Fix two minor bugs.
[super-star-trek.git] / src / sst.py
1 #!/usr/bin/env python
2 """
3 sst.py =-- Super Star Trek in Python
4
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973.  Beautiful Python it is not.  But it
7 works.
8
9 Dave Matuszek says:
10
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
14
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
17 type is "plain".)
18
19 Planets and dilithium crystals were not in the original.  Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned 
21 off if the game type is "plain".)
22
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision".  (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
26 is on.)
27
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it.  He says it
30 shouldn't fire back, either.  It should do nothing except scream and
31 disappear when hit by photon torpedos.  It's OK that it may move
32 when attacked, but it didn't in the original.  (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy".  The no-save behavior has been restored.)
35
36 The Faerie Queen, black holes, and time warping were in the original.
37
38 Here are Tom Almy's changes:
39
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
47
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze".  (Both "freeze" and "save" work in SST2K.)
53
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
61
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
68
69 4. Tholian Web from the 1979 version.  (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
71
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
74
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
78
79 7. The deep-space probe feature from the DECUS version.  (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
81
82 8. 'emexit' command from the 1979 version.
83
84 9. Bugfix: Klingon commander movements are no longer reported if long-range 
85 sensors are damaged.
86
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with 
89 bad base placement.
90
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants.  (These fixes are in SST2K.)
96
97 Here are Stas Sergeev's changes:
98
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if 
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game 
101 type is "plain" or "almy".)
102
103 2. When you are docked, base covers you with an almost invincible shield. 
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely 
106 happens.)  (Now controlled by OPTION_BASE and turned off if game 
107 type is "plain" or "almy".)
108
109 3. Ramming a black hole is no longer instant death.  There is a
110 chance you might get timewarped instead. (Now controlled by 
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
112
113 4. The Tholian can be hit with phasers.
114
115 5. SCom can't escape from you if no more enemies remain 
116 (without this, chasing SCom can take an eternity).
117
118 6. Probe target you enter is now the destination quadrant. Before I don't 
119 remember what it was, but it was something I had difficulty using.
120
121 7. Secret password is now autogenerated.
122
123 8. "Plaque" is adjusted for A4 paper :-)
124
125 9. Phasers now tells you how much energy needed, but only if the computer 
126 is alive.
127
128 10. Planets are auto-scanned when you enter the quadrant.
129
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
132 and what does not.
133
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
136
137 13. Screen-oriented interface, with sensor scans always up.  (SST2K
138 supports both screen-oriented and TTY modes.)
139
140 Eric Raymond's changes:
141
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
144
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
146
147 2. Status report now indicates when dilithium crystals are on board.
148
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
150
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
153
154 5. Half the quadrants now have inhabited planets, from which one 
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave 
158 inhabited worlds, producing more ships (only is skill is 'good' or 
159 better). (Controlled by OPTION_WORLDS and turned off if game 
160 type is "plain" or "almy".)
161
162 6. User input is now logged so we can do regression testing.
163
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle.  When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score.  Docking at a starbase replenishes your crew.
169
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
174
175 After these features were added, I translated this into Python and added
176 more:
177
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
181 """
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
183
184 SSTDOC          = "/usr/share/doc/sst/sst.doc"
185 DOC_NAME        = "sst.doc"
186
187 def _(str): return gettext.gettext(str)
188
189 PHASEFAC        = 2.0
190 GALSIZE         = 8
191 NINHAB          = (GALSIZE * GALSIZE / 2)
192 MAXUNINHAB      = 10
193 PLNETMAX        = (NINHAB + MAXUNINHAB)
194 QUADSIZE        = 10
195 BASEMIN         = 2
196 BASEMAX         = (GALSIZE * GALSIZE / 12)
197 MAXKLGAME       = 127
198 MAXKLQUAD       = 9
199 FULLCREW        = 428   # BSD Trek was 387, that's wrong 
200 FOREVER         = 1e30
201 MAXBURST        = 3
202 MINCMDR         = 10
203
204 # How to represent features
205 IHR = 'R',
206 IHK = 'K',
207 IHC = 'C',
208 IHS = 'S',
209 IHSTAR = '*',
210 IHP = 'P',
211 IHW = '@',
212 IHB = 'B',
213 IHBLANK = ' ',
214 IHDOT = '.',
215 IHQUEST = '?',
216 IHE = 'E',
217 IHF = 'F',
218 IHT = 'T',
219 IHWEB = '#',
220 IHMATER0 = '-',
221 IHMATER1 = 'o',
222 IHMATER2 = '0'
223
224 class TrekError:
225     pass
226
227 class coord:
228     def __init__(self, x=None, y=None):
229         self.i = x
230         self.j = y
231     def valid_quadrant(self):
232         return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233     def valid_sector(self):
234         return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235     def invalidate(self):
236         self.i = self.j = None
237     def is_valid(self):
238         return self.i != None and self.j != None
239     def __eq__(self, other):
240         return other != None and self.i == other.i and self.j == other.j
241     def __ne__(self, other):
242         return other == None or self.i != other.i or self.j != other.j
243     def __add__(self, other):
244         return coord(self.i+other.i, self.j+other.j)
245     def __sub__(self, other):
246         return coord(self.i-other.i, self.j-other.j)
247     def __mul__(self, other):
248         return coord(self.i*other, self.j*other)
249     def __rmul__(self, other):
250         return coord(self.i*other, self.j*other)
251     def __div__(self, other):
252         return coord(self.i/other, self.j/other)
253     def __rdiv__(self, other):
254         return coord(self.i/other, self.j/other)
255     def roundtogrid(self):
256         return coord(int(round(self.i)), int(round(self.j)))
257     def trunctogrid(self):
258         return coord(int(round(self.i)), int(round(self.j)))
259     def distance(self, other=None):
260         if not other: other = coord(0, 0)
261         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262     def bearing(self, other=None):
263         if not other: other = coord(0, 0)
264         return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
265     def sgn(self):
266         s = coord()
267         if self.i == 0:
268             s.i = 0
269         else:
270             s.i = self.i / abs(self.i)
271         if self.j == 0:
272             s.j = 0
273         else:
274             s.j = self.j / abs(self.j)
275         return s
276     def scatter(self):
277         s = coord()
278         s.i = self.i + randrange(-1, 2)
279         s.j = self.j + randrange(-1, 2)
280         return s
281     def __hash__(self):
282         return hash((x, y))
283     def __str__(self):
284         if self.i == None or self.j == None:
285             return "Nowhere"
286         return "%s - %s" % (self.i+1, self.j+1)
287     __repr__ = __str__
288
289 class planet:
290     def __init__(self):
291         self.name = None        # string-valued if inhabited
292         self.quadrant = coord() # quadrant located
293         self.pclass = None      # could be ""M", "N", "O", or "destroyed"
294         self.crystals = "absent"# could be "mined", "present", "absent"
295         self.known = "unknown"  # could be "unknown", "known", "shuttle_down"
296         self.inhabited = False  # is it inhabites?
297     def __str__(self):
298         return self.name
299
300 class quadrant:
301     def __init__(self):
302         self.stars = 0
303         self.planet = None
304         self.starbase = False
305         self.klingons = 0
306         self.romulans = 0
307         self.supernova = False
308         self.charted = False
309         self.status = "secure"  # Could be "secure", "distressed", "enslaved"
310
311 class page:
312     def __init__(self):
313         self.stars = None
314         self.starbase = None
315         self.klingons = None
316
317 def fill2d(size, fillfun):
318     "Fill an empty list in 2D."
319     lst = []
320     for i in range(size):
321         lst.append([]) 
322         for j in range(size):
323             lst[i].append(fillfun(i, j))
324     return lst
325
326 class snapshot:
327     def __init__(self):
328         self.snap = False       # snapshot taken
329         self.crew = 0           # crew complement
330         self.remkl = 0          # remaining klingons
331         self.nscrem = 0         # remaining super commanders
332         self.starkl = 0         # destroyed stars
333         self.basekl = 0         # destroyed bases
334         self.nromrem = 0        # Romulans remaining
335         self.nplankl = 0        # destroyed uninhabited planets
336         self.nworldkl = 0       # destroyed inhabited planets
337         self.planets = []       # Planet information
338         self.date = 0.0         # stardate
339         self.remres = 0         # remaining resources
340         self.remtime = 0        # remaining time
341         self.baseq = []         # Base quadrant coordinates
342         self.kcmdr = []         # Commander quadrant coordinates
343         self.kscmdr = coord()   # Supercommander quadrant coordinates
344         # the galaxy
345         self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
346         # the starchart
347         self.chart = fill2d(GALSIZE, lambda i, j: page())
348
349 class event:
350     def __init__(self):
351         self.date = None        # A real number
352         self.quadrant = None    # A coord structure
353
354 # game options 
355 OPTION_ALL      = 0xffffffff
356 OPTION_TTY      = 0x00000001    # old interface 
357 OPTION_CURSES   = 0x00000002    # new interface 
358 OPTION_IOMODES  = 0x00000003    # cover both interfaces 
359 OPTION_PLANETS  = 0x00000004    # planets and mining 
360 OPTION_THOLIAN  = 0x00000008    # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY   = 0x00000010    # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE    = 0x00000020    # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME   = 0x00000040    # bracket Enterprise in chart 
364 OPTION_RAMMING  = 0x00000080    # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY  = 0x00000100    # more enemies can move (Almy)
366 OPTION_BLKHOLE  = 0x00000200    # black hole may timewarp you (Stas, 2005) 
367 OPTION_BASE     = 0x00000400    # bases have good shields (Stas, 2005)
368 OPTION_WORLDS   = 0x00000800    # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000    # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN    = 0x01000000    # user chose plain game 
371 OPTION_ALMY     = 0x02000000    # user chose Almy variant 
372
373 # Define devices 
374 DSRSENS = 0
375 DLRSENS = 1
376 DPHASER = 2
377 DPHOTON = 3
378 DLIFSUP = 4
379 DWARPEN = 5
380 DIMPULS = 6
381 DSHIELD = 7
382 DRADIO  = 0
383 DSHUTTL = 9
384 DCOMPTR = 10
385 DNAVSYS = 11
386 DTRANSP = 12
387 DSHCTRL = 13
388 DDRAY   = 14
389 DDSP    = 15
390 NDEVICES= 16    # Number of devices
391
392 SKILL_NONE      = 0
393 SKILL_NOVICE    = 1
394 SKILL_FAIR      = 2
395 SKILL_GOOD      = 3
396 SKILL_EXPERT    = 4
397 SKILL_EMERITUS  = 5
398
399 def damaged(dev):       return (game.damage[dev] != 0.0)
400 def communicating():    return not damaged(DRADIO) or game.condition=="docked"
401
402 # Define future events 
403 FSPY    = 0     # Spy event happens always (no future[] entry)
404                 # can cause SC to tractor beam Enterprise
405 FSNOVA  = 1     # Supernova
406 FTBEAM  = 2     # Commander tractor beams Enterprise
407 FSNAP   = 3     # Snapshot for time warp
408 FBATTAK = 4     # Commander attacks base
409 FCDBAS  = 5     # Commander destroys base
410 FSCMOVE = 6     # Supercommander moves (might attack base)
411 FSCDBAS = 7     # Supercommander destroys base
412 FDSPROB = 8     # Move deep space probe
413 FDISTR  = 9     # Emit distress call from an inhabited world 
414 FENSLV  = 10    # Inhabited word is enslaved */
415 FREPRO  = 11    # Klingons build a ship in an enslaved system
416 NEVENTS = 12
417
418 #
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
421
422 def findevent(evtype):  return game.future[evtype]
423
424 class enemy:
425     def __init__(self, type=None, loc=None, power=None):
426         self.type = type
427         self.kloc = coord()
428         if loc:
429             self.move(loc)
430         self.kpower = power     # enemy energy level
431         game.enemies.append(self)
432     def move(self, loc):
433         motion = (loc != self.kloc)
434         if self.kloc.i is not None and self.kloc.j is not None:
435             if motion:
436                 if self.type == IHT:
437                     game.quad[self.kloc.i][self.kloc.j] = IHWEB
438                 else:
439                     game.quad[self.kloc.i][self.kloc.j] = IHDOT
440         if loc:
441             self.kloc = copy.copy(loc)
442             game.quad[self.kloc.i][self.kloc.j] = self.type
443             self.kdist = self.kavgd = (game.sector - loc).distance()
444         else:
445             self.kloc = coord()
446             self.kdist = self.kavgd = None
447             game.enemies.remove(self)
448         return motion
449     def __repr__(self):
450         return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower)       # For debugging
451
452 class gamestate:
453     def __init__(self):
454         self.options = None     # Game options
455         self.state = snapshot() # A snapshot structure
456         self.snapsht = snapshot()       # Last snapshot taken for time-travel purposes
457         self.quad = None        # contents of our quadrant
458         self.damage = [0.0] * NDEVICES  # damage encountered
459         self.future = []                # future events
460         for i in range(NEVENTS):
461             self.future.append(event())
462         self.passwd  = None;            # Self Destruct password
463         self.enemies = []
464         self.quadrant = None    # where we are in the large
465         self.sector = None      # where we are in the small
466         self.tholian = None     # Tholian enemy object
467         self.base = None        # position of base in current quadrant
468         self.battle = None      # base coordinates being attacked
469         self.plnet = None       # location of planet in quadrant
470         self.gamewon = False    # Finished!
471         self.ididit = False     # action taken -- allows enemy to attack
472         self.alive = False      # we are alive (not killed)
473         self.justin = False     # just entered quadrant
474         self.shldup = False     # shields are up
475         self.shldchg = False    # shield is changing (affects efficiency)
476         self.iscate = False     # super commander is here
477         self.ientesc = False    # attempted escape from supercommander
478         self.resting = False    # rest time
479         self.icraft = False     # Kirk in Galileo
480         self.landed = False     # party on planet (true), on ship (false)
481         self.alldone = False    # game is now finished
482         self.neutz = False      # Romulan Neutral Zone
483         self.isarmed = False    # probe is armed
484         self.inorbit = False    # orbiting a planet
485         self.imine = False      # mining
486         self.icrystl = False    # dilithium crystals aboard
487         self.iseenit = False    # seen base attack report
488         self.thawed = False     # thawed game
489         self.condition = None   # "green", "yellow", "red", "docked", "dead"
490         self.iscraft = None     # "onship", "offship", "removed"
491         self.skill = None       # Player skill level
492         self.inkling = 0        # initial number of klingons
493         self.inbase = 0         # initial number of bases
494         self.incom = 0          # initial number of commanders
495         self.inscom = 0         # initial number of commanders
496         self.inrom = 0          # initial number of commanders
497         self.instar = 0         # initial stars
498         self.intorps = 0        # initial/max torpedoes
499         self.torps = 0          # number of torpedoes
500         self.ship = 0           # ship type -- 'E' is Enterprise
501         self.abandoned = 0      # count of crew abandoned in space
502         self.length = 0         # length of game
503         self.klhere = 0         # klingons here
504         self.casual = 0         # causalties
505         self.nhelp = 0          # calls for help
506         self.nkinks = 0         # count of energy-barrier crossings
507         self.iplnet = None      # planet # in quadrant
508         self.inplan = 0         # initial planets
509         self.irhere = 0         # Romulans in quadrant
510         self.isatb = 0          # =1 if super commander is attacking base
511         self.tourn = None       # tournament number
512         self.nprobes = 0        # number of probes available
513         self.inresor = 0.0      # initial resources
514         self.intime = 0.0       # initial time
515         self.inenrg = 0.0       # initial/max energy
516         self.inshld = 0.0       # initial/max shield
517         self.inlsr = 0.0        # initial life support resources
518         self.indate = 0.0       # initial date
519         self.energy = 0.0       # energy level
520         self.shield = 0.0       # shield level
521         self.warpfac = 0.0      # warp speed
522         self.wfacsq = 0.0       # squared warp factor
523         self.lsupres = 0.0      # life support reserves
524         self.optime = 0.0       # time taken by current operation
525         self.docfac = 0.0       # repair factor when docking (constant?)
526         self.damfac = 0.0       # damage factor
527         self.lastchart = 0.0    # time star chart was last updated
528         self.cryprob = 0.0      # probability that crystal will work
529         self.probe = None       # object holding probe course info
530         self.height = 0.0       # height of orbit around planet
531     def recompute(self):
532         # Stas thinks this should be (C expression): 
533         # game.state.remkl + len(game.state.kcmdr) > 0 ?
534         #       game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535         # He says the existing expression is prone to divide-by-zero errors
536         # after killing the last klingon when score is shown -- perhaps also
537         # if the only remaining klingon is SCOM.
538         game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
539
540 IHR = 'R'
541 IHK = 'K'
542 IHC = 'C'
543 IHS = 'S'
544 IHSTAR = '*'
545 IHP = 'P'
546 IHW = '@'
547 IHB = 'B'
548 IHBLANK = ' '
549 IHDOT = '.'
550 IHQUEST = '?'
551 IHE = 'E'
552 IHF = 'F'
553 IHT = 'T'
554 IHWEB = '#'
555 IHMATER0 = '-'
556 IHMATER1 = 'o'
557 IHMATER2 = '0'
558
559 FWON = 0
560 FDEPLETE = 1
561 FLIFESUP = 2
562 FNRG = 3
563 FBATTLE = 4
564 FNEG3 = 5
565 FNOVA = 6
566 FSNOVAED = 7
567 FABANDN = 8
568 FDILITHIUM = 9
569 FMATERIALIZE = 10
570 FPHASER = 11
571 FLOST = 12
572 FMINING = 13
573 FDPLANET = 14
574 FPNOVA = 15
575 FSSC = 16
576 FSTRACTOR = 17
577 FDRAY = 18
578 FTRIBBLE = 19
579 FHOLE = 20
580 FCREW = 21
581
582 def withprob(p):
583     v = random.random()
584     #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
585     return v < p
586
587 def randrange(*args):
588     v = random.randrange(*args)
589     #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
590     return v
591
592 def randreal(*args):
593     v = random.random()
594     if len(args) == 1:
595         v *= args[0]            # returns from [0, args[0])
596     elif len(args) == 2:
597         v = args[0] + v*(args[1]-args[0])       # returns from [args[0], args[1])
598     #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
599     return v
600
601 # Code from ai.c begins here
602
603 def welcoming(iq):
604     "Would this quadrant welcome another Klingon?"
605     return iq.valid_quadrant() and \
606         not game.state.galaxy[iq.i][iq.j].supernova and \
607         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
608
609 def tryexit(enemy, look, irun):
610     "A bad guy attempts to bug out."
611     iq = coord()
612     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614     if not welcoming(iq):
615         return False;
616     if enemy.type == IHR:
617         return False; # Romulans cannot escape! 
618     if not irun:
619         # avoid intruding on another commander's territory 
620         if enemy.type == IHC:
621             if iq in game.state.kcmdr:
622                 return False
623             # refuse to leave if currently attacking starbase 
624             if game.battle == game.quadrant:
625                 return False
626         # don't leave if over 1000 units of energy 
627         if enemy.kpower > 1000.0:
628             return False
629     # emit escape message and move out of quadrant.
630     # we know this if either short or long range sensors are working
631     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632         game.condition == "docked":
633         prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634               (_(" escapes to Quadrant %s (and regains strength).") % q))
635     # handle local matters related to escape
636     enemy.move(None)
637     game.klhere -= 1
638     if game.condition != "docked":
639         newcnd()
640     # Handle global matters related to escape 
641     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642     game.state.galaxy[iq.i][iq.j].klingons += 1
643     if enemy.type==IHS:
644         game.iscate = False
645         game.ientesc = False
646         game.isatb = 0
647         schedule(FSCMOVE, 0.2777)
648         unschedule(FSCDBAS)
649         game.state.kscmdr=iq
650     else:
651         for cmdr in game.state.kcmdr:
652             if cmdr == game.quadrant:
653                 game.state.kcmdr[n] = iq
654                 break
655     return True; # success 
656
657 # The bad-guy movement algorithm:
658
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
662
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
666
667 # Attacker Initial energy levels (nominal):
668 # Klingon   Romulan   Commander   Super-Commander
669 # Novice    400        700        1200        
670 # Fair      425        750        1250
671 # Good      450        800        1300        1750
672 # Expert    475        850        1350        1875
673 # Emeritus  500        900        1400        2000
674 # VARIANCE   75        200         200         200
675
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
679
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
682
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
685
686 # 4.  At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
689
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
692
693 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
694
695 def movebaddy(enemy):
696     "Tactical movement for the bad guys."
697     next = coord(); look = coord()
698     irun = False
699     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
700     if game.skill >= SKILL_EXPERT:
701         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
702     else:
703         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
704     dist1 = enemy.kdist
705     mdist = int(dist1 + 0.5); # Nearest integer distance 
706     # If SC, check with spy to see if should hi-tail it 
707     if enemy.type==IHS and \
708         (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
709         irun = True
710         motion = -QUADSIZE
711     else:
712         # decide whether to advance, retreat, or hold position 
713         forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
714         if not game.shldup:
715             forces += 1000; # Good for enemy if shield is down! 
716         if not damaged(DPHASER) or not damaged(DPHOTON):
717             if damaged(DPHASER): # phasers damaged 
718                 forces += 300.0
719             else:
720                 forces -= 0.2*(game.energy - 2500.0)
721             if damaged(DPHOTON): # photon torpedoes damaged 
722                 forces += 300.0
723             else:
724                 forces -= 50.0*game.torps
725         else:
726             # phasers and photon tubes both out! 
727             forces += 1000.0
728         motion = 0
729         if forces <= 1000.0 and game.condition != "docked": # Typical situation 
730             motion = ((forces + randreal(200))/150.0) - 5.0
731         else:
732             if forces > 1000.0: # Very strong -- move in for kill 
733                 motion = (1.0 - randreal())**2 * dist1 + 1.0
734             if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
735                 motion -= game.skill*(2.0-randreal()**2)
736         if idebug:
737             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738         # don't move if no motion 
739         if motion==0:
740             return
741         # Limit motion according to skill 
742         if abs(motion) > game.skill:
743             if motion < 0:
744                 motion = -game.skill
745             else:
746                 motion = game.skill
747     # calculate preferred number of steps 
748     nsteps = abs(int(motion))
749     if motion > 0 and nsteps > mdist:
750         nsteps = mdist; # don't overshoot 
751     if nsteps > QUADSIZE:
752         nsteps = QUADSIZE; # This shouldn't be necessary 
753     if nsteps < 1:
754         nsteps = 1; # This shouldn't be necessary 
755     if idebug:
756         proutn("NSTEPS = %d:" % nsteps)
757     # Compute preferred values of delta X and Y 
758     m = game.sector - enemy.kloc
759     if 2.0 * abs(m.i) < abs(m.j):
760         m.i = 0
761     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
762         m.j = 0
763     m = (motion * m).sgn()
764     next = enemy.kloc
765     # main move loop 
766     for ll in range(nsteps):
767         if idebug:
768             proutn(" %d" % (ll+1))
769         # Check if preferred position available 
770         look = next + m
771         if m.i < 0:
772             krawli = 1
773         else:
774             krawli = -1
775         if m.j < 0:
776             krawlj = 1
777         else:
778             krawlj = -1
779         success = False
780         attempts = 0; # Settle mysterious hang problem 
781         while attempts < 20 and not success:
782             attempts += 1
783             if look.i < 0 or look.i >= QUADSIZE:
784                 if motion < 0 and tryexit(enemy, look, irun):
785                     return
786                 if krawli == m.i or m.j == 0:
787                     break
788                 look.i = next.i + krawli
789                 krawli = -krawli
790             elif look.j < 0 or look.j >= QUADSIZE:
791                 if motion < 0 and tryexit(enemy, look, irun):
792                     return
793                 if krawlj == m.j or m.i == 0:
794                     break
795                 look.j = next.j + krawlj
796                 krawlj = -krawlj
797             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798                 # See if enemy should ram ship 
799                 if game.quad[look.i][look.j] == game.ship and \
800                     (enemy.type == IHC or enemy.type == IHS):
801                     collision(rammed=True, enemy=enemy)
802                     return
803                 if krawli != m.i and m.j != 0:
804                     look.i = next.i + krawli
805                     krawli = -krawli
806                 elif krawlj != m.j and m.i != 0:
807                     look.j = next.j + krawlj
808                     krawlj = -krawlj
809                 else:
810                     break; # we have failed 
811             else:
812                 success = True
813         if success:
814             next = look
815             if idebug:
816                 proutn(`next`)
817         else:
818             break; # done early 
819     if idebug:
820         skip(1)
821     if enemy.move(next):
822         if not damaged(DSRSENS) or game.condition == "docked":
823             proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824             if enemy.kdist < dist1:
825                 proutn(_(" advances to "))
826             else:
827                 proutn(_(" retreats to "))
828             prout("Sector %s." % next)
829
830 def moveklings():
831     "Sequence Klingon tactical movement."
832     if idebug:
833         prout("== MOVCOM")
834     # Figure out which Klingon is the commander (or Supercommander)
835     # and do move
836     if game.quadrant in game.state.kcmdr:
837         for enemy in game.enemies:
838             if enemy.type == IHC:
839                 movebaddy(enemy)
840     if game.state.kscmdr==game.quadrant:
841         for enemy in game.enemies:
842             if enemy.type == IHS:
843                 movebaddy(enemy)
844                 break
845     # If skill level is high, move other Klingons and Romulans too!
846     # Move these last so they can base their actions on what the
847     # commander(s) do.
848     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849         for enemy in game.enemies:
850             if enemy.type in (IHK, IHR):
851                 movebaddy(enemy)
852     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
853
854 def movescom(iq, avoid):
855     "Commander movement helper." 
856     # Avoid quadrants with bases if we want to avoid Enterprise 
857     if not welcoming(iq) or (avoid and iq in game.state.baseq):
858         return False
859     if game.justin and not game.iscate:
860         return False
861     # do the move 
862     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863     game.state.kscmdr = iq
864     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865     if game.state.kscmdr==game.quadrant:
866         # SC has scooted, Remove him from current quadrant 
867         game.iscate=False
868         game.isatb=0
869         game.ientesc = False
870         unschedule(FSCDBAS)
871         for enemy in game.enemies:
872             if enemy.type == IHS:
873                 break
874         enemy.move(None)
875         game.klhere -= 1
876         if game.condition != "docked":
877             newcnd()
878         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879     # check for a helpful planet 
880     for i in range(game.inplan):
881         if game.state.planets[i].quadrant == game.state.kscmdr and \
882             game.state.planets[i].crystals == "present":
883             # destroy the planet 
884             game.state.planets[i].pclass = "destroyed"
885             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
886             if communicating():
887                 announce()
888                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
889                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890                 prout(_("   by the Super-commander.\""))
891             break
892     return True; # looks good! 
893                         
894 def supercommander():
895     "Move the Super Commander." 
896     iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
897     basetbl = []
898     if idebug:
899         prout("== SUPERCOMMANDER")
900     # Decide on being active or passive 
901     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
902             (game.state.date-game.indate) < 3.0)
903     if not game.iscate and avoid:
904         # compute move away from Enterprise 
905         idelta = game.state.kscmdr-game.quadrant
906         if idelta.distance() > 2.0:
907             # circulate in space 
908             idelta.i = game.state.kscmdr.j-game.quadrant.j
909             idelta.j = game.quadrant.i-game.state.kscmdr.i
910     else:
911         # compute distances to starbases 
912         if not game.state.baseq:
913             # nothing left to do 
914             unschedule(FSCMOVE)
915             return
916         sc = game.state.kscmdr
917         for base in game.state.baseq:
918             basetbl.append((i, (base - sc).distance()))
919         if game.state.baseq > 1:
920             basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921         # look for nearest base without a commander, no Enterprise, and
922         # without too many Klingons, and not already under attack. 
923         ifindit = iwhichb = 0
924         for (i2, base) in enumerate(game.state.baseq):
925             i = basetbl[i2][0]; # bug in original had it not finding nearest
926             if base==game.quadrant or base==game.battle or not welcoming(base):
927                 continue
928             # if there is a commander, and no other base is appropriate,
929             # we will take the one with the commander
930             for cmdr in game.state.kcmdr:
931                 if base == cmdr and ifindit != 2:
932                     ifindit = 2
933                     iwhichb = i
934                     break
935             else:       # no commander -- use this one 
936                 ifindit = 1
937                 iwhichb = i
938                 break
939         if ifindit==0:
940             return # Nothing suitable -- wait until next time
941         ibq = game.state.baseq[iwhichb]
942         # decide how to move toward base 
943         idelta = ibq - game.state.kscmdr
944     # Maximum movement is 1 quadrant in either or both axes 
945     idelta = idelta.sgn()
946     # try moving in both x and y directions
947     # there was what looked like a bug in the Almy C code here,
948     # but it might be this translation is just wrong.
949     iq = game.state.kscmdr + idelta
950     if not movescom(iq, avoid):
951         # failed -- try some other maneuvers 
952         if idelta.i==0 or idelta.j==0:
953             # attempt angle move 
954             if idelta.i != 0:
955                 iq.j = game.state.kscmdr.j + 1
956                 if not movescom(iq, avoid):
957                     iq.j = game.state.kscmdr.j - 1
958                     movescom(iq, avoid)
959             elif idelta.j != 0:
960                 iq.i = game.state.kscmdr.i + 1
961                 if not movescom(iq, avoid):
962                     iq.i = game.state.kscmdr.i - 1
963                     movescom(iq, avoid)
964         else:
965             # try moving just in x or y 
966             iq.j = game.state.kscmdr.j
967             if not movescom(iq, avoid):
968                 iq.j = game.state.kscmdr.j + idelta.j
969                 iq.i = game.state.kscmdr.i
970                 movescom(iq, avoid)
971     # check for a base 
972     if len(game.state.baseq) == 0:
973         unschedule(FSCMOVE)
974     else:
975         for ibq in game.state.baseq:
976             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
977                 # attack the base 
978                 if avoid:
979                     return # no, don't attack base! 
980                 game.iseenit = False
981                 game.isatb = 1
982                 schedule(FSCDBAS, randreal(1.0, 3.0))
983                 if is_scheduled(FCDBAS):
984                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985                 if not communicating():
986                     return # no warning 
987                 game.iseenit = True
988                 announce()
989                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
990                       % game.state.kscmdr)
991                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
992                 proutn(_("   It can survive until stardate %d.\"") \
993                        % int(scheduled(FSCDBAS)))
994                 if not game.resting:
995                     return
996                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
997                 if ja() == False:
998                     return
999                 game.resting = False
1000                 game.optime = 0.0; # actually finished 
1001                 return
1002     # Check for intelligence report 
1003     if not idebug and \
1004         (withprob(0.8) or \
1005          (not communicating()) or \
1006          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1007         return
1008     announce()
1009     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
1010     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1011     return
1012
1013 def movetholian():
1014     "Move the Tholian."
1015     if not game.tholian or game.justin:
1016         return
1017     id = coord()
1018     if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019         id.i = 0; id.j = QUADSIZE-1
1020     elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021         id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022     elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023         id.i = QUADSIZE-1; id.j = 0
1024     elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1025         id.i = 0; id.j = 0
1026     else:
1027         # something is wrong! 
1028         game.tholian.move(None)
1029         prout("***Internal error: Tholian in a bad spot.")
1030         return
1031     # do nothing if we are blocked 
1032     if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1033         return
1034     here = copy.copy(game.tholian.kloc)
1035     delta = (id - game.tholian.kloc).sgn()
1036     # move in x axis 
1037     while here.i != id.i:
1038         here.i += delta.i
1039         if game.quad[here.i][here.j]==IHDOT:
1040             game.tholian.move(here)
1041     # move in y axis 
1042     while here.j != id.j:
1043         here.j += delta.j
1044         if game.quad[here.i][here.j]==IHDOT:
1045             game.tholian.move(here)
1046     # check to see if all holes plugged 
1047     for i in range(QUADSIZE):
1048         if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1049             return
1050         if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1051             return
1052         if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1053             return
1054         if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1055             return
1056     # All plugged up -- Tholian splits 
1057     game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1058     dropin(IHBLANK)
1059     prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060     game.tholian.move(None)
1061     return
1062
1063 # Code from battle.c begins here
1064
1065 def doshield(shraise):
1066     "Change shield status."
1067     action = "NONE"
1068     game.ididit = False
1069     if shraise:
1070         action = "SHUP"
1071     else:
1072         key = scanner.next()
1073         if key == "IHALPHA":
1074             if scanner.sees("transfer"):
1075                 action = "NRG"
1076             else:
1077                 if damaged(DSHIELD):
1078                     prout(_("Shields damaged and down."))
1079                     return
1080                 if scanner.sees("up"):
1081                     action = "SHUP"
1082                 elif scanner.sees("down"):
1083                     action = "SHDN"
1084         if action=="NONE":
1085             proutn(_("Do you wish to change shield energy? "))
1086             if ja() == True:
1087                 proutn(_("Energy to transfer to shields- "))
1088                 action = "NRG"
1089             elif damaged(DSHIELD):
1090                 prout(_("Shields damaged and down."))
1091                 return
1092             elif game.shldup:
1093                 proutn(_("Shields are up. Do you want them down? "))
1094                 if ja() == True:
1095                     action = "SHDN"
1096                 else:
1097                     scanner.chew()
1098                     return
1099             else:
1100                 proutn(_("Shields are down. Do you want them up? "))
1101                 if ja() == True:
1102                     action = "SHUP"
1103                 else:
1104                     scanner.chew()
1105                     return    
1106     if action == "SHUP": # raise shields 
1107         if game.shldup:
1108             prout(_("Shields already up."))
1109             return
1110         game.shldup = True
1111         game.shldchg = True
1112         if game.condition != "docked":
1113             game.energy -= 50.0
1114         prout(_("Shields raised."))
1115         if game.energy <= 0:
1116             skip(1)
1117             prout(_("Shields raising uses up last of energy."))
1118             finish(FNRG)
1119             return
1120         game.ididit=True
1121         return
1122     elif action == "SHDN":
1123         if not game.shldup:
1124             prout(_("Shields already down."))
1125             return
1126         game.shldup=False
1127         game.shldchg=True
1128         prout(_("Shields lowered."))
1129         game.ididit = True
1130         return
1131     elif action == "NRG":
1132         while scanner.next() != "IHREAL":
1133             scanner.chew()
1134             proutn(_("Energy to transfer to shields- "))
1135         scanner.chew()
1136         if scanner.real == 0:
1137             return
1138         if scanner.real > game.energy:
1139             prout(_("Insufficient ship energy."))
1140             return
1141         game.ididit = True
1142         if game.shield+scanner.real >= game.inshld:
1143             prout(_("Shield energy maximized."))
1144             if game.shield+scanner.real > game.inshld:
1145                 prout(_("Excess energy requested returned to ship energy"))
1146             game.energy -= game.inshld-game.shield
1147             game.shield = game.inshld
1148             return
1149         if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150             # Prevent shield drain loophole 
1151             skip(1)
1152             prout(_("Engineering to bridge--"))
1153             prout(_("  Scott here. Power circuit problem, Captain."))
1154             prout(_("  I can't drain the shields."))
1155             game.ididit = False
1156             return
1157         if game.shield+scanner.real < 0:
1158             prout(_("All shield energy transferred to ship."))
1159             game.energy += game.shield
1160             game.shield = 0.0
1161             return
1162         proutn(_("Scotty- \""))
1163         if scanner.real > 0:
1164             prout(_("Transferring energy to shields.\""))
1165         else:
1166             prout(_("Draining energy from shields.\""))
1167         game.shield += scanner.real
1168         game.energy -= scanner.real
1169         return
1170
1171 def randdevice():
1172     "Choose a device to damage, at random."
1173     # Quoth Eric Allman in the code of BSD-Trek:
1174     # "Under certain conditions you can get a critical hit.  This
1175     # sort of hit damages devices.  The probability that a given
1176     # device is damaged depends on the device.  Well protected
1177     # devices (such as the computer, which is in the core of the
1178     # ship and has considerable redundancy) almost never get
1179     # damaged, whereas devices which are exposed (such as the
1180     # warp engines) or which are particularly delicate (such as
1181     # the transporter) have a much higher probability of being
1182     # damaged."
1183     # 
1184     # This is one place where OPTION_PLAIN does not restore the
1185     # original behavior, which was equiprobable damage across
1186     # all devices.  If we wanted that, we'd return randrange(NDEVICES)
1187     # and have done with it.  Also, in the original game, DNAVYS
1188     # and DCOMPTR were the same device. 
1189     # 
1190     # Instead, we use a table of weights similar to the one from BSD Trek.
1191     # BSD doesn't have the shuttle, shield controller, death ray, or probes. 
1192     # We don't have a cloaking device.  The shuttle got the allocation
1193     # for the cloaking device, then we shaved a half-percent off
1194     # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1195     weights = (
1196         105,    # DSRSENS: short range scanners 10.5% 
1197         105,    # DLRSENS: long range scanners          10.5% 
1198         120,    # DPHASER: phasers                      12.0% 
1199         120,    # DPHOTON: photon torpedoes             12.0% 
1200         25,     # DLIFSUP: life support          2.5% 
1201         65,     # DWARPEN: warp drive                    6.5% 
1202         70,     # DIMPULS: impulse engines               6.5% 
1203         145,    # DSHIELD: deflector shields            14.5% 
1204         30,     # DRADIO:  subspace radio                3.0% 
1205         45,     # DSHUTTL: shuttle                       4.5% 
1206         15,     # DCOMPTR: computer                      1.5% 
1207         20,     # NAVCOMP: navigation system             2.0% 
1208         75,     # DTRANSP: transporter                   7.5% 
1209         20,     # DSHCTRL: high-speed shield controller 2.0% 
1210         10,     # DDRAY: death ray                       1.0% 
1211         30,     # DDSP: deep-space probes                3.0% 
1212     )
1213     idx = randrange(1000)       # weights must sum to 1000 
1214     sum = 0
1215     for (i, w) in enumerate(weights):
1216         sum += w
1217         if idx < sum:
1218             return i
1219     return None;        # we should never get here
1220
1221 def collision(rammed, enemy):
1222     "Collision handling fot rammong events."
1223     prouts(_("***RED ALERT!  RED ALERT!"))
1224     skip(1)
1225     prout(_("***COLLISION IMMINENT."))
1226     skip(2)
1227     proutn("***")
1228     proutn(crmshp())
1229     hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1230     if rammed:
1231         proutn(_(" rammed by "))
1232     else:
1233         proutn(_(" rams "))
1234     proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1235     if rammed:
1236         proutn(_(" (original position)"))
1237     skip(1)
1238     deadkl(enemy.kloc, enemy.type, game.sector)
1239     proutn("***" + crmship() + " heavily damaged.")
1240     icas = randrange(10, 30)
1241     prout(_("***Sickbay reports %d casualties"), icas)
1242     game.casual += icas
1243     game.state.crew -= icas
1244     # In the pre-SST2K version, all devices got equiprobably damaged,
1245     # which was silly.  Instead, pick up to half the devices at
1246     # random according to our weighting table,
1247     ncrits = randrange(NDEVICES/2)
1248     for m in range(ncrits):
1249         dev = randdevice()
1250         if game.damage[dev] < 0:
1251             continue
1252         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253         # Damage for at least time of travel! 
1254         game.damage[dev] += game.optime + extradm
1255     game.shldup = False
1256     prout(_("***Shields are down."))
1257     if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1258         announce()
1259         damagereport()
1260     else:
1261         finish(FWON)
1262     return
1263
1264 def torpedo(origin, bearing, dispersion, number, nburst):
1265     "Let a photon torpedo fly" 
1266     if not damaged(DSRSENS) or game.condition=="docked":
1267         setwnd(srscan_window)
1268     else: 
1269         setwnd(message_window)
1270     ac = bearing + 0.25*dispersion      # dispersion is a random variable
1271     bullseye = (15.0 - bearing)*0.5235988
1272     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
1273     bumpto = coord(0, 0)
1274     # Loop to move a single torpedo 
1275     setwnd(message_window)
1276     for step in range(1, QUADSIZE*2):
1277         track.next()
1278         w = track.sector()
1279         if not w.valid_sector():
1280             break
1281         iquad=game.quad[w.i][w.j]
1282         tracktorpedo(origin, w, step, number, nburst, iquad)
1283         if iquad==IHDOT:
1284             continue
1285         # hit something 
1286         if not damaged(DSRSENS) or game.condition == "docked":
1287             skip(1);    # start new line after text track 
1288         if iquad in (IHE, IHF): # Hit our ship 
1289             skip(1)
1290             prout(_("Torpedo hits %s.") % crmshp())
1291             hit = 700.0 + randreal(100) - \
1292                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1293             newcnd(); # we're blown out of dock 
1294             if game.landed or game.condition=="docked":
1295                 return hit # Cheat if on a planet 
1296             ang = track.angle + 2.5*(randreal()-0.5)
1297             temp = math.fabs(math.sin(ang))
1298             if math.fabs(math.cos(ang)) > temp:
1299                 temp = math.fabs(math.cos(ang))
1300             xx = -math.sin(ang)/temp
1301             yy = math.cos(ang)/temp
1302             bumpto.i = int(w.i+xx+0.5)
1303             bumpto.j = int(w.j+yy+0.5)
1304             if not bumpto.valid_sector():
1305                 return hit
1306             if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1307                 finish(FHOLE)
1308                 return hit
1309             if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1310                 # can't move into object 
1311                 return hit
1312             game.sector = bumpto
1313             proutn(crmshp())
1314             game.quad[w.i][w.j]=IHDOT
1315             game.quad[bumpto.i][bumpto.j]=iquad
1316             prout(_(" displaced by blast to Sector %s ") % bumpto)
1317             for enemy in game.enemies:
1318                 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1319             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1320             return None
1321         elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
1322             # find the enemy 
1323             if iquad in (IHC, IHS) and withprob(0.05):
1324                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1325                 prout(_("   torpedo neutralized."))
1326                 return None
1327             for enemy in game.enemies:
1328                 if w == enemy.kloc:
1329                     break
1330             kp = math.fabs(enemy.kpower)
1331             h1 = 700.0 + randrange(100) - \
1332                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1333             h1 = math.fabs(h1)
1334             if kp < h1:
1335                 h1 = kp
1336             if enemy.kpower < 0:
1337                 enemy.kpower -= -h1
1338             else:
1339                 enemy.kpower -= h1
1340             if enemy.kpower == 0:
1341                 deadkl(w, iquad, w)
1342                 return None
1343             proutn(crmena(True, iquad, "sector", w))
1344             # If enemy damaged but not destroyed, try to displace 
1345             ang = track.angle + 2.5*(randreal()-0.5)
1346             temp = math.fabs(math.sin(ang))
1347             if math.fabs(math.cos(ang)) > temp:
1348                 temp = math.fabs(math.cos(ang))
1349             xx = -math.sin(ang)/temp
1350             yy = math.cos(ang)/temp
1351             bumpto.i = int(w.i+xx+0.5)
1352             bumpto.j = int(w.j+yy+0.5)
1353             if not bumpto.valid_sector():
1354                 prout(_(" damaged but not destroyed."))
1355                 return
1356             if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1357                 prout(_(" buffeted into black hole."))
1358                 deadkl(w, iquad, bumpto)
1359             if game.quad[bumpto.i][bumpto.j] != IHDOT:
1360                 prout(_(" damaged but not destroyed."))
1361             else:
1362                 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1363                 enemy.kloc = bumpto
1364                 game.quad[w.i][w.j]=IHDOT
1365                 game.quad[bumpto.i][bumpto.j]=iquad
1366                 for enemy in game.enemies:
1367                     enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1368                 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1369             return None
1370         elif iquad == IHB: # Hit a base 
1371             skip(1)
1372             prout(_("***STARBASE DESTROYED.."))
1373             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1374             game.quad[w.i][w.j]=IHDOT
1375             game.base.invalidate()
1376             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1377             game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1378             game.state.basekl += 1
1379             newcnd()
1380             return None
1381         elif iquad == IHP: # Hit a planet 
1382             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1383             game.state.nplankl += 1
1384             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1385             game.iplnet.pclass = "destroyed"
1386             game.iplnet = None
1387             game.plnet.invalidate()
1388             game.quad[w.i][w.j] = IHDOT
1389             if game.landed:
1390                 # captain perishes on planet 
1391                 finish(FDPLANET)
1392             return None
1393         elif iquad == IHW: # Hit an inhabited world -- very bad! 
1394             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1395             game.state.nworldkl += 1
1396             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1397             game.iplnet.pclass = "destroyed"
1398             game.iplnet = None
1399             game.plnet.invalidate()
1400             game.quad[w.i][w.j] = IHDOT
1401             if game.landed:
1402                 # captain perishes on planet 
1403                 finish(FDPLANET)
1404             prout(_("You have just destroyed an inhabited planet."))
1405             prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1406             return None
1407         elif iquad == IHSTAR: # Hit a star 
1408             if withprob(0.9):
1409                 nova(w)
1410             else:
1411                 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1412             return None
1413         elif iquad == IHQUEST: # Hit a thingy 
1414             if not (game.options & OPTION_THINGY) or withprob(0.3):
1415                 skip(1)
1416                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1417                 skip(1)
1418                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1419                 skip(1)
1420                 proutn(_("Mr. Spock-"))
1421                 prouts(_("  \"Fascinating!\""))
1422                 skip(1)
1423                 deadkl(w, iquad, w)
1424             else:
1425                 # Stas Sergeev added the possibility that
1426                 # you can shove the Thingy and piss it off.
1427                 # It then becomes an enemy and may fire at you.
1428                 thing.angry = True
1429                 shoved = True
1430             return None
1431         elif iquad == IHBLANK: # Black hole 
1432             skip(1)
1433             prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1434             return None
1435         elif iquad == IHWEB: # hit the web 
1436             skip(1)
1437             prout(_("***Torpedo absorbed by Tholian web."))
1438             return None
1439         elif iquad == IHT:  # Hit a Tholian 
1440             h1 = 700.0 + randrange(100) - \
1441                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1442             h1 = math.fabs(h1)
1443             if h1 >= 600:
1444                 game.quad[w.i][w.j] = IHDOT
1445                 deadkl(w, iquad, w)
1446                 game.tholian = None
1447                 return None
1448             skip(1)
1449             proutn(crmena(True, IHT, "sector", w))
1450             if withprob(0.05):
1451                 prout(_(" survives photon blast."))
1452                 return None
1453             prout(_(" disappears."))
1454             game.tholian.move(None)
1455             game.quad[w.i][w.j] = IHWEB
1456             dropin(IHBLANK)
1457             return None
1458         else: # Problem!
1459             skip(1)
1460             proutn("Don't know how to handle torpedo collision with ")
1461             proutn(crmena(True, iquad, "sector", w))
1462             skip(1)
1463             return None
1464         break
1465     skip(1)
1466     prout(_("Torpedo missed."))
1467     return None;
1468
1469 def fry(hit):
1470     "Critical-hit resolution." 
1471     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1472         return
1473     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1474     proutn(_("***CRITICAL HIT--"))
1475     # Select devices and cause damage
1476     cdam = []
1477     for loop1 in range(ncrit):
1478         while True:
1479             j = randdevice()
1480             # Cheat to prevent shuttle damage unless on ship 
1481             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1482                 break
1483         cdam.append(j)
1484         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1485         game.damage[j] += extradm
1486     skipcount = 0
1487     for (i, j) in enumerate(cdam):
1488         proutn(device[j])
1489         if skipcount % 3 == 2 and i < len(cdam)-1:
1490             skip(1)
1491         skipcount += 1
1492         if i < len(cdam)-1:
1493             proutn(_(" and "))
1494     prout(_(" damaged."))
1495     if damaged(DSHIELD) and game.shldup:
1496         prout(_("***Shields knocked down."))
1497         game.shldup=False
1498
1499 def attack(torps_ok):
1500     # bad guy attacks us 
1501     # torps_ok == False forces use of phasers in an attack 
1502     # game could be over at this point, check
1503     if game.alldone:
1504         return
1505     attempt = False; ihurt = False;
1506     hitmax=0.0; hittot=0.0; chgfac=1.0
1507     where = "neither"
1508     if idebug:
1509         prout("=== ATTACK!")
1510     # Tholian gets to move before attacking 
1511     if game.tholian:
1512         movetholian()
1513     # if you have just entered the RNZ, you'll get a warning 
1514     if game.neutz: # The one chance not to be attacked 
1515         game.neutz = False
1516         return
1517     # commanders get a chance to tac-move towards you 
1518     if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1519         moveklings()
1520     # if no enemies remain after movement, we're done 
1521     if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1522         return
1523     # set up partial hits if attack happens during shield status change 
1524     pfac = 1.0/game.inshld
1525     if game.shldchg:
1526         chgfac = 0.25 + randreal(0.5)
1527     skip(1)
1528     # message verbosity control 
1529     if game.skill <= SKILL_FAIR:
1530         where = "sector"
1531     for enemy in game.enemies:
1532         if enemy.kpower < 0:
1533             continue;   # too weak to attack 
1534         # compute hit strength and diminish shield power 
1535         r = randreal()
1536         # Increase chance of photon torpedos if docked or enemy energy is low 
1537         if game.condition == "docked":
1538             r *= 0.25
1539         if enemy.kpower < 500:
1540             r *= 0.25; 
1541         if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1542             continue
1543         # different enemies have different probabilities of throwing a torp 
1544         usephasers = not torps_ok or \
1545             (enemy.type == IHK and r > 0.0005) or \
1546             (enemy.type==IHC and r > 0.015) or \
1547             (enemy.type==IHR and r > 0.3) or \
1548             (enemy.type==IHS and r > 0.07) or \
1549             (enemy.type==IHQUEST and r > 0.05)
1550         if usephasers:      # Enemy uses phasers 
1551             if game.condition == "docked":
1552                 continue; # Don't waste the effort! 
1553             attempt = True; # Attempt to attack 
1554             dustfac = randreal(0.8, 0.85)
1555             hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1556             enemy.kpower *= 0.75
1557         else: # Enemy uses photon torpedo 
1558             # We should be able to make the bearing() method work here
1559             course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1560             hit = 0
1561             proutn(_("***TORPEDO INCOMING"))
1562             if not damaged(DSRSENS):
1563                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1564             attempt = True
1565             prout("  ")
1566             dispersion = (randreal()+randreal())*0.5 - 0.5
1567             dispersion += 0.002*enemy.kpower*dispersion
1568             hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1569             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1570                 finish(FWON); # Klingons did themselves in! 
1571             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1572                 return # Supernova or finished 
1573             if hit == None:
1574                 continue
1575         # incoming phaser or torpedo, shields may dissipate it 
1576         if game.shldup or game.shldchg or game.condition=="docked":
1577             # shields will take hits 
1578             propor = pfac * game.shield
1579             if game.condition =="docked":
1580                 propr *= 2.1
1581             if propor < 0.1:
1582                 propor = 0.1
1583             hitsh = propor*chgfac*hit+1.0
1584             absorb = 0.8*hitsh
1585             if absorb > game.shield:
1586                 absorb = game.shield
1587             game.shield -= absorb
1588             hit -= hitsh
1589             # taking a hit blasts us out of a starbase dock 
1590             if game.condition == "docked":
1591                 dock(False)
1592             # but the shields may take care of it 
1593             if propor > 0.1 and hit < 0.005*game.energy:
1594                 continue
1595         # hit from this opponent got through shields, so take damage 
1596         ihurt = True
1597         proutn(_("%d unit hit") % int(hit))
1598         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1599             proutn(_(" on the ") + crmshp())
1600         if not damaged(DSRSENS) and usephasers:
1601             prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1602         skip(1)
1603         # Decide if hit is critical 
1604         if hit > hitmax:
1605             hitmax = hit
1606         hittot += hit
1607         fry(hit)
1608         game.energy -= hit
1609     if game.energy <= 0:
1610         # Returning home upon your shield, not with it... 
1611         finish(FBATTLE)
1612         return
1613     if not attempt and game.condition == "docked":
1614         prout(_("***Enemies decide against attacking your ship."))
1615     percent = 100.0*pfac*game.shield+0.5
1616     if not ihurt:
1617         # Shields fully protect ship 
1618         proutn(_("Enemy attack reduces shield strength to "))
1619     else:
1620         # Emit message if starship suffered hit(s) 
1621         skip(1)
1622         proutn(_("Energy left %2d    shields ") % int(game.energy))
1623         if game.shldup:
1624             proutn(_("up "))
1625         elif not damaged(DSHIELD):
1626             proutn(_("down "))
1627         else:
1628             proutn(_("damaged, "))
1629     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1630     # Check if anyone was hurt 
1631     if hitmax >= 200 or hittot >= 500:
1632         icas = randrange(int(hittot * 0.015))
1633         if icas >= 2:
1634             skip(1)
1635             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1636             prout(_("   in that last attack.\""))
1637             game.casual += icas
1638             game.state.crew -= icas
1639     # After attack, reset average distance to enemies 
1640     for enemy in game.enemies:
1641         enemy.kavgd = enemy.kdist
1642     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1643     return
1644                 
1645 def deadkl(w, type, mv):
1646     "Kill a Klingon, Tholian, Romulan, or Thingy." 
1647     # Added mv to allow enemy to "move" before dying 
1648     proutn(crmena(True, type, "sector", mv))
1649     # Decide what kind of enemy it is and update appropriately 
1650     if type == IHR:
1651         # Chalk up a Romulan 
1652         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1653         game.irhere -= 1
1654         game.state.nromrem -= 1
1655     elif type == IHT:
1656         # Killed a Tholian 
1657         game.tholian = None
1658     elif type == IHQUEST:
1659         # Killed a Thingy
1660         global thing
1661         thing = None
1662     else:
1663         # Killed some type of Klingon 
1664         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1665         game.klhere -= 1
1666         if type == IHC:
1667             game.state.kcmdr.remove(game.quadrant)
1668             unschedule(FTBEAM)
1669             if game.state.kcmdr:
1670                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1671             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1672                 unschedule(FCDBAS)    
1673         elif type ==  IHK:
1674             game.state.remkl -= 1
1675         elif type ==  IHS:
1676             game.state.nscrem -= 1
1677             game.state.kscmdr.invalidate()
1678             game.isatb = 0
1679             game.iscate = False
1680             unschedule(FSCMOVE)
1681             unschedule(FSCDBAS)
1682     # For each kind of enemy, finish message to player 
1683     prout(_(" destroyed."))
1684     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1685         return
1686     game.recompute()
1687     # Remove enemy ship from arrays describing local conditions
1688     for e in game.enemies:
1689         if e.kloc == w:
1690             e.move(None)
1691             break
1692     return
1693
1694 def targetcheck(w):
1695     "Return None if target is invalid, otherwise return a course angle."
1696     if not w.valid_sector():
1697         huh()
1698         return None
1699     delta = coord()
1700     # FIXME: C code this was translated from is wacky -- why the sign reversal?
1701     delta.j = (w.j - game.sector.j);
1702     delta.i = (game.sector.i - w.i);
1703     if delta == coord(0, 0):
1704         skip(1)
1705         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1706         prout(_("  I recommend an immediate review of"))
1707         prout(_("  the Captain's psychological profile.\""))
1708         scanner.chew()
1709         return None
1710     return delta.bearing()
1711
1712 def photon():
1713     "Launch photon torpedo."
1714     course = []
1715     game.ididit = False
1716     if damaged(DPHOTON):
1717         prout(_("Photon tubes damaged."))
1718         scanner.chew()
1719         return
1720     if game.torps == 0:
1721         prout(_("No torpedoes left."))
