bf72de50cf9bf89b3c40115bb8eb4029bbc63e2b
[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 damaged(DSRSENS) and not 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(0.99):
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: