         thing = coord()
6471         thing.angry = False
6472         game = gamestate()
6473         idebug = 0
6474         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6475         if os.getenv("TERM"):
6476             game.options |= OPTION_CURSES
6477         else:
6478             game.options |= OPTION_TTY
6479         seed = int(time.time())
6480         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6481         for (switch, val) in options:
6482             if switch == '-r':
6483                 try:
6484                     replayfp = open(val, "r")
6485                 except IOError:
6486                     sys.stderr.write("sst: can't open replay file %s\n" % val)
6487                     raise SystemExit, 1
6488                 try:
6489                     line = replayfp.readline().strip()
6490                     (leader, key, seed) = line.split()
6491                     seed = eval(seed)
6492                     sys.stderr.write("sst2k: seed set to %s\n" % seed)
6493                     line = replayfp.readline().strip()
6494                     arguments += line.split()[2:]
6495                 except ValueError:
6496                     sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6497                     raise SystemExit(1)
6498                 game.options |= OPTION_TTY
6499                 game.options &=~ OPTION_CURSES
6500             elif switch == '-s':
6501                 seed = int(val)
6502             elif switch == '-t':
6503                 game.options |= OPTION_TTY
6504                 game.options &=~ OPTION_CURSES
6505             elif switch == '-x':
6506                 idebug = True
6507             else:
6508                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6509                 raise SystemExit, 1
6510         # where to save the input in case of bugs
6511         try:
6512             logfp = open("/usr/tmp/sst-input.log", "w")
6513         except IOError:
6514             sys.stderr.write("sst: warning, can't open logfile\n")
6515         if logfp:
6516             logfp.write("# seed %s\n" % seed)
6517             logfp.write("# options %s\n" % " ".join(arguments))
6518             logfp.write("# recorded by %s@%s on %s\n" % \
6519                     (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6520         random.seed(seed)
6521         scanner = sstscanner()
6522         map(scanner.append, arguments)
6523         try:
6524             iostart()
6525             while True: # Play a game 
6526                 setwnd(fullscreen_window)
6527                 clrscr()
6528                 prelim()
6529                 setup()
6530                 if game.alldone:
6531                     score()
6532                     game.alldone = False
6533                 else:
6534                     makemoves()
6535                 skip(1)
6536                 stars()
6537                 skip(1)
6538                 if game.tourn and game.alldone:
6539                     proutn(_("Do you want your score recorded?"))
6540                     if ja() == True:
6541                         scanner.chew()
6542                         scanner.push("\n")
6543                         freeze(False)
6544                 scanner.chew()
6545                 proutn(_("Do you want to play again? "))
6546                 if not ja():
6547                     break
6548             skip(1)
6549             prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6550         finally:
6551             ioend()
6552         raise SystemExit, 0
6553     except KeyboardInterrupt:
6554         if logfp:
6555             logfp.close()
6556         print ""