1722         scanner.chew()
1723         return
1724     # First, get torpedo count
1725     while True:
1726         scanner.next()
1727         if scanner.token == "IHALPHA":
1728             huh()
1729             return
1730         elif scanner.token == "IHEOL" or not scanner.waiting():
1731             prout(_("%d torpedoes left.") % game.torps)
1732             scanner.chew()
1733             proutn(_("Number of torpedoes to fire- "))
1734             continue    # Go back around to get a number
1735         else: # key == "IHREAL"
1736             n = scanner.int()
1737             if n <= 0: # abort command 
1738                 scanner.chew()
1739                 return
1740             if n > MAXBURST:
1741                 scanner.chew()
1742                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1743                 return
1744             if n > game.torps:
1745                 scanner.chew()  # User requested more torps than available
1746                 continue        # Go back around
1747             break       # All is good, go to next stage
1748     # Next, get targets
1749     target = []
1750     for i in range(n):
1751         key = scanner.next()
1752         if i==0 and key == "IHEOL":
1753             break;      # no coordinate waiting, we will try prompting 
1754         if i==1 and key == "IHEOL":
1755             # direct all torpedoes at one target 
1756             while i < n:
1757                 target.append(target[0])
1758                 course.append(course[0])
1759                 i += 1
1760             break
1761         scanner.push(scanner.token)
1762         target.append(scanner.getcoord())
1763         if target[-1] == None:
1764             return
1765         course.append(targetcheck(target[-1]))
1766         if course[-1] == None:
1767             return
1768     scanner.chew()
1769     if len(target) == 0:
1770         # prompt for each one 
1771         for i in range(n):
1772             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1773             scanner.chew()
1774             target.append(scanner.getcoord())
1775             if target[-1] == None:
1776                 return
1777             course.append(targetcheck(target[-1]))
1778             if course[-1] == None:
1779                 return
1780     game.ididit = True
1781     # Loop for moving <n> torpedoes 
1782     for i in range(n):
1783         if game.condition != "docked":
1784             game.torps -= 1
1785         dispersion = (randreal()+randreal())*0.5 -0.5
1786         if math.fabs(dispersion) >= 0.47:
1787             # misfire! 
1788             dispersion *= randreal(1.2, 2.2)
1789             if n > 0:
1790                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1791             else:
1792                 prouts(_("***TORPEDO MISFIRES."))
1793             skip(1)
1794             if i < n:
1795                 prout(_("  Remainder of burst aborted."))
1796             if withprob(0.2):
1797                 prout(_("***Photon tubes damaged by misfire."))
1798                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1799             break
1800         if game.shldup or game.condition == "docked":
1801             dispersion *= 1.0 + 0.0001*game.shield
1802         torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1803         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1804             return
1805     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1806         finish(FWON);
1807
1808 def overheat(rpow):
1809     "Check for phasers overheating."
1810     if rpow > 1500:
1811         checkburn = (rpow-1500.0)*0.00038
1812         if withprob(checkburn):
1813             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1814             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1815
1816 def checkshctrl(rpow):
1817     "Check shield control."
1818     skip(1)
1819     if withprob(0.998):
1820         prout(_("Shields lowered."))
1821         return False
1822     # Something bad has happened 
1823     prouts(_("***RED ALERT!  RED ALERT!"))
1824     skip(2)
1825     hit = rpow*game.shield/game.inshld
1826     game.energy -= rpow+hit*0.8
1827     game.shield -= hit*0.2
1828     if game.energy <= 0.0:
1829         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1830         skip(1)
1831         stars()
1832         finish(FPHASER)
1833         return True
1834     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1835     skip(2)
1836     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1837     icas = randrange(int(hit*0.012))
1838     skip(1)
1839     fry(0.8*hit)
1840     if icas:
1841         skip(1)
1842         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1843         prout(_("  %d casualties so far.\"") % icas)
1844         game.casual += icas
1845         game.state.crew -= icas
1846     skip(1)
1847     prout(_("Phaser energy dispersed by shields."))
1848     prout(_("Enemy unaffected."))
1849     overheat(rpow)
1850     return True;
1851
1852 def hittem(hits):
1853     "Register a phaser hit on Klingons and Romulans."
1854     nenhr2 = len(game.enemies); kk=0
1855     w = coord()
1856     skip(1)
1857     for (k, wham) in enumerate(hits):
1858         if wham==0:
1859             continue
1860         dustfac = randreal(0.9, 1.0)
1861         hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1862         kpini = game.enemies[kk].kpower
1863         kp = math.fabs(kpini)
1864         if PHASEFAC*hit < kp:
1865             kp = PHASEFAC*hit
1866         if game.enemies[kk].kpower < 0:
1867             game.enemies[kk].kpower -= -kp
1868         else:
1869             game.enemies[kk].kpower -= kp
1870         kpow = game.enemies[kk].kpower
1871         w = game.enemies[kk].kloc
1872         if hit > 0.005:
1873             if not damaged(DSRSENS):
1874                 boom(w)
1875             proutn(_("%d unit hit on ") % int(hit))
1876         else:
1877             proutn(_("Very small hit on "))
1878         ienm = game.quad[w.i][w.j]
1879         if ienm==IHQUEST:
1880             thing.angry = True
1881         proutn(crmena(False, ienm, "sector", w))
1882         skip(1)
1883         if kpow == 0:
1884             deadkl(w, ienm, w)
1885             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1886                 finish(FWON);           
1887             if game.alldone:
1888                 return
1889             kk -= 1     # don't do the increment
1890             continue
1891         else: # decide whether or not to emasculate klingon 
1892             if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1893                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1894                 prout(_("   has just lost its firepower.\""))
1895                 game.enemies[kk].kpower = -kpow
1896         kk += 1
1897     return
1898
1899 def phasers():
1900     "Fire phasers at bad guys."
1901     hits = []
1902     kz = 0; k = 1; irec=0 # Cheating inhibitor 
1903     ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1904     automode = "NOTSET"
1905     key=0
1906     skip(1)
1907     # SR sensors and Computer are needed for automode 
1908     if damaged(DSRSENS) or damaged(DCOMPTR):
1909         itarg = False
1910     if game.condition == "docked":
1911         prout(_("Phasers can't be fired through base shields."))
1912         scanner.chew()
1913         return
1914     if damaged(DPHASER):
1915         prout(_("Phaser control damaged."))
1916         scanner.chew()
1917         return
1918     if game.shldup:
1919         if damaged(DSHCTRL):
1920             prout(_("High speed shield control damaged."))
1921             scanner.chew()
1922             return
1923         if game.energy <= 200.0:
1924             prout(_("Insufficient energy to activate high-speed shield control."))
1925             scanner.chew()
1926             return
1927         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1928         ifast = True
1929     # Original code so convoluted, I re-did it all
1930     # (That was Tom Almy talking about the C code, I think -- ESR)
1931     while automode=="NOTSET":
1932         key=scanner.next()
1933         if key == "IHALPHA":
1934             if scanner.sees("manual"):
1935                 if len(game.enemies)==0:
1936                     prout(_("There is no enemy present to select."))
1937                     scanner.chew()
1938                     key = "IHEOL"
1939                     automode="AUTOMATIC"
1940                 else:
1941                     automode = "MANUAL"
1942                     key = scanner.next()
1943             elif scanner.sees("automatic"):
1944                 if (not itarg) and len(game.enemies) != 0:
1945                     automode = "FORCEMAN"
1946                 else:
1947                     if len(game.enemies)==0:
1948                         prout(_("Energy will be expended into space."))
1949                     automode = "AUTOMATIC"
1950                     key = scanner.next()
1951             elif scanner.sees("no"):
1952                 no = True
1953             else:
1954                 huh()
1955                 return
1956         elif key == "IHREAL":
1957             if len(game.enemies)==0:
1958                 prout(_("Energy will be expended into space."))
1959                 automode = "AUTOMATIC"
1960             elif not itarg:
1961                 automode = "FORCEMAN"
1962             else:
1963                 automode = "AUTOMATIC"
1964         else:
1965             # "IHEOL" 
1966             if len(game.enemies)==0:
1967                 prout(_("Energy will be expended into space."))
1968                 automode = "AUTOMATIC"
1969             elif not itarg:
1970                 automode = "FORCEMAN"
1971             else: 
1972                 proutn(_("Manual or automatic? "))
1973                 scanner.chew()
1974     avail = game.energy
1975     if ifast:
1976         avail -= 200.0
1977     if automode == "AUTOMATIC":
1978         if key == "IHALPHA" and scanner.sees("no"):
1979             no = True
1980             key = scanner.next()
1981         if key != "IHREAL" and len(game.enemies) != 0:
1982             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1983         irec=0
1984         while True:
1985             scanner.chew()
1986             if not kz:
1987                 for i in range(len(game.enemies)):
1988                     irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1989             kz=1
1990             proutn(_("%d units required. ") % irec)
1991             scanner.chew()
1992             proutn(_("Units to fire= "))
1993             key = scanner.next()
1994             if key!="IHREAL":
1995                 return
1996             rpow = scanner.real
1997             if rpow > avail:
1998                 proutn(_("Energy available= %.2f") % avail)
1999                 skip(1)
2000                 key = "IHEOL"
2001             if not rpow > avail:
2002                 break
2003         if rpow<=0:
2004             # chicken out 
2005             scanner.chew()
2006             return
2007         key=scanner.next()
2008         if key == "IHALPHA" and scanner.sees("no"):
2009             no = True
2010         if ifast:
2011             game.energy -= 200; # Go and do it! 
2012             if checkshctrl(rpow):
2013                 return
2014         scanner.chew()
2015         game.energy -= rpow
2016         extra = rpow
2017         if len(game.enemies):
2018             extra = 0.0
2019             powrem = rpow
2020             for i in range(len(game.enemies)):
2021                 hits.append(0.0)
2022                 if powrem <= 0:
2023                     continue
2024                 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2025                 over = randreal(1.01, 1.06) * hits[i]
2026                 temp = powrem
2027                 powrem -= hits[i] + over
2028                 if powrem <= 0 and temp < hits[i]:
2029                     hits[i] = temp
2030                 if powrem <= 0:
2031                     over = 0.0
2032                 extra += over
2033             if powrem > 0.0:
2034                 extra += powrem
2035             hittem(hits)
2036             game.ididit = True
2037         if extra > 0 and not game.alldone:
2038             if game.tholian:
2039                 proutn(_("*** Tholian web absorbs "))
2040                 if len(game.enemies)>0:
2041                     proutn(_("excess "))
2042                 prout(_("phaser energy."))
2043             else:
2044                 prout(_("%d expended on empty space.") % int(extra))
2045     elif automode == "FORCEMAN":
2046         scanner.chew()
2047         key = "IHEOL"
2048         if damaged(DCOMPTR):
2049             prout(_("Battle computer damaged, manual fire only."))
2050         else:
2051             skip(1)
2052             prouts(_("---WORKING---"))
2053             skip(1)
2054             prout(_("Short-range-sensors-damaged"))
2055             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2056             prout(_("Manual-fire-must-be-used"))
2057             skip(1)
2058     elif automode == "MANUAL":
2059         rpow = 0.0
2060         for k in range(len(game.enemies)):
2061             aim = game.enemies[k].kloc
2062             ienm = game.quad[aim.i][aim.j]
2063             if msgflag:
2064                 proutn(_("Energy available= %.2f") % (avail-0.006))
2065                 skip(1)
2066                 msgflag = False
2067                 rpow = 0.0
2068             if damaged(DSRSENS) and \
2069                not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2070                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2071                 scanner.chew()
2072                 key = "IHEOL"
2073                 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
2074                 k += 1
2075                 continue
2076             if key == "IHEOL":
2077                 scanner.chew()
2078                 if itarg and k > kz:
2079                     irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2080                 kz = k
2081                 proutn("(")
2082                 if not damaged(DCOMPTR):
2083                     proutn("%d" % irec)
2084                 else:
2085                     proutn("??")
2086                 proutn(")  ")
2087                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
2088                 key = scanner.next()
2089             if key == "IHALPHA" and scanner.sees("no"):
2090                 no = True
2091                 key = scanner.next()
2092                 continue
2093             if key == "IHALPHA":
2094                 huh()
2095                 return
2096             if key == "IHEOL":
2097                 if k==1: # Let me say I'm baffled by this 
2098                     msgflag = True
2099                 continue
2100             if scanner.real < 0:
2101                 # abort out 
2102                 scanner.chew()
2103                 return
2104             hits[k] = scanner.real
2105             rpow += scanner.real
2106             # If total requested is too much, inform and start over 
2107             if rpow > avail:
2108                 prout(_("Available energy exceeded -- try again."))
2109                 scanner.chew()
2110                 return
2111             key = scanner.next(); # scan for next value 
2112             k += 1
2113         if rpow == 0.0:
2114             # zero energy -- abort 
2115             scanner.chew()
2116             return
2117         if key == "IHALPHA" and scanner.sees("no"):
2118             no = True
2119         game.energy -= rpow
2120         scanner.chew()
2121         if ifast:
2122             game.energy -= 200.0
2123             if checkshctrl(rpow):
2124                 return
2125         hittem(hits)
2126         game.ididit = True
2127      # Say shield raised or malfunction, if necessary 
2128     if game.alldone:
2129         return
2130     if ifast:
2131         skip(1)
2132         if no == 0:
2133             if withprob(0.01):
2134                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2135                 prouts(_("         CLICK   CLICK   POP  . . ."))
2136                 prout(_(" No response, sir!"))
2137                 game.shldup = False
2138             else:
2139                 prout(_("Shields raised."))
2140         else:
2141             game.shldup = False
2142     overheat(rpow);
2143
2144 # Code from events,c begins here.
2145
2146 # This isn't a real event queue a la BSD Trek yet -- you can only have one 
2147 # event of each type active at any given time.  Mostly these means we can 
2148 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2149 # BSD Trek, from which we swiped the idea, can have up to 5.
2150
2151 def unschedule(evtype):
2152     "Remove an event from the schedule."
2153     game.future[evtype].date = FOREVER
2154     return game.future[evtype]
2155
2156 def is_scheduled(evtype):
2157     "Is an event of specified type scheduled."
2158     return game.future[evtype].date != FOREVER
2159
2160 def scheduled(evtype):
2161     "When will this event happen?"
2162     return game.future[evtype].date
2163
2164 def schedule(evtype, offset):
2165     "Schedule an event of specified type."
2166     game.future[evtype].date = game.state.date + offset
2167     return game.future[evtype]
2168
2169 def postpone(evtype, offset):
2170     "Postpone a scheduled event."
2171     game.future[evtype].date += offset
2172
2173 def cancelrest():
2174     "Rest period is interrupted by event."
2175     if game.resting:
2176         skip(1)
2177         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2178         if ja() == True:
2179             game.resting = False
2180             game.optime = 0.0
2181             return True
2182     return False
2183
2184 def events():
2185     "Run through the event queue looking for things to do."
2186     i=0
2187     fintim = game.state.date + game.optime; yank=0
2188     ictbeam = False; istract = False
2189     w = coord(); hold = coord()
2190     ev = event(); ev2 = event()
2191
2192     def tractorbeam(yank):
2193         "Tractor-beaming cases merge here." 
2194         announce()
2195         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) 
2196         skip(1)
2197         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2198         # If Kirk & Co. screwing around on planet, handle 
2199         atover(True) # atover(true) is Grab 
2200         if game.alldone:
2201             return
2202         if game.icraft: # Caught in Galileo? 
2203             finish(FSTRACTOR)
2204             return
2205         # Check to see if shuttle is aboard 
2206         if game.iscraft == "offship":
2207             skip(1)
2208             if withprob(0.5):
2209                 prout(_("Galileo, left on the planet surface, is captured"))
2210                 prout(_("by aliens and made into a flying McDonald's."))
2211                 game.damage[DSHUTTL] = -10
2212                 game.iscraft = "removed"
2213             else:
2214                 prout(_("Galileo, left on the planet surface, is well hidden."))
2215         if evcode == FSPY:
2216             game.quadrant = game.state.kscmdr
2217         else:
2218             game.quadrant = game.state.kcmdr[i]
2219         game.sector = randplace(QUADSIZE)
2220         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2221                % (game.quadrant, game.sector))
2222         if game.resting:
2223             prout(_("(Remainder of rest/repair period cancelled.)"))
2224             game.resting = False
2225         if not game.shldup:
2226             if not damaged(DSHIELD) and game.shield > 0:
2227                 doshield(shraise=True) # raise shields 
2228                 game.shldchg = False
2229             else:
2230                 prout(_("(Shields not currently useable.)"))
2231         newqad()
2232         # Adjust finish time to time of tractor beaming 
2233         fintim = game.state.date+game.optime
2234         attack(torps_ok=False)
2235         if not game.state.kcmdr:
2236             unschedule(FTBEAM)
2237         else: 
2238             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2239
2240     def destroybase():
2241         "Code merges here for any commander destroying a starbase." 
2242         # Not perfect, but will have to do 
2243         # Handle case where base is in same quadrant as starship 
2244         if game.battle == game.quadrant:
2245             game.state.chart[game.battle.i][game.battle.j].starbase = False
2246             game.quad[game.base.i][game.base.j] = IHDOT
2247             game.base.invalidate()
2248             newcnd()
2249             skip(1)
2250             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2251         elif game.state.baseq and communicating():
2252             # Get word via subspace radio 
2253             announce()
2254             skip(1)
2255             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2256             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2257             if game.isatb == 2: 
2258                 prout(_("the Klingon Super-Commander"))
2259             else:
2260                 prout(_("a Klingon Commander"))
2261             game.state.chart[game.battle.i][game.battle.j].starbase = False
2262         # Remove Starbase from galaxy 
2263         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2264         game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2265         if game.isatb == 2:
2266             # reinstate a commander's base attack 
2267             game.battle = hold
2268             game.isatb = 0
2269         else:
2270             game.battle.invalidate()
2271     if idebug:
2272         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2273         for i in range(1, NEVENTS):
2274             if   i == FSNOVA:  proutn("=== Supernova       ")
2275             elif i == FTBEAM:  proutn("=== T Beam          ")
2276             elif i == FSNAP:   proutn("=== Snapshot        ")
2277             elif i == FBATTAK: proutn("=== Base Attack     ")
2278             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2279             elif i == FSCMOVE: proutn("=== SC Move         ")
2280             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2281             elif i == FDSPROB: proutn("=== Probe Move      ")
2282             elif i == FDISTR:  proutn("=== Distress Call   ")
2283             elif i == FENSLV:  proutn("=== Enslavement     ")
2284             elif i == FREPRO:  proutn("=== Klingon Build   ")
2285             if is_scheduled(i):
2286                 prout("%.2f" % (scheduled(i)))
2287             else:
2288                 prout("never")
2289     radio_was_broken = damaged(DRADIO)
2290     hold.i = hold.j = 0
2291     while True:
2292         # Select earliest extraneous event, evcode==0 if no events 
2293         evcode = FSPY
2294         if game.alldone:
2295             return
2296         datemin = fintim
2297         for l in range(1, NEVENTS):
2298             if game.future[l].date < datemin:
2299                 evcode = l
2300                 if idebug:
2301                     prout("== Event %d fires" % evcode)
2302                 datemin = game.future[l].date
2303         xtime = datemin-game.state.date
2304         game.state.date = datemin
2305         # Decrement Federation resources and recompute remaining time 
2306         game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2307         game.recompute()
2308         if game.state.remtime <=0:
2309             finish(FDEPLETE)
2310             return
2311         # Any crew left alive? 
2312         if game.state.crew <=0:
2313             finish(FCREW)
2314             return
2315         # Is life support adequate? 
2316         if damaged(DLIFSUP) and game.condition != "docked":
2317             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2318                 finish(FLIFESUP)
2319                 return
2320             game.lsupres -= xtime
2321             if game.damage[DLIFSUP] <= xtime:
2322                 game.lsupres = game.inlsr
2323         # Fix devices 
2324         repair = xtime
2325         if game.condition == "docked":
2326             repair /= game.docfac
2327         # Don't fix Deathray here 
2328         for l in range(NDEVICES):
2329             if game.damage[l] > 0.0 and l != DDRAY:
2330                 if game.damage[l]-repair > 0.0:
2331                     game.damage[l] -= repair
2332                 else:
2333                     game.damage[l] = 0.0
2334         # If radio repaired, update star chart and attack reports 
2335         if radio_was_broken and not damaged(DRADIO):
2336             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2337             prout(_("   surveillance reports are coming in."))
2338             skip(1)
2339             if not game.iseenit:
2340                 attackreport(False)
2341                 game.iseenit = True
2342             rechart()
2343             prout(_("   The star chart is now up to date.\""))
2344             skip(1)
2345         # Cause extraneous event EVCODE to occur 
2346         game.optime -= xtime
2347         if evcode == FSNOVA: # Supernova 
2348             announce()
2349             supernova(None)
2350             schedule(FSNOVA, expran(0.5*game.intime))
2351             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2352                 return
2353         elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
2354             if game.state.nscrem == 0 or \
2355                 ictbeam or istract or \
2356                 game.condition=="docked" or game.isatb==1 or game.iscate:
2357                 return
2358             if game.ientesc or \
2359                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2360                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2361                 (damaged(DSHIELD) and \
2362                  (game.energy < 2500 or damaged(DPHASER)) and \
2363                  (game.torps < 5 or damaged(DPHOTON))):
2364                 # Tractor-beam her! 
2365                 istract = ictbeam = True
2366                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2367             else:
2368                 return
2369         elif evcode == FTBEAM: # Tractor beam 
2370             if not game.state.kcmdr:
2371                 unschedule(FTBEAM)
2372                 continue
2373             i = randrange(len(game.state.kcmdr))
2374             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2375             if istract or game.condition == "docked" or yank == 0:
2376                 # Drats! Have to reschedule 
2377                 schedule(FTBEAM, 
2378                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2379                 continue
2380             ictbeam = True
2381             tractorbeam(yank)
2382         elif evcode == FSNAP: # Snapshot of the universe (for time warp) 
2383             game.snapsht = copy.deepcopy(game.state)
2384             game.state.snap = True
2385             schedule(FSNAP, expran(0.5 * game.intime))
2386         elif evcode == FBATTAK: # Commander attacks starbase 
2387             if not game.state.kcmdr or not game.state.baseq:
2388                 # no can do 
2389                 unschedule(FBATTAK)
2390                 unschedule(FCDBAS)
2391                 continue
2392             try:
2393                 for ibq in game.state.baseq:
2394                    for cmdr in game.state.kcmdr: 
2395                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2396                            raise ibq
2397                 else:
2398                     # no match found -- try later 
2399                     schedule(FBATTAK, expran(0.3*game.intime))
2400                     unschedule(FCDBAS)
2401                     continue
2402             except coord:
2403                 pass
2404             # commander + starbase combination found -- launch attack 
2405             game.battle = ibq
2406             schedule(FCDBAS, randreal(1.0, 4.0))
2407             if game.isatb: # extra time if SC already attacking 
2408                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2409             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2410             game.iseenit = False
2411             if not communicating():
2412                 continue # No warning :-( 
2413             game.iseenit = True
2414             announce()
2415             skip(1)
2416             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2417             prout(_("   reports that it is under attack and that it can"))
2418             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2419             if cancelrest():
2420                 return
2421         elif evcode == FSCDBAS: # Supercommander destroys base 
2422             unschedule(FSCDBAS)
2423             game.isatb = 2
2424             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
2425                 continue # WAS RETURN! 
2426             hold = game.battle
2427             game.battle = game.state.kscmdr
2428             destroybase()
2429         elif evcode == FCDBAS: # Commander succeeds in destroying base 
2430             if evcode==FCDBAS:
2431                 unschedule(FCDBAS)
2432                 if not game.state.baseq() \
2433                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2434                     game.battle.invalidate()
2435                     continue
2436                 # find the lucky pair 
2437                 for cmdr in game.state.kcmdr:
2438                     if cmdr == game.battle: 
2439                         break
2440                 else:
2441                     # No action to take after all 
2442                     continue
2443             destroybase()
2444         elif evcode == FSCMOVE: # Supercommander moves 
2445             schedule(FSCMOVE, 0.2777)
2446             if not game.ientesc and not istract and game.isatb != 1 and \
2447                    (not game.iscate or not game.justin): 
2448                 supercommander()
2449         elif evcode == FDSPROB: # Move deep space probe 
2450             schedule(FDSPROB, 0.01)
2451             if game.probe.next(grain=QUADSIZE):
2452                 if not game.probe.quadrant().valid_quadrant() or \
2453                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2454                     # Left galaxy or ran into supernova
2455                     if communicating():
2456                         announce()
2457                         skip(1)
2458                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2459                         if not game.probe.quadrant().valid_quadrant():
2460                             prout(_("has left the galaxy.\""))
2461                         else:
2462                             prout(_("is no longer transmitting.\""))
2463                     unschedule(FDSPROB)
2464                     continue
2465                 if communicating():
2466                     #announce()
2467                     skip(1)
2468                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2469             pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2470             if communicating():
2471                 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2472                 chp.klingons = pdest.klingons
2473                 chp.starbase = pdest.starbase
2474                 chp.stars = pdest.stars
2475                 pdest.charted = True
2476             game.probe.moves -= 1 # One less to travel
2477             if game.probe.moves == 0 and game.isarmed and pdest.stars:
2478                 supernova(game.probe)           # fire in the hole!
2479                 unschedule(FDSPROB)
2480                 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
2481                     return
2482         elif evcode == FDISTR: # inhabited system issues distress call 
2483             unschedule(FDISTR)
2484             # try a whole bunch of times to find something suitable 
2485             for i in range(100):
2486                 # need a quadrant which is not the current one,
2487                 # which has some stars which are inhabited and
2488                 # not already under attack, which is not
2489                 # supernova'ed, and which has some Klingons in it
2490                 w = randplace(GALSIZE)
2491                 q = game.state.galaxy[w.i][w.j]
2492                 if not (game.quadrant == w or q.planet == None or \
2493                       not q.planet.inhabited or \
2494                       q.supernova or q.status!="secure" or q.klingons<=0):
2495                     break
2496             else:
2497                 # can't seem to find one; ignore this call 
2498                 if idebug:
2499                     prout("=== Couldn't find location for distress event.")
2500                 continue
2501             # got one!!  Schedule its enslavement 
2502             ev = schedule(FENSLV, expran(game.intime))
2503             ev.quadrant = w
2504             q.status = "distressed"
2505             # tell the captain about it if we can 
2506             if communicating():
2507                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2508                         % (q.planet, `w`))
2509                 prout(_("by a Klingon invasion fleet."))
2510                 if cancelrest():
2511                     return
2512         elif evcode == FENSLV:          # starsystem is enslaved 
2513             ev = unschedule(FENSLV)
2514             # see if current distress call still active 
2515             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2516             if q.klingons <= 0:
2517                 q.status = "secure"
2518                 continue
2519             q.status = "enslaved"
2520
2521             # play stork and schedule the first baby 
2522             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2523             ev2.quadrant = ev.quadrant
2524
2525             # report the disaster if we can 
2526             if communicating():
2527                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2528                         q.planet)
2529                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2530         elif evcode == FREPRO:          # Klingon reproduces 
2531             # If we ever switch to a real event queue, we'll need to
2532             # explicitly retrieve and restore the x and y.
2533             ev = schedule(FREPRO, expran(1.0 * game.intime))
2534             # see if current distress call still active 
2535             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2536             if q.klingons <= 0:
2537                 q.status = "secure"
2538                 continue
2539             if game.state.remkl >=MAXKLGAME:
2540                 continue                # full right now 
2541             # reproduce one Klingon 
2542             w = ev.quadrant
2543             m = coord()
2544             if game.klhere >= MAXKLQUAD:
2545                 try:
2546                     # this quadrant not ok, pick an adjacent one 
2547                     for m.i in range(w.i - 1, w.i + 2):
2548                         for m.j in range(w.j - 1, w.j + 2):
2549                             if not m.valid_quadrant():
2550                                 continue
2551                             q = game.state.galaxy[m.i][m.j]
2552                             # check for this quad ok (not full & no snova) 
2553                             if q.klingons >= MAXKLQUAD or q.supernova:
2554                                 continue
2555                             raise "FOUNDIT"
2556                     else:
2557                         continue        # search for eligible quadrant failed
2558                 except "FOUNDIT":
2559                     w = m
2560             # deliver the child 
2561             game.state.remkl += 1
2562             q.klingons += 1
2563             if game.quadrant == w:
2564                 game.klhere += 1
2565                 game.enemies.append(newkling())
2566             # recompute time left
2567             game.recompute()
2568             if communicating():
2569                 if game.quadrant == w:
2570                     prout(_("Spock- sensors indicate the Klingons have"))
2571                     prout(_("launched a warship from %s.") % q.planet)
2572                 else:
2573                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2574                     if q.planet != None:
2575                         proutn(_("near %s") % q.planet)
2576                     prout(_("in Quadrant %s.") % w)
2577                                 
2578 def wait():
2579     "Wait on events."
2580     game.ididit = False
2581     while True:
2582         key = scanner.next()
2583         if key  != "IHEOL":
2584             break
2585         proutn(_("How long? "))
2586     scanner.chew()
2587     if key != "IHREAL":
2588         huh()
2589         return
2590     origTime = delay = scanner.real
2591     if delay <= 0.0:
2592         return
2593     if delay >= game.state.remtime or len(game.enemies) != 0:
2594         proutn(_("Are you sure? "))
2595         if ja() == False:
2596             return
2597     # Alternate resting periods (events) with attacks 
2598     game.resting = True
2599     while True:
2600         if delay <= 0:
2601             game.resting = False
2602         if not game.resting:
2603             prout(_("%d stardates left.") % int(game.state.remtime))
2604             return
2605         temp = game.optime = delay
2606         if len(game.enemies):
2607             rtime = randreal(1.0, 2.0)
2608             if rtime < temp:
2609                 temp = rtime
2610             game.optime = temp
2611         if game.optime < delay:
2612             attack(torps_ok=False)
2613         if game.alldone:
2614             return
2615         events()
2616         game.ididit = True
2617         if game.alldone:
2618             return
2619         delay -= temp
2620         # Repair Deathray if long rest at starbase 
2621         if origTime-delay >= 9.99 and game.condition == "docked":
2622             game.damage[DDRAY] = 0.0
2623         # leave if quadrant supernovas
2624         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2625             break
2626     game.resting = False
2627     game.optime = 0
2628
2629 def nova(nov):
2630     "Star goes nova." 
2631     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2632     newc = coord(); neighbor = coord(); bump = coord(0, 0)
2633     if withprob(0.05):
2634         # Wow! We've supernova'ed 
2635         supernova(game.quadrant)
2636         return
2637     # handle initial nova 
2638     game.quad[nov.i][nov.j] = IHDOT
2639     prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2640     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2641     game.state.starkl += 1
2642     # Set up queue to recursively trigger adjacent stars 
2643     hits = [nov]
2644     kount = 0
2645     while hits:
2646         offset = coord()
2647         start = hits.pop()
2648         for offset.i in range(-1, 1+1):
2649             for offset.j in range(-1, 1+1):
2650                 if offset.j==0 and offset.i==0:
2651                     continue
2652                 neighbor = start + offset
2653                 if not neighbor.valid_sector():
2654                     continue
2655                 iquad = game.quad[neighbor.i][neighbor.j]
2656                 # Empty space ends reaction
2657                 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2658                     pass
2659                 elif iquad == IHSTAR: # Affect another star 
2660                     if withprob(0.05):
2661                         # This star supernovas 
2662                         supernova(game.quadrant)
2663                         return
2664                     else:
2665                         hits.append(neighbor)
2666                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2667                         game.state.starkl += 1
2668                         proutn(crmena(True, IHSTAR, "sector", neighbor))
2669                         prout(_(" novas."))
2670                         game.quad[neighbor.i][neighbor.j] = IHDOT
2671                         kount += 1
2672                 elif iquad in (IHP, IHW): # Destroy planet 
2673                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2674                     if iquad == IHP:
2675                         game.state.nplankl += 1
2676                     else:
2677                         game.state.worldkl += 1
2678                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2679                     game.iplnet.pclass = "destroyed"
2680                     game.iplnet = None
2681                     game.plnet.invalidate()
2682                     if game.landed:
2683                         finish(FPNOVA)
2684                         return
2685                     game.quad[neighbor.i][neighbor.j] = IHDOT
2686                 elif iquad == IHB: # Destroy base 
2687                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2688                     game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2689                     game.base.invalidate()
2690                     game.state.basekl += 1
2691                     newcnd()
2692                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2693                     game.quad[neighbor.i][neighbor.j] = IHDOT
2694                 elif iquad in (IHE, IHF): # Buffet ship 
2695                     prout(_("***Starship buffeted by nova."))
2696                     if game.shldup:
2697                         if game.shield >= 2000.0:
2698                             game.shield -= 2000.0
2699                         else:
2700                             diff = 2000.0 - game.shield
2701                             game.energy -= diff
2702                             game.shield = 0.0
2703                             game.shldup = False
2704                             prout(_("***Shields knocked out."))
2705                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2706                     else:
2707                         game.energy -= 2000.0
2708                     if game.energy <= 0:
2709                         finish(FNOVA)
2710                         return
2711                     # add in course nova contributes to kicking starship
2712                     bump += (game.sector-hits[mm]).sgn()
2713                 elif iquad == IHK: # kill klingon 
2714                     deadkl(neighbor, iquad, neighbor)
2715                 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
2716                     for ll in range(len(game.enemies)):
2717                         if game.enemies[ll].kloc == neighbor:
2718                             break
2719                     game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
2720                     if game.enemies[ll].kpower <= 0.0:
2721                         deadkl(neighbor, iquad, neighbor)
2722                         break
2723                     newc = neighbor + neighbor - hits[mm]
2724                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2725                     if not newc.valid_sector():
2726                         # can't leave quadrant 
2727                         skip(1)
2728                         break
2729                     iquad1 = game.quad[newc.i][newc.j]
2730                     if iquad1 == IHBLANK:
2731                         proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2732                         skip(1)
2733                         deadkl(neighbor, iquad, newc)
2734                         break
2735                     if iquad1 != IHDOT:
2736                         # can't move into something else 
2737                         skip(1)
2738                         break
2739                     proutn(_(", buffeted to Sector %s") % newc)
2740                     game.quad[neighbor.i][neighbor.j] = IHDOT
2741                     game.quad[newc.i][newc.j] = iquad
2742                     game.enemies[ll].move(newc)
2743     # Starship affected by nova -- kick it away. 
2744     dist = kount*0.1
2745     direc = course[3*(bump.i+1)+bump.j+2]
2746     if direc == 0.0:
2747         dist = 0.0
2748     if dist == 0.0:
2749         return
2750     course = course(bearing=direc, distance=dist)
2751     game.optime = course.time(warp=4)
2752     skip(1)
2753     prout(_("Force of nova displaces starship."))
2754     imove(course, novapush=True)
2755     game.optime = course.time(warp=4)
2756     return
2757         
2758 def supernova(w):
2759     "Star goes supernova."
2760     num = 0; npdead = 0
2761     if w != None: 
2762         nq = copy.copy(w)
2763     else:
2764         # Scheduled supernova -- select star at random. 
2765         stars = 0
2766         nq = coord()
2767         for nq.i in range(GALSIZE):
2768             for nq.j in range(GALSIZE):
2769                 stars += game.state.galaxy[nq.i][nq.j].stars
2770         if stars == 0:
2771             return # nothing to supernova exists 
2772         num = randrange(stars) + 1
2773         for nq.i in range(GALSIZE):
2774             for nq.j in range(GALSIZE):
2775                 num -= game.state.galaxy[nq.i][nq.j].stars
2776                 if num <= 0:
2777                     break
2778             if num <=0:
2779                 break
2780         if idebug:
2781             proutn("=== Super nova here?")
2782             if ja() == True:
2783                 nq = game.quadrant
2784     if not nq == game.quadrant or game.justin:
2785         # it isn't here, or we just entered (treat as enroute) 
2786         if communicating():
2787             skip(1)
2788             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2789             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2790     else:
2791         ns = coord()
2792         # we are in the quadrant! 
2793         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2794         for ns.i in range(QUADSIZE):
2795             for ns.j in range(QUADSIZE):
2796                 if game.quad[ns.i][ns.j]==IHSTAR:
2797                     num -= 1
2798                     if num==0:
2799                         break
2800             if num==0:
2801                 break
2802         skip(1)
2803         prouts(_("***RED ALERT!  RED ALERT!"))
2804         skip(1)
2805         prout(_("***Incipient supernova detected at Sector %s") % ns)
2806         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2807             proutn(_("Emergency override attempts t"))
2808             prouts("***************")
2809             skip(1)
2810             stars()
2811             game.alldone = True
2812     # destroy any Klingons in supernovaed quadrant
2813     kldead = game.state.galaxy[nq.i][nq.j].klingons
2814     game.state.galaxy[nq.i][nq.j].klingons = 0
2815     if nq == game.state.kscmdr:
2816         # did in the Supercommander! 
2817         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2818         game.iscate = False
2819         unschedule(FSCMOVE)
2820         unschedule(FSCDBAS)
2821     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2822     comkills = len(game.state.kcmdr) - len(survivors)
2823     game.state.kcmdr = survivors
2824     kldead -= comkills
2825     if not game.state.kcmdr:
2826         unschedule(FTBEAM)
2827     game.state.remkl -= kldead
2828     # destroy Romulans and planets in supernovaed quadrant 
2829     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2830     game.state.galaxy[nq.i][nq.j].romulans = 0
2831     game.state.nromrem -= nrmdead
2832     # Destroy planets 
2833     for loop in range(game.inplan):
2834         if game.state.planets[loop].quadrant == nq:
2835             game.state.planets[loop].pclass = "destroyed"
2836             npdead += 1
2837     # Destroy any base in supernovaed quadrant
2838     game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2839     # If starship caused supernova, tally up destruction 
2840     if w != None:
2841         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2842         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2843         game.state.nplankl += npdead
2844     # mark supernova in galaxy and in star chart 
2845     if game.quadrant == nq or communicating():
2846         game.state.galaxy[nq.i][nq.j].supernova = True
2847     # If supernova destroys last Klingons give special message 
2848     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2849         skip(2)
2850         if w == None:
2851             prout(_("Lucky you!"))
2852         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2853         finish(FWON)
2854         return
2855     # if some Klingons remain, continue or die in supernova 
2856     if game.alldone:
2857         finish(FSNOVAED)
2858     return
2859
2860 # Code from finish.c ends here.
2861
2862 def selfdestruct():
2863     "Self-destruct maneuver. Finish with a BANG!" 
2864     scanner.chew()
2865     if damaged(DCOMPTR):
2866         prout(_("Computer damaged; cannot execute destruct sequence."))
2867         return
2868     prouts(_("---WORKING---")); skip(1)
2869     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2870     prouts("   10"); skip(1)
2871     prouts("       9"); skip(1)
2872     prouts("          8"); skip(1)
2873     prouts("             7"); skip(1)
2874     prouts("                6"); skip(1)
2875     skip(1)
2876     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2877     skip(1)
2878     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2879     skip(1)
2880     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2881     skip(1)
2882     scanner.next()
2883     scanner.chew()
2884     if game.passwd != scanner.token:
2885         prouts(_("PASSWORD-REJECTED;"))
2886         skip(1)
2887         prouts(_("CONTINUITY-EFFECTED"))
2888         skip(2)
2889         return
2890     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2891     prouts("                   5"); skip(1)
2892     prouts("                      4"); skip(1)
2893     prouts("                         3"); skip(1)
2894     prouts("                            2"); skip(1)
2895     prouts("                              1"); skip(1)
2896     if withprob(0.15):
2897         prouts(_("GOODBYE-CRUEL-WORLD"))
2898         skip(1)
2899     kaboom()
2900
2901 def kaboom():
2902     stars()
2903     if game.ship==IHE:
2904         prouts("***")
2905     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2906     skip(1)
2907     stars()
2908     skip(1)
2909     if len(game.enemies) != 0:
2910         whammo = 25.0 * game.energy
2911         l=1
2912         while l <= len(game.enemies):
2913             if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
2914                 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2915             l += 1
2916     finish(FDILITHIUM)
2917                                 
2918 def killrate():
2919     "Compute our rate of kils over time."
2920     elapsed = game.state.date - game.indate
2921     if elapsed == 0:    # Avoid divide-by-zero error if calculated on turn 0
2922         return 0
2923     else:
2924         starting = (game.inkling + game.incom + game.inscom)
2925         remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2926         return (starting - remaining)/elapsed
2927
2928 def badpoints():
2929     "Compute demerits."
2930     badpt = 5.0*game.state.starkl + \
2931             game.casual + \
2932             10.0*game.state.nplankl + \
2933             300*game.state.nworldkl + \
2934             45.0*game.nhelp +\
2935             100.0*game.state.basekl +\
2936             3.0*game.abandoned
2937     if game.ship == IHF:
2938         badpt += 100.0
2939     elif game.ship == None:
2940         badpt += 200.0
2941     return badpt
2942
2943 def finish(ifin):
2944     # end the game, with appropriate notfications 
2945     igotit = False
2946     game.alldone = True
2947     skip(3)
2948     prout(_("It is stardate %.1f.") % game.state.date)
2949     skip(1)
2950     if ifin == FWON: # Game has been won
2951         if game.state.nromrem != 0:
2952             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2953                   game.state.nromrem)
2954
2955         prout(_("You have smashed the Klingon invasion fleet and saved"))
2956         prout(_("the Federation."))
2957         game.gamewon = True
2958         if game.alive:
2959             badpt = badpoints()
2960             if badpt < 100.0:
2961                 badpt = 0.0     # Close enough!
2962             # killsPerDate >= RateMax
2963             if game.state.date-game.indate < 5.0 or \
2964                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2965                 skip(1)
2966                 prout(_("In fact, you have done so well that Starfleet Command"))
2967                 if game.skill == SKILL_NOVICE:
2968                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2969                 elif game.skill == SKILL_FAIR:
2970                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2971                 elif game.skill == SKILL_GOOD:
2972                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2973                 elif game.skill == SKILL_EXPERT:
2974                     prout(_("promotes you to Commodore Emeritus."))
2975                     skip(1)
2976                     prout(_("Now that you think you're really good, try playing"))
2977                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
2978                 elif game.skill == SKILL_EMERITUS:
2979                     skip(1)
2980                     proutn(_("Computer-  "))
2981                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
2982                     skip(2)
2983                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2984                     skip(1)
2985                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2986                     skip(1)
2987                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2988                     skip(1)
2989                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2990                     skip(1)
2991                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
2992                     skip(2)
2993                     prout(_("Now you can retire and write your own Star Trek game!"))
2994                     skip(1)
2995                 elif game.skill >= SKILL_EXPERT:
2996                     if game.thawed and not idebug:
2997                         prout(_("You cannot get a citation, so..."))
2998                     else:
2999                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3000                         scanner.chew()
3001                         if ja() == True:
3002                             igotit = True
3003             # Only grant long life if alive (original didn't!)
3004             skip(1)
3005             prout(_("LIVE LONG AND PROSPER."))
3006         score()
3007         if igotit:
3008             plaque()        
3009         return
3010     elif ifin == FDEPLETE: # Federation Resources Depleted
3011         prout(_("Your time has run out and the Federation has been"))
3012         prout(_("conquered.  Your starship is now Klingon property,"))
3013         prout(_("and you are put on trial as a war criminal.  On the"))
3014         proutn(_("basis of your record, you are "))
3015         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3016             prout(_("acquitted."))
3017             skip(1)
3018             prout(_("LIVE LONG AND PROSPER."))
3019         else:
3020             prout(_("found guilty and"))
3021             prout(_("sentenced to death by slow torture."))
3022             game.alive = False
3023         score()
3024         return
3025     elif ifin == FLIFESUP:
3026         prout(_("Your life support reserves have run out, and"))
3027         prout(_("you die of thirst, starvation, and asphyxiation."))
3028         prout(_("Your starship is a derelict in space."))
3029     elif ifin == FNRG:
3030         prout(_("Your energy supply is exhausted."))
3031         skip(1)
3032         prout(_("Your starship is a derelict in space."))
3033     elif ifin == FBATTLE:
3034         prout(_("The %s has been destroyed in battle.") % crmshp())
3035         skip(1)
3036         prout(_("Dulce et decorum est pro patria mori."))
3037     elif ifin == FNEG3:
3038         prout(_("You have made three attempts to cross the negative energy"))
3039         prout(_("barrier which surrounds the galaxy."))
3040         skip(1)
3041         prout(_("Your navigation is abominable."))
3042         score()
3043     elif ifin == FNOVA:
3044         prout(_("Your starship has been destroyed by a nova."))
3045         prout(_("That was a great shot."))
3046         skip(1)
3047     elif ifin == FSNOVAED:
3048         prout(_("The %s has been fried by a supernova.") % crmshp())
3049         prout(_("...Not even cinders remain..."))
3050     elif ifin == FABANDN:
3051         prout(_("You have been captured by the Klingons. If you still"))
3052         prout(_("had a starbase to be returned to, you would have been"))
3053         prout(_("repatriated and given another chance. Since you have"))
3054         prout(_("no starbases, you will be mercilessly tortured to death."))
3055     elif ifin == FDILITHIUM:
3056         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3057     elif ifin == FMATERIALIZE:
3058         prout(_("Starbase was unable to re-materialize your starship."))
3059         prout(_("Sic transit gloria mundi"))
3060     elif ifin == FPHASER:
3061         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3062     elif ifin == FLOST:
3063         prout(_("You and your landing party have been"))
3064         prout(_("converted to energy, disipating through space."))
3065     elif ifin == FMINING:
3066         prout(_("You are left with your landing party on"))
3067         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3068         skip(1)
3069         prout(_("They are very fond of \"Captain Kirk\" soup."))
3070         skip(1)
3071         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3072     elif ifin == FDPLANET:
3073         prout(_("You and your mining party perish."))
3074         skip(1)
3075         prout(_("That was a great shot."))
3076         skip(1)
3077     elif ifin == FSSC:
3078         prout(_("The Galileo is instantly annihilated by the supernova."))
3079         prout(_("You and your mining party are atomized."))
3080         skip(1)
3081         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3082         prout(_("joins the Romulans, wreaking terror on the Federation."))
3083     elif ifin == FPNOVA:
3084         prout(_("You and your mining party are atomized."))
3085         skip(1)
3086         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3087         prout(_("joins the Romulans, wreaking terror on the Federation."))
3088     elif ifin == FSTRACTOR:
3089         prout(_("The shuttle craft Galileo is also caught,"))
3090         prout(_("and breaks up under the strain."))
3091         skip(1)
3092         prout(_("Your debris is scattered for millions of miles."))
3093         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3094     elif ifin == FDRAY:
3095         prout(_("The mutants attack and kill Spock."))
3096         prout(_("Your ship is captured by Klingons, and"))
3097         prout(_("your crew is put on display in a Klingon zoo."))
3098     elif ifin == FTRIBBLE:
3099         prout(_("Tribbles consume all remaining water,"))
3100         prout(_("food, and oxygen on your ship."))
3101         skip(1)
3102         prout(_("You die of thirst, starvation, and asphyxiation."))
3103         prout(_("Your starship is a derelict in space."))
3104     elif ifin == FHOLE:
3105         prout(_("Your ship is drawn to the center of the black hole."))
3106         prout(_("You are crushed into extremely dense matter."))
3107     elif ifin == FCREW:
3108         prout(_("Your last crew member has died."))
3109     if game.ship == IHF:
3110         game.ship = None
3111     elif game.ship == IHE:
3112         game.ship = IHF
3113     game.alive = False
3114     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3115         goodies = game.state.remres/game.inresor
3116         baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3117         if goodies/baddies >= randreal(1.0, 1.5):
3118             prout(_("As a result of your actions, a treaty with the Klingon"))
3119             prout(_("Empire has been signed. The terms of the treaty are"))
3120             if goodies/baddies >= randreal(3.0):
3121                 prout(_("favorable to the Federation."))
3122                 skip(1)
3123                 prout(_("Congratulations!"))
3124             else:
3125                 prout(_("highly unfavorable to the Federation."))
3126         else:
3127             prout(_("The Federation will be destroyed."))
3128     else:
3129         prout(_("Since you took the last Klingon with you, you are a"))
3130         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3131         prout(_("statue in your memory. Rest in peace, and try not"))
3132         prout(_("to think about pigeons."))
3133         game.gamewon = True
3134     score()
3135
3136 def score():
3137     "Compute player's score."
3138     timused = game.state.date - game.indate
3139     iskill = game.skill
3140     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3141         timused = 5.0
3142     perdate = killrate()
3143     ithperd = 500*perdate + 0.5
3144     iwon = 0
3145     if game.gamewon:
3146         iwon = 100*game.skill
3147     if game.ship == IHE: 
3148         klship = 0
3149     elif game.ship == IHF: 
3150         klship = 1
3151     else:
3152         klship = 2
3153     if not game.gamewon:
3154         game.state.nromrem = 0 # None captured if no win
3155     iscore = 10*(game.inkling - game.state.remkl) \
3156              + 50*(game.incom - len(game.state.kcmdr)) \
3157              + ithperd + iwon \
3158              + 20*(game.inrom - game.state.nromrem) \
3159              + 200*(game.inscom - game.state.nscrem) \
3160              - game.state.nromrem \
3161              - badpoints()
3162     if not game.alive:
3163         iscore -= 200
3164     skip(2)
3165     prout(_("Your score --"))
3166     if game.inrom - game.state.nromrem:
3167         prout(_("%6d Romulans destroyed                 %5d") %
3168               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3169     if game.state.nromrem:
3170         prout(_("%6d Romulans captured                  %5d") %
3171               (game.state.nromrem, game.state.nromrem))
3172     if game.inkling - game.state.remkl:
3173         prout(_("%6d ordinary Klingons destroyed        %5d") %
3174               (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3175     if game.incom - len(game.state.kcmdr):
3176         prout(_("%6d Klingon commanders destroyed       %5d") %
3177               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3178     if game.inscom - game.state.nscrem:
3179         prout(_("%6d Super-Commander destroyed          %5d") %
3180               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3181     if ithperd:
3182         prout(_("%6.2f Klingons per stardate              %5d") %
3183               (perdate, ithperd))
3184     if game.state.starkl:
3185         prout(_("%6d stars destroyed by your action     %5d") %
3186               (game.state.starkl, -5*game.state.starkl))
3187     if game.state.nplankl:
3188         prout(_("%6d planets destroyed by your action   %5d") %
3189               (game.state.nplankl, -10*game.state.nplankl))
3190     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3191         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3192               (game.state.nplankl, -300*game.state.nworldkl))
3193     if game.state.basekl:
3194         prout(_("%6d bases destroyed by your action     %5d") %
3195               (game.state.basekl, -100*game.state.basekl))
3196     if game.nhelp:
3197         prout(_("%6d calls for help from starbase       %5d") %
3198               (game.nhelp, -45*game.nhelp))
3199     if game.casual:
3200         prout(_("%6d casualties incurred                %5d") %
3201               (game.casual, -game.casual))
3202     if game.abandoned:
3203         prout(_("%6d crew abandoned in space            %5d") %
3204               (game.abandoned, -3*game.abandoned))
3205     if klship:
3206         prout(_("%6d ship(s) lost or destroyed          %5d") %
3207               (klship, -100*klship))
3208     if not game.alive:
3209         prout(_("Penalty for getting yourself killed        -200"))
3210     if game.gamewon:
3211         proutn(_("Bonus for winning "))
3212         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3213         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3214         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3215         elif game.skill ==  SKILL_EXPERT:       proutn(_("Expert game  "))
3216         elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
3217         prout("           %5d" % iwon)
3218     skip(1)
3219     prout(_("TOTAL SCORE                               %5d") % iscore)
3220
3221 def plaque():
3222     "Emit winner's commemmorative plaque." 
3223     skip(2)
3224     while True:
3225         proutn(_("File or device name for your plaque: "))
3226         winner = cgetline()
3227         try:
3228             fp = open(winner, "w")
3229             break
3230         except IOError:
3231             prout(_("Invalid name."))
3232
3233     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3234     winner = cgetline()
3235     # The 38 below must be 64 for 132-column paper 
3236     nskip = 38 - len(winner)/2
3237     fp.write("\n\n\n\n")
3238     # --------DRAW ENTERPRISE PICTURE. 
3239     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3240     fp.write("                                      EEE                      E  : :                                         :  E\n" )
3241     fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
3242     fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
3243     fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3244     fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
3245     fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
3246     fp.write("                                      EEE           E          E            E  E\n")
3247     fp.write("                                                       E         E          E  E\n")
3248     fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
3249     fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
3250     fp.write("                                                    :E    :                 EEEE       E\n")
3251     fp.write("                                                   .-E   -:-----                       E\n")
3252     fp.write("                                                    :E    :                            E\n")
3253     fp.write("                                                      EE  :                    EEEEEEEE\n")
3254     fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
3255     fp.write("\n\n\n")
3256     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3257     fp.write("\n\n\n\n")
3258     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3259     fp.write("\n")
3260     fp.write(_("                                                Starfleet Command bestows to you\n"))
3261     fp.write("\n")
3262     fp.write("%*s%s\n\n" % (nskip, "", winner))
3263     fp.write(_("                                                           the rank of\n\n"))
3264     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3265     fp.write("                                                          ")
3266     if game.skill ==  SKILL_EXPERT:
3267         fp.write(_(" Expert level\n\n"))
3268     elif game.skill == SKILL_EMERITUS:
3269         fp.write(_("Emeritus level\n\n"))
3270     else:
3271         fp.write(_(" Cheat level\n\n"))
3272     timestring = time.ctime()
3273     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3274                     (timestring+4, timestring+20, timestring+11))
3275     fp.write(_("                                                        Your score:  %d\n\n") % iscore)
3276     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % perdate)
3277     fp.close()
3278
3279 # Code from io.c begins here
3280
3281 rows = linecount = 0    # for paging 
3282 stdscr = None
3283 replayfp = None
3284 fullscreen_window = None
3285 srscan_window     = None
3286 report_window     = None
3287 status_window     = None
3288 lrscan_window     = None
3289 message_window    = None
3290 prompt_window     = None
3291 curwnd = None
3292
3293 def iostart():
3294     global stdscr, rows
3295     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3296     gettext.textdomain("sst")
3297     if not (game.options & OPTION_CURSES):
3298         ln_env = os.getenv("LINES")
3299         if ln_env:
3300             rows = ln_env
3301         else:
3302             rows = 25
3303     else:
3304         stdscr = curses.initscr()
3305         stdscr.keypad(True)
3306         curses.nonl()
3307         curses.cbreak()
3308         global fullscreen_window, srscan_window, report_window, status_window
3309         global lrscan_window, message_window, prompt_window
3310         (rows, columns)   = stdscr.getmaxyx()
3311         fullscreen_window = stdscr
3312         srscan_window     = curses.newwin(12, 25, 0,       0)
3313         report_window     = curses.newwin(11, 0,  1,       25)
3314         status_window     = curses.newwin(10, 0,  1,       39)
3315         lrscan_window     = curses.newwin(5,  0,  0,       64) 
3316         message_window    = curses.newwin(0,  0,  12,      0)
3317         prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
3318         message_window.scrollok(True)
3319         setwnd(fullscreen_window)
3320
3321 def ioend():
3322     "Wrap up I/O."
3323     if game.options & OPTION_CURSES:
3324         stdscr.keypad(False)
3325         curses.echo()
3326         curses.nocbreak()
3327         curses.endwin()
3328
3329 def waitfor():
3330     "Wait for user action -- OK to do nothing if on a TTY"
3331     if game.options & OPTION_CURSES:
3332         stdscr.getch()
3333
3334 def announce():
3335     skip(1)
3336     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3337     skip(1)
3338
3339 def pause_game():
3340     if game.skill > SKILL_FAIR:
3341         prompt = _("[CONTINUE?]")
3342     else:
3343         prompt = _("[PRESS ENTER TO CONTINUE]")
3344
3345     if game.options & OPTION_CURSES:
3346         drawmaps(0)
3347         setwnd(prompt_window)
3348         prompt_window.clear()
3349         prompt_window.addstr(prompt)
3350         prompt_window.getstr()
3351         prompt_window.clear()
3352         prompt_window.refresh()
3353         setwnd(message_window)
3354     else:
3355         global linecount
3356         sys.stdout.write('\n')
3357         proutn(prompt)
3358         raw_input()
3359         for j in range(rows):
3360             sys.stdout.write('\n')
3361         linecount = 0
3362
3363 def skip(i):
3364     "Skip i lines.  Pause game if this would cause a scrolling event."
3365     for dummy in range(i):
3366         if game.options & OPTION_CURSES:
3367             (y, x) = curwnd.getyx()
3368             (my, mx) = curwnd.getmaxyx()
3369             if curwnd == message_window and y >= my - 3:
3370                 pause_game()
3371                 clrscr()
3372             else:
3373                 try:
3374                     curwnd.move(y+1, 0)
3375                 except curses.error:
3376                     pass
3377         else:
3378             global linecount
3379             linecount += 1
3380             if rows and linecount >= rows:
3381                 pause_game()
3382             else:
3383                 sys.stdout.write('\n')
3384
3385 def proutn(line):
3386     "Utter a line with no following line feed."
3387     if game.options & OPTION_CURSES:
3388         curwnd.addstr(line)
3389         curwnd.refresh()
3390     else:
3391         sys.stdout.write(line)
3392         sys.stdout.flush()
3393
3394 def prout(line):
3395     proutn(line)
3396     skip(1)
3397
3398 def prouts(line):
3399     "Emit slowly!" 
3400     for c in line:
3401         if not replayfp or replayfp.closed:     # Don't slow down replays
3402             time.sleep(0.03)
3403         proutn(c)
3404         if game.options & OPTION_CURSES:
3405             curwnd.refresh()
3406         else:
3407             sys.stdout.flush()
3408     if not replayfp or replayfp.closed:
3409         time.sleep(0.03)
3410
3411 def cgetline():
3412     "Get a line of input."
3413     if game.options & OPTION_CURSES:
3414         line = curwnd.getstr() + "\n"
3415         curwnd.refresh()
3416     else:
3417         if replayfp and not replayfp.closed:
3418             while True:
3419                 line = replayfp.readline()
3420                 proutn(line)
3421                 if line == '':
3422                     prout("*** Replay finished")
3423                     replayfp.close()
3424                     break
3425                 elif line[0] != "#":
3426                     break
3427         else:
3428             line = raw_input() + "\n"
3429     if logfp:
3430         logfp.write(line)
3431     return line
3432
3433 def setwnd(wnd):
3434     "Change windows -- OK for this to be a no-op in tty mode."
3435     global curwnd
3436     if game.options & OPTION_CURSES:
3437         curwnd = wnd
3438         curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3439
3440 def clreol():
3441     "Clear to end of line -- can be a no-op in tty mode" 
3442     if game.options & OPTION_CURSES:
3443         curwnd.clrtoeol()
3444         curwnd.refresh()
3445
3446 def clrscr():
3447     "Clear screen -- can be a no-op in tty mode."
3448     global linecount
3449     if game.options & OPTION_CURSES:
3450        curwnd.clear()
3451        curwnd.move(0, 0)
3452        curwnd.refresh()
3453     linecount = 0
3454     
3455 def highvideo():
3456     "Set highlight video, if this is reasonable."
3457     if game.options & OPTION_CURSES:
3458         curwnd.attron(curses.A_REVERSE)
3459  
3460 #
3461 # Things past this point have policy implications.
3462
3463
3464 def drawmaps(mode):
3465     "Hook to be called after moving to redraw maps."
3466     if game.options & OPTION_CURSES:
3467         if mode == 1:
3468             sensor()
3469         setwnd(srscan_window)
3470         curwnd.move(0, 0)
3471         srscan()
3472         if mode != 2:
3473             setwnd(status_window)
3474             status_window.clear()
3475             status_window.move(0, 0)
3476             setwnd(report_window)
3477             report_window.clear()
3478             report_window.move(0, 0)
3479             status()
3480             setwnd(lrscan_window)
3481             lrscan_window.clear()
3482             lrscan_window.move(0, 0)
3483             lrscan(silent=False)
3484
3485 def put_srscan_sym(w, sym):
3486     "Emit symbol for short-range scan."
3487     srscan_window.move(w.i+1, w.j*2+2)
3488     srscan_window.addch(sym)
3489     srscan_window.refresh()
3490
3491 def boom(w):
3492     "Enemy fall down, go boom."  
3493     if game.options & OPTION_CURSES:
3494         drawmaps(2)
3495         setwnd(srscan_window)
3496         srscan_window.attron(curses.A_REVERSE)
3497         put_srscan_sym(w, game.quad[w.i][w.j])
3498         #sound(500)
3499         #time.sleep(1.0)
3500         #nosound()
3501         srscan_window.attroff(curses.A_REVERSE)
3502         put_srscan_sym(w, game.quad[w.i][w.j])
3503         curses.delay_output(500)
3504         setwnd(message_window) 
3505
3506 def warble():
3507     "Sound and visual effects for teleportation."
3508     if game.options & OPTION_CURSES:
3509         drawmaps(2)
3510         setwnd(message_window)
3511         #sound(50)
3512     prouts("     . . . . .     ")
3513     if game.options & OPTION_CURSES:
3514         #curses.delay_output(1000)
3515         #nosound()
3516         pass
3517
3518 def tracktorpedo(origin, w, step, i, n, iquad):
3519     "Torpedo-track animation." 
3520     if not game.options & OPTION_CURSES:
3521         if step == 1:
3522             if n != 1:
3523                 skip(1)
3524                 proutn(_("Track for torpedo number %d-  ") % (i+1))
3525             else:
3526                 skip(1)
3527                 proutn(_("Torpedo track- "))
3528         elif step==4 or step==9: 
3529             skip(1)
3530         proutn("%s   " % w)
3531     else:
3532         if not damaged(DSRSENS) or game.condition=="docked":
3533             if i != 0 and step == 1:
3534                 drawmaps(2)
3535                 time.sleep(0.4)
3536             if (iquad==IHDOT) or (iquad==IHBLANK):
3537                 put_srscan_sym(w, '+')
3538                 #sound(step*10)
3539                 #time.sleep(0.1)
3540                 #nosound()
3541                 put_srscan_sym(w, iquad)
3542             else:
3543                 curwnd.attron(curses.A_REVERSE)
3544                 put_srscan_sym(w, iquad)
3545                 #sound(500)
3546                 #time.sleep(1.0)
3547                 #nosound()
3548                 curwnd.attroff(curses.A_REVERSE)
3549                 put_srscan_sym(w, iquad)
3550         else:
3551             proutn("%s   " % w)
3552
3553 def makechart():
3554     "Display the current galaxy chart."
3555     if game.options & OPTION_CURSES:
3556         setwnd(message_window)
3557         message_window.clear()
3558     chart()
3559     if game.options & OPTION_TTY:
3560         skip(1)
3561
3562 NSYM    = 14
3563
3564 def prstat(txt, data):
3565     proutn(txt)
3566     if game.options & OPTION_CURSES:
3567         skip(1)
3568         setwnd(status_window)
3569     else:
3570         proutn(" " * (NSYM - len(txt)))
3571     proutn(data)
3572     skip(1)
3573     if game.options & OPTION_CURSES:
3574         setwnd(report_window)
3575
3576 # Code from moving.c begins here
3577
3578 def imove(course=None, novapush=False):
3579     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3580     w = coord(); final = coord()
3581     trbeam = False
3582
3583     def no_quad_change():
3584         # No quadrant change -- compute new average enemy distances 
3585         game.quad[game.sector.i][game.sector.j] = game.ship
3586         if game.enemies:
3587             for enemy in game.enemies:
3588                 finald = (w-enemy.kloc).distance()
3589                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3590                 enemy.kdist = finald
3591             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3592             if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3593                 attack(torps_ok=False)
3594             for enemy in game.enemies:
3595                 enemy.kavgd = enemy.kdist
3596         newcnd()
3597         drawmaps(0)
3598         setwnd(message_window)
3599     w.i = w.j = 0
3600     if game.inorbit:
3601         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3602         game.inorbit = False
3603     angle = ((15.0 - course.bearing) * 0.5235988)
3604     deltax = -math.sin(angle)
3605     deltay = math.cos(angle)
3606     if math.fabs(deltax) > math.fabs(deltay):
3607         bigger = math.fabs(deltax)
3608     else:
3609         bigger = math.fabs(deltay)
3610     deltay /= bigger
3611     deltax /= bigger
3612     # If tractor beam is to occur, don't move full distance 
3613     if game.state.date+game.optime >= scheduled(FTBEAM):
3614         trbeam = True
3615         game.condition = "red"
3616         course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3617         game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3618     # Move within the quadrant 
3619     game.quad[game.sector.i][game.sector.j] = IHDOT
3620     x = game.sector.i
3621     y = game.sector.j
3622     for m in range(course.moves):
3623         x += deltax
3624         y += deltay
3625         w.i = int(round(x))
3626         w.j = int(round(y))
3627         if not w.valid_sector():
3628             # Leaving quadrant -- allow final enemy attack 
3629             # Don't do it if being pushed by Nova 
3630             if len(game.enemies) != 0 and not novapush:
3631                 newcnd()
3632                 for enemy in game.enemies:
3633                     finald = (w - enemy.kloc).distance()
3634                     enemy.kavgd = 0.5 * (finald + enemy.kdist)
3635                 #
3636                 # Stas Sergeev added the condition
3637                 # that attacks only happen if Klingons
3638                 # are present and your skill is good.
3639                 # 
3640                 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3641                     attack(torps_ok=False)
3642                 if game.alldone:
3643                     return
3644             # compute final position -- new quadrant and sector 
3645             x = (QUADSIZE*game.quadrant.i)+game.sector.i
3646             y = (QUADSIZE*game.quadrant.j)+game.sector.j
3647             w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3648             w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3649             # check for edge of galaxy 
3650             kinks = 0
3651             while True:
3652                 kink = False
3653                 if w.i < 0:
3654                     w.i = -w.i
3655                     kink = True
3656                 if w.j < 0:
3657                     w.j = -w.j
3658                     kink = True
3659                 if w.i >= GALSIZE*QUADSIZE:
3660                     w.i = (GALSIZE*QUADSIZE*2) - w.i
3661                     kink = True
3662                 if w.j >= GALSIZE*QUADSIZE:
3663                     w.j = (GALSIZE*QUADSIZE*2) - w.j
3664                     kink = True
3665                 if kink:
3666                     kinks += 1
3667                 else:
3668                     break
3669             if kinks:
3670                 game.nkinks += 1
3671                 if game.nkinks == 3:
3672                     # Three strikes -- you're out! 
3673                     finish(FNEG3)
3674                     return
3675                 skip(1)
3676                 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3677                 prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3678                 prout(_("YOU WILL BE DESTROYED."))
3679             # Compute final position in new quadrant 
3680             if trbeam: # Don't bother if we are to be beamed 
3681                 return
3682             game.quadrant.i = w.i/QUADSIZE
3683             game.quadrant.j = w.j/QUADSIZE
3684             game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3685             game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3686             skip(1)
3687             prout(_("Entering Quadrant %s.") % game.quadrant)
3688             game.quad[game.sector.i][game.sector.j] = game.ship
3689             newqad()
3690             if game.skill>SKILL_NOVICE:
3691                 attack(torps_ok=False)  
3692             return
3693         iquad = game.quad[w.i][w.j]
3694         if iquad != IHDOT:
3695             # object encountered in flight path 
3696             stopegy = 50.0*course.distance/game.optime
3697             course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3698             if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3699                 game.sector = w
3700                 for enemy in game.enemies:
3701                     if enemy.kloc == game.sector:
3702                         break
3703                 collision(rammed=False, enemy=enemy)
3704                 final = game.sector
3705             elif iquad == IHBLANK:
3706                 skip(1)
3707                 prouts(_("***RED ALERT!  RED ALERT!"))
3708                 skip(1)
3709                 proutn("***" + crmshp())
3710                 proutn(_(" pulled into black hole at Sector %s") % w)
3711                 # Getting pulled into a black hole was certain
3712                 # death in Almy's original.  Stas Sergeev added a
3713                 # possibility that you'll get timewarped instead.
3714                 n=0
3715                 for m in range(NDEVICES):
3716                     if game.damage[m]>0: 
3717                         n += 1
3718                 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3719                 if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
3720                     timwrp()
3721                 else: 
3722                     finish(FHOLE)
3723                 return
3724             else:
3725                 # something else 
3726                 skip(1)
3727                 proutn(crmshp())
3728                 if iquad == IHWEB:
3729                     prout(_(" encounters Tholian web at %s;") % w)
3730                 else:
3731                     prout(_(" blocked by object at %s;") % w)
3732                 proutn(_("Emergency stop required "))
3733                 prout(_("%2d units of energy.") % int(stopegy))
3734                 game.energy -= stopegy
3735                 final.i = int(round(deltax))
3736                 final.j = int(round(deltay))
3737                 game.sector = final
3738                 if game.energy <= 0:
3739                     finish(FNRG)
3740                     return
3741             # We're here!
3742             no_quad_change()
3743             return
3744         course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3745         game.sector = w
3746     final = game.sector
3747     no_quad_change()
3748     return
3749
3750 def dock(verbose):
3751     "Dock our ship at a starbase."
3752     scanner.chew()
3753     if game.condition == "docked" and verbose:
3754         prout(_("Already docked."))
3755         return
3756     if game.inorbit:
3757         prout(_("You must first leave standard orbit."))
3758         return
3759     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3760         prout(crmshp() + _(" not adjacent to base."))
3761         return
3762     game.condition = "docked"
3763     if "verbose":
3764         prout(_("Docked."))
3765     game.ididit = True
3766     if game.energy < game.inenrg:
3767         game.energy = game.inenrg
3768     game.shield = game.inshld
3769     game.torps = game.intorps
3770     game.lsupres = game.inlsr
3771     game.state.crew = FULLCREW
3772     if not damaged(DRADIO) and \
3773         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3774         # get attack report from base 
3775         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3776         attackreport(False)
3777         game.iseenit = True
3778  
3779 # This program originally required input in terms of a (clock)
3780 # direction and distance. Somewhere in history, it was changed to
3781 # cartesian coordinates. So we need to convert.  Probably
3782 # "manual" input should still be done this way -- it's a real
3783 # pain if the computer isn't working! Manual mode is still confusing
3784 # because it involves giving x and y motions, yet the coordinates
3785 # are always displayed y - x, where +y is downward!
3786
3787 def cartesian(loc1=None, loc2=None):
3788     if loc1 is None:
3789         return game.quadrant * QUADSIZE + game.sector
3790     elif loc2 is None:
3791         return game.quadrant * QUADSIZE + loc1
3792     else:
3793         return loc1 * QUADSIZE + loc2
3794
3795 def getcourse(isprobe):
3796     "Get a course and distance from the user."
3797     key = 0
3798     dquad = copy.copy(game.quadrant)
3799     navmode = "unspecified"
3800     itemp = "curt"
3801     dsect = coord()
3802     iprompt = False
3803     if game.landed and not isprobe:
3804         prout(_("Dummy! You can't leave standard orbit until you"))
3805         proutn(_("are back aboard the ship."))
3806         scanner.chew()
3807         raise TrekError
3808     while navmode == "unspecified":
3809         if damaged(DNAVSYS):
3810             if isprobe:
3811                 prout(_("Computer damaged; manual navigation only"))
3812             else:
3813                 prout(_("Computer damaged; manual movement only"))
3814             scanner.chew()
3815             navmode = "manual"
3816             key = "IHEOL"
3817             break
3818         key = scanner.next()
3819         if key == "IHEOL":
3820             proutn(_("Manual or automatic- "))
3821             iprompt = True
3822             scanner.chew()
3823         elif key == "IHALPHA":
3824             if scanner.sees("manual"):
3825                 navmode = "manual"
3826                 key = scanner.next()
3827                 break
3828             elif scanner.sees("automatic"):
3829                 navmode = "automatic"
3830                 key = scanner.next()
3831                 break
3832             else:
3833                 huh()
3834                 scanner.chew()
3835                 raise TrekError
3836         else: # numeric 
3837             if isprobe:
3838                 prout(_("(Manual navigation assumed.)"))
3839             else:
3840                 prout(_("(Manual movement assumed.)"))
3841             navmode = "manual"
3842             break
3843     delta = coord()
3844     if navmode == "automatic":
3845         while key == "IHEOL":
3846             if isprobe:
3847                 proutn(_("Target quadrant or quadrant&sector- "))
3848             else:
3849                 proutn(_("Destination sector or quadrant&sector- "))
3850             scanner.chew()
3851             iprompt = True
3852             key = scanner.next()
3853         if key != "IHREAL":
3854             huh()
3855             raise TrekError
3856         xi = int(round(scanner.real))-1
3857         key = scanner.next()
3858         if key != "IHREAL":
3859             huh()
3860             raise TrekError
3861         xj = int(round(scanner.real))-1
3862         key = scanner.next()
3863         if key == "IHREAL":
3864             # both quadrant and sector specified 
3865             xk = int(round(scanner.real))-1
3866             key = scanner.next()
3867             if key != "IHREAL":
3868                 huh()
3869                 raise TrekError
3870             xl = int(round(scanner.real))-1
3871             dquad.i = xi
3872             dquad.j = xj
3873             dsect.i = xk
3874             dsect.j = xl
3875         else:
3876             # only one pair of numbers was specified
3877             if isprobe:
3878                 # only quadrant specified -- go to center of dest quad 
3879                 dquad.i = xi
3880                 dquad.j = xj
3881                 dsect.j = dsect.i = 4   # preserves 1-origin behavior
3882             else:
3883                 # only sector specified
3884                 dsect.i = xi
3885                 dsect.j = xj
3886             itemp = "normal"
3887         if not dquad.valid_quadrant() or not dsect.valid_sector():
3888             huh()
3889             raise TrekError
3890         skip(1)
3891         if not isprobe:
3892             if itemp > "curt":
3893                 if iprompt:
3894                     prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3895             else:
3896                 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3897         # the actual deltas get computed here
3898         delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3899         delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3900     else: # manual 
3901         while key == "IHEOL":
3902             proutn(_("X and Y displacements- "))
3903             scanner.chew()
3904             iprompt = True
3905             key = scanner.next()
3906         itemp = "verbose"
3907         if key != "IHREAL":
3908             huh()
3909             raise TrekError
3910         delta.j = scanner.real
3911         key = scanner.next()
3912         if key != "IHREAL":
3913             huh()
3914             raise TrekError
3915         delta.i = scanner.real
3916     # Check for zero movement 
3917     if delta.i == 0 and delta.j == 0:
3918         scanner.chew()
3919         raise TrekError
3920     if itemp == "verbose" and not isprobe:
3921         skip(1)
3922         prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3923     scanner.chew()
3924     return course(bearing=delta.bearing(), distance=delta.distance())
3925
3926 class course:
3927     def __init__(self, bearing, distance, origin=None): 
3928         self.distance = distance
3929         self.bearing = bearing
3930         # The bearing() code we inherited from FORTRAN is actually computing
3931         # clockface directions!
3932         if self.bearing < 0.0:
3933             self.bearing += 12.0
3934         self.angle = ((15.0 - self.bearing) * 0.5235988)
3935         if origin is None:
3936             self.location = cartesian(game.quadrant, game.sector)
3937         else:
3938             self.location = cartesian(game.quadrant, origin)
3939         self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3940         bigger = max(abs(self.increment.i), abs(self.increment.j))
3941         self.increment /= bigger
3942         self.moves = int(round(10*self.distance*bigger))
3943         self.final = self.location + distance*bigger*self.increment
3944     def next(self, grain=1):
3945         "Next step on course."
3946         self.moves -=1
3947         self.nextlocation = self.location + self.increment
3948         oldloc = (self.location/grain).roundtogrid()
3949         newloc = (self.nextlocation/grain).roundtogrid()
3950         self.location = self.nextlocation
3951         if newloc != oldloc:
3952             return True
3953         else:
3954             return False
3955     def quadrant(self):
3956         return (self.location / QUADSIZE).roundtogrid()
3957     def sector(self):
3958         return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE)
3959     def power(self, warp):
3960         return self.distance*(warp**3)*(game.shldup+1)
3961     def time(self, warp):
3962         return 10.0*self.distance/warp**2
3963
3964 def impulse():
3965     "Move under impulse power."
3966     game.ididit = False
3967     if damaged(DIMPULS):
3968         scanner.chew()
3969         skip(1)
3970         prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3971         return
3972     if game.energy > 30.0:
3973         try:
3974             course = getcourse(isprobe=False)
3975         except TrekError:
3976             return
3977         power = 20.0 + 100.0*course.distance
3978     else:
3979         power = 30.0
3980     if power >= game.energy:
3981         # Insufficient power for trip 
3982         skip(1)
3983         prout(_("First Officer Spock- \"Captain, the impulse engines"))
3984         prout(_("require 20.0 units to engage, plus 100.0 units per"))
3985         if game.energy > 30:
3986             proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
3987                      int(0.01 * (game.energy-20.0)-0.05))
3988             prout(_(" quadrants.\""))
3989         else:
3990             prout(_("quadrant.  They are, therefore, useless.\""))
3991         scanner.chew()
3992         return
3993     # Make sure enough time is left for the trip 
3994     game.optime = course.dist/0.095
3995     if game.optime >= game.state.remtime:
3996         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3997         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3998         proutn(_("we dare spend the time?\" "))
3999         if ja() == False:
4000             return
4001     # Activate impulse engines and pay the cost 
4002     imove(course, novapush=False)
4003     game.ididit = True
4004     if game.alldone:
4005         return
4006     power = 20.0 + 100.0*course.dist
4007     game.energy -= power
4008     game.optime = course.dist/0.095
4009     if game.energy <= 0:
4010         finish(FNRG)
4011     return
4012
4013 def warp(course, involuntary):
4014     "ove under warp drive."
4015     blooey = False; twarp = False
4016     if not involuntary: # Not WARPX entry 
4017         game.ididit = False
4018         if game.damage[DWARPEN] > 10.0:
4019             scanner.chew()
4020             skip(1)
4021             prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4022             return
4023         if damaged(DWARPEN) and game.warpfac > 4.0:
4024             scanner.chew()
4025             skip(1)
4026             prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4027             prout(_("  is repaired, I can only give you warp 4.\""))
4028             return
4029         # Read in course and distance
4030         if course==None:
4031             try:
4032                 course = getcourse(isprobe=False)
4033             except TrekError:
4034                 return
4035         # Make sure starship has enough energy for the trip
4036         # Note: this formula is slightly different from the C version,
4037         # and lets you skate a bit closer to the edge.
4038         if course.power(game.warpfac) >= game.energy:
4039             # Insufficient power for trip 
4040             game.ididit = False
4041             skip(1)
4042             prout(_("Engineering to bridge--"))
4043             if not game.shldup or 0.5*power > game.energy:
4044                 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4045                 if iwarp <= 0:
4046                     prout(_("We can't do it, Captain. We don't have enough energy."))
4047                 else:
4048                     proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4049                     if game.shldup:
4050                         prout(",")
4051                         prout(_("if you'll lower the shields."))
4052                     else:
4053                         prout(".")
4054             else:
4055                 prout(_("We haven't the energy to go that far with the shields up."))
4056             return                              
4057         # Make sure enough time is left for the trip 
4058         game.optime = course.time(game.warpfac)
4059         if game.optime >= 0.8*game.state.remtime:
4060             skip(1)
4061             prout(_("First Officer Spock- \"Captain, I compute that such"))
4062             proutn(_("  a trip would require approximately %2.0f") %
4063                    (100.0*game.optime/game.state.remtime))
4064             prout(_(" percent of our"))
4065             proutn(_("  remaining time.  Are you sure this is wise?\" "))
4066             if ja() == False:
4067                 game.ididit = False
4068                 game.optime=0 
4069                 return
4070     # Entry WARPX 
4071     if game.warpfac > 6.0:
4072         # Decide if engine damage will occur
4073         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
4074         prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4075         if prob > randreal():
4076             blooey = True
4077             course.distance = randreal(course.distance)
4078         # Decide if time warp will occur 
4079         if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4080             twarp = True
4081         if idebug and game.warpfac==10 and not twarp:
4082             blooey = False
4083             proutn("=== Force time warp? ")
4084             if ja() == True:
4085                 twarp = True
4086         if blooey or twarp:
4087             # If time warp or engine damage, check path 
4088             # If it is obstructed, don't do warp or damage 
4089             angle = ((15.0-course.bearing)*0.5235998)
4090             deltax = -math.sin(angle)
4091             deltay = math.cos(angle)
4092             if math.fabs(deltax) > math.fabs(deltay):
4093                 bigger = math.fabs(deltax)
4094             else:
4095                 bigger = math.fabs(deltay)
4096             deltax /= bigger
4097             deltay /= bigger
4098             n = 10.0 * course.distance * bigger +0.5
4099             x = game.sector.i
4100             y = game.sector.j
4101             for l in range(1, n+1):
4102                 x += deltax
4103                 ix = x + 0.5
4104                 y += deltay
4105                 iy = y +0.5
4106                 if not coord(ix, iy).valid_sector():
4107                     break
4108                 if game.quad[ix][iy] != IHDOT:
4109                     blooey = False
4110                     twarp = False
4111     # Activate Warp Engines and pay the cost 
4112     imove(course, novapush=False)
4113     if game.alldone:
4114         return
4115     game.energy -= course.power(game.warpfac)
4116     if game.energy <= 0:
4117         finish(FNRG)
4118     game.optime = course.time(game.warpfac)
4119     if twarp:
4120         timwrp()
4121     if blooey:
4122         game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4123         skip(1)
4124         prout(_("Engineering to bridge--"))
4125         prout(_("  Scott here.  The warp engines are damaged."))
4126         prout(_("  We'll have to reduce speed to warp 4."))
4127     game.ididit = True
4128     return
4129
4130 def setwarp():
4131     "Change the warp factor."
4132     while True:
4133         key=scanner.next()
4134         if key != "IHEOL":
4135             break
4136         scanner.chew()
4137         proutn(_("Warp factor- "))
4138     scanner.chew()
4139     if key != "IHREAL":
4140         huh()
4141         return
4142     if game.damage[DWARPEN] > 10.0:
4143         prout(_("Warp engines inoperative."))
4144         return
4145     if damaged(DWARPEN) and scanner.real > 4.0:
4146         prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4147         prout(_("  but right now we can only go warp 4.\""))
4148         return
4149     if scanner.real > 10.0:
4150         prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4151         return
4152     if scanner.real < 1.0:
4153         prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4154         return
4155     oldfac = game.warpfac
4156     game.warpfac = scanner.real
4157     if game.warpfac <= oldfac or game.warpfac <= 6.0:
4158         prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4159                int(game.warpfac))
4160         return
4161     if game.warpfac < 8.00:
4162         prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4163         return
4164     if game.warpfac == 10.0:
4165         prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4166         return
4167     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4168     return
4169
4170 def atover(igrab):
4171     "Cope with being tossed out of quadrant by supernova or yanked by beam."
4172     scanner.chew()
4173     # is captain on planet? 
4174     if game.landed:
4175         if damaged(DTRANSP):
4176             finish(FPNOVA)
4177             return
4178         prout(_("Scotty rushes to the transporter controls."))
4179         if game.shldup:
4180             prout(_("But with the shields up it's hopeless."))
4181             finish(FPNOVA)
4182         prouts(_("His desperate attempt to rescue you . . ."))
4183         if withprob(0.5):
4184             prout(_("fails."))
4185             finish(FPNOVA)
4186             return
4187         prout(_("SUCCEEDS!"))
4188         if game.imine:
4189             game.imine = False
4190             proutn(_("The crystals mined were "))
4191             if withprob(0.25):
4192                 prout(_("lost."))
4193             else:
4194                 prout(_("saved."))
4195                 game.icrystl = True
4196     if igrab:
4197         return
4198     # Check to see if captain in shuttle craft 
4199     if game.icraft:
4200         finish(FSTRACTOR)
4201     if game.alldone:
4202         return
4203     # Inform captain of attempt to reach safety 
4204     skip(1)
4205     while True:
4206         if game.justin:
4207             prouts(_("***RED ALERT!  RED ALERT!"))
4208             skip(1)
4209             proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4210             prouts(_("   a supernova."))
4211             skip(2)
4212         proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4213         prout(_("safely out of quadrant."))
4214         if not damaged(DRADIO):
4215             game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4216         # Try to use warp engines 
4217         if damaged(DWARPEN):
4218             skip(1)
4219             prout(_("Warp engines damaged."))
4220             finish(FSNOVAED)
4221             return
4222         game.warpfac = randreal(6.0, 8.0)
4223         prout(_("Warp factor set to %d") % int(game.warpfac))
4224         power = 0.75*game.energy
4225         dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4226         distreq = randreal(math.sqrt(2))
4227         if distreq < game.dist:
4228             dist = distreq
4229         course = course(bearing=randreal(12), distance=dist)    # How dumb!
4230         game.optime = course.time()
4231         game.justin = False
4232         game.inorbit = False
4233         warp(course, involuntary=True)
4234         if not game.justin:
4235             # This is bad news, we didn't leave quadrant. 
4236             if game.alldone:
4237                 return
4238             skip(1)
4239             prout(_("Insufficient energy to leave quadrant."))
4240             finish(FSNOVAED)
4241             return
4242         # Repeat if another snova
4243         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4244             break
4245     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
4246         finish(FWON) # Snova killed remaining enemy. 
4247
4248 def timwrp():
4249     "Let's do the time warp again."
4250     prout(_("***TIME WARP ENTERED."))
4251     if game.state.snap and withprob(0.5):
4252         # Go back in time 
4253         prout(_("You are traveling backwards in time %d stardates.") %
4254               int(game.state.date-game.snapsht.date))
4255         game.state = game.snapsht
4256         game.state.snap = False
4257         if len(game.state.kcmdr):
4258             schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4259             schedule(FBATTAK, expran(0.3*game.intime))
4260         schedule(FSNOVA, expran(0.5*game.intime))
4261         # next snapshot will be sooner 
4262         schedule(FSNAP, expran(0.25*game.state.remtime))
4263                                 
4264         if game.state.nscrem:
4265             schedule(FSCMOVE, 0.2777)       
4266         game.isatb = 0
4267         unschedule(FCDBAS)
4268         unschedule(FSCDBAS)
4269         game.battle.invalidate()
4270         # Make sure Galileo is consistant -- Snapshot may have been taken
4271         # when on planet, which would give us two Galileos! 
4272         gotit = False
4273         for l in range(game.inplan):
4274             if game.state.planets[l].known == "shuttle_down":
4275                 gotit = True
4276                 if game.iscraft == "onship" and game.ship==IHE:
4277                     prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
4278                     game.iscraft = "offship"
4279         # Likewise, if in the original time the Galileo was abandoned, but
4280         # was on ship earlier, it would have vanished -- let's restore it.
4281         if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4282             prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""))
4283             game.iscraft = "onship"
4284         # There used to be code to do the actual reconstrction here,
4285         # but the starchart is now part of the snapshotted galaxy state.
4286         prout(_("Spock has reconstructed a correct star chart from memory"))
4287     else:
4288         # Go forward in time 
4289         game.optime = -0.5*game.intime*math.log(randreal())
4290         prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4291         # cheat to make sure no tractor beams occur during time warp 
4292         postpone(FTBEAM, game.optime)
4293         game.damage[DRADIO] += game.optime
4294     newqad()
4295     events()    # Stas Sergeev added this -- do pending events 
4296
4297 def probe():
4298     "Launch deep-space probe." 
4299     # New code to launch a deep space probe 
4300     if game.nprobes == 0:
4301         scanner.chew()
4302         skip(1)
4303         if game.ship == IHE: 
4304             prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4305         else:
4306             prout(_("Ye Faerie Queene has no deep space probes."))
4307         return
4308     if damaged(DDSP):
4309         scanner.chew()
4310         skip(1)
4311         prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4312         return
4313     if is_scheduled(FDSPROB):
4314         scanner.chew()
4315         skip(1)
4316         if damaged(DRADIO) and game.condition != "docked":
4317             prout(_("Spock-  \"Records show the previous probe has not yet"))
4318             prout(_("   reached its destination.\""))
4319         else:
4320             prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4321         return
4322     key = scanner.next()
4323     if key == "IHEOL":
4324         if game.nprobes == 1:
4325             prout(_("1 probe left."))
4326         else:
4327             prout(_("%d probes left") % game.nprobes)
4328         proutn(_("Are you sure you want to fire a probe? "))
4329         if ja() == False:
4330             return
4331     game.isarmed = False
4332     if key == "IHALPHA" and scanner.token == "armed":
4333         game.isarmed = True
4334         key = scanner.next()
4335     elif key == "IHEOL":
4336         proutn(_("Arm NOVAMAX warhead? "))
4337         game.isarmed = ja()
4338     elif key == "IHREAL":               # first element of course
4339         scanner.push(scanner.token)
4340     try:
4341         game.probe = getcourse(isprobe=True)
4342     except TrekError:
4343         return
4344     game.nprobes -= 1
4345     schedule(FDSPROB, 0.01) # Time to move one sector
4346     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
4347     game.ididit = True
4348     return
4349
4350 def mayday():
4351     "Yell for help from nearest starbase."
4352     # There's more than one way to move in this game! 
4353     scanner.chew()
4354     # Test for conditions which prevent calling for help 
4355     if game.condition == "docked":
4356         prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
4357         return
4358     if damaged(DRADIO):
4359         prout(_("Subspace radio damaged."))
4360         return
4361     if not game.state.baseq:
4362         prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
4363         return
4364     if game.landed:
4365         prout(_("You must be aboard the %s.") % crmshp())
4366         return
4367     # OK -- call for help from nearest starbase 
4368     game.nhelp += 1
4369     if game.base.i!=0:
4370         # There's one in this quadrant 
4371         ddist = (game.base - game.sector).distance()
4372     else:
4373         ddist = FOREVER
4374         for ibq in game.state.baseq:
4375             xdist = QUADSIZE * (ibq - game.quadrant).distance()
4376             if xdist < ddist:
4377                 ddist = xdist
4378         # Since starbase not in quadrant, set up new quadrant 
4379         game.quadrant = ibq
4380         newqad()
4381     # dematerialize starship 
4382     game.quad[game.sector.i][game.sector.j]=IHDOT
4383     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4384            % (game.quadrant, crmshp()))
4385     game.sector.invalidate()
4386     for m in range(1, 5+1):
4387         w = game.base.scatter() 
4388         if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4389             # found one -- finish up 
4390             game.sector = w
4391             break
4392     if not game.sector.is_valid():
4393         prout(_("You have been lost in space..."))
4394         finish(FMATERIALIZE)
4395         return
4396     # Give starbase three chances to rematerialize starship 
4397     probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4398     for m in range(1, 3+1):
4399         if m == 1: proutn(_("1st"))
4400         elif m == 2: proutn(_("2nd"))
4401         elif m == 3: proutn(_("3rd"))
4402         proutn(_(" attempt to re-materialize ") + crmshp())
4403         game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4404         #textcolor("red")
4405         warble()
4406         if randreal() > probf:
4407             break
4408         prout(_("fails."))
4409         curses.delay_output(500)
4410         #textcolor(None)
4411     if m > 3:
4412         game.quad[ix][iy]=IHQUEST
4413         game.alive = False
4414         drawmaps(1)
4415         setwnd(message_window)
4416         finish(FMATERIALIZE)
4417         return
4418     game.quad[ix][iy]=game.ship
4419     #textcolor("green")
4420     prout(_("succeeds."))
4421     #textcolor(None)
4422     dock(False)
4423     skip(1)
4424     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
4425
4426 def abandon():
4427     "Abandon ship."
4428     scanner.chew()
4429     if game.condition=="docked":
4430         if game.ship!=IHE:
4431             prout(_("You cannot abandon Ye Faerie Queene."))
4432             return
4433     else:
4434         # Must take shuttle craft to exit 
4435         if game.damage[DSHUTTL]==-1:
4436             prout(_("Ye Faerie Queene has no shuttle craft."))
4437             return
4438         if game.damage[DSHUTTL]<0:
4439             prout(_("Shuttle craft now serving Big Macs."))
4440             return
4441         if game.damage[DSHUTTL]>0:
4442             prout(_("Shuttle craft damaged."))
4443             return
4444         if game.landed:
4445             prout(_("You must be aboard the ship."))
4446             return
4447         if game.iscraft != "onship":
4448             prout(_("Shuttle craft not currently available."))
4449             return
4450         # Emit abandon ship messages 
4451         skip(1)
4452         prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
4453         skip(1)
4454         prouts(_("***ALL HANDS ABANDON SHIP!"))
4455         skip(2)
4456         prout(_("Captain and crew escape in shuttle craft."))
4457         if not game.state.baseq:
4458             # Oops! no place to go... 
4459             finish(FABANDN)
4460             return
4461         q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4462         # Dispose of crew 
4463         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4464             prout(_("Remainder of ship's complement beam down"))
4465             prout(_("to nearest habitable planet."))
4466         elif q.planet != None and not damaged(DTRANSP):
4467             prout(_("Remainder of ship's complement beam down to %s.") %
4468                     q.planet)
4469         else:
4470             prout(_("Entire crew of %d left to die in outer space.") %
4471                     game.state.crew)
4472             game.casual += game.state.crew
4473             game.abandoned += game.state.crew
4474         # If at least one base left, give 'em the Faerie Queene 
4475         skip(1)
4476         game.icrystl = False # crystals are lost 
4477         game.nprobes = 0 # No probes 
4478         prout(_("You are captured by Klingons and released to"))
4479         prout(_("the Federation in a prisoner-of-war exchange."))
4480         nb = randrange(len(game.state.baseq))
4481         # Set up quadrant and position FQ adjacient to base 
4482         if not game.quadrant == game.state.baseq[nb]:
4483             game.quadrant = game.state.baseq[nb]
4484             game.sector.i = game.sector.j = 5
4485             newqad()
4486         while True:
4487             # position next to base by trial and error 
4488             game.quad[game.sector.i][game.sector.j] = IHDOT
4489             for l in range(QUADSIZE):
4490                 game.sector = game.base.scatter()
4491                 if game.sector.valid_sector() and \
4492                        game.quad[game.sector.i][game.sector.j] == IHDOT:
4493                     break
4494             if l < QUADSIZE+1:
4495                 break # found a spot 
4496             game.sector.i=QUADSIZE/2
4497             game.sector.j=QUADSIZE/2
4498             newqad()
4499     # Get new commission 
4500     game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4501     game.state.crew = FULLCREW
4502     prout(_("Starfleet puts you in command of another ship,"))
4503     prout(_("the Faerie Queene, which is antiquated but,"))
4504     prout(_("still useable."))
4505     if game.icrystl:
4506         prout(_("The dilithium crystals have been moved."))
4507     game.imine = False
4508     game.iscraft = "offship" # Galileo disappears 
4509     # Resupply ship 
4510     game.condition="docked"
4511     for l in range(NDEVICES): 
4512         game.damage[l] = 0.0
4513     game.damage[DSHUTTL] = -1
4514     game.energy = game.inenrg = 3000.0
4515     game.shield = game.inshld = 1250.0
4516     game.torps = game.intorps = 6
4517     game.lsupres=game.inlsr=3.0
4518     game.shldup=False
4519     game.warpfac=5.0
4520     return
4521
4522 # Code from planets.c begins here.
4523
4524 def consumeTime():
4525     "Abort a lengthy operation if an event interrupts it." 
4526     game.ididit = True
4527     events()
4528     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: 
4529         return True
4530     return False
4531
4532 def survey():
4533     "Report on (uninhabited) planets in the galaxy."
4534     iknow = False
4535     skip(1)
4536     scanner.chew()
4537     prout(_("Spock-  \"Planet report follows, Captain.\""))
4538     skip(1)
4539     for i in range(game.inplan):
4540         if game.state.planets[i].pclass == "destroyed":
4541             continue
4542         if (game.state.planets[i].known != "unknown" \
4543             and not game.state.planets[i].inhabited) \
4544             or idebug:
4545             iknow = True
4546             if idebug and game.state.planets[i].known=="unknown":
4547                 proutn("(Unknown) ")
4548             proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4549             proutn(_("   class "))
4550             proutn(game.state.planets[i].pclass)
4551             proutn("   ")
4552             if game.state.planets[i].crystals != present:
4553                 proutn(_("no "))
4554             prout(_("dilithium crystals present."))
4555             if game.state.planets[i].known=="shuttle_down": 
4556                 prout(_("    Shuttle Craft Galileo on surface."))
4557     if not iknow:
4558         prout(_("No information available."))
4559
4560 def orbit():
4561     "Enter standard orbit." 
4562     skip(1)
4563     scanner.chew()
4564     if game.inorbit:
4565         prout(_("Already in standard orbit."))
4566         return
4567     if damaged(DWARPEN) and damaged(DIMPULS):
4568         prout(_("Both warp and impulse engines damaged."))
4569         return
4570     if not game.plnet.is_valid():
4571         prout("There is no planet in this sector.")
4572         return
4573     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4574         prout(crmshp() + _(" not adjacent to planet."))
4575         skip(1)
4576         return
4577     game.optime = randreal(0.02, 0.05)
4578     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
4579     newcnd()
4580     if consumeTime():
4581         return
4582     game.height = randreal(1400, 8600)
4583     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4584     game.inorbit = True
4585     game.ididit = True
4586
4587 def sensor():
4588     "Examine planets in this quadrant."
4589     if damaged(DSRSENS):
4590         if game.options & OPTION_TTY:
4591             prout(_("Short range sensors damaged."))
4592         return
4593     if game.iplnet == None:
4594         if game.options & OPTION_TTY:
4595             prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4596         return
4597     if game.iplnet.known == "unknown":
4598         prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
4599         skip(1)
4600         prout(_("         Planet at Sector %s is of class %s.") %
4601               (game.plnet, game.iplnet.pclass))
4602         if game.iplnet.known=="shuttle_down": 
4603             prout(_("         Sensors show Galileo still on surface."))
4604         proutn(_("         Readings indicate"))
4605         if game.iplnet.crystals != "present":
4606             proutn(_(" no"))
4607         prout(_(" dilithium crystals present.\""))
4608         if game.iplnet.known == "unknown":
4609             game.iplnet.known = "known"
4610     elif game.iplnet.inhabited:
4611         prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
4612         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
4613
4614 def beam():
4615     "Use the transporter."
4616     nrgneed = 0
4617     scanner.chew()
4618     skip(1)
4619     if damaged(DTRANSP):
4620         prout(_("Transporter damaged."))
4621         if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4622             skip(1)
4623             proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
4624             if ja() == True:
4625                 shuttle()
4626         return
4627     if not game.inorbit:
4628         prout(crmshp() + _(" not in standard orbit."))
4629         return
4630     if game.shldup:
4631         prout(_("Impossible to transport through shields."))
4632         return
4633     if game.iplnet.known=="unknown":
4634         prout(_("Spock-  \"Captain, we have no information on this planet"))
4635         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4636         prout(_("  you may not go down.\""))
4637         return
4638     if not game.landed and game.iplnet.crystals=="absent":
4639         prout(_("Spock-  \"Captain, I fail to see the logic in"))
4640         prout(_("  exploring a planet with no dilithium crystals."))
4641         proutn(_("  Are you sure this is wise?\" "))
4642         if ja() == False:
4643             scanner.chew()
4644             return
4645     if not (game.options & OPTION_PLAIN):
4646         nrgneed = 50 * game.skill + game.height / 100.0
4647         if nrgneed > game.energy:
4648             prout(_("Engineering to bridge--"))
4649             prout(_("  Captain, we don't have enough energy for transportation."))
4650             return
4651         if not game.landed and nrgneed * 2 > game.energy:
4652             prout(_("Engineering to bridge--"))
4653             prout(_("  Captain, we have enough energy only to transport you down to"))
4654             prout(_("  the planet, but there wouldn't be an energy for the trip back."))
4655             if game.iplnet.known == "shuttle_down":
4656                 prout(_("  Although the Galileo shuttle craft may still be on a surface."))
4657             proutn(_("  Are you sure this is wise?\" "))
4658             if ja() == False:
4659                 scanner.chew()
4660                 return
4661     if game.landed:
4662         # Coming from planet 
4663         if game.iplnet.known=="shuttle_down":
4664             proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
4665             if ja() == True:
4666                 scanner.chew()
4667                 return
4668             prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4669         prout(_("Landing party assembled, ready to beam up."))
4670         skip(1)
4671         prout(_("Kirk whips out communicator..."))
4672         prouts(_("BEEP  BEEP  BEEP"))
4673         skip(2)
4674         prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
4675     else:
4676         # Going to planet 
4677         prout(_("Scotty-  \"Transporter room ready, Sir.\""))
4678         skip(1)
4679         prout(_("Kirk and landing party prepare to beam down to planet surface."))
4680         skip(1)
4681         prout(_("Kirk-  \"Energize.\""))
4682     game.ididit = True
4683     skip(1)
4684     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
4685     skip(2)
4686     if withprob(0.98):
4687         prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4688         skip(2)
4689         prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
4690         finish(FLOST)
4691         return
4692     prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
4693     game.landed = not game.landed
4694     game.energy -= nrgneed
4695     skip(2)
4696     prout(_("Transport complete."))
4697     if game.landed and game.iplnet.known=="shuttle_down":
4698         prout(_("The shuttle craft Galileo is here!"))
4699     if not game.landed and game.imine:
4700         game.icrystl = True
4701         game.cryprob = 0.05
4702     game.imine = False
4703     return
4704
4705 def mine():
4706     "Strip-mine a world for dilithium."
4707     skip(1)
4708     scanner.chew()
4709     if not game.landed:
4710         prout(_("Mining party not on planet."))
4711         return
4712     if game.iplnet.crystals == "mined":
4713         prout(_("This planet has already been strip-mined for dilithium."))
4714         return
4715     elif game.iplnet.crystals == "absent":
4716         prout(_("No dilithium crystals on this planet."))
4717         return
4718     if game.imine:
4719         prout(_("You've already mined enough crystals for this trip."))
4720         return
4721     if game.icrystl and game.cryprob == 0.05:
4722         prout(_("With all those fresh crystals aboard the ") + crmshp())
4723         prout(_("there's no reason to mine more at this time."))
4724         return
4725     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4726     if consumeTime():
4727         return
4728     prout(_("Mining operation complete."))
4729     game.iplnet.crystals = "mined"
4730     game.imine = game.ididit = True
4731
4732 def usecrystals():
4733     "Use dilithium crystals."
4734     game.ididit = False
4735     skip(1)
4736     scanner.chew()
4737     if not game.icrystl:
4738         prout(_("No dilithium crystals available."))
4739         return
4740     if game.energy >= 1000:
4741         prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
4742         prout(_("  except when Condition Yellow exists."))
4743         return
4744     prout(_("Spock- \"Captain, I must warn you that loading"))
4745     prout(_("  raw dilithium crystals into the ship's power"))
4746     prout(_("  system may risk a severe explosion."))
4747     proutn(_("  Are you sure this is wise?\" "))
4748     if ja() == False:
4749         scanner.chew()
4750         return
4751     skip(1)
4752     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
4753     prout(_("  Mr. Spock and I will try it.\""))
4754     skip(1)
4755     prout(_("Spock-  \"Crystals in place, Sir."))
4756     prout(_("  Ready to activate circuit.\""))
4757     skip(1)
4758     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
4759     skip(1)
4760     if with(game.cryprob):
4761         prouts(_("  \"Activating now! - - No good!  It's***"))
4762         skip(2)
4763         prouts(_("***RED ALERT!  RED A*L********************************"))
4764         skip(1)
4765         stars()
4766         prouts(_("******************   KA-BOOM!!!!   *******************"))
4767         skip(1)
4768         kaboom()
4769         return
4770     game.energy += randreal(5000.0, 5500.0)
4771     prouts(_("  \"Activating now! - - "))
4772     prout(_("The instruments"))
4773     prout(_("   are going crazy, but I think it's"))
4774     prout(_("   going to work!!  Congratulations, Sir!\""))
4775     game.cryprob *= 2.0
4776     game.ididit = True
4777
4778 def shuttle():
4779     "Use shuttlecraft for planetary jaunt."
4780     scanner.chew()
4781     skip(1)
4782     if damaged(DSHUTTL):
4783         if game.damage[DSHUTTL] == -1.0:
4784             if game.inorbit and game.iplnet.known == "shuttle_down":
4785                 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4786             else:
4787                 prout(_("Ye Faerie Queene had no shuttle craft."))
4788         elif game.damage[DSHUTTL] > 0:
4789             prout(_("The Galileo is damaged."))
4790         else: # game.damage[DSHUTTL] < 0  
4791             prout(_("Shuttle craft is now serving Big Macs."))
4792         return
4793     if not game.inorbit:
4794         prout(crmshp() + _(" not in standard orbit."))
4795         return
4796     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4797         prout(_("Shuttle craft not currently available."))
4798         return
4799     if not game.landed and game.iplnet.known=="shuttle_down":
4800         prout(_("You will have to beam down to retrieve the shuttle craft."))
4801         return
4802     if game.shldup or game.condition == "docked":
4803         prout(_("Shuttle craft cannot pass through shields."))
4804         return
4805     if game.iplnet.known=="unknown":
4806         prout(_("Spock-  \"Captain, we have no information on this planet"))
4807         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4808         prout(_("  you may not fly down.\""))
4809         return
4810     game.optime = 3.0e-5*game.height
4811     if game.optime >= 0.8*game.state.remtime:
4812         prout(_("First Officer Spock-  \"Captain, I compute that such"))
4813         proutn(_("  a maneuver would require approximately %2d%% of our") % \
4814                int(100*game.optime/game.state.remtime))
4815         prout(_("remaining time."))
4816         proutn(_("Are you sure this is wise?\" "))
4817         if ja() == False:
4818             game.optime = 0.0
4819             return
4820     if game.landed:
4821         # Kirk on planet 
4822         if game.iscraft == "onship":
4823             # Galileo on ship! 
4824             if not damaged(DTRANSP):
4825                 proutn(_("Spock-  \"Would you rather use the transporter?\" "))
4826                 if ja() == True:
4827                     beam()
4828                     return
4829                 proutn(_("Shuttle crew"))
4830             else:
4831                 proutn(_("Rescue party"))
4832             prout(_(" boards Galileo and swoops toward planet surface."))
4833             game.iscraft = "offship"
4834             skip(1)
4835             if consumeTime():
4836                 return
4837             game.iplnet.known="shuttle_down"
4838             prout(_("Trip complete."))
4839             return
4840         else:
4841             # Ready to go back to ship 
4842             prout(_("You and your mining party board the"))
4843             prout(_("shuttle craft for the trip back to the Enterprise."))
4844             skip(1)
4845             prouts(_("The short hop begins . . ."))
4846             skip(1)
4847             game.iplnet.known="known"
4848             game.icraft = True
4849             skip(1)
4850             game.landed = False
4851             if consumeTime():
4852                 return
4853             game.iscraft = "onship"
4854             game.icraft = False
4855             if game.imine:
4856                 game.icrystl = True
4857                 game.cryprob = 0.05
4858             game.imine = False
4859             prout(_("Trip complete."))
4860             return
4861     else:
4862         # Kirk on ship and so is Galileo 
4863         prout(_("Mining party assembles in the hangar deck,"))
4864         prout(_("ready to board the shuttle craft \"Galileo\"."))
4865         skip(1)
4866         prouts(_("The hangar doors open; the trip begins."))
4867         skip(1)
4868         game.icraft = True
4869         game.iscraft = "offship"
4870         if consumeTime():
4871             return
4872         game.iplnet.known = "shuttle_down"
4873         game.landed = True
4874         game.icraft = False
4875         prout(_("Trip complete."))
4876         return
4877
4878 def deathray():
4879     "Use the big zapper."
4880     game.ididit = False
4881     skip(1)
4882     scanner.chew()
4883     if game.ship != IHE:
4884         prout(_("Ye Faerie Queene has no death ray."))
4885         return
4886     if len(game.enemies)==0:
4887         prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
4888         return
4889     if damaged(DDRAY):
4890         prout(_("Death Ray is damaged."))
4891         return
4892     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
4893     prout(_("  is highly unpredictible.  Considering the alternatives,"))
4894     proutn(_("  are you sure this is wise?\" "))
4895     if ja() == False:
4896         return
4897     prout(_("Spock-  \"Acknowledged.\""))
4898     skip(1)
4899     game.ididit = True
4900     prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4901     skip(1)
4902     prout(_("Crew scrambles in emergency preparation."))
4903     prout(_("Spock and Scotty ready the death ray and"))
4904     prout(_("prepare to channel all ship's power to the device."))
4905     skip(1)
4906     prout(_("Spock-  \"Preparations complete, sir.\""))
4907     prout(_("Kirk-  \"Engage!\""))
4908     skip(1)
4909     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4910     skip(1)
4911     dprob = 0.30
4912     if game.options & OPTION_PLAIN:
4913         dprob = 0.5
4914     r = randreal()
4915     if r > dprob:
4916         prouts(_("Sulu- \"Captain!  It's working!\""))
4917         skip(2)
4918         while len(game.enemies) > 0:
4919             deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4920         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
4921         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4922             finish(FWON)    
4923         if (game.options & OPTION_PLAIN) == 0:
4924             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
4925             if withprob(0.05):
4926                 prout(_("   is still operational.\""))
4927             else:
4928                 prout(_("   has been rendered nonfunctional.\""))
4929                 game.damage[DDRAY] = 39.95
4930         return
4931     r = randreal()      # Pick failure method 
4932     if r <= 0.30:
4933         prouts(_("Sulu- \"Captain!  It's working!\""))
4934         skip(1)
4935         prouts(_("***RED ALERT!  RED ALERT!"))
4936         skip(1)
4937         prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4938         skip(1)
4939         prouts(_("***RED ALERT!  RED A*L********************************"))
4940         skip(1)
4941         stars()
4942         prouts(_("******************   KA-BOOM!!!!   *******************"))
4943         skip(1)
4944         kaboom()
4945         return
4946     if r <= 0.55:
4947         prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
4948         skip(1)
4949         prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
4950         skip(1)
4951         prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
4952         prout(_("  have apparently been transformed into strange mutations."))
4953         prout(_("  Vulcans do not seem to be affected."))
4954         skip(1)
4955         prout(_("Kirk-  \"Raauch!  Raauch!\""))
4956         finish(FDRAY)
4957         return
4958     if r <= 0.75:
4959         intj
4960         prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
4961         skip(2)
4962         proutn(_("Spock-  \"I believe the word is"))
4963         prouts(_(" *ASTONISHING*"))
4964         prout(_(" Mr. Sulu."))
