Regularize NEWS file format
[super-star-trek.git] / sst.py
1 #!/usr/bin/env python2
2 """
3 sst.py -- Super Star Trek 2K
4
5 SST2K 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.  Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
10
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
13 """
14 from __future__ import print_function, division
15
16 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
17 import getopt, socket, locale
18
19 # This import only works on Unixes.  The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
21 try:
22     import readline
23 except ImportError:
24     pass
25
26 # Prevent lossage under Python 3
27 try:
28     my_input = raw_input
29 except NameError:
30     my_input = input
31
32 version = "2.3"
33
34 docpath         = (".", "doc/", "/usr/share/doc/sst/")
35
36 def _(st):
37     return gettext.gettext(st)
38
39 GALSIZE         = 8             # Galaxy size in quadrants
40 NINHAB          = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
41 MAXUNINHAB      = 10            # Maximum uninhabited worlds
42 QUADSIZE        = 10            # Quadrant size in sectors
43 BASEMIN         = 2                             # Minimum starbases
44 BASEMAX         = (GALSIZE * GALSIZE // 12)     # Maximum starbases
45 MAXKLGAME       = 127           # Maximum Klingons per game
46 MAXKLQUAD       = 9             # Maximum Klingons per quadrant
47 FULLCREW        = 428           # Crew size. BSD Trek was 387, that's wrong
48 FOREVER         = 1e30          # Time for the indefinite future
49 MAXBURST        = 3             # Max # of torps you can launch in one turn
50 MINCMDR         = 10            # Minimum number of Klingon commanders
51 DOCKFAC         = 0.25          # Repair faster when docked
52 PHASEFAC        = 2.0           # Unclear what this is, it was in the C version
53
54 ALGERON         = 2311          # Date of the Treaty of Algeron
55
56
57 DEFAULT      = -1
58 BLACK        = 0
59 BLUE         = 1
60 GREEN        = 2
61 CYAN         = 3
62 RED          = 4
63 MAGENTA      = 5
64 BROWN        = 6
65 LIGHTGRAY    = 7
66 DARKGRAY     = 8
67 LIGHTBLUE    = 9
68 LIGHTGREEN   = 10
69 LIGHTCYAN    = 11
70 LIGHTRED     = 12
71 LIGHTMAGENTA = 13
72 YELLOW       = 14
73 WHITE        = 15
74
75 class TrekError(Exception):
76     pass
77
78 class JumpOut(Exception):
79     pass
80
81 class Coord:
82     def __init__(self, x=None, y=None):
83         self.i = x
84         self.j = y
85     def valid_quadrant(self):
86         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
87     def valid_sector(self):
88         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
89     def invalidate(self):
90         self.i = self.j = None
91     def __eq__(self, other):
92         return other != None and self.i == other.i and self.j == other.j
93     def __ne__(self, other):
94         return other is None or self.i != other.i or self.j != other.j
95     def __add__(self, other):
96         return Coord(self.i+other.i, self.j+other.j)
97     def __sub__(self, other):
98         return Coord(self.i-other.i, self.j-other.j)
99     def __mul__(self, other):
100         return Coord(self.i*other, self.j*other)
101     def __rmul__(self, other):
102         return Coord(self.i*other, self.j*other)
103     def __div__(self, other):
104         return Coord(self.i/other, self.j/other)
105     def __truediv__(self, other):
106         return Coord(self.i/other, self.j/other)
107     def __floordiv__(self, other):
108         return Coord(self.i//other, self.j//other)
109     def __mod__(self, other):
110         return Coord(self.i % other, self.j % other)
111     def __rtruediv__(self, other):
112         return Coord(self.i/other, self.j/other)
113     def __rfloordiv__(self, other):
114         return Coord(self.i//other, self.j//other)
115     def roundtogrid(self):
116         return Coord(int(round(self.i)), int(round(self.j)))
117     def distance(self, other=None):
118         if not other:
119             other = Coord(0, 0)
120         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
121     def bearing(self):
122         return 1.90985*math.atan2(self.j, self.i)
123     def sgn(self):
124         s = Coord()
125         if self.i == 0:
126             s.i = 0
127         elif s.i < 0:
128             s.i =-1
129         else:
130             s.i = 1
131         if self.j == 0:
132             s.j = 0
133         elif s.j < 0:
134             s.j = -1
135         else:
136             s.j = 1
137         return s
138     def quadrant(self):
139         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
140         return self.roundtogrid() // QUADSIZE
141     def sector(self):
142         return self.roundtogrid() % QUADSIZE
143     def scatter(self):
144         s = Coord()
145         s.i = self.i + randrange(-1, 2)
146         s.j = self.j + randrange(-1, 2)
147         return s
148     def __str__(self):
149         if self.i is None or self.j is None:
150             return "Nowhere"
151         return "%s - %s" % (self.i+1, self.j+1)
152     __repr__ = __str__
153
154 class Thingy(Coord):
155     "Do not anger the Space Thingy!"
156     def __init__(self):
157         Coord.__init__(self)
158         self.angered = False
159     def angry(self):
160         self.angered = True
161     def at(self, q):
162         return (q.i, q.j) == (self.i, self.j)
163
164 class Planet:
165     def __init__(self):
166         self.name = None        # string-valued if inhabited
167         self.quadrant = Coord()        # quadrant located
168         self.pclass = None        # could be ""M", "N", "O", or "destroyed"
169         self.crystals = "absent"# could be "mined", "present", "absent"
170         self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
171         self.inhabited = False        # is it inhabited?
172     def __str__(self):
173         return self.name
174
175 class Quadrant:
176     def __init__(self):
177         self.stars = 0
178         self.planet = None
179         self.starbase = False
180         self.klingons = 0
181         self.romulans = 0
182         self.supernova = False
183         self.charted = False
184         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
185     def __str__(self):
186         return "<Quadrant: %(klingons)d>" % self.__dict__
187     __repr__ = __str__
188
189 class Page:
190     def __init__(self):
191         self.stars = None
192         self.starbase = False
193         self.klingons = None
194     def __repr__(self):
195         return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
196
197 def fill2d(size, fillfun):
198     "Fill an empty list in 2D."
199     lst = []
200     for i in range(size):
201         lst.append([])
202         for j in range(size):
203             lst[i].append(fillfun(i, j))
204     return lst
205
206 class Snapshot:
207     def __init__(self):
208         self.snap = False       # snapshot taken
209         self.crew = 0           # crew complement
210         self.nscrem = 0         # remaining super commanders
211         self.starkl = 0         # destroyed stars
212         self.basekl = 0         # destroyed bases
213         self.nromrem = 0        # Romulans remaining
214         self.nplankl = 0        # destroyed uninhabited planets
215         self.nworldkl = 0        # destroyed inhabited planets
216         self.planets = []        # Planet information
217         self.date = 0.0           # stardate
218         self.remres = 0         # remaining resources
219         self.remtime = 0        # remaining time
220         self.baseq = []         # Base quadrant coordinates
221         self.kcmdr = []         # Commander quadrant coordinates
222         self.kscmdr = Coord()        # Supercommander quadrant coordinates
223         # the galaxy
224         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
225         # the starchart
226         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
227     def traverse(self):
228         for i in range(GALSIZE):
229             for j in range(GALSIZE):
230                 yield (i, j, self.galaxy[i][j])
231
232 class Event:
233     def __init__(self):
234         self.date = None        # A real number
235         self.quadrant = None        # A coord structure
236
237 # game options
238 OPTION_ALL        = 0xffffffff
239 OPTION_TTY        = 0x00000001        # old interface
240 OPTION_CURSES     = 0x00000002        # new interface
241 OPTION_IOMODES    = 0x00000003        # cover both interfaces
242 OPTION_PLANETS    = 0x00000004        # planets and mining
243 OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
244 OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
245 OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
246 OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
247 OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
248 OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
249 OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
250 OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
251 OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
252 OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
253 OPTION_CAPTURE    = 0x00002000        # Enable BSD-Trek capture (Almy, 2013).
254 OPTION_CLOAK      = 0x80004000        # Enable BSD-Trek capture (Almy, 2013).
255 OPTION_PLAIN      = 0x01000000        # user chose plain game
256 OPTION_ALMY       = 0x02000000        # user chose Almy variant
257 OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
258
259 # Define devices
260 DSRSENS         = 0
261 DLRSENS         = 1
262 DPHASER         = 2
263 DPHOTON         = 3
264 DLIFSUP         = 4
265 DWARPEN         = 5
266 DIMPULS         = 6
267 DSHIELD         = 7
268 DRADIO          = 8
269 DSHUTTL         = 9
270 DCOMPTR         = 10
271 DNAVSYS         = 11
272 DTRANSP         = 12
273 DSHCTRL         = 13
274 DDRAY           = 14
275 DDSP            = 15
276 DCLOAK          = 16
277 NDEVICES        = 17        # Number of devices
278
279 SKILL_NONE      = 0
280 SKILL_NOVICE    = 1
281 SKILL_FAIR      = 2
282 SKILL_GOOD      = 3
283 SKILL_EXPERT    = 4
284 SKILL_EMERITUS  = 5
285
286 def damaged(dev):
287     return (game.damage[dev] != 0.0)
288 def communicating():
289     return not damaged(DRADIO) or game.condition=="docked"
290
291 # Define future events
292 FSPY    = 0        # Spy event happens always (no future[] entry)
293                    # can cause SC to tractor beam Enterprise
294 FSNOVA  = 1        # Supernova
295 FTBEAM  = 2        # Commander tractor beams Enterprise
296 FSNAP   = 3        # Snapshot for time warp
297 FBATTAK = 4        # Commander attacks base
298 FCDBAS  = 5        # Commander destroys base
299 FSCMOVE = 6        # Supercommander moves (might attack base)
300 FSCDBAS = 7        # Supercommander destroys base
301 FDSPROB = 8        # Move deep space probe
302 FDISTR  = 9        # Emit distress call from an inhabited world
303 FENSLV  = 10       # Inhabited word is enslaved */
304 FREPRO  = 11       # Klingons build a ship in an enslaved system
305 NEVENTS = 12
306
307 # Abstract out the event handling -- underlying data structures will change
308 # when we implement stateful events
309 def findevent(evtype):
310     return game.future[evtype]
311
312 class Enemy:
313     def __init__(self, etype=None, loc=None, power=None):
314         self.type = etype
315         self.location = Coord()
316         self.kdist = None
317         self.kavgd = None
318         if loc:
319             self.move(loc)
320         self.power = power        # enemy energy level
321         game.enemies.append(self)
322     def move(self, loc):
323         motion = (loc != self.location)
324         if self.location.i is not None and self.location.j is not None:
325             if motion:
326                 if self.type == 'T':
327                     game.quad[self.location.i][self.location.j] = '#'
328                 else:
329                     game.quad[self.location.i][self.location.j] = '.'
330         if loc:
331             self.location = copy.copy(loc)
332             game.quad[self.location.i][self.location.j] = self.type
333             self.kdist = self.kavgd = (game.sector - loc).distance()
334         else:
335             self.location = Coord()
336             self.kdist = self.kavgd = None
337             # Guard prevents failure on Tholian or thingy
338             if self in game.enemies:
339                 game.enemies.remove(self)
340         return motion
341     def __repr__(self):
342         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
343
344 class Gamestate:
345     def __init__(self):
346         self.options = None        # Game options
347         self.state = Snapshot()        # A snapshot structure
348         self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
349         self.quad = None        # contents of our quadrant
350         self.damage = [0.0] * NDEVICES        # damage encountered
351         self.future = []        # future events
352         i = NEVENTS
353         while i > 0:
354             i -= 1
355             self.future.append(Event())
356         self.passwd  = None        # Self Destruct password
357         self.enemies = []
358         self.quadrant = None        # where we are in the large
359         self.sector = None        # where we are in the small
360         self.tholian = None        # Tholian enemy object
361         self.base = None        # position of base in current quadrant
362         self.battle = None        # base coordinates being attacked
363         self.plnet = None        # location of planet in quadrant
364         self.gamewon = False        # Finished!
365         self.ididit = False        # action taken -- allows enemy to attack
366         self.alive = False        # we are alive (not killed)
367         self.justin = False        # just entered quadrant
368         self.shldup = False        # shields are up
369         self.shldchg = False        # shield is changing (affects efficiency)
370         self.iscate = False        # super commander is here
371         self.ientesc = False        # attempted escape from supercommander
372         self.resting = False        # rest time
373         self.icraft = False        # Kirk in Galileo
374         self.landed = False        # party on planet (true), on ship (false)
375         self.alldone = False        # game is now finished
376         self.neutz = False        # Romulan Neutral Zone
377         self.isarmed = False        # probe is armed
378         self.inorbit = False        # orbiting a planet
379         self.imine = False        # mining
380         self.icrystl = False        # dilithium crystals aboard
381         self.iseenit = False        # seen base attack report
382         self.thawed = False        # thawed game
383         self.condition = None        # "green", "yellow", "red", "docked", "dead"
384         self.iscraft = None        # "onship", "offship", "removed"
385         self.skill = None        # Player skill level
386         self.inkling = 0        # initial number of klingons
387         self.inbase = 0                # initial number of bases
388         self.incom = 0                # initial number of commanders
389         self.inscom = 0                # initial number of commanders
390         self.inrom = 0                # initial number of commanders
391         self.instar = 0                # initial stars
392         self.intorps = 0        # initial/max torpedoes
393         self.torps = 0                # number of torpedoes
394         self.ship = 0                # ship type -- 'E' is Enterprise
395         self.abandoned = 0        # count of crew abandoned in space
396         self.length = 0                # length of game
397         self.klhere = 0                # klingons here
398         self.casual = 0                # causalties
399         self.nhelp = 0                # calls for help
400         self.nkinks = 0                # count of energy-barrier crossings
401         self.iplnet = None        # planet # in quadrant
402         self.inplan = 0                # initial planets
403         self.irhere = 0                # Romulans in quadrant
404         self.isatb = 0                # =2 if super commander is attacking base
405         self.tourn = None        # tournament number
406         self.nprobes = 0        # number of probes available
407         self.inresor = 0.0        # initial resources
408         self.intime = 0.0        # initial time
409         self.inenrg = 0.0        # initial/max energy
410         self.inshld = 0.0        # initial/max shield
411         self.inlsr = 0.0        # initial life support resources
412         self.indate = 0.0        # initial date
413         self.energy = 0.0        # energy level
414         self.shield = 0.0        # shield level
415         self.warpfac = 0.0        # warp speed
416         self.lsupres = 0.0        # life support reserves
417         self.optime = 0.0        # time taken by current operation
418         self.damfac = 0.0        # damage factor
419         self.lastchart = 0.0        # time star chart was last updated
420         self.cryprob = 0.0        # probability that crystal will work
421         self.probe = None        # object holding probe course info
422         self.height = 0.0        # height of orbit around planet
423         self.score = 0.0        # overall score
424         self.perdate = 0.0        # rate of kills
425         self.idebug = False        # Debugging instrumentation enabled?
426         self.statekscmdr = None # No SuperCommander coordinates yet.
427         self.brigcapacity = 400     # Enterprise brig capacity
428         self.brigfree = 400       # How many klingons can we put in the brig?
429         self.kcaptured = 0      # Total Klingons captured, for scoring.
430         self.iscloaked = False  # Cloaking device on?
431         self.ncviol = 0         # Algreon treaty violations
432         self.isviolreported = False # We have been warned
433     def remkl(self):
434         return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
435     def recompute(self):
436         # Stas thinks this should be (C expression):
437         # game.remkl() + len(game.state.kcmdr) > 0 ?
438         #        game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
439         # He says the existing expression is prone to divide-by-zero errors
440         # after killing the last klingon when score is shown -- perhaps also
441         # if the only remaining klingon is SCOM.
442         self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
443     def unwon(self):
444         "Are there Klingons remaining?"
445         return self.remkl()
446
447 FWON = 0
448 FDEPLETE = 1
449 FLIFESUP = 2
450 FNRG = 3
451 FBATTLE = 4
452 FNEG3 = 5
453 FNOVA = 6
454 FSNOVAED = 7
455 FABANDN = 8
456 FDILITHIUM = 9
457 FMATERIALIZE = 10
458 FPHASER = 11
459 FLOST = 12
460 FMINING = 13
461 FDPLANET = 14
462 FPNOVA = 15
463 FSSC = 16
464 FSTRACTOR = 17
465 FDRAY = 18
466 FTRIBBLE = 19
467 FHOLE = 20
468 FCREW = 21
469 FCLOAK = 22
470
471 def withprob(p):
472     return random.random() < p
473
474 def randrange(*args):
475     return random.randrange(*args)
476
477 def randreal(*args):
478     v = random.random()
479     if len(args) == 1:
480         v *= args[0]                 # from [0, args[0])
481     elif len(args) == 2:
482         v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
483     return v
484
485 # Code from ai.c begins here
486
487 def welcoming(iq):
488     "Would this quadrant welcome another Klingon?"
489     return iq.valid_quadrant() and \
490         not game.state.galaxy[iq.i][iq.j].supernova and \
491         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
492
493 def tryexit(enemy, look, irun):
494     "A bad guy attempts to bug out."
495     iq = Coord()
496     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
497     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
498     if not welcoming(iq):
499         return False
500     if enemy.type == 'R':
501         return False # Romulans cannot escape!
502     if not irun:
503         # avoid intruding on another commander's territory
504         if enemy.type == 'C':
505             if iq in game.state.kcmdr:
506                 return []
507             # refuse to leave if currently attacking starbase
508             if game.battle == game.quadrant:
509                 return []
510         # don't leave if over 1000 units of energy
511         if enemy.power > 1000.0:
512             return []
513     oldloc = copy.copy(enemy.location)
514     # handle local matters related to escape
515     enemy.move(None)
516     game.klhere -= 1
517     if game.condition != "docked":
518         newcnd()
519     # Handle global matters related to escape
520     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
521     game.state.galaxy[iq.i][iq.j].klingons += 1
522     if enemy.type == 'S':
523         game.iscate = False
524         game.ientesc = False
525         game.isatb = 0
526         schedule(FSCMOVE, 0.2777)
527         unschedule(FSCDBAS)
528         game.state.kscmdr = iq
529     else:
530         for cmdr in game.state.kcmdr:
531             if cmdr == game.quadrant:
532                 game.state.kcmdr.append(iq)
533                 break
534     # report move out of quadrant.
535     return [(True, enemy, oldloc, iq)]
536
537 # The bad-guy movement algorithm:
538 #
539 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
540 # If both are operating full strength, force is 1000. If both are damaged,
541 # force is -1000. Having shields down subtracts an additional 1000.
542 #
543 # 2. Enemy has forces equal to the energy of the attacker plus
544 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
545 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
546 #
547 # Attacker Initial energy levels (nominal):
548 # Klingon   Romulan   Commander   Super-Commander
549 # Novice    400        700        1200
550 # Fair      425        750        1250
551 # Good      450        800        1300        1750
552 # Expert    475        850        1350        1875
553 # Emeritus  500        900        1400        2000
554 # VARIANCE   75        200         200         200
555 #
556 # Enemy vessels only move prior to their attack. In Novice - Good games
557 # only commanders move. In Expert games, all enemy vessels move if there
558 # is a commander present. In Emeritus games all enemy vessels move.
559 #
560 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
561 # forces are 1000 greater than Enterprise.
562 #
563 # Agressive action on average cuts the distance between the ship and
564 # the enemy to 1/4 the original.
565 #
566 # 4.  At lower energy advantage, movement units are proportional to the
567 # advantage with a 650 advantage being to hold ground, 800 to move forward
568 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
569 #
570 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
571 # retreat, especially at high skill levels.
572 #
573 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
574
575 def movebaddy(enemy):
576     "Tactical movement for the bad guys."
577     goto = Coord()
578     look = Coord()
579     irun = False
580     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
581     if game.skill >= SKILL_EXPERT:
582         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
583     else:
584         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
585     old_dist = enemy.kdist
586     mdist = int(old_dist + 0.5) # Nearest integer distance
587     # If SC, check with spy to see if should hi-tail it
588     if enemy.type == 'S' and \
589         (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
590         irun = True
591         motion = -QUADSIZE
592     else:
593         # decide whether to advance, retreat, or hold position
594         forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
595         if not game.shldup:
596             forces += 1000 # Good for enemy if shield is down!
597         if not damaged(DPHASER) or not damaged(DPHOTON):
598             if damaged(DPHASER): # phasers damaged
599                 forces += 300.0
600             else:
601                 forces -= 0.2*(game.energy - 2500.0)
602             if damaged(DPHOTON): # photon torpedoes damaged
603                 forces += 300.0
604             else:
605                 forces -= 50.0*game.torps
606         else:
607             # phasers and photon tubes both out!
608             forces += 1000.0
609         motion = 0
610         if forces <= 1000.0 and game.condition != "docked": # Typical situation
611             motion = ((forces + randreal(200))/150.0) - 5.0
612         else:
613             if forces > 1000.0: # Very strong -- move in for kill
614                 motion = (1.0 - randreal())**2 * old_dist + 1.0
615             if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
616                 motion -= game.skill*(2.0-randreal()**2)
617         if game.idebug:
618             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
619         # don't move if no motion
620         if motion == 0:
621             return []
622         # Limit motion according to skill
623         if abs(motion) > game.skill:
624             if motion < 0:
625                 motion = -game.skill
626             else:
627                 motion = game.skill
628     # calculate preferred number of steps
629     nsteps = abs(int(motion))
630     if motion > 0 and nsteps > mdist:
631         nsteps = mdist # don't overshoot
632     if nsteps > QUADSIZE:
633         nsteps = QUADSIZE # This shouldn't be necessary
634     if nsteps < 1:
635         nsteps = 1 # This shouldn't be necessary
636     if game.idebug:
637         proutn("NSTEPS = %d:" % nsteps)
638     # Compute preferred values of delta X and Y
639     m = game.sector - enemy.location
640     if 2.0 * abs(m.i) < abs(m.j):
641         m.i = 0
642     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
643         m.j = 0
644     m = (motion * m).sgn()
645     goto = enemy.location
646     # main move loop
647     for ll in range(nsteps):
648         if game.idebug:
649             proutn(" %d" % (ll+1))
650         # Check if preferred position available
651         look = goto + m
652         if m.i < 0:
653             krawli = 1
654         else:
655             krawli = -1
656         if m.j < 0:
657             krawlj = 1
658         else:
659             krawlj = -1
660         success = False
661         attempts = 0 # Settle mysterious hang problem
662         while attempts < 20 and not success:
663             attempts += 1
664             if look.i < 0 or look.i >= QUADSIZE:
665                 if motion < 0:
666                     return tryexit(enemy, look, irun)
667                 if krawli == m.i or m.j == 0:
668                     break
669                 look.i = goto.i + krawli
670                 krawli = -krawli
671             elif look.j < 0 or look.j >= QUADSIZE:
672                 if motion < 0:
673                     return tryexit(enemy, look, irun)
674                 if krawlj == m.j or m.i == 0:
675                     break
676                 look.j = goto.j + krawlj
677                 krawlj = -krawlj
678             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
679                 # See if enemy should ram ship
680                 if game.quad[look.i][look.j] == game.ship and \
681                     (enemy.type == 'C' or enemy.type == 'S'):
682                     collision(rammed=True, enemy=enemy)
683                     return []
684                 if krawli != m.i and m.j != 0:
685                     look.i = goto.i + krawli
686                     krawli = -krawli
687                 elif krawlj != m.j and m.i != 0:
688                     look.j = goto.j + krawlj
689                     krawlj = -krawlj
690                 else:
691                     break # we have failed
692             else:
693                 success = True
694         if success:
695             goto = look
696             if game.idebug:
697                 proutn(repr(goto))
698         else:
699             break # done early
700     if game.idebug:
701         skip(1)
702     # Enemy moved, but is still in sector
703     return [(False, enemy, old_dist, goto)]
704
705 def moveklings():
706     "Sequence Klingon tactical movement."
707     if game.idebug:
708         prout("== MOVCOM")
709     # Figure out which Klingon is the commander (or Supercommander)
710     # and do move
711     tacmoves = []
712     if game.quadrant in game.state.kcmdr:
713         for enemy in game.enemies:
714             if enemy.type == 'C':
715                 tacmoves += movebaddy(enemy)
716     if game.state.kscmdr == game.quadrant:
717         for enemy in game.enemies:
718             if enemy.type == 'S':
719                 tacmoves += movebaddy(enemy)
720                 break
721     # If skill level is high, move other Klingons and Romulans too!
722     # Move these last so they can base their actions on what the
723     # commander(s) do.
724     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
725         for enemy in game.enemies:
726             if enemy.type in ('K', 'R'):
727                 tacmoves += movebaddy(enemy)
728     return tacmoves
729
730 def movescom(iq, avoid):
731     "Supercommander movement helper."
732     # Avoid quadrants with bases if we want to avoid Enterprise
733     if not welcoming(iq) or (avoid and iq in game.state.baseq):
734         return False
735     if game.justin and not game.iscate:
736         return False
737     # do the move
738     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
739     game.state.kscmdr = iq
740     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
741     if game.state.kscmdr == game.quadrant:
742         # SC has scooted, remove him from current quadrant
743         game.iscate = False
744         game.isatb = 0
745         game.ientesc = False
746         unschedule(FSCDBAS)
747         for enemy in game.enemies:
748             if enemy.type == 'S':
749                 enemy.move(None)
750         game.klhere -= 1
751         if game.condition != "docked":
752             newcnd()
753         sortenemies()
754     # check for a helpful planet
755     for i in range(game.inplan):
756         if game.state.planets[i].quadrant == game.state.kscmdr and \
757             game.state.planets[i].crystals == "present":
758             # destroy the planet
759             game.state.planets[i].pclass = "destroyed"
760             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
761             if communicating():
762                 announce()
763                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
764                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
765                 prout(_("   by the Super-commander.\""))
766             break
767     return True # looks good!
768
769 def supercommander():
770     "Move the Super Commander."
771     iq = Coord()
772     sc = Coord()
773     ibq = Coord()
774     idelta = Coord()
775     basetbl = []
776     if game.idebug:
777         prout("== SUPERCOMMANDER")
778     # Decide on being active or passive
779     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
780             (game.state.date-game.indate) < 3.0)
781     if not game.iscate and avoid:
782         # compute move away from Enterprise
783         idelta = game.state.kscmdr-game.quadrant
784         if idelta.distance() > 2.0:
785             # circulate in space
786             idelta.i = game.state.kscmdr.j-game.quadrant.j
787             idelta.j = game.quadrant.i-game.state.kscmdr.i
788     else:
789         # compute distances to starbases
790         if not game.state.baseq:
791             # nothing left to do
792             unschedule(FSCMOVE)
793             return
794         sc = game.state.kscmdr
795         for (i, base) in enumerate(game.state.baseq):
796             basetbl.append((i, (base - sc).distance()))
797         if game.state.baseq > 1:
798             basetbl.sort(key=lambda x: x[1])
799         # look for nearest base without a commander, no Enterprise, and
800         # without too many Klingons, and not already under attack.
801         ifindit = iwhichb = 0
802         for (i2, base) in enumerate(game.state.baseq):
803             i = basetbl[i2][0]        # bug in original had it not finding nearest
804             if base == game.quadrant or base == game.battle or not welcoming(base):
805                 continue
806             # if there is a commander, and no other base is appropriate,
807             # we will take the one with the commander
808             for cmdr in game.state.kcmdr:
809                 if base == cmdr and ifindit != 2:
810                     ifindit = 2
811                     iwhichb = i
812                     break
813             else:        # no commander -- use this one
814                 ifindit = 1
815                 iwhichb = i
816                 break
817         if ifindit == 0:
818             return # Nothing suitable -- wait until next time
819         ibq = game.state.baseq[iwhichb]
820         # decide how to move toward base
821         idelta = ibq - game.state.kscmdr
822     # Maximum movement is 1 quadrant in either or both axes
823     idelta = idelta.sgn()
824     # try moving in both x and y directions
825     # there was what looked like a bug in the Almy C code here,
826     # but it might be this translation is just wrong.
827     iq = game.state.kscmdr + idelta
828     if not movescom(iq, avoid):
829         # failed -- try some other maneuvers
830         if idelta.i == 0 or idelta.j == 0:
831             # attempt angle move
832             if idelta.i != 0:
833                 iq.j = game.state.kscmdr.j + 1
834                 if not movescom(iq, avoid):
835                     iq.j = game.state.kscmdr.j - 1
836                     movescom(iq, avoid)
837             elif idelta.j != 0:
838                 iq.i = game.state.kscmdr.i + 1
839                 if not movescom(iq, avoid):
840                     iq.i = game.state.kscmdr.i - 1
841                     movescom(iq, avoid)
842         else:
843             # try moving just in x or y
844             iq.j = game.state.kscmdr.j
845             if not movescom(iq, avoid):
846                 iq.j = game.state.kscmdr.j + idelta.j
847                 iq.i = game.state.kscmdr.i
848                 movescom(iq, avoid)
849     # check for a base
850     if len(game.state.baseq) == 0:
851         unschedule(FSCMOVE)
852     else:
853         for ibq in game.state.baseq:
854             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
855                 # attack the base
856                 if avoid:
857                     return # no, don't attack base!
858                 game.iseenit = False
859                 game.isatb = 1
860                 schedule(FSCDBAS, randreal(1.0, 3.0))
861                 if is_scheduled(FCDBAS):
862                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
863                 if not communicating():
864                     return # no warning
865                 game.iseenit = True
866                 announce()
867                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
868                       % game.state.kscmdr)
869                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
870                 proutn(_("   It can survive until stardate %d.\"") \
871                        % int(scheduled(FSCDBAS)))
872                 if not game.resting:
873                     return
874                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
875                 if not ja():
876                     return
877                 game.resting = False
878                 game.optime = 0.0 # actually finished
879                 return
880     # Check for intelligence report
881     if not game.idebug and \
882         (withprob(0.8) or \
883          (not communicating()) or \
884          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
885         return
886     announce()
887     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
888     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
889     return
890
891 def movetholian():
892     "Move the Tholian."
893     if not game.tholian or game.justin:
894         return
895     tid = Coord()
896     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
897         tid.i = 0
898         tid.j = QUADSIZE-1
899     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
900         tid.i = QUADSIZE-1
901         tid.j = QUADSIZE-1
902     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
903         tid.i = QUADSIZE-1
904         tid.j = 0
905     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
906         tid.i = 0
907         tid.j = 0
908     else:
909         # something is wrong!
910         game.tholian.move(None)
911         prout("***Internal error: Tholian in a bad spot.")
912         return
913     # do nothing if we are blocked
914     if game.quad[tid.i][tid.j] not in ('.', '#'):
915         return
916     here = copy.copy(game.tholian.location)
917     delta = (tid - game.tholian.location).sgn()
918     # move in x axis
919     while here.i != tid.i:
920         here.i += delta.i
921         if game.quad[here.i][here.j] == '.':
922             game.tholian.move(here)
923     # move in y axis
924     while here.j != tid.j:
925         here.j += delta.j
926         if game.quad[here.i][here.j] == '.':
927             game.tholian.move(here)
928     # check to see if all holes plugged
929     for i in range(QUADSIZE):
930         if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
931             return
932         if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
933             return
934         if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
935             return
936         if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
937             return
938     # All plugged up -- Tholian splits
939     game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
940     dropin(' ')
941     prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
942     game.tholian.move(None)
943     return
944
945 # Code from battle.c begins here
946
947 def cloak():
948     "Change cloaking-device status."
949     if game.ship == 'F':
950         prout(_("Ye Faerie Queene hath no cloaking device."));
951         return
952
953     key = scanner.nexttok()
954
955     if key == "IHREAL":
956         huh()
957         return
958
959     action = None
960     if key == "IHALPHA":
961         if scanner.sees("on"):
962             if game.iscloaked:
963                 prout(_("The cloaking device has already been switched on."))
964                 return
965             action = "CLON"
966         elif scanner.sees("off"):
967             if not game.iscloaked:
968                 prout(_("The cloaking device has already been switched off."))
969                 return
970             action = "CLOFF"
971         else:
972             huh()
973             return
974     else:
975         if not game.iscloaked:
976             proutn(_("Switch cloaking device on? "))
977             if not ja():
978                 return
979             action = "CLON"
980         else:
981             proutn(_("Switch cloaking device off? "))
982             if not ja():
983                 return
984             action = "CLOFF"
985     if action == None:
986         return;
987
988     if action == "CLOFF":
989         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
990             prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
991             if not ja():
992                 return;
993         prout("Engineer Scott- \"Aye, Sir.\"");
994         game.iscloaked = False;
995         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
996             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
997             game.ncviol += 1
998             game.isviolreported = True
999
1000             #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1001             return;
1002
1003     if action == "CLON":
1004         if damaged(DCLOAK):
1005             prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1006             return;
1007
1008         if game.condition == "docked":
1009             prout(_("You cannot cloak while docked."))
1010
1011         if game.state.date >= ALGERON and not game.isviolreported:
1012             prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1013             prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
1014             proutn(_("  are you sure this is wise? "))
1015             if not ja():
1016                 return
1017         prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1018         attack(True)
1019         prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1020         game.iscloaked = True
1021
1022         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1023             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1024             game.ncviol += 1
1025             game.isviolreported = True
1026
1027 def doshield(shraise):
1028     "Change shield status."
1029     action = "NONE"
1030     game.ididit = False
1031     if shraise:
1032         action = "SHUP"
1033     else:
1034         key = scanner.nexttok()
1035         if key == "IHALPHA":
1036             if scanner.sees("transfer"):
1037                 action = "NRG"
1038             else:
1039                 if damaged(DSHIELD):
1040                     prout(_("Shields damaged and down."))
1041                     return
1042                 if scanner.sees("up"):
1043                     action = "SHUP"
1044                 elif scanner.sees("down"):
1045                     action = "SHDN"
1046         if action == "NONE":
1047             proutn(_("Do you wish to change shield energy? "))
1048             if ja():
1049                 action = "NRG"
1050             elif damaged(DSHIELD):
1051                 prout(_("Shields damaged and down."))
1052                 return
1053             elif game.shldup:
1054                 proutn(_("Shields are up. Do you want them down? "))
1055                 if ja():
1056                     action = "SHDN"
1057                 else:
1058                     scanner.chew()
1059                     return
1060             else:
1061                 proutn(_("Shields are down. Do you want them up? "))
1062                 if ja():
1063                     action = "SHUP"
1064                 else:
1065                     scanner.chew()
1066                     return
1067     if action == "SHUP": # raise shields
1068         if game.shldup:
1069             prout(_("Shields already up."))
1070             return
1071         game.shldup = True
1072         game.shldchg = True
1073         if game.condition != "docked":
1074             game.energy -= 50.0
1075         prout(_("Shields raised."))
1076         if game.energy <= 0:
1077             skip(1)
1078             prout(_("Shields raising uses up last of energy."))
1079             finish(FNRG)
1080             return
1081         game.ididit = True
1082         return
1083     elif action == "SHDN":
1084         if not game.shldup:
1085             prout(_("Shields already down."))
1086             return
1087         game.shldup = False
1088         game.shldchg = True
1089         prout(_("Shields lowered."))
1090         game.ididit = True
1091         return
1092     elif action == "NRG":
1093         while scanner.nexttok() != "IHREAL":
1094             scanner.chew()
1095             proutn(_("Energy to transfer to shields- "))
1096         nrg = scanner.real
1097         scanner.chew()
1098         if nrg == 0:
1099             return
1100         if nrg > game.energy:
1101             prout(_("Insufficient ship energy."))
1102             return
1103         game.ididit = True
1104         if game.shield+nrg >= game.inshld:
1105             prout(_("Shield energy maximized."))
1106             if game.shield+nrg > game.inshld:
1107                 prout(_("Excess energy requested returned to ship energy"))
1108             game.energy -= game.inshld-game.shield
1109             game.shield = game.inshld
1110             return
1111         if nrg < 0.0 and game.energy-nrg > game.inenrg:
1112             # Prevent shield drain loophole
1113             skip(1)
1114             prout(_("Engineering to bridge--"))
1115             prout(_("  Scott here. Power circuit problem, Captain."))
1116             prout(_("  I can't drain the shields."))
1117             game.ididit = False
1118             return
1119         if game.shield+nrg < 0:
1120             prout(_("All shield energy transferred to ship."))
1121             game.energy += game.shield
1122             game.shield = 0.0
1123             return
1124         proutn(_("Scotty- \""))
1125         if nrg > 0:
1126             prout(_("Transferring energy to shields.\""))
1127         else:
1128             prout(_("Draining energy from shields.\""))
1129         game.shield += nrg
1130         game.energy -= nrg
1131         return
1132
1133 def randdevice():
1134     "Choose a device to damage, at random."
1135     weights = (
1136         105,       # DSRSENS: short range scanners         10.5%
1137         105,       # DLRSENS: long range scanners          10.5%
1138         120,       # DPHASER: phasers                      12.0%
1139         120,       # DPHOTON: photon torpedoes             12.0%
1140         25,        # DLIFSUP: life support                  2.5%
1141         65,        # DWARPEN: warp drive                    6.5%
1142         70,        # DIMPULS: impulse engines               6.5%
1143         135,       # DSHIELD: deflector shields            13.5%
1144         30,        # DRADIO:  subspace radio                3.0%
1145         45,        # DSHUTTL: shuttle                       4.5%
1146         15,        # DCOMPTR: computer                      1.5%
1147         20,        # NAVCOMP: navigation system             2.0%
1148         75,        # DTRANSP: transporter                   7.5%
1149         20,        # DSHCTRL: high-speed shield controller  2.0%
1150         10,        # DDRAY: death ray                       1.0%
1151         30,        # DDSP: deep-space probes                3.0%
1152         10,        # DCLOAK: the cloaking device            1.0
1153     )
1154     assert(sum(weights) == 1000)
1155     idx = randrange(1000)
1156     wsum = 0
1157     for (i, w) in enumerate(weights):
1158         wsum += w
1159         if idx < wsum:
1160             return i
1161     return None        # we should never get here
1162
1163 def collision(rammed, enemy):
1164     "Collision handling for rammong events."
1165     prouts(_("***RED ALERT!  RED ALERT!"))
1166     skip(1)
1167     prout(_("***COLLISION IMMINENT."))
1168     skip(2)
1169     proutn("***")
1170     proutn(crmshp())
1171     hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1172     if rammed:
1173         proutn(_(" rammed by "))
1174     else:
1175         proutn(_(" rams "))
1176     proutn(crmena(False, enemy.type, "sector", enemy.location))
1177     if rammed:
1178         proutn(_(" (original position)"))
1179     skip(1)
1180     deadkl(enemy.location, enemy.type, game.sector)
1181     proutn("***" + crmshp() + " heavily damaged.")
1182     icas = randrange(10, 30)
1183     prout(_("***Sickbay reports %d casualties") % icas)
1184     game.casual += icas
1185     game.state.crew -= icas
1186     # In the pre-SST2K version, all devices got equiprobably damaged,
1187     # which was silly.  Instead, pick up to half the devices at
1188     # random according to our weighting table,
1189     ncrits = randrange(NDEVICES/2)
1190     while ncrits > 0:
1191         ncrits -= 1
1192         dev = randdevice()
1193         if game.damage[dev] < 0:
1194             continue
1195         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1196         # Damage for at least time of travel!
1197         game.damage[dev] += game.optime + extradm
1198     game.shldup = False
1199     prout(_("***Shields are down."))
1200     if game.unwon():
1201         announce()
1202         damagereport()
1203     else:
1204         finish(FWON)
1205     return
1206
1207 def torpedo(origin, bearing, dispersion, number, nburst):
1208     "Let a photon torpedo fly"
1209     if not damaged(DSRSENS) or game.condition == "docked":
1210         setwnd(srscan_window)
1211     else:
1212         setwnd(message_window)
1213     ac = bearing + 0.25*dispersion        # dispersion is a random variable
1214     bullseye = (15.0 - bearing)*0.5235988
1215     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1216     bumpto = Coord(0, 0)
1217     # Loop to move a single torpedo
1218     setwnd(message_window)
1219     for step in range(1, QUADSIZE*2):
1220         if not track.nexttok():
1221             break
1222         w = track.sector()
1223         if not w.valid_sector():
1224             break
1225         iquad = game.quad[w.i][w.j]
1226         tracktorpedo(w, step, number, nburst, iquad)
1227         if iquad == '.':
1228             continue
1229         # hit something
1230         setwnd(message_window)
1231         if not damaged(DSRSENS) or game.condition == "docked":
1232             skip(1)        # start new line after text track
1233         if iquad in ('E', 'F'): # Hit our ship
1234             skip(1)
1235             prout(_("Torpedo hits %s.") % crmshp())
1236             hit = 700.0 + randreal(100) - \
1237                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1238             newcnd() # we're blown out of dock
1239             if game.landed or game.condition == "docked":
1240                 return hit # Cheat if on a planet
1241             # In the C/FORTRAN version, dispersion was 2.5 radians, which
1242             # is 143 degrees, which is almost exactly 4.8 clockface units
1243             displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1244             displacement.nexttok()
1245             bumpto = displacement.sector()
1246             if not bumpto.valid_sector():
1247                 return hit
1248             if game.quad[bumpto.i][bumpto.j] == ' ':
1249                 finish(FHOLE)
1250                 return hit
1251             if game.quad[bumpto.i][bumpto.j] != '.':
1252                 # can't move into object
1253                 return hit
1254             game.sector = bumpto
1255             proutn(crmshp())
1256             game.quad[w.i][w.j] = '.'
1257             game.quad[bumpto.i][bumpto.j] = iquad
1258             prout(_(" displaced by blast to Sector %s ") % bumpto)
1259             for enemy in game.enemies:
1260                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1261             sortenemies()
1262             return None
1263         elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1264             # find the enemy
1265             if iquad in ('C', 'S') and withprob(0.05):
1266                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1267                 prout(_("   torpedo neutralized."))
1268                 return None
1269             for enemy in game.enemies:
1270                 if w == enemy.location:
1271                     kp = math.fabs(enemy.power)
1272                     h1 = 700.0 + randrange(100) - \
1273                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1274                     h1 = math.fabs(h1)
1275                     if kp < h1:
1276                         h1 = kp
1277                     if enemy.power < 0:
1278                         enemy.power -= -h1
1279                     else:
1280                         enemy.power -= h1
1281                     if enemy.power == 0:
1282                         deadkl(w, iquad, w)
1283                         return None
1284                     proutn(crmena(True, iquad, "sector", w))
1285                     displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1286                     displacement.nexttok()
1287                     bumpto = displacement.sector()
1288                     if not bumpto.valid_sector():
1289                         prout(_(" damaged but not destroyed."))
1290                         return
1291                     if game.quad[bumpto.i][bumpto.j] == ' ':
1292                         prout(_(" buffeted into black hole."))
1293                         deadkl(w, iquad, bumpto)
1294                     if game.quad[bumpto.i][bumpto.j] != '.':
1295                         prout(_(" damaged but not destroyed."))
1296                     else:
1297                         prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1298                         enemy.location = bumpto
1299                         game.quad[w.i][w.j] = '.'
1300                         game.quad[bumpto.i][bumpto.j] = iquad
1301                         for enemy in game.enemies:
1302                             enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1303                         sortenemies()
1304                     break
1305             else:
1306                 prout("Internal error, no enemy where expected!")
1307                 raise SystemExit(1)
1308             return None
1309         elif iquad == 'B': # Hit a base
1310             skip(1)
1311             prout(_("***STARBASE DESTROYED.."))
1312             game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1313             game.quad[w.i][w.j] = '.'
1314             game.base.invalidate()
1315             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1316             game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1317             game.state.basekl += 1
1318             newcnd()
1319             return None
1320         elif iquad == 'P': # Hit a planet
1321             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1322             game.state.nplankl += 1
1323             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1324             game.iplnet.pclass = "destroyed"
1325             game.iplnet = None
1326             game.plnet.invalidate()
1327             game.quad[w.i][w.j] = '.'
1328             if game.landed:
1329                 # captain perishes on planet
1330                 finish(FDPLANET)
1331             return None
1332         elif iquad == '@': # Hit an inhabited world -- very bad!
1333             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1334             game.state.nworldkl += 1
1335             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1336             game.iplnet.pclass = "destroyed"
1337             game.iplnet = None
1338             game.plnet.invalidate()
1339             game.quad[w.i][w.j] = '.'
1340             if game.landed:
1341                 # captain perishes on planet
1342                 finish(FDPLANET)
1343             prout(_("The torpedo destroyed an inhabited planet."))
1344             return None
1345         elif iquad == '*': # Hit a star
1346             if withprob(0.9):
1347                 nova(w)
1348             else:
1349                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1350             return None
1351         elif iquad == '?': # Hit a thingy
1352             if not (game.options & OPTION_THINGY) or withprob(0.3):
1353                 skip(1)
1354                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1355                 skip(1)
1356                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1357                 skip(1)
1358                 proutn(_("Mr. Spock-"))
1359                 prouts(_("  \"Fascinating!\""))
1360                 skip(1)
1361                 deadkl(w, iquad, w)
1362             else:
1363                 # Stas Sergeev added the possibility that
1364                 # you can shove the Thingy and piss it off.
1365                 # It then becomes an enemy and may fire at you.
1366                 thing.angry()
1367             return None
1368         elif iquad == ' ': # Black hole
1369             skip(1)
1370             prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1371             return None
1372         elif iquad == '#': # hit the web
1373             skip(1)
1374             prout(_("***Torpedo absorbed by Tholian web."))
1375             return None
1376         elif iquad == 'T':  # Hit a Tholian
1377             h1 = 700.0 + randrange(100) - \
1378                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1379             h1 = math.fabs(h1)
1380             if h1 >= 600:
1381                 game.quad[w.i][w.j] = '.'
1382                 deadkl(w, iquad, w)
1383                 game.tholian = None
1384                 return None
1385             skip(1)
1386             proutn(crmena(True, 'T', "sector", w))
1387             if withprob(0.05):
1388                 prout(_(" survives photon blast."))
1389                 return None
1390             prout(_(" disappears."))
1391             game.tholian.move(None)
1392             game.quad[w.i][w.j] = '#'
1393             dropin(' ')
1394             return None
1395         else: # Problem!
1396             skip(1)
1397             proutn("Don't know how to handle torpedo collision with ")
1398             proutn(crmena(True, iquad, "sector", w))
1399             skip(1)
1400             return None
1401         break
1402     skip(1)
1403     setwnd(message_window)
1404     prout(_("Torpedo missed."))
1405     return None
1406
1407 def fry(hit):
1408     "Critical-hit resolution."
1409     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1410         return
1411     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1412     proutn(_("***CRITICAL HIT--"))
1413     # Select devices and cause damage
1414     cdam = []
1415     while ncrit > 0:
1416         while True:
1417             j = randdevice()
1418             # Cheat to prevent shuttle damage unless on ship
1419             if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1420                 break
1421         cdam.append(j)
1422         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1423         game.damage[j] += extradm
1424         ncrit -= 1
1425     skipcount = 0
1426     for (i, j) in enumerate(cdam):
1427         proutn(device[j])
1428         if skipcount % 3 == 2 and i < len(cdam)-1:
1429             skip(1)
1430         skipcount += 1
1431         if i < len(cdam)-1:
1432             proutn(_(" and "))
1433     prout(_(" damaged."))
1434     if damaged(DSHIELD) and game.shldup:
1435         prout(_("***Shields knocked down."))
1436         game.shldup = False
1437     if damaged(DCLOAK) and game.iscloaked:
1438         prout(_("***Cloaking device rendered inoperative."))
1439         game.iscloaked = False
1440
1441 def attack(torps_ok):
1442     # bad guy attacks us
1443     # torps_ok == False forces use of phasers in an attack
1444     if game.iscloaked:
1445         return
1446     # game could be over at this point, check
1447     if game.alldone:
1448         return
1449     attempt = False
1450     ihurt = False
1451     hitmax = 0.0
1452     hittot = 0.0
1453     chgfac = 1.0
1454     where = "neither"
1455     if game.idebug:
1456         prout("=== ATTACK!")
1457     # Tholian gets to move before attacking
1458     if game.tholian:
1459         movetholian()
1460     # if you have just entered the RNZ, you'll get a warning
1461     if game.neutz: # The one chance not to be attacked
1462         game.neutz = False
1463         return
1464     # commanders get a chance to tac-move towards you
1465     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:
1466         for (bugout, enemy, old, goto) in  moveklings():
1467             if bugout:
1468                 # we know about this if either short or long range
1469                 # sensors are working
1470                 if damaged(DSRSENS) and damaged(DLRSENS) \
1471                        and game.condition != "docked":
1472                     prout(crmena(True, enemy.type, "sector", old) + \
1473                           (_(" escapes to Quadrant %s (and regains strength).") % goto))
1474             else: # Enemy still in-sector
1475                 if enemy.move(goto):
1476                     if not damaged(DSRSENS) or game.condition == "docked":
1477                         proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1478                         if enemy.kdist < old:
1479                             proutn(_(" advances to "))
1480                         else:
1481                             proutn(_(" retreats to "))
1482                         prout("Sector %s." % goto)
1483         sortenemies()
1484     # if no enemies remain after movement, we're done
1485     if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1486         return
1487     # set up partial hits if attack happens during shield status change
1488     pfac = 1.0/game.inshld
1489     if game.shldchg:
1490         chgfac = 0.25 + randreal(0.5)
1491     skip(1)
1492     # message verbosity control
1493     if game.skill <= SKILL_FAIR:
1494         where = "sector"
1495     for enemy in game.enemies:
1496         if enemy.power < 0:
1497             continue        # too weak to attack
1498         # compute hit strength and diminish shield power
1499         r = randreal()
1500         # Increase chance of photon torpedos if docked or enemy energy is low
1501         if game.condition == "docked":
1502             r *= 0.25
1503         if enemy.power < 500:
1504             r *= 0.25
1505         if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1506             continue
1507         # different enemies have different probabilities of throwing a torp
1508         usephasers = not torps_ok or \
1509             (enemy.type == 'K' and r > 0.0005) or \
1510             (enemy.type == 'C' and r > 0.015) or \
1511             (enemy.type == 'R' and r > 0.3) or \
1512             (enemy.type == 'S' and r > 0.07) or \
1513             (enemy.type == '?' and r > 0.05)
1514         if usephasers:            # Enemy uses phasers
1515             if game.condition == "docked":
1516                 continue # Don't waste the effort!
1517             attempt = True # Attempt to attack
1518             dustfac = randreal(0.8, 0.85)
1519             hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1520             enemy.power *= 0.75
1521         else: # Enemy uses photon torpedo
1522             # We should be able to make the bearing() method work here
1523             pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1524             hit = 0
1525             proutn(_("***TORPEDO INCOMING"))
1526             if not damaged(DSRSENS):
1527                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1528             attempt = True
1529             prout("  ")
1530             dispersion = (randreal()+randreal())*0.5 - 0.5
1531             dispersion += 0.002*enemy.power*dispersion
1532             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1533             if game.unwon() == 0:
1534                 finish(FWON) # Klingons did themselves in!
1535             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1536                 return # Supernova or finished
1537             if hit is None:
1538                 continue
1539         # incoming phaser or torpedo, shields may dissipate it
1540         if game.shldup or game.shldchg or game.condition == "docked":
1541             # shields will take hits
1542             propor = pfac * game.shield
1543             if game.condition == "docked":
1544                 propor *= 2.1
1545             if propor < 0.1:
1546                 propor = 0.1
1547             hitsh = propor*chgfac*hit+1.0
1548             absorb = 0.8*hitsh
1549             if absorb > game.shield:
1550                 absorb = game.shield
1551             game.shield -= absorb
1552             hit -= hitsh
1553             # taking a hit blasts us out of a starbase dock
1554             if game.condition == "docked":
1555                 dock(False)
1556             # but the shields may take care of it
1557             if propor > 0.1 and hit < 0.005*game.energy:
1558                 continue
1559         # hit from this opponent got through shields, so take damage
1560         ihurt = True
1561         proutn(_("%d unit hit") % int(hit))
1562         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1563             proutn(_(" on the ") + crmshp())
1564         if not damaged(DSRSENS) and usephasers:
1565             prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1566         skip(1)
1567         # Decide if hit is critical
1568         if hit > hitmax:
1569             hitmax = hit
1570         hittot += hit
1571         fry(hit)
1572         game.energy -= hit
1573     if game.energy <= 0:
1574         # Returning home upon your shield, not with it...
1575         finish(FBATTLE)
1576         return
1577     if not attempt and game.condition == "docked":
1578         prout(_("***Enemies decide against attacking your ship."))
1579     percent = 100.0*pfac*game.shield+0.5
1580     if not ihurt:
1581         # Shields fully protect ship
1582         proutn(_("Enemy attack reduces shield strength to "))
1583     else:
1584         # Emit message if starship suffered hit(s)
1585         skip(1)
1586         proutn(_("Energy left %2d    shields ") % int(game.energy))
1587         if game.shldup:
1588             proutn(_("up "))
1589         elif not damaged(DSHIELD):
1590             proutn(_("down "))
1591         else:
1592             proutn(_("damaged, "))
1593     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1594     # Check if anyone was hurt
1595     if hitmax >= 200 or hittot >= 500:
1596         icas = randrange(int(hittot * 0.015))
1597         if icas >= 2:
1598             skip(1)
1599             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1600             prout(_("   in that last attack.\""))
1601             game.casual += icas
1602             game.state.crew -= icas
1603     # After attack, reset average distance to enemies
1604     for enemy in game.enemies:
1605         enemy.kavgd = enemy.kdist
1606     sortenemies()
1607     return
1608
1609 def deadkl(w, etype, mv):
1610     "Kill a Klingon, Tholian, Romulan, or Thingy."
1611     # Added mv to allow enemy to "move" before dying
1612     proutn(crmena(True, etype, "sector", mv))
1613     # Decide what kind of enemy it is and update appropriately
1614     if etype == 'R':
1615         # Chalk up a Romulan
1616         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1617         game.irhere -= 1
1618         game.state.nromrem -= 1
1619     elif etype == 'T':
1620         # Killed a Tholian
1621         game.tholian = None
1622     elif etype == '?':
1623         # Killed a Thingy
1624         global thing
1625         thing = None
1626     else:
1627         # Killed some type of Klingon
1628         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1629         game.klhere -= 1
1630         if etype == 'C':
1631             game.state.kcmdr.remove(game.quadrant)
1632             unschedule(FTBEAM)
1633             if game.state.kcmdr:
1634                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1635             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1636                 unschedule(FCDBAS)
1637         elif etype ==  'K':
1638             pass
1639         elif etype ==  'S':
1640             game.state.nscrem -= 1
1641             game.state.kscmdr.invalidate()
1642             game.isatb = 0
1643             game.iscate = False
1644             unschedule(FSCMOVE)
1645             unschedule(FSCDBAS)
1646     # For each kind of enemy, finish message to player
1647     prout(_(" destroyed."))
1648     if game.unwon() == 0:
1649         return
1650     game.recompute()
1651     # Remove enemy ship from arrays describing local conditions
1652     for e in game.enemies:
1653         if e.location == w:
1654             e.move(None)
1655             break
1656     return
1657
1658 def targetcheck(w):
1659     "Return None if target is invalid, otherwise return a course angle."
1660     if not w.valid_sector():
1661         huh()
1662         return None
1663     delta = Coord()
1664     # C code this was translated from is wacky -- why the sign reversal?
1665     delta.j = (w.j - game.sector.j)
1666     delta.i = (game.sector.i - w.i)
1667     if delta == Coord(0, 0):
1668         skip(1)
1669         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1670         prout(_("  I recommend an immediate review of"))
1671         prout(_("  the Captain's psychological profile.\""))
1672         scanner.chew()
1673         return None
1674     return delta.bearing()
1675
1676 def torps():
1677     "Launch photon torpedo salvo."
1678     tcourse = []
1679     game.ididit = False
1680     if damaged(DPHOTON):
1681         prout(_("Photon tubes damaged."))
1682         scanner.chew()
1683         return
1684     if game.torps == 0:
1685         prout(_("No torpedoes left."))
1686         scanner.chew()
1687         return
1688     # First, get torpedo count
1689     while True:
1690         scanner.nexttok()
1691         if scanner.token == "IHALPHA":
1692             huh()
1693             return
1694         elif scanner.token == "IHEOL" or not scanner.waiting():
1695             prout(_("%d torpedoes left.") % game.torps)
1696             scanner.chew()
1697             proutn(_("Number of torpedoes to fire- "))
1698             continue        # Go back around to get a number
1699         else: # key == "IHREAL"
1700             n = scanner.int()
1701             if n <= 0: # abort command
1702                 scanner.chew()
1703                 return
1704             if n > MAXBURST:
1705                 scanner.chew()
1706                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1707                 return
1708             if n > game.torps:
1709                 scanner.chew()        # User requested more torps than available
1710                 continue        # Go back around
1711             break        # All is good, go to next stage
1712     # Next, get targets
1713     target = []
1714     for i in range(n):
1715         key = scanner.nexttok()
1716         if i == 0 and key == "IHEOL":
1717             break        # no coordinate waiting, we will try prompting
1718         if i == 1 and key == "IHEOL":
1719             # direct all torpedoes at one target
1720             while i < n:
1721                 target.append(target[0])
1722                 tcourse.append(tcourse[0])
1723                 i += 1
1724             break
1725         scanner.push(scanner.token)
1726         target.append(scanner.getcoord())
1727         if target[-1] is None:
1728             return
1729         tcourse.append(targetcheck(target[-1]))
1730         if tcourse[-1] is None:
1731             return
1732     scanner.chew()
1733     if len(target) == 0:
1734         # prompt for each one
1735         for i in range(n):
1736             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1737             scanner.chew()
1738             target.append(scanner.getcoord())
1739             if target[-1] is None:
1740                 return
1741             tcourse.append(targetcheck(target[-1]))
1742             if tcourse[-1] is None:
1743                 return
1744     game.ididit = True
1745     # Loop for moving <n> torpedoes
1746     for i in range(n):
1747         if game.condition != "docked":
1748             game.torps -= 1
1749         dispersion = (randreal()+randreal())*0.5 -0.5
1750         if math.fabs(dispersion) >= 0.47:
1751             # misfire!
1752             dispersion *= randreal(1.2, 2.2)
1753             if n > 0:
1754                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1755             else:
1756                 prouts(_("***TORPEDO MISFIRES."))
1757             skip(1)
1758             if i < n:
1759                 prout(_("  Remainder of burst aborted."))
1760             if withprob(0.2):
1761                 prout(_("***Photon tubes damaged by misfire."))
1762                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1763             break
1764         if game.iscloaked:
1765             dispersion *= 1.2
1766         elif game.shldup or game.condition == "docked":
1767             dispersion *= 1.0 + 0.0001*game.shield
1768         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1769         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1770             return
1771     if game.unwon()<=0:
1772         finish(FWON)
1773
1774 def overheat(rpow):
1775     "Check for phasers overheating."
1776     if rpow > 1500:
1777         checkburn = (rpow-1500.0)*0.00038
1778         if withprob(checkburn):
1779             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1780             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1781
1782 def checkshctrl(rpow):
1783     "Check shield control."
1784     skip(1)
1785     if withprob(0.998):
1786         prout(_("Shields lowered."))
1787         return False
1788     # Something bad has happened
1789     prouts(_("***RED ALERT!  RED ALERT!"))
1790     skip(2)
1791     hit = rpow*game.shield/game.inshld
1792     game.energy -= rpow+hit*0.8
1793     game.shield -= hit*0.2
1794     if game.energy <= 0.0:
1795         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1796         skip(1)
1797         stars()
1798         finish(FPHASER)
1799         return True
1800     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1801     skip(2)
1802     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1803     icas = randrange(int(hit*0.012))
1804     skip(1)
1805     fry(0.8*hit)
1806     if icas:
1807         skip(1)
1808         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1809         prout(_("  %d casualties so far.\"") % icas)
1810         game.casual += icas
1811         game.state.crew -= icas
1812     skip(1)
1813     prout(_("Phaser energy dispersed by shields."))
1814     prout(_("Enemy unaffected."))
1815     overheat(rpow)
1816     return True
1817
1818 def hittem(hits):
1819     "Register a phaser hit on Klingons and Romulans."
1820     w = Coord()
1821     skip(1)
1822     kk = 0
1823     for wham in hits:
1824         if wham == 0:
1825             continue
1826         dustfac = randreal(0.9, 1.0)
1827         hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1828         kpini = game.enemies[kk].power
1829         kp = math.fabs(kpini)
1830         if PHASEFAC*hit < kp:
1831             kp = PHASEFAC*hit
1832         if game.enemies[kk].power < 0:
1833             game.enemies[kk].power -= -kp
1834         else:
1835             game.enemies[kk].power -= kp
1836         kpow = game.enemies[kk].power
1837         w = game.enemies[kk].location
1838         if hit > 0.005:
1839             if not damaged(DSRSENS):
1840                 boom(w)
1841             proutn(_("%d unit hit on ") % int(hit))
1842         else:
1843             proutn(_("Very small hit on "))
1844         ienm = game.quad[w.i][w.j]
1845         if ienm == '?':
1846             thing.angry()
1847         proutn(crmena(False, ienm, "sector", w))
1848         skip(1)
1849         if kpow == 0:
1850             deadkl(w, ienm, w)
1851             if game.unwon()==0:
1852                 finish(FWON)
1853             if game.alldone:
1854                 return
1855             continue
1856         else: # decide whether or not to emasculate klingon
1857             if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1858                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1859                 prout(_("   has just lost its firepower.\""))
1860                 game.enemies[kk].power = -kpow
1861         kk += 1
1862     return
1863
1864 def phasers():
1865     "Fire phasers at bad guys."
1866     hits = []
1867     kz = 0
1868     k = 1
1869     irec = 0 # Cheating inhibitor
1870     ifast = False
1871     no = False
1872     itarg = True
1873     msgflag = True
1874     rpow = 0.0
1875     automode = "NOTSET"
1876     key = ""
1877     skip(1)
1878     # SR sensors and Computer are needed for automode
1879     if damaged(DSRSENS) or damaged(DCOMPTR):
1880         itarg = False
1881     if game.condition == "docked":
1882         prout(_("Phasers can't be fired through base shields."))
1883         scanner.chew()
1884         return
1885     if damaged(DPHASER):
1886         prout(_("Phaser control damaged."))
1887         scanner.chew()
1888         return
1889     if game.shldup:
1890         if damaged(DSHCTRL):
1891             prout(_("High speed shield control damaged."))
1892             scanner.chew()
1893             return
1894         if game.energy <= 200.0:
1895             prout(_("Insufficient energy to activate high-speed shield control."))
1896             scanner.chew()
1897             return
1898         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1899         ifast = True
1900     # Original code so convoluted, I re-did it all
1901     # (That was Tom Almy talking about the C code, I think -- ESR)
1902     while automode == "NOTSET":
1903         key = scanner.nexttok()
1904         if key == "IHALPHA":
1905             if scanner.sees("manual"):
1906                 if len(game.enemies)==0:
1907                     prout(_("There is no enemy present to select."))
1908                     scanner.chew()
1909                     key = "IHEOL"
1910                     automode = "AUTOMATIC"
1911                 else:
1912                     automode = "MANUAL"
1913                     key = scanner.nexttok()
1914             elif scanner.sees("automatic"):
1915                 if (not itarg) and len(game.enemies) != 0:
1916                     automode = "FORCEMAN"
1917                 else:
1918                     if len(game.enemies)==0:
1919                         prout(_("Energy will be expended into space."))
1920                     automode = "AUTOMATIC"
1921                     key = scanner.nexttok()
1922             elif scanner.sees("no"):
1923                 no = True
1924             else:
1925                 huh()
1926                 return
1927         elif key == "IHREAL":
1928             if len(game.enemies)==0:
1929                 prout(_("Energy will be expended into space."))
1930                 automode = "AUTOMATIC"
1931             elif not itarg:
1932                 automode = "FORCEMAN"
1933             else:
1934                 automode = "AUTOMATIC"
1935         else:
1936             # "IHEOL"
1937             if len(game.enemies)==0:
1938                 prout(_("Energy will be expended into space."))
1939                 automode = "AUTOMATIC"
1940             elif not itarg:
1941                 automode = "FORCEMAN"
1942             else:
1943                 proutn(_("Manual or automatic? "))
1944                 scanner.chew()
1945     avail = game.energy
1946     if ifast:
1947         avail -= 200.0
1948     if automode == "AUTOMATIC":
1949         if key == "IHALPHA" and scanner.sees("no"):
1950             no = True
1951             key = scanner.nexttok()
1952         if key != "IHREAL" and len(game.enemies) != 0:
1953             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1954         irec = 0
1955         while True:
1956             scanner.chew()
1957             if not kz:
1958                 for i in range(len(game.enemies)):
1959                     irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1960             kz = 1
1961             proutn(_("%d units required. ") % irec)
1962             scanner.chew()
1963             proutn(_("Units to fire= "))
1964             key = scanner.nexttok()
1965             if key != "IHREAL":
1966                 return
1967             rpow = scanner.real
1968             if rpow > avail:
1969                 proutn(_("Energy available= %.2f") % avail)
1970                 skip(1)
1971                 key = "IHEOL"
1972             if not rpow > avail:
1973                 break
1974         if rpow <= 0:
1975             # chicken out
1976             scanner.chew()
1977             return
1978         key = scanner.nexttok()
1979         if key == "IHALPHA" and scanner.sees("no"):
1980             no = True
1981         if ifast:
1982             game.energy -= 200 # Go and do it!
1983             if checkshctrl(rpow):
1984                 return
1985         scanner.chew()
1986         game.energy -= rpow
1987         extra = rpow
1988         if len(game.enemies):
1989             extra = 0.0
1990             powrem = rpow
1991             for i in range(len(game.enemies)):
1992                 hits.append(0.0)
1993                 if powrem <= 0:
1994                     continue
1995                 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1996                 over = randreal(1.01, 1.06) * hits[i]
1997                 temp = powrem
1998                 powrem -= hits[i] + over
1999                 if powrem <= 0 and temp < hits[i]:
2000                     hits[i] = temp
2001                 if powrem <= 0:
2002                     over = 0.0
2003                 extra += over
2004             if powrem > 0.0:
2005                 extra += powrem
2006             hittem(hits)
2007             game.ididit = True
2008         if extra > 0 and not game.alldone:
2009             if game.tholian:
2010                 proutn(_("*** Tholian web absorbs "))
2011                 if len(game.enemies)>0:
2012                     proutn(_("excess "))
2013                 prout(_("phaser energy."))
2014             else:
2015                 prout(_("%d expended on empty space.") % int(extra))
2016     elif automode == "FORCEMAN":
2017         scanner.chew()
2018         key = "IHEOL"
2019         if damaged(DCOMPTR):
2020             prout(_("Battle computer damaged, manual fire only."))
2021         else:
2022             skip(1)
2023             prouts(_("---WORKING---"))
2024             skip(1)
2025             prout(_("Short-range-sensors-damaged"))
2026             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2027             prout(_("Manual-fire-must-be-used"))
2028             skip(1)
2029     elif automode == "MANUAL":
2030         rpow = 0.0
2031         for k in range(len(game.enemies)):
2032             aim = game.enemies[k].location
2033             ienm = game.quad[aim.i][aim.j]
2034             if msgflag:
2035                 proutn(_("Energy available= %.2f") % (avail-0.006))
2036                 skip(1)
2037                 msgflag = False
2038                 rpow = 0.0
2039             if damaged(DSRSENS) and \
2040                not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2041                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2042                 scanner.chew()
2043                 key = "IHEOL"
2044                 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2045                 k += 1
2046                 continue
2047             if key == "IHEOL":
2048                 scanner.chew()
2049                 if itarg and k > kz:
2050                     irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        randreal(1.01, 1.06) + 1.0
2051                 kz = k
2052                 proutn("(")
2053                 if not damaged(DCOMPTR):
2054                     proutn("%d" % irec)
2055                 else:
2056                     proutn("??")
2057                 proutn(")  ")
2058                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
2059                 key = scanner.nexttok()
2060             if key == "IHALPHA" and scanner.sees("no"):
2061                 no = True
2062                 key = scanner.nexttok()
2063                 continue
2064             if key == "IHALPHA":
2065                 huh()
2066                 return
2067             if key == "IHEOL":
2068                 if k == 1: # Let me say I'm baffled by this
2069                     msgflag = True
2070                 continue
2071             if scanner.real < 0:
2072                 # abort out
2073                 scanner.chew()
2074                 return
2075             hits[k] = scanner.real
2076             rpow += scanner.real
2077             # If total requested is too much, inform and start over
2078             if rpow > avail:
2079                 prout(_("Available energy exceeded -- try again."))
2080                 scanner.chew()
2081                 return
2082             key = scanner.nexttok() # scan for next value
2083             k += 1
2084         if rpow == 0.0:
2085             # zero energy -- abort
2086             scanner.chew()
2087             return
2088         if key == "IHALPHA" and scanner.sees("no"):
2089             no = True
2090         game.energy -= rpow
2091         scanner.chew()
2092         if ifast:
2093             game.energy -= 200.0
2094             if checkshctrl(rpow):
2095                 return
2096         hittem(hits)
2097         game.ididit = True
2098      # Say shield raised or malfunction, if necessary
2099     if game.alldone:
2100         return
2101     if ifast:
2102         skip(1)
2103         if no == 0:
2104             if withprob(0.01):
2105                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2106                 prouts(_("         CLICK   CLICK   POP  . . ."))
2107                 prout(_(" No response, sir!"))
2108                 game.shldup = False
2109             else:
2110                 prout(_("Shields raised."))
2111         else:
2112             game.shldup = False
2113     overheat(rpow)
2114
2115
2116 def capture():
2117     game.ididit = False # Nothing if we fail
2118     game.optime = 0.0;
2119
2120     # Make sure there is room in the brig */
2121     if game.brigfree == 0:
2122         prout(_("Security reports the brig is already full."))
2123         return;
2124
2125     if damaged(DRADIO):
2126         prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2127         return
2128
2129     if damaged(DTRANSP):
2130         prout(_("Scotty- \"Transporter damaged, sir.\""))
2131         return
2132
2133     # find out if there are any at all
2134     if game.klhere < 1:
2135         prout(_("Uhura- \"Getting no response, sir.\""))
2136         return
2137
2138     # if there is more than one Klingon, find out which one */
2139     #   Cruddy, just takes one at random.  Should ask the captain.
2140     #   Nah, just select the weakest one since it is most likely to
2141     #   surrender (Tom Almy mod)
2142     klingons = [e for e in game.enemies if e.type == 'K']
2143     weakest = sorted(klingons, key=lambda e: e.power)[0]
2144     game.optime = 0.05          # This action will take some time
2145     game.ididit = True #  So any others can strike back
2146
2147     # check out that Klingon
2148     # The algorithm isn't that great and could use some more
2149     # intelligent design
2150     # x = 300 + 25*skill;
2151     x = game.energy / (weakest.power * len(klingons))
2152     #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2153     #      % (game.energy, weakest.power, len(klingons))) 
2154     x *= 2.5  # would originally have been equivalent of 1.4,
2155                # but we want command to work more often, more humanely */
2156     #prout(_("Prob = %.4f" % x))
2157     #   x = 100; // For testing, of course!
2158     if x < randreal(100):
2159         # guess what, he surrendered!!! */
2160         prout(_("Klingon captain at %s surrenders.") % weakest.location)
2161         i = randreal(200)
2162         if i > 0:
2163             prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2164         if i > game.brigfree:
2165             prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree))
2166             i = game.brigfree
2167         game.brigfree -= i
2168         prout(_("%d captives taken") % i)
2169         deadkl(weakest.location, weakest.type, game.sector)
2170         if game.unwon()<=0:
2171             finish(FWON)
2172         return
2173
2174         # big surprise, he refuses to surrender */
2175     prout(_("Fat chance, captain!"))
2176
2177 # Code from events.c begins here.
2178
2179 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2180 # event of each type active at any given time.  Mostly these means we can
2181 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2182 # BSD Trek, from which we swiped the idea, can have up to 5.
2183
2184 def unschedule(evtype):
2185     "Remove an event from the schedule."
2186     game.future[evtype].date = FOREVER
2187     return game.future[evtype]
2188
2189 def is_scheduled(evtype):
2190     "Is an event of specified type scheduled."
2191     return game.future[evtype].date != FOREVER
2192
2193 def scheduled(evtype):
2194     "When will this event happen?"
2195     return game.future[evtype].date
2196
2197 def schedule(evtype, offset):
2198     "Schedule an event of specified type."
2199     game.future[evtype].date = game.state.date + offset
2200     return game.future[evtype]
2201
2202 def postpone(evtype, offset):
2203     "Postpone a scheduled event."
2204     game.future[evtype].date += offset
2205
2206 def cancelrest():
2207     "Rest period is interrupted by event."
2208     if game.resting:
2209         skip(1)
2210         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2211         if ja():
2212             game.resting = False
2213             game.optime = 0.0
2214             return True
2215     return False
2216
2217 def events():
2218     "Run through the event queue looking for things to do."
2219     i = 0
2220     fintim = game.state.date + game.optime
2221     yank = 0
2222     ictbeam = False
2223     istract = False
2224     w = Coord()
2225     hold = Coord()
2226     ev = Event()
2227     ev2 = Event()
2228
2229     def tractorbeam(yank):
2230         "Tractor-beaming cases merge here."
2231         announce()
2232         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2233         skip(1)
2234         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2235         # If Kirk & Co. screwing around on planet, handle
2236         atover(True) # atover(true) is Grab
2237         if game.alldone:
2238             return
2239         if game.icraft: # Caught in Galileo?
2240             finish(FSTRACTOR)
2241             return
2242         # Check to see if shuttle is aboard
2243         if game.iscraft == "offship":
2244             skip(1)
2245             if withprob(0.5):
2246                 prout(_("Galileo, left on the planet surface, is captured"))
2247                 prout(_("by aliens and made into a flying McDonald's."))
2248                 game.damage[DSHUTTL] = -10
2249                 game.iscraft = "removed"
2250             else:
2251                 prout(_("Galileo, left on the planet surface, is well hidden."))
2252         if evcode == FSPY:
2253             game.quadrant = game.state.kscmdr
2254         else:
2255             game.quadrant = game.state.kcmdr[i]
2256         game.sector = randplace(QUADSIZE)
2257         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2258                % (game.quadrant, game.sector))
2259         if game.resting:
2260             prout(_("(Remainder of rest/repair period cancelled.)"))
2261             game.resting = False
2262         if not game.shldup:
2263             if not damaged(DSHIELD) and game.shield > 0:
2264                 doshield(shraise=True) # raise shields
2265                 game.shldchg = False
2266             else:
2267                 prout(_("(Shields not currently useable.)"))
2268         newqad()
2269         # Adjust finish time to time of tractor beaming?
2270         # fintim = game.state.date+game.optime
2271         attack(torps_ok=False)
2272         if not game.state.kcmdr:
2273             unschedule(FTBEAM)
2274         else:
2275             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2276
2277     def destroybase():
2278         "Code merges here for any commander destroying a starbase."
2279         # Not perfect, but will have to do
2280         # Handle case where base is in same quadrant as starship
2281         if game.battle == game.quadrant:
2282             game.state.chart[game.battle.i][game.battle.j].starbase = False
2283             game.quad[game.base.i][game.base.j] = '.'
2284             game.base.invalidate()
2285             newcnd()
2286             skip(1)
2287             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2288         elif game.state.baseq and communicating():
2289             # Get word via subspace radio
2290             announce()
2291             skip(1)
2292             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2293             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2294             if game.isatb == 2:
2295                 prout(_("the Klingon Super-Commander"))
2296             else:
2297                 prout(_("a Klingon Commander"))
2298             game.state.chart[game.battle.i][game.battle.j].starbase = False
2299         # Remove Starbase from galaxy
2300         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2301         game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2302         if game.isatb == 2:
2303             # reinstate a commander's base attack
2304             game.battle = hold
2305             game.isatb = 0
2306         else:
2307             game.battle.invalidate()
2308     if game.idebug:
2309         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2310         for i in range(1, NEVENTS):
2311             if   i == FSNOVA:  proutn("=== Supernova       ")
2312             elif i == FTBEAM:  proutn("=== T Beam          ")
2313             elif i == FSNAP:   proutn("=== Snapshot        ")
2314             elif i == FBATTAK: proutn("=== Base Attack     ")
2315             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2316             elif i == FSCMOVE: proutn("=== SC Move         ")
2317             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2318             elif i == FDSPROB: proutn("=== Probe Move      ")
2319             elif i == FDISTR:  proutn("=== Distress Call   ")
2320             elif i == FENSLV:  proutn("=== Enslavement     ")
2321             elif i == FREPRO:  proutn("=== Klingon Build   ")
2322             if is_scheduled(i):
2323                 prout("%.2f" % (scheduled(i)))
2324             else:
2325                 prout("never")
2326     radio_was_broken = damaged(DRADIO)
2327     hold.i = hold.j = 0
2328     while True:
2329         # Select earliest extraneous event, evcode==0 if no events
2330         evcode = FSPY
2331         if game.alldone:
2332             return
2333         datemin = fintim
2334         for l in range(1, NEVENTS):
2335             if game.future[l].date < datemin:
2336                 evcode = l
2337                 if game.idebug:
2338                     prout("== Event %d fires" % evcode)
2339                 datemin = game.future[l].date
2340         xtime = datemin-game.state.date
2341         if game.iscloaked:
2342             game.energy -= xtime*500.0
2343             if game.energy <= 0:
2344                 finish(FNRG)
2345                 return
2346         game.state.date = datemin
2347         # Decrement Federation resources and recompute remaining time
2348         game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2349         game.recompute()
2350         if game.state.remtime <= 0:
2351             finish(FDEPLETE)
2352             return
2353         # Any crew left alive?
2354         if game.state.crew <= 0:
2355             finish(FCREW)
2356             return
2357         # Is life support adequate?
2358         if damaged(DLIFSUP) and game.condition != "docked":
2359             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2360                 finish(FLIFESUP)
2361                 return
2362             game.lsupres -= xtime
2363             if game.damage[DLIFSUP] <= xtime:
2364                 game.lsupres = game.inlsr
2365         # Fix devices
2366         repair = xtime
2367         if game.condition == "docked":
2368             repair /= DOCKFAC
2369         # Don't fix Deathray here
2370         for l in range(NDEVICES):
2371             if game.damage[l] > 0.0 and l != DDRAY:
2372                 if game.damage[l]-repair > 0.0:
2373                     game.damage[l] -= repair
2374                 else:
2375                     game.damage[l] = 0.0
2376         # If radio repaired, update star chart and attack reports
2377         if radio_was_broken and not damaged(DRADIO):
2378             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2379             prout(_("   surveillance reports are coming in."))
2380             skip(1)
2381             if not game.iseenit:
2382                 attackreport(False)
2383                 game.iseenit = True
2384             rechart()
2385             prout(_("   The star chart is now up to date.\""))
2386             skip(1)
2387         # Cause extraneous event EVCODE to occur
2388         game.optime -= xtime
2389         if evcode == FSNOVA: # Supernova
2390             announce()
2391             supernova(None)
2392             schedule(FSNOVA, expran(0.5*game.intime))
2393             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2394                 return
2395         elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2396             if game.state.nscrem == 0 or game.iscloaked or \
2397                 ictbeam or istract or \
2398                 game.condition == "docked" or game.isatb == 1 or game.iscate:
2399                 return
2400             if game.ientesc or \
2401                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2402                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2403                 (damaged(DSHIELD) and \
2404                  (game.energy < 2500 or damaged(DPHASER)) and \
2405                  (game.torps < 5 or damaged(DPHOTON))):
2406                 # Tractor-beam her!
2407                 istract = ictbeam = True
2408                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2409             else:
2410                 return
2411         elif evcode == FTBEAM: # Tractor beam
2412             if not game.state.kcmdr:
2413                 unschedule(FTBEAM)
2414                 continue
2415             i = randrange(len(game.state.kcmdr))
2416             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2417             if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2418                 # Drats! Have to reschedule
2419                 schedule(FTBEAM,
2420                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2421                 continue
2422             ictbeam = True
2423             tractorbeam(yank)
2424         elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2425             game.snapsht = copy.deepcopy(game.state)
2426             game.state.snap = True
2427             schedule(FSNAP, expran(0.5 * game.intime))
2428         elif evcode == FBATTAK: # Commander attacks starbase
2429             if not game.state.kcmdr or not game.state.baseq:
2430                 # no can do
2431                 unschedule(FBATTAK)
2432                 unschedule(FCDBAS)
2433                 continue
2434             ibq = None  # Force battle location to persist past loop
2435             try:
2436                 for ibq in game.state.baseq:
2437                     for cmdr in game.state.kcmdr:
2438                         if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2439                             raise JumpOut
2440                 # no match found -- try later
2441                 schedule(FBATTAK, expran(0.3*game.intime))
2442                 unschedule(FCDBAS)
2443                 continue
2444             except JumpOut:
2445                 pass
2446             # commander + starbase combination found -- launch attack
2447             game.battle = ibq
2448             schedule(FCDBAS, randreal(1.0, 4.0))
2449             if game.isatb: # extra time if SC already attacking
2450                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2451             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2452             game.iseenit = False
2453             if not communicating():
2454                 continue # No warning :-(
2455             game.iseenit = True
2456             announce()
2457             skip(1)
2458             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2459             prout(_("   reports that it is under attack and that it can"))
2460             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2461             if cancelrest():
2462                 return
2463         elif evcode == FSCDBAS: # Supercommander destroys base
2464             unschedule(FSCDBAS)
2465             game.isatb = 2
2466             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2467                 continue # WAS RETURN!
2468             hold = game.battle
2469             game.battle = game.state.kscmdr
2470             destroybase()
2471         elif evcode == FCDBAS: # Commander succeeds in destroying base
2472             if evcode == FCDBAS:
2473                 unschedule(FCDBAS)
2474                 if not game.state.baseq() \
2475                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2476                     game.battle.invalidate()
2477                     continue
2478                 # find the lucky pair
2479                 for cmdr in game.state.kcmdr:
2480                     if cmdr == game.battle:
2481                         break
2482                 else:
2483                     # No action to take after all
2484                     continue
2485             destroybase()
2486         elif evcode == FSCMOVE: # Supercommander moves
2487             schedule(FSCMOVE, 0.2777)
2488             if not game.ientesc and not istract and game.isatb != 1 and \
2489                    (not game.iscate or not game.justin):
2490                 supercommander()
2491         elif evcode == FDSPROB: # Move deep space probe
2492             schedule(FDSPROB, 0.01)
2493             if not game.probe.nexttok():
2494                 if not game.probe.quadrant().valid_quadrant() or \
2495                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2496                     # Left galaxy or ran into supernova
2497                     if communicating():
2498                         announce()
2499                         skip(1)
2500                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2501                         if not game.probe.quadrant().valid_quadrant():
2502                             prout(_("has left the galaxy.\""))
2503                         else:
2504                             prout(_("is no longer transmitting.\""))
2505                     unschedule(FDSPROB)
2506                     continue
2507                 if communicating():
2508                     #announce()
2509                     skip(1)
2510                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2511             pquad = game.probe.quadrant()
2512             pdest = game.state.galaxy[pquad.i][pquad.j]
2513             if communicating():
2514                 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2515                 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2516                 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2517                 pdest.charted = True
2518             game.probe.moves -= 1 # One less to travel
2519             if game.probe.arrived() and game.isarmed and pdest.stars:
2520                 supernova(game.probe)                # fire in the hole!
2521                 unschedule(FDSPROB)
2522                 if game.state.galaxy[pquad.i][pquad.j].supernova:
2523                     return
2524         elif evcode == FDISTR: # inhabited system issues distress call
2525             unschedule(FDISTR)
2526             # try a whole bunch of times to find something suitable
2527             for i in range(100):
2528                 # need a quadrant which is not the current one,
2529                 # which has some stars which are inhabited and
2530                 # not already under attack, which is not
2531                 # supernova'ed, and which has some Klingons in it
2532                 w = randplace(GALSIZE)
2533                 q = game.state.galaxy[w.i][w.j]
2534                 if not (game.quadrant == w or q.planet is None or \
2535                       not q.planet.inhabited or \
2536                       q.supernova or q.status!="secure" or q.klingons<=0):
2537                     break
2538             else:
2539                 # can't seem to find one; ignore this call
2540                 if game.idebug:
2541                     prout("=== Couldn't find location for distress event.")
2542                 continue
2543             # got one!!  Schedule its enslavement
2544             ev = schedule(FENSLV, expran(game.intime))
2545             ev.quadrant = w
2546             q.status = "distressed"
2547             # tell the captain about it if we can
2548             if communicating():
2549                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2550                         % (q.planet, repr(w)))
2551                 prout(_("by a Klingon invasion fleet."))
2552                 if cancelrest():
2553                     return
2554         elif evcode == FENSLV:                # starsystem is enslaved
2555             ev = unschedule(FENSLV)
2556             # see if current distress call still active
2557             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2558             if q.klingons <= 0:
2559                 q.status = "secure"
2560                 continue
2561             q.status = "enslaved"
2562
2563             # play stork and schedule the first baby
2564             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2565             ev2.quadrant = ev.quadrant
2566
2567             # report the disaster if we can
2568             if communicating():
2569                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2570                         q.planet)
2571                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2572         elif evcode == FREPRO:                # Klingon reproduces
2573             # If we ever switch to a real event queue, we'll need to
2574             # explicitly retrieve and restore the x and y.
2575             ev = schedule(FREPRO, expran(1.0 * game.intime))
2576             # see if current distress call still active
2577             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2578             if q.klingons <= 0:
2579                 q.status = "secure"
2580                 continue
2581             if game.remkl() >= MAXKLGAME:
2582                 continue                # full right now
2583             # reproduce one Klingon
2584             w = ev.quadrant
2585             m = Coord()
2586             if game.klhere >= MAXKLQUAD:
2587                 try:
2588                     # this quadrant not ok, pick an adjacent one
2589                     for m.i in range(w.i - 1, w.i + 2):
2590                         for m.j in range(w.j - 1, w.j + 2):
2591                             if not m.valid_quadrant():
2592                                 continue
2593                             q = game.state.galaxy[m.i][m.j]
2594                             # check for this quad ok (not full & no snova)
2595                             if q.klingons >= MAXKLQUAD or q.supernova:
2596                                 continue
2597                             raise JumpOut
2598                     # search for eligible quadrant failed
2599                     continue
2600                 except JumpOut:
2601                     w = m
2602             # deliver the child
2603             q.klingons += 1
2604             if game.quadrant == w:
2605                 game.klhere += 1
2606                 newkling() # also adds it to game.enemies
2607             # recompute time left
2608             game.recompute()
2609             if communicating():
2610                 if game.quadrant == w:
2611                     prout(_("Spock- sensors indicate the Klingons have"))
2612                     prout(_("launched a warship from %s.") % q.planet)
2613                 else:
2614                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2615                     if q.planet != None:
2616                         proutn(_("near %s ") % q.planet)
2617                     prout(_("in Quadrant %s.") % w)
2618
2619 def wait():
2620     "Wait on events."
2621     game.ididit = False
2622     while True:
2623         key = scanner.nexttok()
2624         if key  != "IHEOL":
2625             break
2626         proutn(_("How long? "))
2627         scanner.chew()
2628     if key != "IHREAL":
2629         huh()
2630         return
2631     origTime = delay = scanner.real
2632     if delay <= 0.0:
2633         return
2634     if delay >= game.state.remtime or len(game.enemies) != 0:
2635         proutn(_("Are you sure? "))
2636         if not ja():
2637             return
2638     # Alternate resting periods (events) with attacks
2639     game.resting = True
2640     while True:
2641         if delay <= 0:
2642             game.resting = False
2643         if not game.resting:
2644             prout(_("%d stardates left.") % int(game.state.remtime))
2645             return
2646         temp = game.optime = delay
2647         if len(game.enemies):
2648             rtime = randreal(1.0, 2.0)
2649             if rtime < temp:
2650                 temp = rtime
2651             game.optime = temp
2652         if game.optime < delay:
2653             attack(torps_ok=False)
2654         if game.alldone:
2655             return
2656         events()
2657         game.ididit = True
2658         if game.alldone:
2659             return
2660         delay -= temp
2661         # Repair Deathray if long rest at starbase
2662         if origTime-delay >= 9.99 and game.condition == "docked":
2663             game.damage[DDRAY] = 0.0
2664         # leave if quadrant supernovas
2665         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2666             break
2667     game.resting = False
2668     game.optime = 0.0
2669
2670 def nova(nov):
2671     "Star goes nova."
2672     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2673     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2674     if withprob(0.05):
2675         # Wow! We've supernova'ed
2676         supernova(game.quadrant)
2677         return
2678     # handle initial nova
2679     game.quad[nov.i][nov.j] = '.'
2680     prout(crmena(False, '*', "sector", nov) + _(" novas."))
2681     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2682     game.state.starkl += 1
2683     # Set up queue to recursively trigger adjacent stars
2684     hits = [nov]
2685     kount = 0
2686     while hits:
2687         offset = Coord()
2688         start = hits.pop()
2689         for offset.i in range(-1, 1+1):
2690             for offset.j in range(-1, 1+1):
2691                 if offset.j == 0 and offset.i == 0:
2692                     continue
2693                 neighbor = start + offset
2694                 if not neighbor.valid_sector():
2695                     continue
2696                 iquad = game.quad[neighbor.i][neighbor.j]
2697                 # Empty space ends reaction
2698                 if iquad in ('.', '?', ' ', 'T', '#'):
2699                     pass
2700                 elif iquad == '*': # Affect another star
2701                     if withprob(0.05):
2702                         # This star supernovas
2703                         supernova(game.quadrant)
2704                         return
2705                     else:
2706                         hits.append(neighbor)
2707                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2708                         game.state.starkl += 1
2709                         proutn(crmena(True, '*', "sector", neighbor))
2710                         prout(_(" novas."))
2711                         game.quad[neighbor.i][neighbor.j] = '.'
2712                         kount += 1
2713                 elif iquad in ('P', '@'): # Destroy planet
2714                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2715                     if iquad == 'P':
2716                         game.state.nplankl += 1
2717                     else:
2718                         game.state.nworldkl += 1
2719                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2720                     game.iplnet.pclass = "destroyed"
2721                     game.iplnet = None
2722                     game.plnet.invalidate()
2723                     if game.landed:
2724                         finish(FPNOVA)
2725                         return
2726                     game.quad[neighbor.i][neighbor.j] = '.'
2727                 elif iquad == 'B': # Destroy base
2728                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2729                     game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2730                     game.base.invalidate()
2731                     game.state.basekl += 1
2732                     newcnd()
2733                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2734                     game.quad[neighbor.i][neighbor.j] = '.'
2735                 elif iquad in ('E', 'F'): # Buffet ship
2736                     prout(_("***Starship buffeted by nova."))
2737                     if game.shldup:
2738                         if game.shield >= 2000.0:
2739                             game.shield -= 2000.0
2740                         else:
2741                             diff = 2000.0 - game.shield
2742                             game.energy -= diff
2743                             game.shield = 0.0
2744                             game.shldup = False
2745                             prout(_("***Shields knocked out."))
2746                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2747                     else:
2748                         game.energy -= 2000.0
2749                     if game.energy <= 0:
2750                         finish(FNOVA)
2751                         return
2752                     # add in course nova contributes to kicking starship
2753                     bump += (game.sector-hits[-1]).sgn()
2754                 elif iquad == 'K': # kill klingon
2755                     deadkl(neighbor, iquad, neighbor)
2756                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2757                     target = None
2758                     for ll in range(len(game.enemies)):
2759                         if game.enemies[ll].location == neighbor:
2760                             target = game.enemies[ll]
2761                             break
2762                     if target is not None:
2763                         target.power -= 800.0 # If firepower is lost, die
2764                         if target.power <= 0.0:
2765                             deadkl(neighbor, iquad, neighbor)
2766                             continue    # neighbor loop
2767                         # Else enemy gets flung by the blast wave
2768                         newc = neighbor + neighbor - start
2769                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2770                         if not newc.valid_sector():
2771                             # can't leave quadrant
2772                             skip(1)
2773                             continue
2774                         iquad1 = game.quad[newc.i][newc.j]
2775                         if iquad1 == ' ':
2776                             proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2777                             skip(1)
2778                             deadkl(neighbor, iquad, newc)
2779                             continue
2780                         if iquad1 != '.':
2781                             # can't move into something else
2782                             skip(1)
2783                             continue
2784                         proutn(_(", buffeted to Sector %s") % newc)
2785                         game.quad[neighbor.i][neighbor.j] = '.'
2786                         game.quad[newc.i][newc.j] = iquad
2787                         target.move(newc)
2788     # Starship affected by nova -- kick it away.
2789     dist = kount*0.1
2790     direc = ncourse[3*(bump.i+1)+bump.j+2]
2791     if direc == 0.0:
2792         dist = 0.0
2793     if dist == 0.0:
2794         return
2795     scourse = course(bearing=direc, distance=dist)
2796     game.optime = scourse.time(w=4)
2797     skip(1)
2798     prout(_("Force of nova displaces starship."))
2799     imove(scourse, noattack=True)
2800     game.optime = scourse.time(w=4)
2801     return
2802
2803 def supernova(w):
2804     "Star goes supernova."
2805     num = 0; npdead = 0
2806     if w != None:
2807         nq = copy.copy(w)
2808     else:
2809         # Scheduled supernova -- select star at random.
2810         nstars = 0
2811         nq = Coord()
2812         for nq.i in range(GALSIZE):
2813             for nq.j in range(GALSIZE):
2814                 nstars += game.state.galaxy[nq.i][nq.j].stars
2815         if stars == 0:
2816             return # nothing to supernova exists
2817         num = randrange(nstars) + 1
2818         for nq.i in range(GALSIZE):
2819             for nq.j in range(GALSIZE):
2820                 num -= game.state.galaxy[nq.i][nq.j].stars
2821                 if num <= 0:
2822                     break
2823             if num <=0:
2824                 break
2825         if game.idebug:
2826             proutn("=== Super nova here?")
2827             if ja():
2828                 nq = game.quadrant
2829     if not nq == game.quadrant or game.justin:
2830         # it isn't here, or we just entered (treat as enroute)
2831         if communicating():
2832             skip(1)
2833             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2834             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2835     else:
2836         ns = Coord()
2837         # we are in the quadrant!
2838         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2839         for ns.i in range(QUADSIZE):
2840             for ns.j in range(QUADSIZE):
2841                 if game.quad[ns.i][ns.j]=='*':
2842                     num -= 1
2843                     if num==0:
2844                         break
2845             if num==0:
2846                 break
2847         skip(1)
2848         prouts(_("***RED ALERT!  RED ALERT!"))
2849         skip(1)
2850         prout(_("***Incipient supernova detected at Sector %s") % ns)
2851         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2852             proutn(_("Emergency override attempts t"))
2853             prouts("***************")
2854             skip(1)
2855             stars()
2856             game.alldone = True
2857     # destroy any Klingons in supernovaed quadrant
2858     game.state.galaxy[nq.i][nq.j].klingons = 0
2859     if nq == game.state.kscmdr:
2860         # did in the Supercommander!
2861         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2862         game.iscate = False
2863         unschedule(FSCMOVE)
2864         unschedule(FSCDBAS)
2865     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2866     comkills = len(game.state.kcmdr) - len(survivors)
2867     game.state.kcmdr = survivors
2868     if not game.state.kcmdr:
2869         unschedule(FTBEAM)
2870     # destroy Romulans and planets in supernovaed quadrant
2871     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2872     game.state.galaxy[nq.i][nq.j].romulans = 0
2873     game.state.nromrem -= nrmdead
2874     # Destroy planets
2875     for loop in range(game.inplan):
2876         if game.state.planets[loop].quadrant == nq:
2877             game.state.planets[loop].pclass = "destroyed"
2878             npdead += 1
2879     # Destroy any base in supernovaed quadrant
2880     game.state.baseq = [x for x in game.state.baseq if x != nq]
2881     # If starship caused supernova, tally up destruction
2882     if w != None:
2883         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2884         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2885         game.state.nplankl += npdead
2886     # mark supernova in galaxy and in star chart
2887     if game.quadrant == nq or communicating():
2888         game.state.galaxy[nq.i][nq.j].supernova = True
2889     # If supernova destroys last Klingons give special message
2890     if game.unwon()==0 and not nq == game.quadrant:
2891         skip(2)
2892         if w is None:
2893             prout(_("Lucky you!"))
2894         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2895         finish(FWON)
2896         return
2897     # if some Klingons remain, continue or die in supernova
2898     if game.alldone:
2899         finish(FSNOVAED)
2900     return
2901
2902 # Code from finish.c ends here.
2903
2904 def selfdestruct():
2905     "Self-destruct maneuver. Finish with a BANG!"
2906     scanner.chew()
2907     if damaged(DCOMPTR):
2908         prout(_("Computer damaged; cannot execute destruct sequence."))
2909         return
2910     prouts(_("---WORKING---")); skip(1)
2911     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2912     prouts("   10"); skip(1)
2913     prouts("       9"); skip(1)
2914     prouts("          8"); skip(1)
2915     prouts("             7"); skip(1)
2916     prouts("                6"); skip(1)
2917     skip(1)
2918     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2919     skip(1)
2920     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2921     skip(1)
2922     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2923     skip(1)
2924     scanner.nexttok()
2925     if game.passwd != scanner.token:
2926         prouts(_("PASSWORD-REJECTED;"))
2927         skip(1)
2928         prouts(_("CONTINUITY-EFFECTED"))
2929         skip(2)
2930         return
2931     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2932     prouts("                   5"); skip(1)
2933     prouts("                      4"); skip(1)
2934     prouts("                         3"); skip(1)
2935     prouts("                            2"); skip(1)
2936     prouts("                              1"); skip(1)
2937     if withprob(0.15):
2938         prouts(_("GOODBYE-CRUEL-WORLD"))
2939         skip(1)
2940     kaboom()
2941
2942 def kaboom():
2943     stars()
2944     if game.ship=='E':
2945         prouts("***")
2946     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2947     skip(1)
2948     stars()
2949     skip(1)
2950     if len(game.enemies) != 0:
2951         whammo = 25.0 * game.energy
2952         for e in game.enemies[::-1]:
2953             if e.power*e.kdist <= whammo:
2954                 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
2955     finish(FDILITHIUM)
2956
2957 def killrate():
2958     "Compute our rate of kils over time."
2959     elapsed = game.state.date - game.indate
2960     if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
2961         return 0
2962     else:
2963         starting = (game.inkling + game.incom + game.inscom)
2964         remaining = game.unwon()
2965         return (starting - remaining)/elapsed
2966
2967 def badpoints():
2968     "Compute demerits."
2969     badpt = 5.0*game.state.starkl + \
2970             game.casual + \
2971             10.0*game.state.nplankl + \
2972             300*game.state.nworldkl + \
2973             45.0*game.nhelp +\
2974             100.0*game.state.basekl +\
2975             3.0*game.abandoned +\
2976             100*game.ncviol
2977     if game.ship == 'F':
2978         badpt += 100.0
2979     elif game.ship is None:
2980         badpt += 200.0
2981     return badpt
2982
2983 def finish(ifin):
2984     # end the game, with appropriate notifications
2985     igotit = False
2986     game.alldone = True
2987     skip(3)
2988     prout(_("It is stardate %.1f.") % game.state.date)
2989     skip(1)
2990     if ifin == FWON: # Game has been won
2991         if game.state.nromrem != 0:
2992             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2993                   game.state.nromrem)
2994
2995         prout(_("You have smashed the Klingon invasion fleet and saved"))
2996         prout(_("the Federation."))
2997         if game.alive and game.brigcapacity-game.brigfree > 0:
2998             game.kcaptured += game.brigcapacity-game.brigfree
2999             prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3000         game.gamewon = True
3001         if game.alive:
3002             badpt = badpoints()
3003             if badpt < 100.0:
3004                 badpt = 0.0        # Close enough!
3005             # killsPerDate >= RateMax
3006             if game.state.date-game.indate < 5.0 or \
3007                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3008                 skip(1)
3009                 prout(_("In fact, you have done so well that Starfleet Command"))
3010                 if game.skill == SKILL_NOVICE:
3011                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3012                 elif game.skill == SKILL_FAIR:
3013                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3014                 elif game.skill == SKILL_GOOD:
3015                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3016                 elif game.skill == SKILL_EXPERT:
3017                     prout(_("promotes you to Commodore Emeritus."))
3018                     skip(1)
3019                     prout(_("Now that you think you're really good, try playing"))
3020                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
3021                 elif game.skill == SKILL_EMERITUS:
3022                     skip(1)
3023                     proutn(_("Computer-  "))
3024                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
3025                     skip(2)
3026                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3027                     skip(1)
3028                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3029                     skip(1)
3030                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3031                     skip(1)
3032                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3033                     skip(1)
3034                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
3035                     skip(2)
3036                     prout(_("Now you can retire and write your own Star Trek game!"))
3037                     skip(1)
3038                 elif game.skill >= SKILL_EXPERT:
3039                     if game.thawed and not game.idebug:
3040                         prout(_("You cannot get a citation, so..."))
3041                     else:
3042                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3043                         scanner.chew()
3044                         if ja():
3045                             igotit = True
3046             # Only grant long life if alive (original didn't!)
3047             skip(1)
3048             prout(_("LIVE LONG AND PROSPER."))
3049         score()
3050         if igotit:
3051             plaque()
3052         return
3053     elif ifin == FDEPLETE: # Federation Resources Depleted
3054         prout(_("Your time has run out and the Federation has been"))
3055         prout(_("conquered.  Your starship is now Klingon property,"))
3056         prout(_("and you are put on trial as a war criminal.  On the"))
3057         proutn(_("basis of your record, you are "))
3058         if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3059             prout(_("acquitted."))
3060             skip(1)
3061             prout(_("LIVE LONG AND PROSPER."))
3062         else:
3063             prout(_("found guilty and"))
3064             prout(_("sentenced to death by slow torture."))
3065             game.alive = False
3066         score()
3067         return
3068     elif ifin == FLIFESUP:
3069         prout(_("Your life support reserves have run out, and"))
3070         prout(_("you die of thirst, starvation, and asphyxiation."))
3071         prout(_("Your starship is a derelict in space."))
3072     elif ifin == FNRG:
3073         prout(_("Your energy supply is exhausted."))
3074         skip(1)
3075         prout(_("Your starship is a derelict in space."))
3076     elif ifin == FBATTLE:
3077         prout(_("The %s has been destroyed in battle.") % crmshp())
3078         skip(1)
3079         prout(_("Dulce et decorum est pro patria mori."))
3080     elif ifin == FNEG3:
3081         prout(_("You have made three attempts to cross the negative energy"))
3082         prout(_("barrier which surrounds the galaxy."))
3083         skip(1)
3084         prout(_("Your navigation is abominable."))
3085         score()
3086     elif ifin == FNOVA:
3087         prout(_("Your starship has been destroyed by a nova."))
3088         prout(_("That was a great shot."))
3089         skip(1)
3090     elif ifin == FSNOVAED:
3091         prout(_("The %s has been fried by a supernova.") % crmshp())
3092         prout(_("...Not even cinders remain..."))
3093     elif ifin == FABANDN:
3094         prout(_("You have been captured by the Klingons. If you still"))
3095         prout(_("had a starbase to be returned to, you would have been"))
3096         prout(_("repatriated and given another chance. Since you have"))
3097         prout(_("no starbases, you will be mercilessly tortured to death."))
3098     elif ifin == FDILITHIUM:
3099         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3100     elif ifin == FMATERIALIZE:
3101         prout(_("Starbase was unable to re-materialize your starship."))
3102         prout(_("Sic transit gloria mundi"))
3103     elif ifin == FPHASER:
3104         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3105     elif ifin == FLOST:
3106         prout(_("You and your landing party have been"))
3107         prout(_("converted to energy, dissipating through space."))
3108     elif ifin == FMINING:
3109         prout(_("You are left with your landing party on"))
3110         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3111         skip(1)
3112         prout(_("They are very fond of \"Captain Kirk\" soup."))
3113         skip(1)
3114         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3115     elif ifin == FDPLANET:
3116         prout(_("You and your mining party perish."))
3117         skip(1)
3118         prout(_("That was a great shot."))
3119         skip(1)
3120     elif ifin == FSSC:
3121         prout(_("The Galileo is instantly annihilated by the supernova."))
3122         prout(_("You and your mining party are atomized."))
3123         skip(1)
3124         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3125         prout(_("joins the Romulans, wreaking terror on the Federation."))
3126     elif ifin == FPNOVA:
3127         prout(_("You and your mining party are atomized."))
3128         skip(1)
3129         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3130         prout(_("joins the Romulans, wreaking terror on the Federation."))
3131     elif ifin == FSTRACTOR:
3132         prout(_("The shuttle craft Galileo is also caught,"))
3133         prout(_("and breaks up under the strain."))
3134         skip(1)
3135         prout(_("Your debris is scattered for millions of miles."))
3136         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3137     elif ifin == FDRAY:
3138         prout(_("The mutants attack and kill Spock."))
3139         prout(_("Your ship is captured by Klingons, and"))
3140         prout(_("your crew is put on display in a Klingon zoo."))
3141     elif ifin == FTRIBBLE:
3142         prout(_("Tribbles consume all remaining water,"))
3143         prout(_("food, and oxygen on your ship."))
3144         skip(1)
3145         prout(_("You die of thirst, starvation, and asphyxiation."))
3146         prout(_("Your starship is a derelict in space."))
3147     elif ifin == FHOLE:
3148         prout(_("Your ship is drawn to the center of the black hole."))
3149         prout(_("You are crushed into extremely dense matter."))
3150     elif ifin == FCLOAK:
3151         game.ncviol += 1
3152         prout(_("You have violated the Treaty of Algeron."))
3153         prout(_("The Romulan Empire can never trust you again."))
3154     elif ifin == FCREW:
3155         prout(_("Your last crew member has died."))
3156     if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3157         prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3158         prout(_("You may have missed some warning messages."))
3159         skip(1)
3160     if game.ship == 'F':
3161         game.ship = None
3162     elif game.ship == 'E':
3163         game.ship = 'F'
3164     game.alive = False
3165     if game.unwon() != 0:
3166         goodies = game.state.remres/game.inresor
3167         baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3168         if goodies/baddies >= randreal(1.0, 1.5):
3169             prout(_("As a result of your actions, a treaty with the Klingon"))
3170             prout(_("Empire has been signed. The terms of the treaty are"))
3171             if goodies/baddies >= randreal(3.0):
3172                 prout(_("favorable to the Federation."))
3173                 skip(1)
3174                 prout(_("Congratulations!"))
3175             else:
3176                 prout(_("highly unfavorable to the Federation."))
3177         else:
3178             prout(_("The Federation will be destroyed."))
3179     else:
3180         prout(_("Since you took the last Klingon with you, you are a"))
3181         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3182         prout(_("statue in your memory. Rest in peace, and try not"))
3183         prout(_("to think about pigeons."))
3184         game.gamewon = True
3185     score()
3186     scanner.chew()      # Clean up leftovers
3187
3188 def score():
3189     "Compute player's score."
3190     timused = game.state.date - game.indate
3191     if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3192         timused = 5.0
3193     game.perdate = killrate()
3194     ithperd = 500*game.perdate + 0.5
3195     iwon = 0
3196     if game.gamewon:
3197         iwon = 100*game.skill
3198     if game.ship == 'E':
3199         klship = 0
3200     elif game.ship == 'F':
3201         klship = 1
3202     else:
3203         klship = 2
3204     dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3205     game.score = 10*(dead_ordinaries)\
3206              + 50*(game.incom - len(game.state.kcmdr)) \
3207              + ithperd + iwon \
3208              + 20*(game.inrom - game.state.nromrem) \
3209              + 200*(game.inscom - game.state.nscrem) \
3210                  - game.state.nromrem \
3211              + 3 * game.kcaptured \
3212              - badpoints()
3213     if not game.alive:
3214         game.score -= 200
3215     skip(2)
3216     prout(_("Your score --"))
3217     if game.inrom - game.state.nromrem:
3218         prout(_("%6d Romulans destroyed                 %5d") %
3219               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3220     if game.state.nromrem and game.gamewon:
3221         prout(_("%6d Romulans captured                  %5d") %
3222               (game.state.nromrem, game.state.nromrem))
3223     if dead_ordinaries:
3224         prout(_("%6d ordinary Klingons destroyed        %5d") %
3225               (dead_ordinaries, 10*dead_ordinaries))
3226     if game.incom - len(game.state.kcmdr):
3227         prout(_("%6d Klingon commanders destroyed       %5d") %
3228               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3229     if game.kcaptured:
3230         prout(_("%d Klingons captured                   %5d") %
3231               (game.kcaptured, 3 * game.kcaptured))
3232     if game.inscom - game.state.nscrem:
3233         prout(_("%6d Super-Commander destroyed          %5d") %
3234               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3235     if ithperd:
3236         prout(_("%6.2f Klingons per stardate              %5d") %
3237               (game.perdate, ithperd))
3238     if game.state.starkl:
3239         prout(_("%6d stars destroyed by your action     %5d") %
3240               (game.state.starkl, -5*game.state.starkl))
3241     if game.state.nplankl:
3242         prout(_("%6d planets destroyed by your action   %5d") %
3243               (game.state.nplankl, -10*game.state.nplankl))
3244     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3245         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3246               (game.state.nworldkl, -300*game.state.nworldkl))
3247     if game.state.basekl:
3248         prout(_("%6d bases destroyed by your action     %5d") %
3249               (game.state.basekl, -100*game.state.basekl))
3250     if game.nhelp:
3251         prout(_("%6d calls for help from starbase       %5d") %
3252               (game.nhelp, -45*game.nhelp))
3253     if game.casual:
3254         prout(_("%6d casualties incurred                %5d") %
3255               (game.casual, -game.casual))
3256     if game.abandoned:
3257         prout(_("%6d crew abandoned in space            %5d") %
3258               (game.abandoned, -3*game.abandoned))
3259     if klship:
3260         prout(_("%6d ship(s) lost or destroyed          %5d") %
3261               (klship, -100*klship))
3262     if game.ncviol > 0:
3263         if ncviol == 1:
3264             prout(_("1 Treaty of Algeron violation          -100"))
3265         else:
3266             prout(_("%6d Treaty of Algeron violations       %5d\n") %
3267                   (ncviol, -100*ncviol))
3268     if not game.alive:
3269         prout(_("Penalty for getting yourself killed        -200"))
3270     if game.gamewon:
3271         proutn(_("Bonus for winning "))
3272         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3273         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3274         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3275         elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
3276         elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
3277         prout("           %5d" % iwon)
3278     skip(1)
3279     prout(_("TOTAL SCORE                               %5d") % game.score)
3280
3281 def plaque():
3282     "Emit winner's commemmorative plaque."
3283     skip(2)
3284     while True:
3285         proutn(_("File or device name for your plaque: "))
3286         winner = cgetline()
3287         try:
3288             fp = open(winner, "w")
3289             break
3290         except IOError:
3291             prout(_("Invalid name."))
3292
3293     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3294     winner = cgetline()
3295     # The 38 below must be 64 for 132-column paper
3296     nskip = 38 - len(winner)/2
3297     # This is where the ASCII art picture was emitted.
3298     # It got garbled somewhere in the chain of transmission to the Almy version.
3299     # We should restore it if we can find old enough FORTRAN sources.
3300     fp.write("\n\n\n")
3301     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3302     fp.write("\n\n\n\n")
3303     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3304     fp.write("\n")
3305     fp.write(_("                                                Starfleet Command bestows to you\n"))
3306     fp.write("\n")
3307     fp.write("%*s%s\n\n" % (nskip, "", winner))
3308     fp.write(_("                                                           the rank of\n\n"))
3309     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3310     fp.write("                                                          ")
3311     if game.skill ==  SKILL_EXPERT:
3312         fp.write(_(" Expert level\n\n"))
3313     elif game.skill == SKILL_EMERITUS:
3314         fp.write(_("Emeritus level\n\n"))
3315     else:
3316         fp.write(_(" Cheat level\n\n"))
3317     timestring = time.ctime()
3318     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3319              (timestring+4, timestring+20, timestring+11))
3320     fp.write(_("                                                        Your score:  %d\n\n") % game.score)
3321     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
3322     fp.close()
3323
3324 # Code from io.c begins here
3325
3326 rows = linecount = 0        # for paging
3327 stdscr = None
3328 replayfp = None
3329 fullscreen_window = None
3330 srscan_window     = None   # Short range scan
3331 report_window     = None   # Report legends for status window
3332 status_window     = None   # The status window itself
3333 lrscan_window     = None   # Long range scan
3334 message_window    = None   # Main window for scrolling text
3335 prompt_window     = None   # Prompt window at bottom of display
3336 curwnd = None
3337
3338 def iostart():
3339     global stdscr, rows
3340     # for some recent versions of python2, the following enables UTF8
3341     # for the older ones we probably need to set C locale, and python3
3342     # has no problems at all
3343     if sys.version_info[0] < 3:
3344         locale.setlocale(locale.LC_ALL, "")
3345     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3346     gettext.textdomain("sst")
3347     if not (game.options & OPTION_CURSES):
3348         ln_env = os.getenv("LINES")
3349         if ln_env:
3350             rows = ln_env
3351         else:
3352             rows = 25
3353     else:
3354         stdscr = curses.initscr()
3355         stdscr.keypad(True)
3356         curses.nonl()
3357         curses.cbreak()
3358         if game.options & OPTION_COLOR:
3359             curses.start_color()
3360             curses.use_default_colors()
3361             curses.init_pair(curses.COLOR_BLACK,   curses.COLOR_BLACK, -1)
3362             curses.init_pair(curses.COLOR_GREEN,   curses.COLOR_GREEN, -1)
3363             curses.init_pair(curses.COLOR_RED,     curses.COLOR_RED, -1)
3364             curses.init_pair(curses.COLOR_CYAN,    curses.COLOR_CYAN, -1)
3365             curses.init_pair(curses.COLOR_WHITE,   curses.COLOR_WHITE, -1)
3366             curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3367             curses.init_pair(curses.COLOR_BLUE,    curses.COLOR_BLUE, -1)
3368             curses.init_pair(curses.COLOR_YELLOW,  curses.COLOR_YELLOW, -1)
3369         global fullscreen_window, srscan_window, report_window, status_window
3370         global lrscan_window, message_window, prompt_window
3371         (rows, _columns)   = stdscr.getmaxyx()
3372         fullscreen_window = stdscr
3373         srscan_window     = curses.newwin(12, 25, 0,       0)
3374         report_window     = curses.newwin(11, 0,  1,       25)
3375         status_window     = curses.newwin(10, 0,  1,       39)
3376         lrscan_window     = curses.newwin(5,  0,  0,       64)
3377         message_window    = curses.newwin(0,  0,  12,      0)
3378         prompt_window     = curses.newwin(1,  0,  rows-2,  0)
3379         message_window.scrollok(True)
3380         setwnd(fullscreen_window)
3381
3382 def ioend():
3383     "Wrap up I/O."
3384     if game.options & OPTION_CURSES:
3385         stdscr.keypad(False)
3386         curses.echo()
3387         curses.nocbreak()
3388         curses.endwin()
3389
3390 def waitfor():
3391     "Wait for user action -- OK to do nothing if on a TTY"
3392     if game.options & OPTION_CURSES:
3393         stdscr.getch()
3394
3395 def announce():
3396     skip(1)
3397     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3398     skip(1)
3399
3400 def pause_game():
3401     if game.skill > SKILL_FAIR:
3402         prompt = _("[CONTINUE?]")
3403     else:
3404         prompt = _("[PRESS ENTER TO CONTINUE]")
3405
3406     if game.options & OPTION_CURSES:
3407         drawmaps(0)
3408         setwnd(prompt_window)
3409         prompt_window.clear()
3410         prompt_window.addstr(prompt)
3411         prompt_window.getstr()
3412         prompt_window.clear()
3413         prompt_window.refresh()
3414         setwnd(message_window)
3415     else:
3416         global linecount
3417         sys.stdout.write('\n')
3418         proutn(prompt)
3419         if not replayfp:
3420             my_input()
3421         sys.stdout.write('\n' * rows)
3422         linecount = 0
3423
3424 def skip(i):
3425     "Skip i lines.  Pause game if this would cause a scrolling event."
3426     for _dummy in range(i):
3427         if game.options & OPTION_CURSES:
3428             (y, _x) = curwnd.getyx()
3429             try:
3430                 curwnd.move(y+1, 0)
3431             except curses.error:
3432                 pass
3433         else:
3434             global linecount
3435             linecount += 1
3436             if rows and linecount >= rows:
3437                 pause_game()
3438             else:
3439                 sys.stdout.write('\n')
3440
3441 def proutn(proutntline):
3442     "Utter a line with no following line feed."
3443     if game.options & OPTION_CURSES:
3444         (y, x) = curwnd.getyx()
3445         (my, _mx) = curwnd.getmaxyx()
3446         if curwnd == message_window and y >= my - 2:
3447             pause_game()
3448             clrscr()
3449         # Uncomment this to debug curses problems
3450         #if logfp:
3451         #    logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3452         curwnd.addstr(proutntline)
3453         curwnd.refresh()
3454     else:
3455         sys.stdout.write(proutntline)
3456         sys.stdout.flush()
3457
3458 def prout(proutline):
3459     proutn(proutline)
3460     skip(1)
3461
3462 def prouts(proutsline):
3463     "Emit slowly!"
3464     for c in proutsline:
3465         if not replayfp or replayfp.closed:        # Don't slow down replays
3466             time.sleep(0.03)
3467         proutn(c)
3468         if game.options & OPTION_CURSES:
3469             curwnd.refresh()
3470         else:
3471             sys.stdout.flush()
3472     if not replayfp or replayfp.closed:
3473         time.sleep(0.03)
3474
3475 def cgetline():
3476     "Get a line of input."
3477     if game.options & OPTION_CURSES:
3478         linein = curwnd.getstr() + "\n"
3479         curwnd.refresh()
3480     else:
3481         if replayfp and not replayfp.closed:
3482             while True:
3483                 linein = replayfp.readline()
3484                 proutn(linein)
3485                 if linein == '':
3486                     prout("*** Replay finished")
3487                     replayfp.close()
3488                     break
3489                 elif linein[0] != "#":
3490                     break
3491         else:
3492             try:
3493                 linein = my_input() + "\n"
3494             except EOFError:
3495                 prout("")
3496                 sys.exit(0)
3497     if logfp:
3498         logfp.write(linein)
3499     return linein
3500
3501 def setwnd(wnd):
3502     "Change windows -- OK for this to be a no-op in tty mode."
3503     global curwnd
3504     if game.options & OPTION_CURSES:
3505         # Uncomment this to debug curses problems
3506         if logfp:
3507             if wnd == fullscreen_window:
3508                 legend = "fullscreen"
3509             elif wnd == srscan_window:
3510                 legend = "srscan"
3511             elif wnd == report_window:
3512                 legend = "report"
3513             elif wnd == status_window:
3514                 legend = "status"
3515             elif wnd == lrscan_window:
3516                 legend = "lrscan"
3517             elif wnd == message_window:
3518                 legend = "message"
3519             elif wnd == prompt_window:
3520                 legend = "prompt"
3521             else:
3522                 legend = "unknown"
3523             #logfp.write("#curses: setwnd(%s)\n" % legend)
3524         curwnd = wnd
3525         # Some curses implementations get confused when you try this.
3526         try:
3527             curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3528         except curses.error:
3529             pass
3530
3531 def clreol():
3532     "Clear to end of line -- can be a no-op in tty mode"
3533     if game.options & OPTION_CURSES:
3534         curwnd.clrtoeol()
3535         curwnd.refresh()
3536
3537 def clrscr():
3538     "Clear screen -- can be a no-op in tty mode."
3539     global linecount
3540     if game.options & OPTION_CURSES:
3541         curwnd.clear()
3542         curwnd.move(0, 0)
3543         curwnd.refresh()
3544     linecount = 0
3545
3546 def textcolor(color=DEFAULT):
3547     if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3548         if color == DEFAULT:
3549             curwnd.attrset(0)
3550         elif color ==  BLACK:
3551             curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3552         elif color ==  BLUE:
3553             curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3554         elif color ==  GREEN:
3555             curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3556         elif color ==  CYAN:
3557             curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3558         elif color ==  RED:
3559             curwnd.attron(curses.color_pair(curses.COLOR_RED))
3560         elif color ==  MAGENTA:
3561             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3562         elif color ==  BROWN:
3563             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3564         elif color ==  LIGHTGRAY:
3565             curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3566         elif color ==  DARKGRAY:
3567             curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3568         elif color ==  LIGHTBLUE:
3569             curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3570         elif color ==  LIGHTGREEN:
3571             curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3572         elif color ==  LIGHTCYAN:
3573             curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3574         elif color ==  LIGHTRED:
3575             curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3576         elif color ==  LIGHTMAGENTA:
3577             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3578         elif color ==  YELLOW:
3579             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3580         elif color ==  WHITE:
3581             curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3582
3583 def highvideo():
3584     if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3585         curwnd.attron(curses.A_REVERSE)
3586
3587 #
3588 # Things past this point have policy implications.
3589 #
3590
3591 def drawmaps(mode):
3592     "Hook to be called after moving to redraw maps."
3593     if game.options & OPTION_CURSES:
3594         if mode == 1:
3595             sensor()
3596         setwnd(srscan_window)
3597         curwnd.move(0, 0)
3598         srscan()
3599         if mode != 2:
3600             setwnd(status_window)
3601             status_window.clear()
3602             status_window.move(0, 0)
3603             setwnd(report_window)
3604             report_window.clear()
3605             report_window.move(0, 0)
3606             status()
3607             setwnd(lrscan_window)
3608             lrscan_window.clear()
3609             lrscan_window.move(0, 0)
3610             lrscan(silent=False)
3611
3612 def put_srscan_sym(w, sym):
3613     "Emit symbol for short-range scan."
3614     srscan_window.move(w.i+1, w.j*2+2)
3615     srscan_window.addch(sym)
3616     srscan_window.refresh()
3617
3618 def boom(w):
3619     "Enemy fall down, go boom."
3620     if game.options & OPTION_CURSES:
3621         drawmaps(0)
3622         setwnd(srscan_window)
3623         srscan_window.attron(curses.A_REVERSE)
3624         put_srscan_sym(w, game.quad[w.i][w.j])
3625         #sound(500)
3626         #time.sleep(1.0)
3627         #nosound()
3628         srscan_window.attroff(curses.A_REVERSE)
3629         put_srscan_sym(w, game.quad[w.i][w.j])
3630         curses.delay_output(500)
3631         setwnd(message_window)
3632
3633 def warble():
3634     "Sound and visual effects for teleportation."
3635     if game.options & OPTION_CURSES:
3636         drawmaps(2)
3637         setwnd(message_window)
3638         #sound(50)
3639     prouts("     . . . . .     ")
3640     if game.options & OPTION_CURSES:
3641         #curses.delay_output(1000)
3642         #nosound()
3643         pass
3644
3645 def tracktorpedo(w, step, i, n, iquad):
3646     "Torpedo-track animation."
3647     if not game.options & OPTION_CURSES:
3648         if step == 1:
3649             if n != 1:
3650                 skip(1)
3651                 proutn(_("Track for torpedo number %d-  ") % (i+1))
3652             else:
3653                 skip(1)
3654                 proutn(_("Torpedo track- "))
3655         elif step==4 or step==9:
3656             skip(1)
3657         proutn("%s   " % w)
3658     else:
3659         if not damaged(DSRSENS) or game.condition=="docked":
3660             if i != 0 and step == 1:
3661                 drawmaps(2)
3662                 time.sleep(0.4)
3663             if (iquad=='.') or (iquad==' '):
3664                 put_srscan_sym(w, '+')
3665                 #sound(step*10)
3666                 #time.sleep(0.1)
3667                 #nosound()
3668                 put_srscan_sym(w, iquad)
3669             else:
3670                 curwnd.attron(curses.A_REVERSE)
3671                 put_srscan_sym(w, iquad)
3672                 #sound(500)
3673                 #time.sleep(1.0)
3674                 #nosound()
3675                 curwnd.attroff(curses.A_REVERSE)
3676                 put_srscan_sym(w, iquad)
3677         else:
3678             proutn("%s   " % w)
3679
3680 def makechart():
3681     "Display the current galaxy chart."
3682     if game.options & OPTION_CURSES:
3683         setwnd(message_window)
3684         message_window.clear()
3685     chart()
3686     if game.options & OPTION_TTY:
3687         skip(1)
3688
3689 NSYM        = 14
3690
3691 def prstat(txt, data):
3692     proutn(txt)
3693     if game.options & OPTION_CURSES:
3694         skip(1)
3695         setwnd(status_window)
3696     else:
3697         proutn(" " * (NSYM - len(txt)))
3698     proutn(data)
3699     skip(1)
3700     if game.options & OPTION_CURSES:
3701         setwnd(report_window)
3702
3703 # Code from moving.c begins here
3704
3705 def imove(icourse=None, noattack=False):
3706     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3707     w = Coord()
3708
3709     def newquadrant(noattack):
3710         # Leaving quadrant -- allow final enemy attack
3711         # Don't set up attack if being pushed by nova or cloaked
3712         if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3713             newcnd()
3714             for enemy in game.enemies:
3715                 finald = (w - enemy.location).distance()
3716                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3717             # Stas Sergeev added the condition
3718             # that attacks only happen if Klingons
3719             # are present and your skill is good.
3720             if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3721                 attack(torps_ok=False)
3722             if game.alldone:
3723                 return
3724         # check for edge of galaxy
3725         kinks = 0
3726         while True:
3727             kink = False
3728             if icourse.final.i < 0:
3729                 icourse.final.i = -icourse.final.i
3730                 kink = True
3731             if icourse.final.j < 0:
3732                 icourse.final.j = -icourse.final.j
3733                 kink = True
3734             if icourse.final.i >= GALSIZE*QUADSIZE:
3735                 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3736                 kink = True
3737             if icourse.final.j >= GALSIZE*QUADSIZE:
3738                 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3739                 kink = True
3740             if kink:
3741                 kinks += 1
3742             else:
3743                 break
3744         if kinks:
3745             game.nkinks += 1
3746             if game.nkinks == 3:
3747                 # Three strikes -- you're out!
3748                 finish(FNEG3)
3749                 return
3750             skip(1)
3751             prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3752             prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3753             prout(_("YOU WILL BE DESTROYED."))
3754         # Compute final position in new quadrant
3755         if trbeam: # Don't bother if we are to be beamed
3756             return
3757         game.quadrant = icourse.final.quadrant()
3758         game.sector = icourse.final.sector()
3759         skip(1)
3760         prout(_("Entering Quadrant %s.") % game.quadrant)
3761         game.quad[game.sector.i][game.sector.j] = game.ship
3762         newqad()
3763         if game.skill>SKILL_NOVICE:
3764             attack(torps_ok=False)
3765
3766     def check_collision(h):
3767         iquad = game.quad[h.i][h.j]
3768         if iquad != '.':
3769             # object encountered in flight path
3770             stopegy = 50.0*icourse.distance/game.optime
3771             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3772                 for enemy in game.enemies:
3773                     if enemy.location == game.sector:
3774                         collision(rammed=False, enemy=enemy)
3775                         return True
3776                 # This should not happen
3777                 prout(_("Which way did he go?"))
3778                 return False
3779             elif iquad == ' ':
3780                 skip(1)
3781                 prouts(_("***RED ALERT!  RED ALERT!"))
3782                 skip(1)
3783                 proutn("***" + crmshp())
3784                 proutn(_(" pulled into black hole at Sector %s") % h)
3785                 # Getting pulled into a black hole was certain
3786                 # death in Almy's original.  Stas Sergeev added a
3787                 # possibility that you'll get timewarped instead.
3788                 n=0
3789                 for m in range(NDEVICES):
3790                     if game.damage[m]>0:
3791                         n += 1
3792                 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3793                 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3794                     timwrp()
3795                 else:
3796                     finish(FHOLE)
3797                 return True
3798             else:
3799                 # something else
3800                 skip(1)
3801                 proutn(crmshp())
3802                 if iquad == '#':
3803                     prout(_(" encounters Tholian web at %s;") % h)
3804                 else:
3805                     prout(_(" blocked by object at %s;") % h)
3806                 proutn(_("Emergency stop required "))
3807                 prout(_("%2d units of energy.") % int(stopegy))
3808                 game.energy -= stopegy
3809                 if game.energy <= 0:
3810                     finish(FNRG)
3811                 return True
3812         return False
3813
3814     trbeam = False
3815     if game.inorbit:
3816         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3817         game.inorbit = False
3818     # If tractor beam is to occur, don't move full distance
3819     if game.state.date+game.optime >= scheduled(FTBEAM):
3820         if game.iscloaked:
3821             # We can't be tractor beamed if cloaked,
3822             # so move the event into the future
3823             postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3824             pass
3825         else:
3826             trbeam = True
3827             game.condition = "red"
3828             icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3829             game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3830     # Move out
3831     game.quad[game.sector.i][game.sector.j] = '.'
3832     for _m in range(icourse.moves):
3833         icourse.nexttok()
3834         w = icourse.sector()
3835         if icourse.origin.quadrant() != icourse.location.quadrant():
3836             newquadrant(noattack)
3837             break
3838         elif check_collision(w):
3839             print("Collision detected")
3840             break
3841         else:
3842             game.sector = w
3843     # We're in destination quadrant -- compute new average enemy distances
3844     game.quad[game.sector.i][game.sector.j] = game.ship
3845     if game.enemies:
3846         for enemy in game.enemies:
3847             finald = (w-enemy.location).distance()
3848             enemy.kavgd = 0.5 * (finald + enemy.kdist)
3849             enemy.kdist = finald
3850         sortenemies()
3851         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3852             attack(torps_ok=False)
3853         for enemy in game.enemies:
3854             enemy.kavgd = enemy.kdist
3855     newcnd()
3856     drawmaps(0)
3857     setwnd(message_window)
3858     return
3859
3860 def dock(verbose):
3861     "Dock our ship at a starbase."
3862     scanner.chew()
3863     if game.condition == "docked" and verbose:
3864         prout(_("Already docked."))
3865         return
3866     if game.inorbit:
3867         prout(_("You must first leave standard orbit."))
3868         return
3869     if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3870         prout(crmshp() + _(" not adjacent to base."))
3871         return
3872     if game.iscloaked:
3873         prout(_("You cannot dock while cloaked."))
3874         return
3875     game.condition = "docked"
3876     if verbose:
3877         prout(_("Docked."))
3878     game.ididit = True
3879     if game.energy < game.inenrg:
3880         game.energy = game.inenrg
3881     game.shield = game.inshld
3882     game.torps = game.intorps
3883     game.lsupres = game.inlsr
3884     game.state.crew = FULLCREW
3885     if game.brigcapacity-game.brigfree > 0:
3886         prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3887         game.kcaptured += game.brigcapacity-game.brigfree
3888         game.brigfree = game.brigcapacity
3889     if communicating() and \
3890         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3891         # get attack report from base
3892         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3893         attackreport(False)
3894         game.iseenit = True
3895
3896 def cartesian(loc1=None, loc2=None):
3897     if loc1 is None:
3898         return game.quadrant * QUADSIZE + game.sector
3899     elif loc2 is None:
3900         return game.quadrant * QUADSIZE + loc1
3901     else:
3902         return loc1 * QUADSIZE + loc2
3903
3904 def getcourse(isprobe):
3905     "Get a course and distance from the user."
3906     key = ""
3907     dquad = copy.copy(game.quadrant)
3908     navmode = "unspecified"
3909     itemp = "curt"
3910     dsect = Coord()
3911     iprompt = False
3912     if game.landed and not isprobe:
3913         prout(_("Dummy! You can't leave standard orbit until you"))
3914         proutn(_("are back aboard the ship."))
3915         scanner.chew()
3916         raise TrekError
3917     while navmode == "unspecified":
3918         if damaged(DNAVSYS):
3919             if isprobe:
3920                 prout(_("Computer damaged; manual navigation only"))
3921             else:
3922                 prout(_("Computer damaged; manual movement only"))
3923             scanner.chew()
3924             navmode = "manual"
3925             key = "IHEOL"
3926             break
3927         key = scanner.nexttok()
3928         if key == "IHEOL":
3929             proutn(_("Manual or automatic- "))
3930             iprompt = True
3931             scanner.chew()
3932         elif key == "IHALPHA":
3933             if scanner.sees("manual"):
3934                 navmode = "manual"
3935                 key = scanner.nexttok()
3936                 break
3937             elif scanner.sees("automatic"):
3938                 navmode = "automatic"
3939                 key = scanner.nexttok()
3940                 break
3941             else:
3942                 huh()
3943                 scanner.chew()
3944                 raise TrekError
3945         else: # numeric
3946             if isprobe:
3947                 prout(_("(Manual navigation assumed.)"))
3948             else:
3949                 prout(_("(Manual movement assumed.)"))
3950             navmode = "manual"
3951             break
3952     delta = Coord()
3953     if navmode == "automatic":
3954         while key == "IHEOL":
3955             if isprobe:
3956                 proutn(_("Target quadrant or quadrant&sector- "))
3957             else:
3958                 proutn(_("Destination sector or quadrant&sector- "))
3959             scanner.chew()
3960             iprompt = True
3961             key = scanner.nexttok()
3962         if key != "IHREAL":
3963             huh()
3964             raise TrekError
3965         xi = int(round(scanner.real))-1
3966         key = scanner.nexttok()
3967         if key != "IHREAL":
3968             huh()
3969             raise TrekError
3970         xj = int(round(scanner.real))-1
3971         key = scanner.nexttok()
3972         if key == "IHREAL":
3973             # both quadrant and sector specified
3974             xk = int(round(scanner.real))-1
3975             key = scanner.nexttok()
3976             if key != "IHREAL":
3977                 huh()
3978                 raise TrekError
3979             xl = int(round(scanner.real))-1
3980             dquad.i = xi
3981             dquad.j = xj
3982             dsect.i = xk
3983             dsect.j = xl
3984         else:
3985             # only one pair of numbers was specified
3986             if isprobe:
3987                 # only quadrant specified -- go to center of dest quad
3988                 dquad.i = xi
3989                 dquad.j = xj
3990                 dsect.j = dsect.i = 4        # preserves 1-origin behavior
3991             else:
3992                 # only sector specified
3993                 dsect.i = xi
3994                 dsect.j = xj
3995             itemp = "normal"
3996         if not dquad.valid_quadrant() or not dsect.valid_sector():
3997             huh()
3998             raise TrekError
3999         skip(1)
4000         if not isprobe:
4001             if itemp > "curt":
4002                 if iprompt:
4003                     prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4004             else:
4005                 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4006         # the actual deltas get computed here
4007         delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4008         delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4009     else: # manual
4010         while key == "IHEOL":
4011             proutn(_("X and Y displacements- "))
4012             scanner.chew()
4013             iprompt = True
4014             key = scanner.nexttok()
4015         itemp = "verbose"
4016         if key == "IHREAL":
4017             delta.j = scanner.real
4018         else:
4019             huh()
4020             raise TrekError
4021         key = scanner.nexttok()
4022         if key == "IHREAL":
4023             delta.i = scanner.real
4024         elif key == "IHEOL":
4025             delta.i = 0
4026             scanner.push("\n")
4027         else:
4028             huh()
4029             raise TrekError
4030     # Check for zero movement
4031     if delta.i == 0 and delta.j == 0:
4032         scanner.chew()
4033         raise TrekError
4034     if itemp == "verbose" and not isprobe:
4035         skip(1)
4036         prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4037     scanner.chew()
4038     return course(bearing=delta.bearing(), distance=delta.distance())
4039
4040 class course:
4041     def __init__(self, bearing, distance, origin=None):
4042         self.distance = distance
4043         self.bearing = bearing
4044         if origin is None:
4045             self.origin = cartesian(game.quadrant, game.sector)
4046         else:
4047             self.origin = origin
4048         # The bearing() code we inherited from FORTRAN is actually computing
4049         # clockface directions!
4050         if self.bearing < 0.0:
4051             self.bearing += 12.0
4052         self.angle = ((15.0 - self.bearing) * 0.5235988)
4053         self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4054         bigger = max(abs(self.increment.i), abs(self.increment.j))
4055         self.increment /= bigger
4056         self.moves = int(round(10*self.distance*bigger))
4057         self.reset()
4058         self.final = (self.location + self.moves*self.increment).roundtogrid()
4059         self.location = self.origin
4060         self.nextlocation = None
4061     def reset(self):
4062         self.location = self.origin
4063         self.step = 0
4064     def arrived(self):
4065         return self.location.roundtogrid() == self.final
4066     def nexttok(self):
4067         "Next step on course."
4068         self.step += 1
4069         self.nextlocation = self.location + self.increment
4070         samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4071         self.location = self.nextlocation
4072         return samequad
4073     def quadrant(self):
4074         return self.location.quadrant()
4075     def sector(self):
4076         return self.location.sector()
4077     def power(self, w):
4078         return self.distance*(w**3)*(game.shldup+1)
4079     def time(self, w):
4080         return 10.0*self.distance/w**2
4081
4082 def impulse():
4083     "Move under impulse power."
4084     game.ididit = False
4085     if damaged(DIMPULS):
4086         scanner.chew()
4087         skip(1)
4088         prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4089         return
4090     if game.energy > 30.0:
4091         try:
4092             icourse = getcourse(isprobe=False)
4093         except TrekError:
4094             return
4095         power = 20.0 + 100.0*icourse.distance
4096     else:
4097         power = 30.0
4098     if power >= game.energy:
4099         # Insufficient power for trip
4100         skip(1)
4101         prout(_("First Officer Spock- \"Captain, the impulse engines"))
4102         prout(_("require 20.0 units to engage, plus 100.0 units per"))
4103         if game.energy > 30:
4104             proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
4105                    int(0.01 * (game.energy-20.0)-0.05))
4106             prout(_(" quadrants.\""))
4107         else:
4108             prout(_("quadrant.  They are, therefore, useless.\""))
4109         scanner.chew()
4110         return
4111     # Make sure enough time is left for the trip
4112     game.optime = icourse.distance/0.095
4113     if game.optime >= game.state.remtime:
4114         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4115         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4116         proutn(_("we dare spend the time?\" "))
4117         if not ja():
4118             return
4119     # Activate impulse engines and pay the cost
4120     imove(icourse, noattack=False)
4121     game.ididit = True
4122     if game.alldone:
4123         return
4124     power = 20.0 + 100.0*icourse.distance
4125     game.energy -= power
4126     game.optime = icourse.distance/0.095
4127     if game.energy <= 0:
4128         finish(FNRG)
4129     return
4130
4131 def warp(wcourse, involuntary):
4132     "ove under warp drive."
4133     blooey = False; twarp = False
4134     if not involuntary: # Not WARPX entry
4135         game.ididit = False
4136         if game.iscloaked:
4137             scanner.chew()
4138             skip(1)
4139             prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4140             return
4141         if game.damage[DWARPEN] > 10.0:
4142             scanner.chew()
4143             skip(1)
4144             prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4145             return
4146         if damaged(DWARPEN) and game.warpfac > 4.0:
4147             scanner.chew()
4148             skip(1)
4149             prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4150             prout(_("  is repaired, I can only give you warp 4.\""))
4151             return
4152                # Read in course and distance
4153         if wcourse is None:
4154             try:
4155                 wcourse = getcourse(isprobe=False)
4156             except TrekError:
4157                 return
4158         # Make sure starship has enough energy for the trip
4159         # Note: this formula is slightly different from the C version,
4160         # and lets you skate a bit closer to the edge.
4161         if wcourse.power(game.warpfac) >= game.energy:
4162             # Insufficient power for trip
4163             game.ididit = False
4164             skip(1)
4165             prout(_("Engineering to bridge--"))
4166             if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4167                 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4168                 if iwarp <= 0:
4169                     prout(_("We can't do it, Captain. We don't have enough energy."))
4170                 else:
4171                     proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4172                     if game.shldup:
4173                         prout(",")
4174                         prout(_("if you'll lower the shields."))
4175                     else:
4176                         prout(".")
4177             else:
4178                 prout(_("We haven't the energy to go that far with the shields up."))
4179             return
4180         # Make sure enough time is left for the trip
4181         game.optime = wcourse.time(game.warpfac)
4182         if game.optime >= 0.8*game.state.remtime:
4183             skip(1)
4184             prout(_("First Officer Spock- \"Captain, I compute that such"))
4185             proutn(_("  a trip would require approximately %2.0f") %
4186                    (100.0*game.optime/game.state.remtime))
4187             prout(_(" percent of our"))
4188             proutn(_("  remaining time.  Are you sure this is wise?\" "))
4189             if not ja():
4190                 game.ididit = False
4191                 game.optime=0
4192                 return
4193     # Entry WARPX
4194     if game.warpfac > 6.0:
4195         # Decide if engine damage will occur
4196         # ESR: Seems wrong. Probability of damage goes *down* with distance?
4197         prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4198         if prob > randreal():
4199             blooey = True
4200             wcourse.distance = randreal(wcourse.distance)
4201         # Decide if time warp will occur
4202         if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4203             twarp = True
4204         if game.idebug and game.warpfac==10 and not twarp:
4205             blooey = False
4206             proutn("=== Force time warp? ")
4207             if ja():
4208                 twarp = True
4209         if blooey or twarp:
4210             # If time warp or engine damage, check path
4211             # If it is obstructed, don't do warp or damage
4212             look = wcourse.moves
4213             while look > 0:
4214                 look -= 1
4215                 wcourse.nexttok()
4216                 w = wcourse.sector()
4217                 if not w.valid_sector():
4218                     break
4219                 if game.quad[w.i][w.j] != '.':
4220                     blooey = False
4221                     twarp = False
4222             wcourse.reset()
4223     # Activate Warp Engines and pay the cost
4224     imove(wcourse, noattack=False)
4225     if game.alldone:
4226         return
4227     game.energy -= wcourse.power(game.warpfac)
4228     if game.energy <= 0:
4229         finish(FNRG)
4230     game.optime = wcourse.time(game.warpfac)
4231     if twarp:
4232         timwrp()
4233     if blooey:
4234         game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4235         skip(1)
4236         prout(_("Engineering to bridge--"))
4237         prout(_("  Scott here.  The warp engines are damaged."))
4238         prout(_("  We'll have to reduce speed to warp 4."))
4239     game.ididit = True
4240     return
4241
4242 def setwarp():
4243     "Change the warp factor."
4244     while True:
4245         key=scanner.nexttok()
4246         if key != "IHEOL":
4247             break
4248         scanner.chew()
4249         proutn(_("Warp factor- "))
4250     if key != "IHREAL":
4251         huh()
4252         return
4253     if game.damage[DWARPEN] > 10.0:
4254         prout(_("Warp engines inoperative."))
4255         return
4256     if damaged(DWARPEN) and scanner.real > 4.0:
4257         prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4258         prout(_("  but right now we can only go warp 4.\""))
4259         return
4260     if scanner.real > 10.0:
4261         prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4262         return
4263     if scanner.real < 1.0:
4264         prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4265         return
4266     oldfac = game.warpfac
4267     game.warpfac = scanner.real
4268     if game.warpfac <= oldfac or game.warpfac <= 6.0:
4269         prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4270               int(game.warpfac))
4271         return
4272     if game.warpfac < 8.00:
4273         prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4274         return
4275     if game.warpfac == 10.0:
4276         prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4277         return
4278     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4279     return
4280
4281 def atover(igrab):
4282     "Cope with being tossed out of quadrant by supernova or yanked by beam."
4283     scanner.chew()
4284     # is captain on planet?
4285     if game.landed:
4286         if damaged(DTRANSP):
4287             finish(FPNOVA)
4288             return
4289         prout(_("Scotty rushes to the transporter controls."))
4290         if game.shldup:
4291             prout(_("But with the shields up it's hopeless."))
4292             finish(FPNOVA)
4293         prouts(_("His desperate attempt to rescue you . . ."))
4294         if withprob(0.5):
4295             prout(_("fails."))
4296             finish(FPNOVA)
4297             return
4298         prout(_("SUCCEEDS!"))
4299         if game.imine:
4300             game.imine = False
4301             proutn(_("The crystals mined were "))
4302             if withprob(0.25):
4303                 prout(_("lost."))
4304             else:
4305                 prout(_("saved."))
4306                 game.icrystl = True
4307     if igrab:
4308         return
4309     # Check to see if captain in shuttle craft
4310     if game.icraft:
4311         finish(FSTRACTOR)
4312     if game.alldone:
4313         return
4314     # Inform captain of attempt to reach safety
4315     skip(1)
4316     while True:
4317         if game.justin:
4318             prouts(_("***RED ALERT!  RED ALERT!"))
4319             skip(1)
4320             proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4321             prouts(_("   a supernova."))
4322             skip(2)
4323         prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4324         prout(_("safely out of quadrant."))
4325         if not damaged(DRADIO):
4326             game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4327         # Try to use warp engines
4328         if damaged(DWARPEN):
4329             skip(1)
4330             prout(_("Warp engines damaged."))
4331             finish(FSNOVAED)
4332             return
4333         game.warpfac = randreal(6.0, 8.0)
4334         prout(_("Warp factor set to %d") % int(game.warpfac))
4335         power = 0.75*game.energy
4336         dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4337         dist = max(dist, randreal(math.sqrt(2)))
4338         bugout = course(bearing=randreal(12), distance=dist)        # How dumb!
4339         game.optime = bugout.time(game.warpfac)
4340         game.justin = False
4341         game.inorbit = False
4342         warp(bugout, involuntary=True)
4343         if not game.justin:
4344             # This is bad news, we didn't leave quadrant.
4345             if game.alldone:
4346                 return
4347             skip(1)
4348             prout(_("Insufficient energy to leave quadrant."))
4349             finish(FSNOVAED)
4350             return
4351         # Repeat if another snova
4352         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4353             break
4354     if game.unwon()==0:
4355         finish(FWON) # Snova killed remaining enemy.
4356
4357 def timwrp():
4358     "Let's do the time warp again."
4359     prout(_("***TIME WARP ENTERED."))
4360     if game.state.snap and withprob(0.5):
4361         # Go back in time
4362         prout(_("You are traveling backwards in time %d stardates.") %
4363               int(game.state.date-game.snapsht.date))
4364         game.state = game.snapsht
4365         game.state.snap = False
4366         if len(game.state.kcmdr):
4367             schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4368             schedule(FBATTAK, expran(0.3*game.intime))
4369         schedule(FSNOVA, expran(0.5*game.intime))
4370         # next snapshot will be sooner
4371         schedule(FSNAP, expran(0.25*game.state.remtime))
4372
4373         if game.state.nscrem:
4374             schedule(FSCMOVE, 0.2777)
4375         game.isatb = 0
4376         unschedule(FCDBAS)
4377         unschedule(FSCDBAS)
4378         game.battle.invalidate()
4379         # Make sure Galileo is consistant -- Snapshot may have been taken
4380         # when on planet, which would give us two Galileos!
4381         gotit = False
4382         for l in range(game.inplan):
4383             if game.state.planets[l].known == "shuttle_down":
4384                 gotit = True
4385                 if game.iscraft == "onship" and game.ship=='E':
4386                     prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
4387                     game.iscraft = "offship"
4388         # Likewise, if in the original time the Galileo was abandoned, but
4389         # was on ship earlier, it would have vanished -- let's restore it.
4390         if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4391             prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
4392             game.iscraft = "onship"
4393         # There used to be code to do the actual reconstrction here,
4394         # but the starchart is now part of the snapshotted galaxy state.
4395         prout(_("Spock has reconstructed a correct star chart from memory"))
4396     else:
4397         # Go forward in time
4398         game.optime = expran(0.5*game.intime)
4399         prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4400         # cheat to make sure no tractor beams occur during time warp
4401         postpone(FTBEAM, game.optime)
4402         game.damage[DRADIO] += game.optime
4403     newqad()
4404     events()        # Stas Sergeev added this -- do pending events
4405
4406 def probe():
4407     "Launch deep-space probe."
4408     # New code to launch a deep space probe
4409     if game.nprobes == 0:
4410         scanner.chew()
4411         skip(1)
4412         if game.ship == 'E':
4413             prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4414         else:
4415             prout(_("Ye Faerie Queene has no deep space probes."))
4416         return
4417     if damaged(DDSP):
4418         scanner.chew()
4419         skip(1)
4420         prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4421         return
4422     if is_scheduled(FDSPROB):
4423         scanner.chew()
4424         skip(1)
4425         if damaged(DRADIO) and game.condition != "docked":
4426             prout(_("Spock-  \"Records show the previous probe has not yet"))
4427             prout(_("   reached its destination.\""))
4428         else:
4429             prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4430         return
4431     key = scanner.nexttok()
4432     if key == "IHEOL":
4433         if game.nprobes == 1:
4434             prout(_("1 probe left."))
4435         else:
4436             prout(_("%d probes left") % game.nprobes)
4437         proutn(_("Are you sure you want to fire a probe? "))
4438         if not ja():
4439             return
4440     game.isarmed = False
4441     if key == "IHALPHA" and scanner.token == "armed":
4442         game.isarmed = True
4443         key = scanner.nexttok()
4444     elif key == "IHEOL":
4445         proutn(_("Arm NOVAMAX warhead? "))
4446         game.isarmed = ja()
4447     elif key == "IHREAL":                # first element of course
4448         scanner.push(scanner.token)
4449     try:
4450         game.probe = getcourse(isprobe=True)
4451     except TrekError:
4452         return
4453     game.nprobes -= 1
4454     schedule(FDSPROB, 0.01) # Time to move one sector
4455     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
4456     game.ididit = True
4457     return
4458
4459 def mayday():
4460     "Yell for help from nearest starbase."
4461     # There's more than one way to move in this game!
4462     scanner.chew()
4463     # Test for conditions which prevent calling for help
4464     if game.condition == "docked":
4465         prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
4466         return
4467     if damaged(DRADIO):
4468         prout(_("Subspace radio damaged."))
4469         return
4470     if not game.state.baseq:
4471         prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
4472         return
4473     if game.landed:
4474         prout(_("You must be aboard the %s.") % crmshp())
4475         return
4476     # OK -- call for help from nearest starbase
4477     game.nhelp += 1
4478     if game.base.i!=0:
4479         # There's one in this quadrant
4480         ddist = (game.base - game.sector).distance()
4481     else:
4482         ibq = None      # Force base-quadrant game to persist past loop
4483         ddist = FOREVER
4484         for ibq in game.state.baseq:
4485             xdist = QUADSIZE * (ibq - game.quadrant).distance()
4486             if xdist < ddist:
4487                 ddist = xdist
4488         if ibq is None:
4489             prout(_("No starbases remain. You are alone in a hostile galaxy."))
4490             return
4491         # Since starbase not in quadrant, set up new quadrant
4492         game.quadrant = ibq
4493         newqad()
4494     # dematerialize starship
4495     game.quad[game.sector.i][game.sector.j]='.'
4496     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4497            % (game.quadrant, crmshp()))
4498     game.sector.invalidate()
4499     for m in range(1, 5+1):
4500         w = game.base.scatter()
4501         if w.valid_sector() and game.quad[w.i][w.j]=='.':
4502             # found one -- finish up
4503             game.sector = w
4504             break
4505     if game.sector is None:
4506         prout(_("You have been lost in space..."))
4507         finish(FMATERIALIZE)
4508         return
4509     # Give starbase three chances to rematerialize starship
4510     probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4511     for m in range(1, 3+1):
4512         if m == 1: proutn(_("1st"))
4513         elif m == 2: proutn(_("2nd"))
4514         elif m == 3: proutn(_("3rd"))
4515         proutn(_(" attempt to re-materialize ") + crmshp())
4516         game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4517         textcolor(RED)
4518         warble()
4519         if randreal() > probf:
4520             break
4521         prout(_("fails."))
4522         textcolor(DEFAULT)
4523         curses.delay_output(500)
4524     if m > 3:
4525         game.quad[game.sector.i][game.sector.j]='?'
4526         game.alive = False
4527         drawmaps(1)
4528         setwnd(message_window)
4529         finish(FMATERIALIZE)
4530         return
4531     game.quad[game.sector.i][game.sector.j]=game.ship
4532     textcolor(GREEN)
4533     prout(_("succeeds."))
4534     textcolor(DEFAULT)
4535     dock(False)
4536     skip(1)
4537     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
4538
4539 def abandon():
4540     "Abandon ship."
4541     scanner.chew()
4542     if game.condition=="docked":
4543         if game.ship!='E':
4544             prout(_("You cannot abandon Ye Faerie Queene."))
4545             return
4546     else:
4547         # Must take shuttle craft to exit
4548         if game.damage[DSHUTTL]==-1:
4549             prout(_("Ye Faerie Queene has no shuttle craft."))
4550             return
4551         if game.damage[DSHUTTL]<0:
4552             prout(_("Shuttle craft now serving Big Macs."))
4553             return
4554         if game.damage[DSHUTTL]>0:
4555             prout(_("Shuttle craft damaged."))
4556             return
4557         if game.landed:
4558             prout(_("You must be aboard the ship."))
4559             return
4560         if game.iscraft != "onship":
4561             prout(_("Shuttle craft not currently available."))
4562             return
4563         # Emit abandon ship messages
4564         skip(1)
4565         prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
4566         skip(1)
4567         prouts(_("***ALL HANDS ABANDON SHIP!"))
4568         skip(2)
4569         prout(_("Captain and crew escape in shuttle craft."))
4570         if not game.state.baseq:
4571             # Oops! no place to go...
4572             finish(FABANDN)
4573             return
4574         q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4575         # Dispose of crew
4576         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4577             prout(_("Remainder of ship's complement beam down"))
4578             prout(_("to nearest habitable planet."))
4579         elif q.planet != None and not damaged(DTRANSP):
4580             prout(_("Remainder of ship's complement beam down to %s.") %
4581                   q.planet)
4582         else:
4583             prout(_("Entire crew of %d left to die in outer space.") %
4584                   game.state.crew)
4585             game.casual += game.state.crew
4586             game.abandoned += game.state.crew
4587         # If at least one base left, give 'em the Faerie Queene
4588         skip(1)
4589         game.icrystl = False # crystals are lost
4590         game.nprobes = 0 # No probes
4591         prout(_("You are captured by Klingons and released to"))
4592         prout(_("the Federation in a prisoner-of-war exchange."))
4593         nb = randrange(len(game.state.baseq))
4594         # Set up quadrant and position FQ adjacient to base
4595         if not game.quadrant == game.state.baseq[nb]:
4596             game.quadrant = game.state.baseq[nb]
4597             game.sector.i = game.sector.j = 5
4598             newqad()
4599         while True:
4600             # position next to base by trial and error
4601             game.quad[game.sector.i][game.sector.j] = '.'
4602             l = QUADSIZE
4603             for l in range(QUADSIZE):
4604                 game.sector = game.base.scatter()
4605                 if game.sector.valid_sector() and \
4606                        game.quad[game.sector.i][game.sector.j] == '.':
4607                     break
4608             if l < QUADSIZE:
4609                 break # found a spot
4610             game.sector.i=QUADSIZE/2
4611             game.sector.j=QUADSIZE/2
4612             newqad()
4613     # Get new commission
4614     game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4615     game.state.crew = FULLCREW
4616     prout(_("Starfleet puts you in command of another ship,"))
4617     prout(_("the Faerie Queene, which is antiquated but,"))
4618     prout(_("still useable."))
4619     if game.icrystl:
4620         prout(_("The dilithium crystals have been moved."))
4621     game.imine = False
4622     game.iscraft = "offship" # Galileo disappears
4623     # Resupply ship
4624     game.condition="docked"
4625     for l in range(NDEVICES):
4626         game.damage[l] = 0.0
4627     game.damage[DSHUTTL] = -1
4628     game.energy = game.inenrg = 3000.0
4629     game.shield = game.inshld = 1250.0
4630     game.torps = game.intorps = 6
4631     game.lsupres=game.inlsr=3.0
4632     game.shldup=False
4633     game.warpfac=5.0
4634     game.brigfree = game.brigcapacity = 300
4635     return
4636
4637 # Code from planets.c begins here.
4638
4639 def consumeTime():
4640     "Abort a lengthy operation if an event interrupts it."
4641     game.ididit = True
4642     events()
4643     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4644         return True
4645     return False
4646
4647 def survey():
4648     "Report on (uninhabited) planets in the galaxy."
4649     iknow = False
4650     skip(1)
4651     scanner.chew()
4652     prout(_("Spock-  \"Planet report follows, Captain.\""))
4653     skip(1)
4654     for i in range(game.inplan):
4655         if game.state.planets[i].pclass == "destroyed":
4656             continue
4657         if (game.state.planets[i].known != "unknown" \
4658             and not game.state.planets[i].inhabited) \
4659             or game.idebug:
4660             iknow = True
4661             if game.idebug and game.state.planets[i].known=="unknown":
4662                 proutn("(Unknown) ")
4663             proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4664             proutn(_("   class "))
4665             proutn(game.state.planets[i].pclass)
4666             proutn("   ")
4667             if game.state.planets[i].crystals != "present":
4668                 proutn(_("no "))
4669             prout(_("dilithium crystals present."))
4670             if game.state.planets[i].known=="shuttle_down":
4671                 prout(_("    Shuttle Craft Galileo on surface."))
4672     if not iknow:
4673         prout(_("No information available."))
4674
4675 def orbit():
4676     "Enter standard orbit."
4677     skip(1)
4678     scanner.chew()
4679     if game.inorbit:
4680         prout(_("Already in standard orbit."))
4681         return
4682     if damaged(DWARPEN) and damaged(DIMPULS):
4683         prout(_("Both warp and impulse engines damaged."))
4684         return
4685     if game.plnet is None:
4686         prout("There is no planet in this sector.")
4687         return
4688     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4689         prout(crmshp() + _(" not adjacent to planet."))
4690         skip(1)
4691         return
4692     game.optime = randreal(0.02, 0.05)
4693     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
4694     newcnd()
4695     if consumeTime():
4696         return
4697     game.height = randreal(1400, 8600)
4698     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4699     game.inorbit = True
4700     game.ididit = True
4701
4702 def sensor():
4703     "Examine planets in this quadrant."
4704     if damaged(DSRSENS):
4705         if game.options & OPTION_TTY:
4706             prout(_("Short range sensors damaged."))
4707         return
4708     if game.iplnet is None:
4709         if game.options & OPTION_TTY:
4710             prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4711         return
4712     if game.iplnet.known == "unknown":
4713         prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
4714         skip(1)
4715         prout(_("         Planet at Sector %s is of class %s.") %
4716               (game.plnet, game.iplnet.pclass))
4717         if game.iplnet.known=="shuttle_down":
4718             prout(_("         Sensors show Galileo still on surface."))
4719         proutn(_("         Readings indicate"))
4720         if game.iplnet.crystals != "present":
4721             proutn(_(" no"))
4722         prout(_(" dilithium crystals present.\""))
4723         if game.iplnet.known == "unknown":
4724             game.iplnet.known = "known"
4725     elif game.iplnet.inhabited:
4726         prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
4727         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
4728
4729 def beam():
4730     "Use the transporter."
4731     nrgneed = 0
4732     scanner.chew()
4733     skip(1)
4734     if damaged(DTRANSP):
4735         prout(_("Transporter damaged."))
4736         if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4737             skip(1)
4738             proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
4739             if ja():
4740                 shuttle()
4741         return
4742     if not game.inorbit:
4743         prout(crmshp() + _(" not in standard orbit."))
4744         return
4745     if game.shldup:
4746         prout(_("Impossible to transport through shields."))
4747         return
4748     if game.iplnet.known=="unknown":
4749         prout(_("Spock-  \"Captain, we have no information on this planet"))
4750         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4751         prout(_("  you may not go down.\""))
4752         return
4753     if not game.landed and game.iplnet.crystals=="absent":
4754         prout(_("Spock-  \"Captain, I fail to see the logic in"))
4755         prout(_("  exploring a planet with no dilithium crystals."))
4756         proutn(_("  Are you sure this is wise?\" "))
4757         if not ja():
4758             scanner.chew()
4759             return
4760     if not (game.options & OPTION_PLAIN):
4761         nrgneed = 50 * game.skill + game.height / 100.0
4762         if nrgneed > game.energy:
4763             prout(_("Engineering to bridge--"))
4764             prout(_("  Captain, we don't have enough energy for transportation."))
4765             return
4766         if not game.landed and nrgneed * 2 > game.energy:
4767             prout(_("Engineering to bridge--"))
4768             prout(_("  Captain, we have enough energy only to transport you down to"))
4769             prout(_("  the planet, but there wouldn't be an energy for the trip back."))
4770             if game.iplnet.known == "shuttle_down":
4771                 prout(_("  Although the Galileo shuttle craft may still be on a surface."))
4772             proutn(_("  Are you sure this is wise?\" "))
4773             if not ja():
4774                 scanner.chew()
4775                 return
4776     if game.landed:
4777         # Coming from planet
4778         if game.iplnet.known=="shuttle_down":
4779             proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
4780             if ja():
4781                 scanner.chew()
4782                 return
4783             prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4784         prout(_("Landing party assembled, ready to beam up."))
4785         skip(1)
4786         prout(_("Kirk whips out communicator..."))
4787         prouts(_("BEEP  BEEP  BEEP"))
4788         skip(2)
4789         prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
4790     else:
4791         # Going to planet
4792         prout(_("Scotty-  \"Transporter room ready, Sir.\""))
4793         skip(1)
4794         prout(_("Kirk and landing party prepare to beam down to planet surface."))
4795         skip(1)
4796         prout(_("Kirk-  \"Energize.\""))
4797     game.ididit = True
4798     skip(1)
4799     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
4800     skip(2)
4801     if not withprob(0.98):
4802         prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4803         skip(2)
4804         prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
4805         finish(FLOST)
4806         return
4807     prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
4808     game.landed = not game.landed
4809     game.energy -= nrgneed
4810     skip(2)
4811     prout(_("Transport complete."))
4812     if game.landed and game.iplnet.known=="shuttle_down":
4813         prout(_("The shuttle craft Galileo is here!"))
4814     if not game.landed and game.imine:
4815         game.icrystl = True
4816         game.cryprob = 0.05
4817     game.imine = False
4818     return
4819
4820 def mine():
4821     "Strip-mine a world for dilithium."
4822     skip(1)
4823     scanner.chew()
4824     if not game.landed:
4825         prout(_("Mining party not on planet."))
4826         return
4827     if game.iplnet.crystals == "mined":
4828         prout(_("This planet has already been strip-mined for dilithium."))
4829         return
4830     elif game.iplnet.crystals == "absent":
4831         prout(_("No dilithium crystals on this planet."))
4832         return
4833     if game.imine:
4834         prout(_("You've already mined enough crystals for this trip."))
4835         return
4836     if game.icrystl and game.cryprob == 0.05:
4837         prout(_("With all those fresh crystals aboard the ") + crmshp())
4838         prout(_("there's no reason to mine more at this time."))
4839         return
4840     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4841     if consumeTime():
4842         return
4843     prout(_("Mining operation complete."))
4844     game.iplnet.crystals = "mined"
4845     game.imine = game.ididit = True
4846
4847 def usecrystals():
4848     "Use dilithium crystals."
4849     game.ididit = False
4850     skip(1)
4851     scanner.chew()
4852     if not game.icrystl:
4853         prout(_("No dilithium crystals available."))
4854         return
4855     if game.energy >= 1000:
4856         prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
4857         prout(_("  except when Condition Yellow exists."))
4858         return
4859     prout(_("Spock- \"Captain, I must warn you that loading"))
4860     prout(_("  raw dilithium crystals into the ship's power"))
4861     prout(_("  system may risk a severe explosion."))
4862     proutn(_("  Are you sure this is wise?\" "))
4863     if not ja():
4864         scanner.chew()
4865         return
4866     skip(1)
4867     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
4868     prout(_("  Mr. Spock and I will try it.\""))
4869     skip(1)
4870     prout(_("Spock-  \"Crystals in place, Sir."))
4871     prout(_("  Ready to activate circuit.\""))
4872     skip(1)
4873     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
4874     skip(1)
4875     if withprob(game.cryprob):
4876         prouts(_("  \"Activating now! - - No good!  It's***"))
4877         skip(2)
4878         prouts(_("***RED ALERT!  RED A*L********************************"))
4879         skip(1)
4880         stars()
4881         prouts(_("******************   KA-BOOM!!!!   *******************"))
4882         skip(1)
4883         kaboom()
4884         return
4885     game.energy += randreal(5000.0, 5500.0)
4886     prouts(_("  \"Activating now! - - "))
4887     prout(_("The instruments"))
4888     prout(_("   are going crazy, but I think it's"))
4889     prout(_("   going to work!!  Congratulations, Sir!\""))
4890     game.cryprob *= 2.0
4891     game.ididit = True
4892
4893 def shuttle():
4894     "Use shuttlecraft for planetary jaunt."
4895     scanner.chew()
4896     skip(1)
4897     if damaged(DSHUTTL):
4898         if game.damage[DSHUTTL] == -1.0:
4899             if game.inorbit and game.iplnet.known == "shuttle_down":
4900                 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4901             else:
4902                 prout(_("Ye Faerie Queene had no shuttle craft."))
4903         elif game.damage[DSHUTTL] > 0:
4904             prout(_("The Galileo is damaged."))
4905         else: # game.damage[DSHUTTL] < 0
4906             prout(_("Shuttle craft is now serving Big Macs."))
4907         return
4908     if not game.inorbit:
4909         prout(crmshp() + _(" not in standard orbit."))
4910         return
4911     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4912         prout(_("Shuttle craft not currently available."))
4913         return
4914     if not game.landed and game.iplnet.known=="shuttle_down":
4915         prout(_("You will have to beam down to retrieve the shuttle craft."))
4916         return
4917     if game.shldup or game.condition == "docked":
4918         prout(_("Shuttle craft cannot pass through shields."))
4919         return
4920     if game.iplnet.known=="unknown":
4921         prout(_("Spock-  \"Captain, we have no information on this planet"))
4922         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4923         prout(_("  you may not fly down.\""))
4924         return
4925     game.optime = 3.0e-5*game.height
4926     if game.optime >= 0.8*game.state.remtime:
4927         prout(_("First Officer Spock-  \"Captain, I compute that such"))
4928         proutn(_("  a maneuver would require approximately %2d%% of our") % \
4929                int(100*game.optime/game.state.remtime))
4930         prout(_("remaining time."))
4931         proutn(_("Are you sure this is wise?\" "))
4932         if not ja():
4933             game.optime = 0.0
4934             return
4935     if game.landed:
4936         # Kirk on planet
4937         if game.iscraft == "onship":
4938             # Galileo on ship!
4939             if not damaged(DTRANSP):
4940                 proutn(_("Spock-  \"Would you rather use the transporter?\" "))
4941                 if ja():
4942                     beam()
4943                     return
4944                 proutn(_("Shuttle crew"))
4945             else:
4946                 proutn(_("Rescue party"))
4947             prout(_(" boards Galileo and swoops toward planet surface."))
4948             game.iscraft = "offship"
4949             skip(1)
4950             if consumeTime():
4951                 return
4952             game.iplnet.known="shuttle_down"
4953             prout(_("Trip complete."))
4954             return
4955         else:
4956             # Ready to go back to ship
4957             prout(_("You and your mining party board the"))
4958             prout(_("shuttle craft for the trip back to the Enterprise."))
4959             skip(1)
4960             prouts(_("The short hop begins . . ."))
4961             skip(1)
4962             game.iplnet.known="known"
4963             game.icraft = True
4964             skip(1)
4965             game.landed = False
4966             if consumeTime():
4967                 return
4968             game.iscraft = "onship"
4969             game.icraft = False
4970             if game.imine:
4971                 game.icrystl = True
4972                 game.cryprob = 0.05
4973             game.imine = False
4974             prout(_("Trip complete."))
4975             return
4976     else:
4977         # Kirk on ship and so is Galileo
4978         prout(_("Mining party assembles in the hangar deck,"))
4979         prout(_("ready to board the shuttle craft \"Galileo\"."))
4980         skip(1)
4981         prouts(_("The hangar doors open; the trip begins."))
4982         skip(1)
4983         game.icraft = True
4984         game.iscraft = "offship"
4985         if consumeTime():
4986             return
4987         game.iplnet.known = "shuttle_down"
4988         game.landed = True
4989         game.icraft = False
4990         prout(_("Trip complete."))
4991         return
4992
4993 def deathray():
4994     "Use the big zapper."
4995     game.ididit = False
4996     skip(1)
4997     scanner.chew()
4998     if game.ship != 'E':
4999         prout(_("Ye Faerie Queene has no death ray."))
5000         return
5001     if len(game.enemies)==0:
5002         prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
5003         return
5004     if damaged(DDRAY):
5005         prout(_("Death Ray is damaged."))
5006         return
5007     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
5008     prout(_("  is highly unpredictible.  Considering the alternatives,"))
5009     proutn(_("  are you sure this is wise?\" "))
5010     if not ja():
5011         return
5012     prout(_("Spock-  \"Acknowledged.\""))
5013     skip(1)
5014     game.ididit = True
5015     prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5016     skip(1)
5017     prout(_("Crew scrambles in emergency preparation."))
5018     prout(_("Spock and Scotty ready the death ray and"))
5019     prout(_("prepare to channel all ship's power to the device."))
5020     skip(1)
5021     prout(_("Spock-  \"Preparations complete, sir.\""))
5022     prout(_("Kirk-  \"Engage!\""))
5023     skip(1)
5024     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5025     skip(1)
5026     dprob = 0.30
5027     if game.options & OPTION_PLAIN:
5028         dprob = 0.5
5029     r = randreal()
5030     if r > dprob:
5031         prouts(_("Sulu- \"Captain!  It's working!\""))
5032         skip(2)
5033         while len(game.enemies) > 0:
5034             deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5035         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
5036         if game.unwon() == 0:
5037             finish(FWON)
5038         if (game.options & OPTION_PLAIN) == 0:
5039             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
5040             if withprob(0.05):
5041                 prout(_("   is still operational.\""))
5042             else:
5043                 prout(_("   has been rendered nonfunctional.\""))
5044                 game.damage[DDRAY] = 39.95
5045         return
5046     r = randreal()        # Pick failure method
5047     if r <= 0.30:
5048         prouts(_("Sulu- \"Captain!  It's working!\""))
5049         skip(1)
5050         prouts(_("***RED ALERT!  RED ALERT!"))
5051         skip(1)
5052         prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5053         skip(1)
5054         prouts(_("***RED ALERT!  RED A*L********************************"))
5055         skip(1)
5056         stars()
5057         prouts(_("******************   KA-BOOM!!!!   *******************"))
5058         skip(1)
5059         kaboom()
5060         return
5061     if r <= 0.55:
5062         prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
5063         skip(1)
5064         prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
5065         skip(1)
5066         prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
5067         prout(_("  have apparently been transformed into strange mutations."))
5068         prout(_("  Vulcans do not seem to be affected."))
5069         skip(1)
5070         prout(_("Kirk-  \"Raauch!  Raauch!\""))
5071         finish(FDRAY)
5072         return
5073     if r <= 0.75:
5074         prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
5075         skip(2)
5076         proutn(_("Spock-  \"I believe the word is"))
5077         prouts(_(" *ASTONISHING*"))
5078         prout(_(" Mr. Sulu."))
5079         for i in range(QUADSIZE):
5080             for j in range(QUADSIZE):
5081                 if game.quad[i][j] == '.':
5082                     game.quad[i][j] = '?'
5083         prout(_("  Captain, our quadrant is now infested with"))
5084         prouts(_(" - - - - - -  *THINGS*."))
5085         skip(1)
5086         prout(_("  I have no logical explanation.\""))
5087         return
5088     prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
5089     skip(1)
5090     prout(_("Scotty-  \"There are so many tribbles down here"))
5091     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
5092     finish(FTRIBBLE)
5093     return
5094
5095 # Code from reports.c begins here
5096
5097 def attackreport(curt):
5098     "eport status of bases under attack."
5099     if not curt:
5100         if is_scheduled(FCDBAS):
5101             prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5102             prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5103         elif game.isatb == 1:
5104             prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5105             prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5106         else:
5107             prout(_("No Starbase is currently under attack."))
5108     else:
5109         if is_scheduled(FCDBAS):
5110             proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5111         if game.isatb:
5112             proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5113         clreol()
5114
5115 def report():
5116     # report on general game status
5117     scanner.chew()
5118     s1 = (game.thawed and _("thawed ")) or ""
5119     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5120     s3 = (None, _("novice"), _("fair"),
5121           _("good"), _("expert"), _("emeritus"))[game.skill]
5122     prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5123     if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5124         prout(_("No plaque is allowed."))
5125     if game.tourn:
5126         prout(_("This is tournament game %d.") % game.tourn)
5127     prout(_("Your secret password is \"%s\"") % game.passwd)
5128     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5129                                                       (game.inkling + game.incom + game.inscom)))
5130     if game.incom - len(game.state.kcmdr):
5131         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5132     elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5133         prout(_(", but no Commanders."))
5134     else:
5135         prout(".")
5136     if game.skill > SKILL_FAIR:
5137         prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5138     if len(game.state.baseq) != game.inbase:
5139         proutn(_("There "))
5140         if game.inbase-len(game.state.baseq)==1:
5141             proutn(_("has been 1 base"))
5142         else:
5143             proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5144         prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5145     else:
5146         prout(_("There are %d bases.") % game.inbase)
5147     if communicating() or game.iseenit:
5148         # Don't report this if not seen and
5149         # either the radio is dead or not at base!
5150         attackreport(False)
5151         game.iseenit = True
5152     if game.casual:
5153         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5154     if game.brigcapacity != game.brigfree:
5155         embriggened = brigcapacity-brigfree
5156         if embriggened == 1:
5157             prout(_("1 Klingon in brig"))
5158         else:
5159             prout(_("%d Klingons in brig.") %  embriggened)
5160         if game.kcaptured == 0:
5161             pass
5162         elif game.kcaptured == 1:
5163             prout(_("1 captured Klingon turned in to Starfleet."))
5164         else:
5165             prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5166     if game.nhelp:
5167         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
5168     if game.ship == 'E':
5169         proutn(_("You have "))
5170         if game.nprobes:
5171             proutn("%d" % (game.nprobes))
5172         else:
5173             proutn(_("no"))
5174         proutn(_(" deep space probe"))
5175         if game.nprobes!=1:
5176             proutn(_("s"))
5177         prout(".")
5178     if communicating() and is_scheduled(FDSPROB):
5179         if game.isarmed:
5180             proutn(_("An armed deep space probe is in "))
5181         else:
5182             proutn(_("A deep space probe is in "))
5183         prout("Quadrant %s." % game.probe.quadrant())
5184     if game.icrystl:
5185         if game.cryprob <= .05:
5186             prout(_("Dilithium crystals aboard ship... not yet used."))
5187         else:
5188             i=0
5189             ai = 0.05
5190             while game.cryprob > ai:
5191                 ai *= 2.0
5192                 i += 1
5193             prout(_("Dilithium crystals have been used %d time%s.") % \
5194                   (i, (_("s"), "")[i==1]))
5195     skip(1)
5196
5197 def lrscan(silent):
5198     "Long-range sensor scan."
5199     if damaged(DLRSENS):
5200         # Now allow base's sensors if docked
5201         if game.condition != "docked":
5202             if not silent:
5203                 prout(_("LONG-RANGE SENSORS DAMAGED."))
5204             return
5205         if not silent:
5206             prout(_("Starbase's long-range scan"))
5207     elif not silent:
5208         prout(_("Long-range scan"))
5209     for x in range(game.quadrant.i-1, game.quadrant.i+2):
5210         if not silent:
5211             proutn(" ")
5212         for y in range(game.quadrant.j-1, game.quadrant.j+2):
5213             if not Coord(x, y).valid_quadrant():
5214                 if not silent:
5215                     proutn("  -1")
5216             else:
5217                 if not damaged(DRADIO):
5218                     game.state.galaxy[x][y].charted = True
5219                 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5220                 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5221                 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5222                 if not silent and game.state.galaxy[x][y].supernova:
5223                     proutn(" ***")
5224                 elif not silent:
5225                     cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5226                     proutn(((3 - len(cn)) * '.') + cn)
5227         if not silent:
5228             prout(" ")
5229
5230 def damagereport():
5231     "Damage report."
5232     jdam = False
5233     scanner.chew()
5234     for i in range(NDEVICES):
5235         if damaged(i):
5236             if not jdam:
5237                 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5238                 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5239                 jdam = True
5240             prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
5241                                                game.damage[i]+0.05,
5242                                                DOCKFAC*game.damage[i]+0.005))
5243     if not jdam:
5244         prout(_("All devices functional."))
5245
5246 def rechart():
5247     "Update the chart in the Enterprise's computer from galaxy data."
5248     game.lastchart = game.state.date
5249     for i in range(GALSIZE):
5250         for j in range(GALSIZE):
5251             if game.state.galaxy[i][j].charted:
5252                 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5253                 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5254                 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5255
5256 def chart():
5257     "Display the star chart."
5258     scanner.chew()
5259     if (game.options & OPTION_AUTOSCAN):
5260         lrscan(silent=True)
5261     if communicating():
5262         rechart()
5263     if game.lastchart < game.state.date and game.condition == "docked":
5264         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
5265         rechart()
5266     prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
5267     if game.state.date > game.lastchart:
5268         prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5269     prout("      1    2    3    4    5    6    7    8")
5270     for i in range(GALSIZE):
5271         proutn("%d |" % (i+1))
5272         for j in range(GALSIZE):
5273             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5274                 proutn("<")
5275             else:
5276                 proutn(" ")
5277             if game.state.galaxy[i][j].supernova:
5278                 show = "***"
5279             elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5280                 show = ".1."
5281             elif game.state.galaxy[i][j].charted:
5282                 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5283             else:
5284                 show = "..."
5285             proutn(show)
5286             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5287                 proutn(">")
5288             else:
5289                 proutn(" ")
5290         proutn("  |")
5291         if i<GALSIZE:
5292             skip(1)
5293
5294 def sectscan(goodScan, i, j):
5295     "Light up an individual dot in a sector."
5296     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5297         if game.quad[i][j] in ('E', 'F'):
5298             if game.iscloaked:
5299                 highvideo()
5300             textcolor({"green":GREEN,
5301                        "yellow":YELLOW,
5302                        "red":RED,
5303                        "docked":CYAN,
5304                        "dead":BROWN}[game.condition])
5305         else:
5306             textcolor({'?':LIGHTMAGENTA,
5307                        'K':LIGHTRED,
5308                        'S':LIGHTRED,
5309                        'C':LIGHTRED,
5310                        'R':LIGHTRED,
5311                        'T':LIGHTRED,
5312                        }.get(game.quad[i][j], DEFAULT))
5313         proutn("%c " % game.quad[i][j])
5314         textcolor(DEFAULT)
5315     else:
5316         proutn("- ")
5317
5318 def status(req=0):
5319     "Emit status report lines"
5320     if not req or req == 1:
5321         prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5322                % (game.state.date, game.state.remtime))
5323     if not req or req == 2:
5324         if game.condition != "docked":
5325             newcnd()
5326         prstat(_("Condition"), _("%s, %i DAMAGES") % \
5327                (game.condition.upper(), sum([x > 0 for x in game.damage])))
5328         if game.iscloaked:
5329             prout(_(", CLOAKED"))
5330     if not req or req == 3:
5331         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5332     if not req or req == 4:
5333         if damaged(DLIFSUP):
5334             if game.condition == "docked":
5335                 s = _("DAMAGED, Base provides")
5336             else:
5337                 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5338         else:
5339             s = _("ACTIVE")
5340         prstat(_("Life Support"), s)
5341     if not req or req == 5:
5342         prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5343     if not req or req == 6:
5344         extra = ""
5345         if game.icrystl and (game.options & OPTION_SHOWME):
5346             extra = _(" (have crystals)")
5347         prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5348     if not req or req == 7:
5349         prstat(_("Torpedoes"), "%d" % (game.torps))
5350     if not req or req == 8:
5351         if damaged(DSHIELD):
5352             s = _("DAMAGED,")
5353         elif game.shldup:
5354             s = _("UP,")
5355         else:
5356             s = _("DOWN,")
5357         data = _(" %d%% %.1f units") \
5358                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5359         prstat(_("Shields"), s+data)
5360     if not req or req == 9:
5361         prstat(_("Klingons Left"), "%d" % game.unwon())
5362     if not req or req == 10:
5363         if game.options & OPTION_WORLDS:
5364             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5365             if plnet and plnet.inhabited:
5366                 prstat(_("Major system"), plnet.name)
5367             else:
5368                 prout(_("Sector is uninhabited"))
5369     elif not req or req == 11:
5370         attackreport(not req)
5371
5372 def request():
5373     "Request specified status data, a historical relic from slow TTYs."
5374     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5375     while scanner.nexttok() == "IHEOL":
5376         proutn(_("Information desired? "))
5377     scanner.chew()
5378     if scanner.token in requests:
5379         status(requests.index(scanner.token))
5380     else:
5381         prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5382         prout(("  date, condition, position, lsupport, warpfactor,"))
5383         prout(("  energy, torpedoes, shields, klingons, system, time."))
5384
5385 def srscan():
5386     "Short-range scan."
5387     goodScan=True
5388     if damaged(DSRSENS):
5389         # Allow base's sensors if docked
5390         if game.condition != "docked":
5391             prout(_("   S.R. SENSORS DAMAGED!"))
5392             goodScan=False
5393         else:
5394             prout(_("  [Using Base's sensors]"))
5395     else:
5396         prout(_("     Short-range scan"))
5397     if goodScan and communicating():
5398         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5399         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5400         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5401         game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5402     prout("    1 2 3 4 5 6 7 8 9 10")
5403     if game.condition != "docked":
5404         newcnd()
5405     for i in range(QUADSIZE):
5406         proutn("%2d  " % (i+1))
5407         for j in range(QUADSIZE):
5408             sectscan(goodScan, i, j)
5409         skip(1)
5410
5411 def eta():
5412     "Use computer to get estimated time of arrival for a warp jump."
5413     w1 = Coord(); w2 = Coord()
5414     prompt = False
5415     if damaged(DCOMPTR):
5416         prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5417         skip(1)
5418         return
5419     if scanner.nexttok() != "IHREAL":
5420         prompt = True
5421         scanner.chew()
5422         proutn(_("Destination quadrant and/or sector? "))
5423         if scanner.nexttok()!="IHREAL":
5424             huh()
5425             return
5426     w1.j = int(scanner.real-0.5)
5427     if scanner.nexttok() != "IHREAL":
5428         huh()
5429         return
5430     w1.i = int(scanner.real-0.5)
5431     if scanner.nexttok() == "IHREAL":
5432         w2.j = int(scanner.real-0.5)
5433         if scanner.nexttok() != "IHREAL":
5434             huh()
5435             return
5436         w2.i = int(scanner.real-0.5)
5437     else:
5438         if game.quadrant.j>w1.i:
5439             w2.i = 0
5440         else:
5441             w2.i=QUADSIZE-1
5442         if game.quadrant.i>w1.j:
5443             w2.j = 0
5444         else:
5445             w2.j=QUADSIZE-1
5446     if not w1.valid_quadrant() or not w2.valid_sector():
5447         huh()
5448         return
5449     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5450                      (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5451     wfl = False
5452     if prompt:
5453         prout(_("Answer \"no\" if you don't know the value:"))
5454     while True:
5455         scanner.chew()
5456         proutn(_("Time or arrival date? "))
5457         if scanner.nexttok()=="IHREAL":
5458             ttime = scanner.real
5459             if ttime > game.state.date:
5460                 ttime -= game.state.date # Actually a star date
5461             twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5462             if ttime <= 1e-10 or twarp > 10:
5463                 prout(_("We'll never make it, sir."))
5464                 scanner.chew()
5465                 return
5466             if twarp < 1.0:
5467                 twarp = 1.0
5468             break
5469         scanner.chew()
5470         proutn(_("Warp factor? "))
5471         if scanner.nexttok()== "IHREAL":
5472             wfl = True
5473             twarp = scanner.real
5474             if twarp<1.0 or twarp > 10.0:
5475                 huh()
5476                 return
5477             break
5478         prout(_("Captain, certainly you can give me one of these."))
5479     while True:
5480         scanner.chew()
5481         ttime = (10.0*dist)/twarp**2
5482         tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5483         if tpower >= game.energy:
5484             prout(_("Insufficient energy, sir."))
5485             if not game.shldup or tpower > game.energy*2.0:
5486                 if not wfl:
5487                     return
5488                 proutn(_("New warp factor to try? "))
5489                 if scanner.nexttok() == "IHREAL":
5490                     wfl = True
5491                     twarp = scanner.real
5492                     if twarp<1.0 or twarp > 10.0:
5493                         huh()
5494                         return
5495                     continue
5496                 else:
5497                     scanner.chew()
5498                     skip(1)
5499                     return
5500             prout(_("But if you lower your shields,"))
5501             proutn(_("remaining"))
5502             tpower /= 2
5503         else:
5504             proutn(_("Remaining"))
5505         prout(_(" energy will be %.2f.") % (game.energy-tpower))
5506         if wfl:
5507             prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5508         elif twarp==1.0:
5509             prout(_("Any warp speed is adequate."))
5510         else:
5511             prout(_("Minimum warp needed is %.2f,") % (twarp))
5512             prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5513         if game.state.remtime < ttime:
5514             prout(_("Unfortunately, the Federation will be destroyed by then."))
5515         if twarp > 6.0:
5516             prout(_("You'll be taking risks at that speed, Captain"))
5517         if (game.isatb==1 and game.state.kscmdr == w1 and \
5518              scheduled(FSCDBAS)< ttime+game.state.date) or \
5519             (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5520             prout(_("The starbase there will be destroyed by then."))
5521         proutn(_("New warp factor to try? "))
5522         if scanner.nexttok() == "IHREAL":
5523             wfl = True
5524             twarp = scanner.real
5525             if twarp<1.0 or twarp > 10.0:
5526                 huh()
5527                 return
5528         else:
5529             scanner.chew()
5530             skip(1)
5531             return
5532
5533 # Code from setup.c begins here
5534
5535 def prelim():
5536     "Issue a historically correct banner."
5537     skip(2)
5538     prout(_("-SUPER- STAR TREK"))
5539     skip(1)
5540 # From the FORTRAN original
5541 #    prout(_("Latest update-21 Sept 78"))
5542 #    skip(1)
5543
5544 def freeze(boss):
5545     "Save game."
5546     if boss:
5547         scanner.push("emsave.trk")
5548     key = scanner.nexttok()
5549     if key == "IHEOL":
5550         proutn(_("File name: "))
5551         key = scanner.nexttok()
5552     if key != "IHALPHA":
5553         huh()
5554         return
5555     if '.' not in scanner.token:
5556         scanner.token += ".trk"
5557     try:
5558         fp = open(scanner.token, "wb")
5559     except IOError:
5560         prout(_("Can't freeze game as file %s") % scanner.token)
5561         return
5562     pickle.dump(game, fp)
5563     fp.close()
5564     scanner.chew()
5565
5566 def thaw():
5567     "Retrieve saved game."