4965         for i in range(QUADSIZE):
4966             for j in range(QUADSIZE):
4967                 if game.quad[i][j] == IHDOT:
4968                     game.quad[i][j] = IHQUEST
4969         prout(_("  Captain, our quadrant is now infested with"))
4970         prouts(_(" - - - - - -  *THINGS*."))
4971         skip(1)
4972         prout(_("  I have no logical explanation.\""))
4973         return
4974     prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
4975     skip(1)
4976     prout(_("Scotty-  \"There are so many tribbles down here"))
4977     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
4978     finish(FTRIBBLE)
4979     return
4980
4981 # Code from reports.c begins here
4982
4983 def attackreport(curt):
4984     "eport status of bases under attack."
4985     if not curt:
4986         if is_scheduled(FCDBAS):
4987             prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4988             prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4989         elif game.isatb == 1:
4990             prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4991             prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4992         else:
4993             prout(_("No Starbase is currently under attack."))
4994     else:
4995         if is_scheduled(FCDBAS):
4996             proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4997         if game.isatb:
4998             proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4999         clreol()
5000
5001 def report():
5002     # report on general game status 
5003     scanner.chew()
5004     s1 = "" and game.thawed and _("thawed ")
5005     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5006     s3 = (None, _("novice"). _("fair"),
5007           _("good"), _("expert"), _("emeritus"))[game.skill]
5008     prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5009     if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5010         prout(_("No plaque is allowed."))
5011     if game.tourn:
5012         prout(_("This is tournament game %d.") % game.tourn)
5013     prout(_("Your secret password is \"%s\"") % game.passwd)
5014     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)), 
5015            (game.inkling + game.incom + game.inscom)))
5016     if game.incom - len(game.state.kcmdr):
5017         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5018     elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5019         prout(_(", but no Commanders."))
5020     else:
5021         prout(".")
5022     if game.skill > SKILL_FAIR:
5023         prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5024     if len(game.state.baseq) != game.inbase:
5025         proutn(_("There "))
5026         if game.inbase-len(game.state.baseq)==1:
5027             proutn(_("has been 1 base"))
5028         else:
5029             proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5030         prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5031     else:
5032         prout(_("There are %d bases.") % game.inbase)
5033     if communicating() or game.iseenit:
5034         # Don't report this if not seen and
5035         # either the radio is dead or not at base!
5036         attackreport(False)
5037         game.iseenit = True
5038     if game.casual: 
5039         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5040     if game.nhelp:
5041         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
5042     if game.ship == IHE:
5043         proutn(_("You have "))
5044         if game.nprobes:
5045             proutn("%d" % (game.nprobes))
5046         else:
5047             proutn(_("no"))
5048         proutn(_(" deep space probe"))
5049         if game.nprobes!=1:
5050             proutn(_("s"))
5051         prout(".")
5052     if communicating() and is_scheduled(FDSPROB):
5053         if game.isarmed: 
5054             proutn(_("An armed deep space probe is in "))
5055         else:
5056             proutn(_("A deep space probe is in "))
5057         prout("Quadrant %s." % game.probec)
5058     if game.icrystl:
5059         if game.cryprob <= .05:
5060             prout(_("Dilithium crystals aboard ship... not yet used."))
5061         else:
5062             i=0
5063             ai = 0.05
5064             while game.cryprob > ai:
5065                 ai *= 2.0
5066                 i += 1
5067             prout(_("Dilithium crystals have been used %d time%s.") % \
5068                   (i, (_("s"), "")[i==1]))
5069     skip(1)
5070         
5071 def lrscan(silent):
5072     "Long-range sensor scan."
5073     if damaged(DLRSENS):
5074         # Now allow base's sensors if docked 
5075         if game.condition != "docked":
5076             if not silent:
5077                 prout(_("LONG-RANGE SENSORS DAMAGED."))
5078             return
5079         if not silent:
5080             prout(_("Starbase's long-range scan"))
5081     elif not silent:
5082         prout(_("Long-range scan"))
5083     for x in range(game.quadrant.i-1, game.quadrant.i+2):
5084         if not silent:
5085             proutn(" ")
5086         for y in range(game.quadrant.j-1, game.quadrant.j+2):
5087             if not coord(x, y).valid_quadrant():
5088                 if not silent:
5089                     proutn("  -1")
5090             else:
5091                 if not damaged(DRADIO):
5092                     game.state.galaxy[x][y].charted = True
5093                 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5094                 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5095                 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5096                 if not silent and game.state.galaxy[x][y].supernova: 
5097                     proutn(" ***")
5098                 elif not silent:
5099                     proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5100         prout(" ")
5101
5102 def damagereport():
5103     "Damage report."
5104     jdam = False
5105     scanner.chew()
5106     for i in range(NDEVICES):
5107         if damaged(i):
5108             if not jdam:
5109                 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5110                 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5111                 jdam = True
5112             prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
5113                                                game.damage[i]+0.05,
5114                                                game.docfac*game.damage[i]+0.005))
5115     if not jdam:
5116         prout(_("All devices functional."))
5117
5118 def rechart():
5119     "Update the chart in the Enterprise's computer from galaxy data."
5120     game.lastchart = game.state.date
5121     for i in range(GALSIZE):
5122         for j in range(GALSIZE):
5123             if game.state.galaxy[i][j].charted:
5124                 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5125                 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5126                 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5127
5128 def chart():
5129     "Display the star chart."
5130     scanner.chew()
5131     if (game.options & OPTION_AUTOSCAN):
5132         lrscan(silent=True)
5133     if not damaged(DRADIO):
5134         rechart()
5135     if game.lastchart < game.state.date and game.condition == "docked":
5136         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
5137         rechart()
5138     prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
5139     if game.state.date > game.lastchart:
5140         prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5141     prout("      1    2    3    4    5    6    7    8")
5142     for i in range(GALSIZE):
5143         proutn("%d |" % (i+1))
5144         for j in range(GALSIZE):
5145             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5146                 proutn("<")
5147             else:
5148                 proutn(" ")
5149             if game.state.galaxy[i][j].supernova:
5150                 show = "***"
5151             elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5152                 show = ".1."
5153             elif game.state.galaxy[i][j].charted:
5154                 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5155             else:
5156                 show = "..."
5157             proutn(show)
5158             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5159                 proutn(">")
5160             else:
5161                 proutn(" ")
5162         proutn("  |")
5163         if i<GALSIZE:
5164             skip(1)
5165
5166 def sectscan(goodScan, i, j):
5167     "Light up an individual dot in a sector."
5168     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5169         if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5170             #if game.condition   == "red": textcolor("red")
5171             #elif game.condition == "green": textcolor("green")
5172             #elif game.condition == "yellow": textcolor("yellow")
5173             #elif game.condition == "docked": textcolor("cyan")
5174             #elif game.condition == "dead": textcolor("brown")
5175             if game.quad[i][j] != game.ship: 
5176                 highvideo()
5177         proutn("%c " % game.quad[i][j])
5178         #textcolor(None)
5179     else:
5180         proutn("- ")
5181
5182 def status(req=0):
5183     "Emit status report lines"
5184     if not req or req == 1:
5185         prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5186                % (game.state.date, game.state.remtime))
5187     if not req or req == 2:
5188         if game.condition != "docked":
5189             newcnd()
5190         dam = 0
5191         for t in range(NDEVICES):
5192             if game.damage[t]>0: 
5193                 dam += 1
5194         prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5195     if not req or req == 3:
5196         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5197     if not req or req == 4:
5198         if damaged(DLIFSUP):
5199             if game.condition == "docked":
5200                 s = _("DAMAGED, Base provides")
5201             else:
5202                 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5203         else:
5204             s = _("ACTIVE")
5205         prstat(_("Life Support"), s)
5206     if not req or req == 5:
5207         prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5208     if not req or req == 6:
5209         extra = ""
5210         if game.icrystl and (game.options & OPTION_SHOWME):
5211             extra = _(" (have crystals)")
5212         prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5213     if not req or req == 7:
5214         prstat(_("Torpedoes"), "%d" % (game.torps))
5215     if not req or req == 8:
5216         if damaged(DSHIELD):
5217             s = _("DAMAGED,")
5218         elif game.shldup:
5219             s = _("UP,")
5220         else:
5221             s = _("DOWN,")
5222         data = _(" %d%% %.1f units") \
5223                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5224         prstat(_("Shields"), s+data)
5225     if not req or req == 9:
5226         prstat(_("Klingons Left"), "%d" \
5227                % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5228     if not req or req == 10:
5229         if game.options & OPTION_WORLDS:
5230             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5231             if plnet and plnet.inhabited:
5232                 prstat(_("Major system"), plnet.name)
5233             else:
5234                 prout(_("Sector is uninhabited"))
5235     elif not req or req == 11:
5236         attackreport(not req)
5237
5238 def request():
5239     "Request specified status data, a historical relic from slow TTYs."
5240     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5241     while scanner.next() == "IHEOL":
5242         proutn(_("Information desired? "))
5243     scanner.chew()
5244     if scanner.token in requests:
5245         status(requests.index(scanner.token))
5246     else:
5247         prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5248         prout(("  date, condition, position, lsupport, warpfactor,"))
5249         prout(("  energy, torpedoes, shields, klingons, system, time."))
5250                 
5251 def srscan():
5252     "Short-range scan." 
5253     goodScan=True
5254     if damaged(DSRSENS):
5255         # Allow base's sensors if docked 
5256         if game.condition != "docked":
5257             prout(_("   S.R. SENSORS DAMAGED!"))
5258             goodScan=False
5259         else:
5260             prout(_("  [Using Base's sensors]"))
5261     else:
5262         prout(_("     Short-range scan"))
5263     if goodScan and not damaged(DRADIO): 
5264         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5265         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5266         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5267         game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5268     prout("    1 2 3 4 5 6 7 8 9 10")
5269     if game.condition != "docked":
5270         newcnd()
5271     for i in range(QUADSIZE):
5272         proutn("%2d  " % (i+1))
5273         for j in range(QUADSIZE):
5274             sectscan(goodScan, i, j)
5275         skip(1)
5276                 
5277 def eta():
5278     "Use computer to get estimated time of arrival for a warp jump."
5279     w1 = coord(); w2 = coord()
5280     prompt = False
5281     if damaged(DCOMPTR):
5282         prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5283         skip(1)
5284         return
5285     if scanner.next() != "IHREAL":
5286         prompt = True
5287         scanner.chew()
5288         proutn(_("Destination quadrant and/or sector? "))
5289         if scanner.next()!="IHREAL":
5290             huh()
5291             return
5292     w1.j = int(scanner.real-0.5)
5293     if scanner.next() != "IHREAL":
5294         huh()
5295         return
5296     w1.i = int(scanner.real-0.5)
5297     if scanner.next() == "IHREAL":
5298         w2.j = int(scanner.real-0.5)
5299         if scanner.next() != "IHREAL":
5300             huh()
5301             return
5302         w2.i = int(scanner.real-0.5)
5303     else:
5304         if game.quadrant.j>w1.i:
5305             w2.i = 0
5306         else:
5307             w2.i=QUADSIZE-1
5308         if game.quadrant.i>w1.j:
5309             w2.j = 0
5310         else:
5311             w2.j=QUADSIZE-1
5312     if not w1.valid_quadrant() or not w2.valid_sector():
5313         huh()
5314         return
5315     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5316                 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5317     wfl = False
5318     if prompt:
5319         prout(_("Answer \"no\" if you don't know the value:"))
5320     while True:
5321         scanner.chew()
5322         proutn(_("Time or arrival date? "))
5323         if scanner.next()=="IHREAL":
5324             ttime = scanner.real
5325             if ttime > game.state.date:
5326                 ttime -= game.state.date # Actually a star date
5327             twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5328             if ttime <= 1e-10 or twarp > 10:
5329                 prout(_("We'll never make it, sir."))
5330                 scanner.chew()
5331                 return
5332             if twarp < 1.0:
5333                 twarp = 1.0
5334             break
5335         scanner.chew()
5336         proutn(_("Warp factor? "))
5337         if scanner.next()== "IHREAL":
5338             wfl = True
5339             twarp = scanner.real
5340             if twarp<1.0 or twarp > 10.0:
5341                 huh()
5342                 return
5343             break
5344         prout(_("Captain, certainly you can give me one of these."))
5345     while True:
5346         scanner.chew()
5347         ttime = (10.0*game.dist)/twarp**2
5348         tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5349         if tpower >= game.energy:
5350             prout(_("Insufficient energy, sir."))
5351             if not game.shldup or tpower > game.energy*2.0:
5352                 if not wfl:
5353                     return
5354                 proutn(_("New warp factor to try? "))
5355                 if scanner.next() == "IHREAL":
5356                     wfl = True
5357                     twarp = scanner.real
5358                     if twarp<1.0 or twarp > 10.0:
5359                         huh()
5360                         return
5361                     continue
5362                 else:
5363                     scanner.chew()
5364                     skip(1)
5365                     return
5366             prout(_("But if you lower your shields,"))
5367             proutn(_("remaining"))
5368             tpower /= 2
5369         else:
5370             proutn(_("Remaining"))
5371         prout(_(" energy will be %.2f.") % (game.energy-tpower))
5372         if wfl:
5373             prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5374         elif twarp==1.0:
5375             prout(_("Any warp speed is adequate."))
5376         else:
5377             prout(_("Minimum warp needed is %.2f,") % (twarp))
5378             prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5379         if game.state.remtime < ttime:
5380             prout(_("Unfortunately, the Federation will be destroyed by then."))
5381         if twarp > 6.0:
5382             prout(_("You'll be taking risks at that speed, Captain"))
5383         if (game.isatb==1 and game.state.kscmdr == w1 and \
5384              scheduled(FSCDBAS)< ttime+game.state.date) or \
5385             (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5386             prout(_("The starbase there will be destroyed by then."))
5387         proutn(_("New warp factor to try? "))
5388         if scanner.next() == "IHREAL":
5389             wfl = True
5390             twarp = scanner.real
5391             if twarp<1.0 or twarp > 10.0:
5392                 huh()
5393                 return
5394         else:
5395             scanner.chew()
5396             skip(1)
5397             return
5398
5399 # Code from setup.c begins here
5400
5401 def prelim():
5402     "Issue a historically correct banner."
5403     skip(2)
5404     prout(_("-SUPER- STAR TREK"))
5405     skip(1)
5406 # From the FORTRAN original
5407 #    prout(_("Latest update-21 Sept 78"))
5408 #    skip(1)
5409
5410 def freeze(boss):
5411     "Save game."
5412     if boss:
5413         scanner.push("emsave.trk")
5414     key = scanner.next()
5415     if key == "IHEOL":
5416         proutn(_("File name: "))
5417         key = scanner.next()
5418     if key != "IHALPHA":
5419         huh()
5420         return
5421     scanner.chew()
5422     if '.' not in scanner.token:
5423         scanner.token += ".trk"
5424     try:
5425         fp = open(scanner.token, "wb")
5426     except IOError:
5427         prout(_("Can't freeze game as file %s") % scanner.token)
5428         return
5429     cPickle.dump(game, fp)
5430     fp.close()
5431
5432 def thaw():
5433     "Retrieve saved game." 
5434     game.passwd[0] = '\0'
5435     key = scanner.next()
5436     if key == "IHEOL":
5437         proutn(_("File name: "))
5438         key = scanner.next()
5439     if key != "IHALPHA":
5440         huh()
5441         return True
5442     scanner.chew()
5443     if '.' not in scanner.token:
5444         scanner.token += ".trk"
5445     try:
5446         fp = open(scanner.token, "rb")
5447     except IOError:
5448         prout(_("Can't thaw game in %s") % scanner.token)
5449         return
5450     game = cPickle.load(fp)
5451     fp.close()
5452     return False
5453
5454 # I used <http://www.memory-alpha.org> to find planets
5455 # with references in ST:TOS.  Eath and the Alpha Centauri
5456 # Colony have been omitted.
5457
5458 # Some planets marked Class G and P here will be displayed as class M
5459 # because of the way planets are generated. This is a known bug.
5460 systnames = (
5461     # Federation Worlds 
5462     _("Andoria (Fesoan)"),      # several episodes 
5463     _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel" 
5464     _("Vulcan (T'Khasi)"),      # many episodes 
5465     _("Medusa"),                # TOS: "Is There in Truth No Beauty?" 
5466     _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) 
5467     _("Ardana"),                # TOS: "The Cloud Minders" 
5468     _("Catulla (Cendo-Prae)"),  # TOS: "The Way to Eden" 
5469     _("Gideon"),                # TOS: "The Mark of Gideon" 
5470     _("Aldebaran III"),         # TOS: "The Deadly Years" 
5471     _("Alpha Majoris I"),       # TOS: "Wolf in the Fold" 
5472     _("Altair IV"),             # TOS: "Amok Time 
5473     _("Ariannus"),              # TOS: "Let That Be Your Last Battlefield" 
5474     _("Benecia"),               # TOS: "The Conscience of the King" 
5475     _("Beta Niobe I (Sarpeidon)"),      # TOS: "All Our Yesterdays" 
5476     _("Alpha Carinae II"),      # TOS: "The Ultimate Computer" 
5477     _("Capella IV (Kohath)"),   # TOS: "Friday's Child" (Class G) 
5478     _("Daran V"),               # TOS: "For the World is Hollow and I Have Touched the Sky" 
5479     _("Deneb II"),              # TOS: "Wolf in the Fold" ("IV" in BSD) 
5480     _("Eminiar VII"),           # TOS: "A Taste of Armageddon" 
5481     _("Gamma Canaris IV"),      # TOS: "Metamorphosis" 
5482     _("Gamma Tranguli VI (Vaalel)"),    # TOS: "The Apple" 
5483     _("Ingraham B"),            # TOS: "Operation: Annihilate" 
5484     _("Janus IV"),              # TOS: "The Devil in the Dark" 
5485     _("Makus III"),             # TOS: "The Galileo Seven" 
5486     _("Marcos XII"),            # TOS: "And the Children Shall Lead", 
5487     _("Omega IV"),              # TOS: "The Omega Glory" 
5488     _("Regulus V"),             # TOS: "Amok Time 
5489     _("Deneva"),                # TOS: "Operation -- Annihilate!" 
5490     # Worlds from BSD Trek 
5491     _("Rigel II"),              # TOS: "Shore Leave" ("III" in BSD) 
5492     _("Beta III"),              # TOS: "The Return of the Archons" 
5493     _("Triacus"),               # TOS: "And the Children Shall Lead", 
5494     _("Exo III"),               # TOS: "What Are Little Girls Made Of?" (Class P) 
5495 #       # Others 
5496 #    _("Hansen's Planet"),      # TOS: "The Galileo Seven" 
5497 #    _("Taurus IV"),            # TOS: "The Galileo Seven" (class G) 
5498 #    _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" 
5499 #    _("Izar"),                 # TOS: "Whom Gods Destroy" 
5500 #    _("Tiburon"),              # TOS: "The Way to Eden" 
5501 #    _("Merak II"),             # TOS: "The Cloud Minders" 
5502 #    _("Coridan (Desotriana)"), # TOS: "Journey to Babel" 
5503 #    _("Iotia"),                # TOS: "A Piece of the Action" 
5504 )
5505
5506 device = (
5507         _("S. R. Sensors"), \
5508         _("L. R. Sensors"), \
5509         _("Phasers"), \
5510         _("Photon Tubes"), \
5511         _("Life Support"), \
5512         _("Warp Engines"), \
5513         _("Impulse Engines"), \
5514         _("Shields"), \
5515         _("Subspace Radio"), \
5516         _("Shuttle Craft"), \
5517         _("Computer"), \
5518         _("Navigation System"), \
5519         _("Transporter"), \
5520         _("Shield Control"), \
5521         _("Death Ray"), \
5522         _("D. S. Probe"), \
5523 )
5524
5525 def setup():
5526     "Prepare to play, set up cosmos."
5527     w = coord()
5528     #  Decide how many of everything
5529     if choose():
5530         return # frozen game
5531     # Prepare the Enterprise
5532     game.alldone = game.gamewon = game.shldchg = game.shldup = False
5533     game.ship = IHE
5534     game.state.crew = FULLCREW
5535     game.energy = game.inenrg = 5000.0
5536     game.shield = game.inshld = 2500.0
5537     game.inlsr = 4.0
5538     game.lsupres = 4.0
5539     game.quadrant = randplace(GALSIZE)
5540     game.sector = randplace(QUADSIZE)
5541     game.torps = game.intorps = 10
5542     game.nprobes = randrange(2, 5)
5543     game.warpfac = 5.0
5544     for i in range(NDEVICES): 
5545         game.damage[i] = 0.0
5546     # Set up assorted game parameters
5547     game.battle = coord()
5548     game.state.date = game.indate = 100.0 * randreal(20, 51)
5549     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5550     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5551     game.isatb = game.state.nplankl = 0
5552     game.state.starkl = game.state.basekl = 0
5553     game.iscraft = "onship"
5554     game.landed = False
5555     game.alive = True
5556     game.docfac = 0.25
5557     # Starchart is functional but we've never seen it
5558     game.lastchart = FOREVER
5559     # Put stars in the galaxy
5560     game.instar = 0
5561     for i in range(GALSIZE):
5562         for j in range(GALSIZE):
5563             k = randrange(1, QUADSIZE**2/10+1)
5564             game.instar += k
5565             game.state.galaxy[i][j].stars = k
5566     # Locate star bases in galaxy
5567     for i in range(game.inbase):
5568         while True:
5569             while True:
5570                 w = randplace(GALSIZE)
5571                 if not game.state.galaxy[w.i][w.j].starbase:
5572                     break
5573             contflag = False
5574             # C version: for (j = i-1; j > 0; j--)
5575             # so it did them in the opposite order.
5576             for j in range(1, i):
5577                 # Improved placement algorithm to spread out bases
5578                 distq = (w - game.state.baseq[j]).distance()
5579                 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5580                     contflag = True
5581                     if idebug:
5582                         prout("=== Abandoning base #%d at %s" % (i, w))
5583                     break
5584                 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5585                     if idebug:
5586                         prout("=== Saving base #%d, close to #%d" % (i, j))
5587             if not contflag:
5588                 break
5589         game.state.baseq.append(w)
5590         game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5591     # Position ordinary Klingon Battle Cruisers
5592     krem = game.inkling
5593     klumper = 0.25*game.skill*(9.0-game.length)+1.0
5594     if klumper > MAXKLQUAD: 
5595         klumper = MAXKLQUAD
5596     while True:
5597         r = randreal()
5598         klump = (1.0 - r*r)*klumper
5599         if klump > krem:
5600             klump = krem
5601         krem -= klump
5602         while True:
5603             w = randplace(GALSIZE)
5604             if not game.state.galaxy[w.i][w.j].supernova and \
5605                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5606                 break
5607         game.state.galaxy[w.i][w.j].klingons += int(klump)
5608         if krem <= 0:
5609             break
5610     # Position Klingon Commander Ships
5611     for i in range(game.incom):
5612         while True:
5613             w = randplace(GALSIZE)
5614             if not welcoming(w) or w in game.state.kcmdr:
5615                 continue
5616             if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5617                 break
5618         game.state.galaxy[w.i][w.j].klingons += 1
5619         game.state.kcmdr.append(w)
5620     # Locate planets in galaxy
5621     for i in range(game.inplan):
5622         while True:
5623             w = randplace(GALSIZE) 
5624             if game.state.galaxy[w.i][w.j].planet == None:
5625                 break
5626         new = planet()
5627         new.quadrant = w
5628         new.crystals = "absent"
5629         if (game.options & OPTION_WORLDS) and i < NINHAB:
5630             new.pclass = "M"    # All inhabited planets are class M
5631             new.crystals = "absent"
5632             new.known = "known"
5633             new.name = systnames[i]
5634             new.inhabited = True
5635         else:
5636             new.pclass = ("M", "N", "O")[randrange(0, 3)]
5637             if withprob(0.33):
5638                 new.crystals = "present"
5639             new.known = "unknown"
5640             new.inhabited = False
5641         game.state.galaxy[w.i][w.j].planet = new
5642         game.state.planets.append(new)
5643     # Locate Romulans
5644     for i in range(game.state.nromrem):
5645         w = randplace(GALSIZE)
5646         game.state.galaxy[w.i][w.j].romulans += 1
5647     # Place the Super-Commander if needed
5648     if game.state.nscrem > 0:
5649         while True:
5650             w = randplace(GALSIZE)
5651             if welcoming(w):
5652                 break
5653         game.state.kscmdr = w
5654         game.state.galaxy[w.i][w.j].klingons += 1
5655     # Initialize times for extraneous events
5656     schedule(FSNOVA, expran(0.5 * game.intime))
5657     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5658     schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5659     schedule(FBATTAK, expran(0.3*game.intime))
5660     unschedule(FCDBAS)
5661     if game.state.nscrem:
5662         schedule(FSCMOVE, 0.2777)
5663     else:
5664         unschedule(FSCMOVE)
5665     unschedule(FSCDBAS)
5666     unschedule(FDSPROB)
5667     if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5668         schedule(FDISTR, expran(1.0 + game.intime))
5669     else:
5670         unschedule(FDISTR)
5671     unschedule(FENSLV)
5672     unschedule(FREPRO)
5673     # Place thing (in tournament game, we don't want one!)
5674     # New in SST2K: never place the Thing near a starbase.
5675     # This makes sense and avoids a special case in the old code.
5676     global thing
5677     if game.tourn is None:
5678         while True:
5679             thing = randplace(GALSIZE)
5680             if thing not in game.state.baseq:
5681                 break
5682     skip(2)
5683     game.state.snap = False
5684     if game.skill == SKILL_NOVICE:
5685         prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5686         prout(_("a deadly Klingon invasion force. As captain of the United"))
5687         prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5688         prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5689         prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5690         prout(_("your mission.  As you proceed you may be given more time."))
5691         skip(1)
5692         prout(_("You will have %d supporting starbases.") % (game.inbase))
5693         proutn(_("Starbase locations-  "))
5694     else:
5695         prout(_("Stardate %d.") % int(game.state.date))
5696         skip(1)
5697         prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5698         prout(_("An unknown number of Romulans."))
5699         if game.state.nscrem:
5700             prout(_("And one (GULP) Super-Commander."))
5701         prout(_("%d stardates.") % int(game.intime))
5702         proutn(_("%d starbases in ") % game.inbase)
5703     for i in range(game.inbase):
5704         proutn(`game.state.baseq[i]`)
5705         proutn("  ")
5706     skip(2)
5707     proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5708     proutn(_(" Sector %s") % game.sector)
5709     skip(2)
5710     prout(_("Good Luck!"))
5711     if game.state.nscrem:
5712         prout(_("  YOU'LL NEED IT."))
5713     waitfor()
5714     newqad()
5715     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5716         game.shldup = True
5717     if game.neutz:      # bad luck to start in a Romulan Neutral Zone
5718         attack(torps_ok=False)
5719
5720 def choose():
5721     "Choose your game type."
5722     global thing
5723     while True:
5724         game.tourn = 0
5725         game.thawed = False
5726         game.skill = SKILL_NONE
5727         game.length = 0
5728         if not scanner.inqueue: # Can start with command line options 
5729             proutn(_("Would you like a regular, tournament, or saved game? "))
5730         scanner.next()
5731         if scanner.sees("tournament"):
5732             while scanner.next() == "IHEOL":
5733                 proutn(_("Type in tournament number-"))
5734             if scanner.real == 0:
5735                 scanner.chew()
5736                 continue # We don't want a blank entry
5737             game.tourn = int(round(scanner.real))
5738             random.seed(scanner.real)
5739             if logfp:
5740                 logfp.write("# random.seed(%d)\n" % scanner.real)
5741             break
5742         if scanner.sees("saved") or scanner.sees("frozen"):
5743             if thaw():
5744                 continue
5745             scanner.chew()
5746             if game.passwd == None:
5747                 continue
5748             if not game.alldone:
5749                 game.thawed = True # No plaque if not finished
5750             report()
5751             waitfor()
5752             return True
5753         if scanner.sees("regular"):
5754             break
5755         proutn(_("What is \"%s\"?") % scanner.token)
5756         scanner.chew()
5757     while game.length==0 or game.skill==SKILL_NONE:
5758         if scanner.next() == "IHALPHA":
5759             if scanner.sees("short"):
5760                 game.length = 1
5761             elif scanner.sees("medium"):
5762                 game.length = 2
5763             elif scanner.sees("long"):
5764                 game.length = 4
5765             elif scanner.sees("novice"):
5766                 game.skill = SKILL_NOVICE
5767             elif scanner.sees("fair"):
5768                 game.skill = SKILL_FAIR
5769             elif scanner.sees("good"):
5770                 game.skill = SKILL_GOOD
5771             elif scanner.sees("expert"):
5772                 game.skill = SKILL_EXPERT
5773             elif scanner.sees("emeritus"):
5774                 game.skill = SKILL_EMERITUS
5775             else:
5776                 proutn(_("What is \""))
5777                 proutn(scanner.token)
5778                 prout("\"?")
5779         else:
5780             scanner.chew()
5781             if game.length==0:
5782                 proutn(_("Would you like a Short, Medium, or Long game? "))
5783             elif game.skill == SKILL_NONE:
5784                 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5785     # Choose game options -- added by ESR for SST2K
5786     if scanner.next() != "IHALPHA":
5787         scanner.chew()
5788         proutn(_("Choose your game style (or just press enter): "))
5789         scanner.next()
5790     if scanner.sees("plain"):
5791         # Approximates the UT FORTRAN version.
5792         game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5793         game.options |= OPTION_PLAIN
5794     elif scanner.sees("almy"):
5795         # Approximates Tom Almy's version.
5796         game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5797         game.options |= OPTION_ALMY
5798     elif scanner.sees("fancy") or scanner.sees("\n"):
5799         pass
5800     elif len(scanner.token):
5801         proutn(_("What is \"%s\"?") % scanner.token)
5802     setpassword()
5803     if game.passwd == "debug":
5804         idebug = True
5805         prout("=== Debug mode enabled.")
5806     # Use parameters to generate initial values of things
5807     game.damfac = 0.5 * game.skill
5808     game.inbase = randrange(BASEMIN, BASEMAX+1)
5809     game.inplan = 0
5810     if game.options & OPTION_PLANETS:
5811         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5812     if game.options & OPTION_WORLDS:
5813         game.inplan += int(NINHAB)
5814     game.state.nromrem = game.inrom = randrange(2 *game.skill)
5815     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5816     game.state.remtime = 7.0 * game.length
5817     game.intime = game.state.remtime
5818     game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5819     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5820     game.state.remres = (game.inkling+4*game.incom)*game.intime
5821     game.inresor = game.state.remres
5822     if game.inkling > 50:
5823         game.state.inbase += 1
5824     return False
5825
5826 def dropin(iquad=None):
5827     "Drop a feature on a random dot in the current quadrant."
5828     while True:
5829         w = randplace(QUADSIZE)
5830         if game.quad[w.i][w.j] == IHDOT:
5831             break
5832     if iquad is not None:
5833         game.quad[w.i][w.j] = iquad
5834     return w
5835
5836 def newcnd():
5837     "Update our alert status."
5838     game.condition = "green"
5839     if game.energy < 1000.0:
5840         game.condition = "yellow"
5841     if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5842         game.condition = "red"
5843     if not game.alive:
5844         game.condition="dead"
5845
5846 def newkling():
5847     "Drop new Klingon into current quadrant."
5848     return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5849
5850 def newqad():
5851     "Set up a new state of quadrant, for when we enter or re-enter it."
5852     game.justin = True
5853     game.iplnet = None
5854     game.neutz = game.inorbit = game.landed = False
5855     game.ientesc = game.iseenit = False
5856     # Create a blank quadrant
5857     game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5858     if game.iscate:
5859         # Attempt to escape Super-commander, so tbeam back!
5860         game.iscate = False
5861         game.ientesc = True
5862     q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5863     # cope with supernova
5864     if q.supernova:
5865         return
5866     game.klhere = q.klingons
5867     game.irhere = q.romulans
5868     # Position Starship
5869     game.quad[game.sector.i][game.sector.j] = game.ship
5870     game.enemies = []
5871     if q.klingons:
5872         # Position ordinary Klingons
5873         for i in range(game.klhere):
5874             newkling()
5875         # If we need a commander, promote a Klingon
5876         for cmdr in game.state.kcmdr:
5877             if cmdr == game.quadrant:
5878                 e = game.enemies[game.klhere-1]
5879                 game.quad[e.kloc.i][e.kloc.j] = IHC
5880                 e.kpower = randreal(950,1350) + 50.0*game.skill
5881                 break   
5882         # If we need a super-commander, promote a Klingon
5883         if game.quadrant == game.state.kscmdr:
5884             e = game.enemies[0]
5885             game.quad[e.kloc.i][e.kloc.j] = IHS
5886             e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
5887             game.iscate = (game.state.remkl > 1)
5888     # Put in Romulans if needed
5889     for i in range(q.romulans):
5890         enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5891     # If quadrant needs a starbase, put it in
5892     if q.starbase:
5893         game.base = dropin(IHB)
5894     # If quadrant needs a planet, put it in
5895     if q.planet:
5896         game.iplnet = q.planet
5897         if not q.planet.inhabited:
5898             game.plnet = dropin(IHP)
5899         else:
5900             game.plnet = dropin(IHW)
5901     # Check for condition
5902     newcnd()
5903     # Check for RNZ
5904     if game.irhere > 0 and game.klhere == 0:
5905         game.neutz = True
5906         if not damaged(DRADIO):
5907             skip(1)
5908             prout(_("LT. Uhura- \"Captain, an urgent message."))
5909             prout(_("  I'll put it on audio.\"  CLICK"))
5910             skip(1)
5911             prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5912             prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5913     # Put in THING if needed
5914     if thing == game.quadrant:
5915         enemy(type=IHQUEST, loc=dropin(),
5916                   power=randreal(6000,6500.0)+250.0*game.skill)
5917         if not damaged(DSRSENS):
5918             skip(1)
5919             prout(_("Mr. Spock- \"Captain, this is most unusual."))
5920             prout(_("    Please examine your short-range scan.\""))
5921     # Decide if quadrant needs a Tholian; lighten up if skill is low 
5922     if game.options & OPTION_THOLIAN:
5923         if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5924             (game.skill == SKILL_GOOD and withprob(0.05)) or \
5925             (game.skill > SKILL_GOOD and withprob(0.08)):
5926             w = coord()
5927             while True:
5928                 w.i = withprob(0.5) * (QUADSIZE-1)
5929                 w.j = withprob(0.5) * (QUADSIZE-1)
5930                 if game.quad[w.i][w.j] == IHDOT:
5931                     break
5932             game.tholian = enemy(type=IHT, loc=w,
5933                                  power=randrange(100, 500) + 25.0*game.skill)
5934             # Reserve unoccupied corners 
5935             if game.quad[0][0]==IHDOT:
5936                 game.quad[0][0] = 'X'
5937             if game.quad[0][QUADSIZE-1]==IHDOT:
5938                 game.quad[0][QUADSIZE-1] = 'X'
5939             if game.quad[QUADSIZE-1][0]==IHDOT:
5940                 game.quad[QUADSIZE-1][0] = 'X'
5941             if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5942                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5943     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5944     # And finally the stars
5945     for i in range(q.stars):
5946         dropin(IHSTAR)
5947     # Put in a few black holes
5948     for i in range(1, 3+1):
5949         if withprob(0.5): 
5950             dropin(IHBLANK)
5951     # Take out X's in corners if Tholian present
5952     if game.tholian:
5953         if game.quad[0][0]=='X':
5954             game.quad[0][0] = IHDOT
5955         if game.quad[0][QUADSIZE-1]=='X':
5956             game.quad[0][QUADSIZE-1] = IHDOT
5957         if game.quad[QUADSIZE-1][0]=='X':
5958             game.quad[QUADSIZE-1][0] = IHDOT
5959         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5960             game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5961
5962 def setpassword():
5963     "Set the self-destruct password."
5964     if game.options & OPTION_PLAIN:
5965         while True:
5966             scanner.chew()
5967             proutn(_("Please type in a secret password- "))
5968             scanner.next()
5969             game.passwd = scanner.token
5970             if game.passwd != None:
5971                 break
5972     else:
5973         game.passwd = ""
5974         for i in range(8):
5975             game.passwd += chr(ord('a')+randrange(26))
5976
5977 # Code from sst.c begins here
5978
5979 commands = {
5980     "SRSCAN":           OPTION_TTY,
5981     "STATUS":           OPTION_TTY,
5982     "REQUEST":          OPTION_TTY,
5983     "LRSCAN":           OPTION_TTY,
5984     "PHASERS":          0,
5985     "TORPEDO":          0,
5986     "PHOTONS":          0,
5987     "MOVE":             0,
5988     "SHIELDS":          0,
5989     "DOCK":             0,
5990     "DAMAGES":          0,
5991     "CHART":            0,
5992     "IMPULSE":          0,
5993     "REST":             0,
5994     "WARP":             0,
5995     "SCORE":            0,
5996     "SENSORS":          OPTION_PLANETS,
5997     "ORBIT":            OPTION_PLANETS,
5998     "TRANSPORT":        OPTION_PLANETS,
5999     "MINE":             OPTION_PLANETS,
6000     "CRYSTALS":         OPTION_PLANETS,
6001     "SHUTTLE":          OPTION_PLANETS,
6002     "PLANETS":          OPTION_PLANETS,
6003     "REPORT":           0,
6004     "COMPUTER":         0,
6005     "COMMANDS":         0,
6006     "EMEXIT":           0,
6007     "PROBE":            OPTION_PROBE,
6008     "SAVE":             0,
6009     "FREEZE":           0,      # Synonym for SAVE
6010     "ABANDON":          0,
6011     "DESTRUCT":         0,
6012     "DEATHRAY":         0,
6013     "DEBUG":            0,
6014     "MAYDAY":           0,
6015     "SOS":              0,      # Synonym for MAYDAY
6016     "CALL":             0,      # Synonym for MAYDAY
6017     "QUIT":             0,
6018     "HELP":             0,
6019 }
6020
6021 def listCommands():
6022     "Generate a list of legal commands."
6023     prout(_("LEGAL COMMANDS ARE:"))
6024     emitted = 0
6025     for key in commands:
6026         if not commands[key] or (commands[key] & game.options):
6027             proutn("%-12s " % key)
6028             emitted += 1
6029             if emitted % 5 == 4:
6030                 skip(1)
6031     skip(1)
6032
6033 def helpme():
6034     "Browse on-line help."
6035     key = scanner.next()
6036     while True:
6037         if key == "IHEOL":
6038             setwnd(prompt_window)
6039             proutn(_("Help on what command? "))
6040             key = scanner.next()
6041         setwnd(message_window)
6042         if key == "IHEOL":
6043             return
6044         if scanner.token in commands or scanner.token == "ABBREV":
6045             break
6046         skip(1)
6047         listCommands()
6048         key = "IHEOL"
6049         scanner.chew()
6050         skip(1)
6051     cmd = scanner.token.upper()
6052     try:
6053         fp = open(SSTDOC, "r")
6054     except IOError:
6055         try:
6056             fp = open(DOC_NAME, "r")
6057         except IOError:
6058             prout(_("Spock-  \"Captain, that information is missing from the"))
6059             proutn(_("   computer. You need to find "))
6060             proutn(DOC_NAME)
6061             prout(_(" and put it in the"))
6062             proutn(_("   current directory or to "))
6063             proutn(SSTDOC)
6064             prout(".\"")
6065             # This used to continue: "You need to find SST.DOC and put 
6066             # it in the current directory."
6067             return
6068     while True:
6069         linebuf = fp.readline()
6070         if linebuf == '':
6071             prout(_("Spock- \"Captain, there is no information on that command.\""))
6072             fp.close()
6073             return
6074         if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6075             linebuf = linebuf[3:].strip()
6076             if cmd == linebuf:
6077                 break
6078     skip(1)
6079     prout(_("Spock- \"Captain, I've found the following information:\""))
6080     skip(1)
6081     while linebuf in fp:
6082         if "******" in linebuf:
6083             break
6084         proutn(linebuf)
6085     fp.close()
6086
6087 def makemoves():
6088     "Command-interpretation loop."
6089     clrscr()
6090     setwnd(message_window)
6091     while True:         # command loop 
6092         drawmaps(1)
6093         while True:     # get a command 
6094             hitme = False
6095             game.justin = False
6096             game.optime = 0.0
6097             scanner.chew()
6098             setwnd(prompt_window)
6099             clrscr()
6100             proutn("COMMAND> ")
6101             if scanner.next() == "IHEOL":
6102                 if game.options & OPTION_CURSES:
6103                     makechart()
6104                 continue
6105             elif scanner.token == "":
6106                 continue
6107             game.ididit = False
6108             clrscr()
6109             setwnd(message_window)
6110             clrscr()
6111             candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6112                                 commands)
6113             if len(candidates) == 1:
6114                 cmd = candidates[0]
6115                 break
6116             elif candidates and not (game.options & OPTION_PLAIN):
6117                 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6118             else:
6119                 listCommands()
6120                 continue
6121         if cmd == "SRSCAN":             # srscan
6122             srscan()
6123         elif cmd == "STATUS":           # status
6124             status()
6125         elif cmd == "REQUEST":          # status request 
6126             request()
6127         elif cmd == "LRSCAN":           # long range scan
6128             lrscan(silent=False)
6129         elif cmd == "PHASERS":          # phasers
6130             phasers()
6131             if game.ididit:
6132                 hitme = True
6133         elif cmd == "TORPEDO":          # photon torpedos
6134             photon()
6135             if game.ididit:
6136                 hitme = True
6137         elif cmd == "MOVE":             # move under warp
6138             warp(course=None, involuntary=False)
6139         elif cmd == "SHIELDS":          # shields
6140             doshield(shraise=False)
6141             if game.ididit:
6142                 hitme = True
6143                 game.shldchg = False
6144         elif cmd == "DOCK":             # dock at starbase
6145             dock(True)
6146             if game.ididit:
6147                 attack(torps_ok=False)          
6148         elif cmd == "DAMAGES":          # damage reports
6149             damagereport()
6150         elif cmd == "CHART":            # chart
6151             makechart()
6152         elif cmd == "IMPULSE":          # impulse
6153             impulse()
6154         elif cmd == "REST":             # rest
6155             wait()
6156             if game.ididit:
6157                 hitme = True
6158         elif cmd == "WARP":             # warp
6159             setwarp()
6160         elif cmd == "SCORE":            # score
6161             score()
6162         elif cmd == "SENSORS":          # sensors
6163             sensor()
6164         elif cmd == "ORBIT":            # orbit
6165             orbit()
6166             if game.ididit:
6167                 hitme = True
6168         elif cmd == "TRANSPORT":                # transport "beam"
6169             beam()
6170         elif cmd == "MINE":             # mine
6171             mine()
6172             if game.ididit:
6173                 hitme = True
6174         elif cmd == "CRYSTALS":         # crystals
6175             usecrystals()
6176             if game.ididit:
6177                 hitme = True
6178         elif cmd == "SHUTTLE":          # shuttle
6179             shuttle()
6180             if game.ididit:
6181                 hitme = True
6182         elif cmd == "PLANETS":          # Planet list
6183             survey()
6184         elif cmd == "REPORT":           # Game Report 
6185             report()
6186         elif cmd == "COMPUTER":         # use COMPUTER!
6187             eta()
6188         elif cmd == "COMMANDS":
6189             listCommands()
6190         elif cmd == "EMEXIT":           # Emergency exit
6191             clrscr()                    # Hide screen
6192             freeze(True)                # forced save
6193             raise SysExit,1                     # And quick exit
6194         elif cmd == "PROBE":
6195             probe()                     # Launch probe
6196             if game.ididit:
6197                 hitme = True
6198         elif cmd == "ABANDON":          # Abandon Ship
6199             abandon()
6200         elif cmd == "DESTRUCT":         # Self Destruct
6201             selfdestruct()
6202         elif cmd == "SAVE":             # Save Game
6203             freeze(False)
6204             clrscr()
6205             if game.skill > SKILL_GOOD:
6206                 prout(_("WARNING--Saved games produce no plaques!"))
6207         elif cmd == "DEATHRAY":         # Try a desparation measure
6208             deathray()
6209             if game.ididit:
6210                 hitme = True
6211         elif cmd == "DEBUGCMD":         # What do we want for debug???
6212             debugme()
6213         elif cmd == "MAYDAY":           # Call for help
6214             mayday()
6215             if game.ididit:
6216                 hitme = True
6217         elif cmd == "QUIT":
6218             game.alldone = True         # quit the game
6219         elif cmd == "HELP":
6220             helpme()                    # get help
6221         while True:
6222             if game.alldone:
6223                 break           # Game has ended
6224             if game.optime != 0.0:
6225                 events()
6226                 if game.alldone:
6227                     break       # Events did us in
6228             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6229                 atover(False)
6230                 continue
6231             if hitme and not game.justin:
6232                 attack(torps_ok=True)
6233                 if game.alldone:
6234                     break
6235                 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6236                     atover(False)
6237                     hitme = True
6238                     continue
6239             break
6240         if game.alldone:
6241             break
6242     if idebug:
6243         prout("=== Ending")
6244
6245 def cramen(type):
6246     "Emit the name of an enemy or feature." 
6247     if   type == IHR: s = _("Romulan")
6248     elif type == IHK: s = _("Klingon")
6249     elif type == IHC: s = _("Commander")
6250     elif type == IHS: s = _("Super-commander")
6251     elif type == IHSTAR: s = _("Star")
6252     elif type == IHP: s = _("Planet")
6253     elif type == IHB: s = _("Starbase")
6254     elif type == IHBLANK: s = _("Black hole")
6255     elif type == IHT: s = _("Tholian")
6256     elif type == IHWEB: s = _("Tholian web")
6257     elif type == IHQUEST: s = _("Stranger")
6258     elif type == IHW: s = _("Inhabited World")
6259     else: s = "Unknown??"
6260     return s
6261
6262 def crmena(stars, enemy, loctype, w):
6263     "Emit the name of an enemy and his location."
6264     buf = ""
6265     if stars:
6266         buf += "***"
6267     buf += cramen(enemy) + _(" at ")
6268     if loctype == "quadrant":
6269         buf += _("Quadrant ")
6270     elif loctype == "sector":
6271         buf += _("Sector ")
6272     return buf + `w`
6273
6274 def crmshp():
6275     "Emit our ship name." 
6276     return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6277
6278 def stars():
6279     "Emit a line of stars" 
6280     prouts("******************************************************")
6281     skip(1)
6282
6283 def expran(avrage):
6284     return -avrage*math.log(1e-7 + randreal())
6285
6286 def randplace(size):
6287     "Choose a random location."
6288     w = coord()
6289     w.i = randrange(size) 
6290     w.j = randrange(size)
6291     return w
6292
6293 class sstscanner:
6294     def __init__(self):
6295         self.type = None
6296         self.token = None
6297         self.real = 0.0
6298         self.inqueue = []
6299     def next(self):
6300         # Get a token from the user
6301         self.real = 0.0
6302         self.token = ''
6303         # Fill the token quue if nothing here
6304         while not self.inqueue:
6305             line = cgetline()
6306             if curwnd==prompt_window:
6307                 clrscr()
6308                 setwnd(message_window)
6309                 clrscr()
6310             if line == '':
6311                 return None
6312             if not line:
6313                 continue
6314             else:
6315                 self.inqueue = line.lstrip().split() + ["\n"]
6316         # From here on in it's all looking at the queue
6317         self.token = self.inqueue.pop(0)
6318         if self.token == "\n":
6319             self.type = "IHEOL"
6320             return "IHEOL"
6321         try:
6322             self.real = float(self.token)
6323             self.type = "IHREAL"
6324             return "IHREAL"
6325         except ValueError:
6326             pass
6327         # Treat as alpha
6328         self.token = self.token.lower()
6329         self.type = "IHALPHA"
6330         self.real = None
6331         return "IHALPHA"
6332     def append(self, tok):
6333         self.inqueue.append(tok)
6334     def push(self, tok):
6335         self.inqueue.insert(0, tok)
6336     def waiting(self):
6337         return self.inqueue
6338     def chew(self):
6339         # Demand input for next scan
6340         self.inqueue = []
6341         self.real = self.token = None
6342     def sees(self, s):
6343         # compares s to item and returns true if it matches to the length of s
6344         return s.startswith(self.token)
6345     def int(self):
6346         # Round token value to nearest integer
6347         return int(round(scanner.real))
6348     def getcoord(self):
6349         s = coord()
6350         scanner.next()
6351         if scanner.type != "IHREAL":
6352             huh()
6353             return None
6354         s.i = scanner.int()-1
6355         scanner.next()
6356         if scanner.type != "IHREAL":
6357             huh()
6358             return None
6359         s.j = scanner.int()-1
6360         return s
6361     def __repr__(str):
6362         return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6363
6364 def ja():
6365     "Yes-or-no confirmation."
6366     scanner.chew()
6367     while True:
6368         scanner.next()
6369         if scanner.token == 'y':
6370             return True
6371         if scanner.token == 'n':
6372             return False
6373         scanner.chew()
6374         proutn(_("Please answer with \"y\" or \"n\": "))
6375
6376 def huh():
6377     "Complain about unparseable input."
6378     scanner.chew()
6379     skip(1)
6380     prout(_("Beg your pardon, Captain?"))
6381
6382 def debugme():
6383     "Access to the internals for debugging."
6384     proutn("Reset levels? ")
6385     if ja() == True:
6386         if game.energy < game.inenrg:
6387             game.energy = game.inenrg
6388         game.shield = game.inshld
6389         game.torps = game.intorps
6390         game.lsupres = game.inlsr
6391     proutn("Reset damage? ")
6392     if ja() == True:
6393         for i in range(NDEVICES): 
6394             if game.damage[i] > 0.0: 
6395                 game.damage[i] = 0.0
6396     proutn("Toggle debug flag? ")
6397     if ja() == True:
6398         idebug = not idebug
6399         if idebug:
6400             prout("Debug output ON")        
6401         else:
6402             prout("Debug output OFF")
6403     proutn("Cause selective damage? ")
6404     if ja() == True:
6405         for i in range(NDEVICES):
6406             proutn("Kill %s?" % device[i])
6407             scanner.chew()
6408             key = scanner.next()
6409             if key == "IHALPHA" and scanner.sees("y"):
6410                 game.damage[i] = 10.0
6411     proutn("Examine/change events? ")
6412     if ja() == True:
6413         ev = event()
6414         w = coord()
6415         legends = {
6416             FSNOVA:  "Supernova       ",
6417             FTBEAM:  "T Beam          ",
6418             FSNAP:   "Snapshot        ",
6419             FBATTAK: "Base Attack     ",
6420             FCDBAS:  "Base Destroy    ",
6421             FSCMOVE: "SC Move         ",
6422             FSCDBAS: "SC Base Destroy ",
6423             FDSPROB: "Probe Move      ",
6424             FDISTR:  "Distress Call   ",
6425             FENSLV:  "Enslavement     ",
6426             FREPRO:  "Klingon Build   ",
6427         }
6428         for i in range(1, NEVENTS):
6429             proutn(legends[i])
6430             if is_scheduled(i):
6431                 proutn("%.2f" % (scheduled(i)-game.state.date))
6432                 if i == FENSLV or i == FREPRO:
6433                     ev = findevent(i)
6434                     proutn(" in %s" % ev.quadrant)
6435             else:
6436                 proutn("never")
6437             proutn("? ")
6438             scanner.chew()
6439             key = scanner.next()
6440             if key == 'n':
6441                 unschedule(i)
6442                 scanner.chew()
6443             elif key == "IHREAL":
6444                 ev = schedule(i, scanner.real)
6445                 if i == FENSLV or i == FREPRO:
6446                     scanner.chew()
6447                     proutn("In quadrant- ")
6448                     key = scanner.next()
6449                     # "IHEOL" says to leave coordinates as they are 
6450                     if key != "IHEOL":
6451                         if key != "IHREAL":
6452                             prout("Event %d canceled, no x coordinate." % (i))
6453                             unschedule(i)
6454                             continue
6455                         w.i = int(round(scanner.real))
6456                         key = scanner.next()
6457                         if key != "IHREAL":
6458                             prout("Event %d canceled, no y coordinate." % (i))
6459                             unschedule(i)
6460                             continue
6461                         w.j = int(round(scanner.real))
6462                         ev.quadrant = w
6463         scanner.chew()
6464     proutn("Induce supernova here? ")
6465     if ja() == True:
6466         game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6467         atover(True)
6468
6469 if __name__ == '__main__':
6470     import getopt, socket
6471     try:
6472         global line, thing, game, idebug
6473         game = None
6474         thing = coord()
6475         thing.angry = False
6476         game = gamestate()
6477         idebug = 0
6478         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6479         if os.getenv("TERM"):
6480             game.options |= OPTION_CURSES
6481         else:
6482             game.options |= OPTION_TTY
6483         seed = int(time.time())
6484         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6485         for (switch, val) in options:
6486             if switch == '-r':
6487                 try:
6488                     replayfp = open(val, "r")
6489                 except IOError:
6490                     sys.stderr.write("sst: can't open replay file %s\n" % val)
6491                     raise SystemExit, 1
6492                 try:
6493                     line = replayfp.readline().strip()
6494                     (leader, key, seed) = line.split()
6495                     seed = eval(seed)
6496                     sys.stderr.write("sst2k: seed set to %s\n" % seed)
6497                     line = replayfp.readline().strip()
6498                     arguments += line.split()[2:]
6499                 except ValueError:
6500                     sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6501                     raise SystemExit(1)
6502                 game.options |= OPTION_TTY
6503                 game.options &=~ OPTION_CURSES
6504             elif switch == '-s':
6505                 seed = int(val)
6506             elif switch == '-t':
6507                 game.options |= OPTION_TTY
6508                 game.options &=~ OPTION_CURSES
6509             elif switch == '-x':
6510                 idebug = True
6511             else:
6512                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6513                 raise SystemExit, 1
6514         # where to save the input in case of bugs
6515         try:
6516             logfp = open("/usr/tmp/sst-input.log", "w")
6517         except IOError:
6518             sys.stderr.write("sst: warning, can't open logfile\n")
6519         if logfp:
6520             logfp.write("# seed %s\n" % seed)
6521             logfp.write("# options %s\n" % " ".join(arguments))
6522             logfp.write("# recorded by %s@%s on %s\n" % \
6523                     (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6524         random.seed(seed)
6525         scanner = sstscanner()
6526         map(scanner.append, arguments)
6527         try:
6528             iostart()
6529             while True: # Play a game 
6530                 setwnd(fullscreen_window)
6531                 clrscr()
6532                 prelim()
6533                 setup()
6534                 if game.alldone:
6535                     score()
6536                     game.alldone = False
6537                 else:
6538                     makemoves()
6539                 skip(1)
6540                 stars()
6541                 skip(1)
6542                 if game.tourn and game.alldone:
6543                     proutn(_("Do you want your score recorded?"))
6544                     if ja() == True:
6545                         scanner.chew()
6546                         scanner.push("\n")
6547                         freeze(False)
6548                 scanner.chew()
6549                 proutn(_("Do you want to play again? "))
6550                 if not ja():
6551                     break
6552             skip(1)
6553             prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6554         finally:
6555             ioend()
6556         raise SystemExit, 0
6557     except KeyboardInterrupt:
6558         if logfp:
6559             logfp.close()
6560         print ""