5568     global game
5569     game.passwd = None
5570     key = scanner.nexttok()
5571     if key == "IHEOL":
5572         proutn(_("File name: "))
5573         key = scanner.nexttok()
5574     if key != "IHALPHA":
5575         huh()
5576         return True
5577     if '.' not in scanner.token:
5578         scanner.token += ".trk"
5579     try:
5580         fp = open(scanner.token, "rb")
5581     except IOError:
5582         prout(_("Can't thaw game in %s") % scanner.token)
5583         return
5584     game = pickle.load(fp)
5585     fp.close()
5586     scanner.chew()
5587     return False
5588
5589 # I used <http://www.memory-alpha.org> to find planets
5590 # with references in ST:TOS.  Earth and the Alpha Centauri
5591 # Colony have been omitted.
5592 #
5593 # Some planets marked Class G and P here will be displayed as class M
5594 # because of the way planets are generated. This is a known bug.
5595 systnames = (
5596     # Federation Worlds
5597     _("Andoria (Fesoan)"),        # several episodes
5598     _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel"
5599     _("Vulcan (T'Khasi)"),        # many episodes
5600     _("Medusa"),                # TOS: "Is There in Truth No Beauty?"
5601     _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD)
5602     _("Ardana"),                # TOS: "The Cloud Minders"
5603     _("Catulla (Cendo-Prae)"),        # TOS: "The Way to Eden"
5604     _("Gideon"),                # TOS: "The Mark of Gideon"
5605     _("Aldebaran III"),                # TOS: "The Deadly Years"
5606     _("Alpha Majoris I"),        # TOS: "Wolf in the Fold"
5607     _("Altair IV"),                # TOS: "Amok Time
5608     _("Ariannus"),                # TOS: "Let That Be Your Last Battlefield"
5609     _("Benecia"),                # TOS: "The Conscience of the King"
5610     _("Beta Niobe I (Sarpeidon)"),        # TOS: "All Our Yesterdays"
5611     _("Alpha Carinae II"),        # TOS: "The Ultimate Computer"
5612     _("Capella IV (Kohath)"),        # TOS: "Friday's Child" (Class G)
5613     _("Daran V"),                # TOS: "For the World is Hollow and I Have Touched the Sky"
5614     _("Deneb II"),                # TOS: "Wolf in the Fold" ("IV" in BSD)
5615     _("Eminiar VII"),                # TOS: "A Taste of Armageddon"
5616     _("Gamma Canaris IV"),        # TOS: "Metamorphosis"
5617     _("Gamma Tranguli VI (Vaalel)"),        # TOS: "The Apple"
5618     _("Ingraham B"),                # TOS: "Operation: Annihilate"
5619     _("Janus IV"),                # TOS: "The Devil in the Dark"
5620     _("Makus III"),                # TOS: "The Galileo Seven"
5621     _("Marcos XII"),                # TOS: "And the Children Shall Lead",
5622     _("Omega IV"),                # TOS: "The Omega Glory"
5623     _("Regulus V"),                # TOS: "Amok Time
5624     _("Deneva"),                # TOS: "Operation -- Annihilate!"
5625     # Worlds from BSD Trek
5626     _("Rigel II"),                # TOS: "Shore Leave" ("III" in BSD)
5627     _("Beta III"),                # TOS: "The Return of the Archons"
5628     _("Triacus"),                # TOS: "And the Children Shall Lead",
5629     _("Exo III"),                # TOS: "What Are Little Girls Made Of?" (Class P)
5630     #        # Others
5631     #    _("Hansen's Planet"),        # TOS: "The Galileo Seven"
5632     #    _("Taurus IV"),                # TOS: "The Galileo Seven" (class G)
5633     #    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5634     #    _("Izar"),                        # TOS: "Whom Gods Destroy"
5635     #    _("Tiburon"),                # TOS: "The Way to Eden"
5636     #    _("Merak II"),                # TOS: "The Cloud Minders"
5637     #    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel"
5638     #    _("Iotia"),                # TOS: "A Piece of the Action"
5639 )
5640
5641 device = (
5642     _("S. R. Sensors"), \
5643     _("L. R. Sensors"), \
5644     _("Phasers"), \
5645     _("Photon Tubes"), \
5646     _("Life Support"), \
5647     _("Warp Engines"), \
5648     _("Impulse Engines"), \
5649     _("Shields"), \
5650     _("Subspace Radio"), \
5651     _("Shuttle Craft"), \
5652     _("Computer"), \
5653     _("Navigation System"), \
5654     _("Transporter"), \
5655     _("Shield Control"), \
5656     _("Death Ray"), \
5657     _("D. S. Probe"), \
5658     _("Cloaking Device"), \
5659 )
5660
5661 def setup():
5662     "Prepare to play, set up cosmos."
5663     w = Coord()
5664     #  Decide how many of everything
5665     if choose():
5666         return # frozen game
5667     # Prepare the Enterprise
5668     game.alldone = game.gamewon = game.shldchg = game.shldup = False
5669     game.ship = 'E'
5670     game.state.crew = FULLCREW
5671     game.energy = game.inenrg = 5000.0
5672     game.shield = game.inshld = 2500.0
5673     game.inlsr = 4.0
5674     game.lsupres = 4.0
5675     game.quadrant = randplace(GALSIZE)
5676     game.sector = randplace(QUADSIZE)
5677     game.torps = game.intorps = 10
5678     game.nprobes = randrange(2, 5)
5679     game.warpfac = 5.0
5680     for i in range(NDEVICES):
5681         game.damage[i] = 0.0
5682     # Set up assorted game parameters
5683     game.battle = Coord()
5684     game.state.date = game.indate = 100.0 * randreal(20, 51)
5685     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5686     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5687     game.isatb = game.state.nplankl = 0
5688     game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5689     game.iscraft = "onship"
5690     game.landed = False
5691     game.alive = True
5692
5693     # the galaxy
5694     game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5695     # the starchart
5696     game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5697
5698     game.state.planets = []      # Planet information
5699     game.state.baseq = []      # Base quadrant coordinates
5700     game.state.kcmdr = []      # Commander quadrant coordinates
5701     game.statekscmdr = Coord() # Supercommander quadrant coordinates
5702
5703     # Starchart is functional but we've never seen it
5704     game.lastchart = FOREVER
5705     # Put stars in the galaxy
5706     game.instar = 0
5707     for i in range(GALSIZE):
5708         for j in range(GALSIZE):
5709             # Can't have more stars per quadrant than fit in one decimal digit,
5710             # if we do the chart representation will break.
5711             k = randrange(1, min(10, QUADSIZE**2/10))
5712             game.instar += k
5713             game.state.galaxy[i][j].stars = k
5714     # Locate star bases in galaxy
5715     if game.idebug:
5716         prout("=== Allocating %d bases" % game.inbase)
5717     for i in range(game.inbase):
5718         while True:
5719             while True:
5720                 w = randplace(GALSIZE)
5721                 if not game.state.galaxy[w.i][w.j].starbase:
5722                     break
5723             contflag = False
5724             # C version: for (j = i-1; j > 0; j--)
5725             # so it did them in the opposite order.
5726             for j in range(1, i):
5727                 # Improved placement algorithm to spread out bases
5728                 distq = (w - game.state.baseq[j]).distance()
5729                 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5730                     contflag = True
5731                     if game.idebug:
5732                         prout("=== Abandoning base #%d at %s" % (i, w))
5733                     break
5734                 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5735                     if game.idebug:
5736                         prout("=== Saving base #%d, close to #%d" % (i, j))
5737             if not contflag:
5738                 break
5739         if game.idebug:
5740             prout("=== Placing base #%d in quadrant %s" % (i, w))
5741         game.state.baseq.append(w)
5742         game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5743     # Position ordinary Klingon Battle Cruisers
5744     krem = game.inkling
5745     klumper = 0.25*game.skill*(9.0-game.length)+1.0
5746     if klumper > MAXKLQUAD:
5747         klumper = MAXKLQUAD
5748     while True:
5749         r = randreal()
5750         klump = int((1.0 - r*r)*klumper)
5751         if klump > krem:
5752             klump = krem
5753         krem -= klump
5754         while True:
5755             w = randplace(GALSIZE)
5756             if not game.state.galaxy[w.i][w.j].supernova and \
5757                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5758                 break
5759         game.state.galaxy[w.i][w.j].klingons += klump
5760         if krem <= 0:
5761             break
5762     # Position Klingon Commander Ships
5763     for i in range(game.incom):
5764         while True:
5765             w = randplace(GALSIZE)
5766             if not welcoming(w) or w in game.state.kcmdr:
5767                 continue
5768             if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5769                 break
5770         game.state.galaxy[w.i][w.j].klingons += 1
5771         game.state.kcmdr.append(w)
5772     # Locate planets in galaxy
5773     for i in range(game.inplan):
5774         while True:
5775             w = randplace(GALSIZE)
5776             if game.state.galaxy[w.i][w.j].planet is None:
5777                 break
5778         new = Planet()
5779         new.quadrant = w
5780         new.crystals = "absent"
5781         if (game.options & OPTION_WORLDS) and i < NINHAB:
5782             new.pclass = "M"        # All inhabited planets are class M
5783             new.crystals = "absent"
5784             new.known = "known"
5785             new.name = systnames[i]
5786             new.inhabited = True
5787         else:
5788             new.pclass = ("M", "N", "O")[randrange(0, 3)]
5789             if withprob(0.33):
5790                 new.crystals = "present"
5791             new.known = "unknown"
5792             new.inhabited = False
5793         game.state.galaxy[w.i][w.j].planet = new
5794         game.state.planets.append(new)
5795     # Locate Romulans
5796     for i in range(game.state.nromrem):
5797         w = randplace(GALSIZE)
5798         game.state.galaxy[w.i][w.j].romulans += 1
5799     # Place the Super-Commander if needed
5800     if game.state.nscrem > 0:
5801         while True:
5802             w = randplace(GALSIZE)
5803             if welcoming(w):
5804                 break
5805         game.state.kscmdr = w
5806         game.state.galaxy[w.i][w.j].klingons += 1
5807     # Initialize times for extraneous events
5808     schedule(FSNOVA, expran(0.5 * game.intime))
5809     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5810     schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5811     schedule(FBATTAK, expran(0.3*game.intime))
5812     unschedule(FCDBAS)
5813     if game.state.nscrem:
5814         schedule(FSCMOVE, 0.2777)
5815     else:
5816         unschedule(FSCMOVE)
5817     unschedule(FSCDBAS)
5818     unschedule(FDSPROB)
5819     if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5820         schedule(FDISTR, expran(1.0 + game.intime))
5821     else:
5822         unschedule(FDISTR)
5823     unschedule(FENSLV)
5824     unschedule(FREPRO)
5825     # Place thing (in tournament game, we don't want one!)
5826     # New in SST2K: never place the Thing near a starbase.
5827     # This makes sense and avoids a special case in the old code.
5828     global thing
5829     if game.tourn is None:
5830         while True:
5831             thing = randplace(GALSIZE)
5832             if thing not in game.state.baseq:
5833                 break
5834     skip(2)
5835     game.state.snap = False
5836     if game.skill == SKILL_NOVICE:
5837         prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5838         prout(_("a deadly Klingon invasion force. As captain of the United"))
5839         prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5840         prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5841         prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5842         prout(_("your mission.  As you proceed you may be given more time."))
5843         skip(1)
5844         prout(_("You will have %d supporting starbases.") % (game.inbase))
5845         proutn(_("Starbase locations-  "))
5846     else:
5847         prout(_("Stardate %d.") % int(game.state.date))
5848         skip(1)
5849         prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5850         prout(_("An unknown number of Romulans."))
5851         if game.state.nscrem:
5852             prout(_("And one (GULP) Super-Commander."))
5853         prout(_("%d stardates.") % int(game.intime))
5854         proutn(_("%d starbases in ") % game.inbase)
5855     for i in range(game.inbase):
5856         proutn(repr(game.state.baseq[i]))
5857         proutn("  ")
5858     skip(2)
5859     proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5860     proutn(_(" Sector %s") % game.sector)
5861     skip(2)
5862     prout(_("Good Luck!"))
5863     if game.state.nscrem:
5864         prout(_("  YOU'LL NEED IT."))
5865     waitfor()
5866     clrscr()
5867     setwnd(message_window)
5868     newqad()
5869     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5870         game.shldup = True
5871     if game.neutz:        # bad luck to start in a Romulan Neutral Zone
5872         attack(torps_ok=False)
5873
5874 def choose():
5875     "Choose your game type."
5876     while True:
5877         game.tourn = game.length = 0
5878         game.thawed = False
5879         game.skill = SKILL_NONE
5880         # Do not chew here, we want to use command-line tokens
5881         if not scanner.inqueue: # Can start with command line options
5882             proutn(_("Would you like a regular, tournament, or saved game? "))
5883         scanner.nexttok()
5884         if scanner.sees("tournament"):
5885             while scanner.nexttok() == "IHEOL":
5886                 proutn(_("Type in tournament number-"))
5887             if scanner.real == 0:
5888                 scanner.chew()
5889                 continue # We don't want a blank entry
5890             game.tourn = int(round(scanner.real))
5891             random.seed(scanner.real)
5892             if logfp:
5893                 logfp.write("# random.seed(%d)\n" % scanner.real)
5894             break
5895         if scanner.sees("saved") or scanner.sees("frozen"):
5896             if thaw():
5897                 continue
5898             scanner.chew()
5899             if game.passwd is None:
5900                 continue
5901             if not game.alldone:
5902                 game.thawed = True # No plaque if not finished
5903             report()
5904             waitfor()
5905             return True
5906         if scanner.sees("regular"):
5907             break
5908         proutn(_("What is \"%s\"? ") % scanner.token)
5909         scanner.chew()
5910     while game.length==0 or game.skill==SKILL_NONE:
5911         if scanner.nexttok() == "IHALPHA":
5912             if scanner.sees("short"):
5913                 game.length = 1
5914             elif scanner.sees("medium"):
5915                 game.length = 2
5916             elif scanner.sees("long"):
5917                 game.length = 4
5918             elif scanner.sees("novice"):
5919                 game.skill = SKILL_NOVICE
5920             elif scanner.sees("fair"):
5921                 game.skill = SKILL_FAIR
5922             elif scanner.sees("good"):
5923                 game.skill = SKILL_GOOD
5924             elif scanner.sees("expert"):
5925                 game.skill = SKILL_EXPERT
5926             elif scanner.sees("emeritus"):
5927                 game.skill = SKILL_EMERITUS
5928             else:
5929                 proutn(_("What is \""))
5930                 proutn(scanner.token)
5931                 prout("\"?")
5932         else:
5933             scanner.chew()
5934             if game.length==0:
5935                 proutn(_("Would you like a Short, Medium, or Long game? "))
5936             elif game.skill == SKILL_NONE:
5937                 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5938     # Choose game options -- added by ESR for SST2K
5939     if scanner.nexttok() != "IHALPHA":
5940         scanner.chew()
5941         proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5942         scanner.nexttok()
5943     if scanner.sees("plain"):
5944         # Approximates the UT FORTRAN version.
5945         game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
5946         game.options |= OPTION_PLAIN
5947     elif scanner.sees("almy"):
5948         # Approximates Tom Almy's version.
5949         game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5950         game.options |= OPTION_ALMY
5951     elif scanner.sees("fancy") or scanner.sees("\n"):
5952         pass
5953     elif len(scanner.token):
5954         proutn(_("What is \"%s\"?") % scanner.token)
5955     setpassword()
5956     if game.passwd == "debug":
5957         game.idebug = True
5958         prout("=== Debug mode enabled.")
5959     # Use parameters to generate initial values of things
5960     game.damfac = 0.5 * game.skill
5961     game.inbase = randrange(BASEMIN, BASEMAX+1)
5962     game.inplan = 0
5963     if game.options & OPTION_PLANETS:
5964         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5965     if game.options & OPTION_WORLDS:
5966         game.inplan += int(NINHAB)
5967     game.state.nromrem = game.inrom = randrange(2 * game.skill)
5968     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5969     game.state.remtime = 7.0 * game.length
5970     game.intime = game.state.remtime
5971     game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
5972     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5973     game.state.remres = (game.inkling+4*game.incom)*game.intime
5974     game.inresor = game.state.remres
5975     if game.inkling > 50:
5976         game.inbase += 1
5977     return False
5978
5979 def dropin(iquad=None):
5980     "Drop a feature on a random dot in the current quadrant."
5981     while True:
5982         w = randplace(QUADSIZE)
5983         if game.quad[w.i][w.j] == '.':
5984             break
5985     if iquad is not None:
5986         game.quad[w.i][w.j] = iquad
5987     return w
5988
5989 def newcnd():
5990     "Update our alert status."
5991     game.condition = "green"
5992     if game.energy < 1000.0:
5993         game.condition = "yellow"
5994     if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5995         game.condition = "red"
5996     if not game.alive:
5997         game.condition="dead"
5998
5999 def newkling():
6000     "Drop new Klingon into current quadrant."
6001     return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6002
6003 def sortenemies():
6004     "Sort enemies by distance so 'nearest' is meaningful."
6005     game.enemies.sort(key=lambda x: x.kdist)
6006
6007 def newqad():
6008     "Set up a new state of quadrant, for when we enter or re-enter it."
6009     game.justin = True
6010     game.iplnet = None
6011     game.neutz = game.inorbit = game.landed = False
6012     game.ientesc = game.iseenit = game.isviolreported = False
6013     # Create a blank quadrant
6014     game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6015     if game.iscate:
6016         # Attempt to escape Super-commander, so tbeam back!
6017         game.iscate = False
6018         game.ientesc = True
6019     q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6020     # cope with supernova
6021     if q.supernova:
6022         return
6023     game.klhere = q.klingons
6024     game.irhere = q.romulans
6025     # Position Starship
6026     game.quad[game.sector.i][game.sector.j] = game.ship
6027     game.enemies = []
6028     if q.klingons:
6029         # Position ordinary Klingons
6030         for _i in range(game.klhere):
6031             newkling()
6032         # If we need a commander, promote a Klingon
6033         for cmdr in game.state.kcmdr:
6034             if cmdr == game.quadrant:
6035                 e = game.enemies[game.klhere-1]
6036                 game.quad[e.location.i][e.location.j] = 'C'
6037                 e.power = randreal(950,1350) + 50.0*game.skill
6038                 break
6039         # If we need a super-commander, promote a Klingon
6040         if game.quadrant == game.state.kscmdr:
6041             e = game.enemies[0]
6042             game.quad[e.location.i][e.location.j] = 'S'
6043             e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
6044             game.iscate = (game.remkl() > 1)
6045     # Put in Romulans if needed
6046     for _i in range(q.romulans):
6047         Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6048     # If quadrant needs a starbase, put it in
6049     if q.starbase:
6050         game.base = dropin('B')
6051     # If quadrant needs a planet, put it in
6052     if q.planet:
6053         game.iplnet = q.planet
6054         if not q.planet.inhabited:
6055             game.plnet = dropin('P')
6056         else:
6057             game.plnet = dropin('@')
6058     # Check for condition
6059     newcnd()
6060     # Check for RNZ
6061     if game.irhere > 0 and game.klhere == 0:
6062         game.neutz = True
6063         if not damaged(DRADIO):
6064             skip(1)
6065             prout(_("LT. Uhura- \"Captain, an urgent message."))
6066             prout(_("  I'll put it on audio.\"  CLICK"))
6067             skip(1)
6068             prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6069             prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6070     # Put in THING if needed
6071     if thing == game.quadrant:
6072         Enemy(etype='?', loc=dropin(),
6073               power=randreal(6000,6500.0)+250.0*game.skill)
6074         if not damaged(DSRSENS):
6075             skip(1)
6076             prout(_("Mr. Spock- \"Captain, this is most unusual."))
6077             prout(_("    Please examine your short-range scan.\""))
6078     # Decide if quadrant needs a Tholian; lighten up if skill is low
6079     if game.options & OPTION_THOLIAN:
6080         if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6081             (game.skill == SKILL_GOOD and withprob(0.05)) or \
6082             (game.skill > SKILL_GOOD and withprob(0.08)):
6083             w = Coord()
6084             while True:
6085                 w.i = withprob(0.5) * (QUADSIZE-1)
6086                 w.j = withprob(0.5) * (QUADSIZE-1)
6087                 if game.quad[w.i][w.j] == '.':
6088                     break
6089             game.tholian = Enemy(etype='T', loc=w,
6090                                  power=randrange(100, 500) + 25.0*game.skill)
6091             # Reserve unoccupied corners
6092             if game.quad[0][0]=='.':
6093                 game.quad[0][0] = 'X'
6094             if game.quad[0][QUADSIZE-1]=='.':
6095                 game.quad[0][QUADSIZE-1] = 'X'
6096             if game.quad[QUADSIZE-1][0]=='.':
6097                 game.quad[QUADSIZE-1][0] = 'X'
6098             if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6099                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6100     sortenemies()
6101     # And finally the stars
6102     for _i in range(q.stars):
6103         dropin('*')
6104     # Put in a few black holes
6105     for _i in range(1, 3+1):
6106         if withprob(0.5):
6107             dropin(' ')
6108     # Take out X's in corners if Tholian present
6109     if game.tholian:
6110         if game.quad[0][0]=='X':
6111             game.quad[0][0] = '.'
6112         if game.quad[0][QUADSIZE-1]=='X':
6113             game.quad[0][QUADSIZE-1] = '.'
6114         if game.quad[QUADSIZE-1][0]=='X':
6115             game.quad[QUADSIZE-1][0] = '.'
6116         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6117             game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6118     # This should guarantee that replay games don't lose info about the chart
6119     if (game.options & OPTION_AUTOSCAN) or replayfp:
6120         lrscan(silent=True)
6121
6122 def setpassword():
6123     "Set the self-destruct password."
6124     if game.options & OPTION_PLAIN:
6125         while True:
6126             scanner.chew()
6127             proutn(_("Please type in a secret password- "))
6128             scanner.nexttok()
6129             game.passwd = scanner.token
6130             if game.passwd != None:
6131                 break
6132     else:
6133         game.passwd = ""
6134         game.passwd += chr(ord('a')+randrange(26))
6135         game.passwd += chr(ord('a')+randrange(26))
6136         game.passwd += chr(ord('a')+randrange(26))
6137
6138 # Code from sst.c begins here
6139
6140 commands = [
6141     ("SRSCAN",           OPTION_TTY),
6142     ("STATUS",           OPTION_TTY),
6143     ("REQUEST",          OPTION_TTY),
6144     ("LRSCAN",           OPTION_TTY),
6145     ("PHASERS",          0),
6146     ("TORPEDO",          0),
6147     ("PHOTONS",          0),
6148     ("MOVE",             0),
6149     ("SHIELDS",          0),
6150     ("DOCK",             0),
6151     ("DAMAGES",          0),
6152     ("CHART",            0),
6153     ("IMPULSE",          0),
6154     ("REST",             0),
6155     ("WARP",             0),
6156     ("SENSORS",          OPTION_PLANETS),
6157     ("ORBIT",            OPTION_PLANETS),
6158     ("TRANSPORT",        OPTION_PLANETS),
6159     ("MINE",             OPTION_PLANETS),
6160     ("CRYSTALS",         OPTION_PLANETS),
6161     ("SHUTTLE",          OPTION_PLANETS),
6162     ("PLANETS",          OPTION_PLANETS),
6163     ("REPORT",           0),
6164     ("COMPUTER",         0),
6165     ("COMMANDS",         0),
6166     ("EMEXIT",           0),
6167     ("PROBE",            OPTION_PROBE),
6168     ("SAVE",             0),
6169     ("FREEZE",           0),        # Synonym for SAVE
6170     ("ABANDON",          0),
6171     ("DESTRUCT",         0),
6172     ("DEATHRAY",         0),
6173     ("CAPTURE",          OPTION_CAPTURE),
6174     ("CLOAK",            OPTION_CLOAK),
6175     ("DEBUG",            0),
6176     ("MAYDAY",           0),
6177     ("SOS",              0),        # Synonym for MAYDAY
6178     ("CALL",             0),        # Synonym for MAYDAY
6179     ("QUIT",             0),
6180     ("HELP",             0),
6181     ("SCORE",            0),
6182     ("CURSES",            0),
6183     ("",                 0),
6184 ]
6185
6186 def listCommands():
6187     "Generate a list of legal commands."
6188     prout(_("LEGAL COMMANDS ARE:"))
6189     emitted = 0
6190     for (key, opt) in commands:
6191         if not opt or (opt & game.options):
6192             proutn("%-12s " % key)
6193             emitted += 1
6194             if emitted % 5 == 4:
6195                 skip(1)
6196     skip(1)
6197
6198 def helpme():
6199     "Browse on-line help."
6200     key = scanner.nexttok()
6201     while True:
6202         if key == "IHEOL":
6203             setwnd(prompt_window)
6204             proutn(_("Help on what command? "))
6205             key = scanner.nexttok()
6206         setwnd(message_window)
6207         if key == "IHEOL":
6208             return
6209         cmds = [x[0] for x in commands]
6210         if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6211             break
6212         skip(1)
6213         listCommands()
6214         key = "IHEOL"
6215         scanner.chew()
6216         skip(1)
6217     cmd = scanner.token.upper()
6218     for directory in docpath:
6219         try:
6220             fp = open(os.path.join(directory, "sst.doc"), "r")
6221             break
6222         except IOError:
6223             pass
6224     else:
6225         prout(_("Spock-  \"Captain, that information is missing from the"))
6226         prout(_("   computer. You need to find sst.doc and put it somewhere"))
6227         proutn(_("   in these directories: %s") % ":".join(docpath))
6228         prout(".\"")
6229         # This used to continue: "You need to find SST.DOC and put
6230         # it in the current directory."
6231         return
6232     while True:
6233         linebuf = fp.readline()
6234         if linebuf == '':
6235             prout(_("Spock- \"Captain, there is no information on that command.\""))
6236             fp.close()
6237             return
6238         if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6239             linebuf = linebuf[3:].strip()
6240             if cmd.upper() == linebuf:
6241                 break
6242     skip(1)
6243     prout(_("Spock- \"Captain, I've found the following information:\""))
6244     skip(1)
6245     while True:
6246         linebuf = fp.readline()
6247         if "******" in linebuf:
6248             break
6249         proutn(linebuf)
6250     fp.close()
6251
6252 def makemoves():
6253     "Command-interpretation loop."
6254     def checkviol():
6255         if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6256             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6257             game.ncviol += 1
6258             game.isviolreported = True
6259     while True:         # command loop
6260         drawmaps(1)
6261         while True:        # get a command
6262             hitme = False
6263             game.optime = game.justin = False
6264             scanner.chew()
6265             setwnd(prompt_window)
6266             clrscr()
6267             proutn("COMMAND> ")
6268             if scanner.nexttok() == "IHEOL":
6269                 if game.options & OPTION_CURSES:
6270                     makechart()
6271                 continue
6272             elif scanner.token == "":
6273                 continue
6274             game.ididit = False
6275             clrscr()
6276             setwnd(message_window)
6277             clrscr()
6278             abandon_passed = False
6279             cmd = ""    # Force cmd to persist after loop
6280             opt = 0     # Force opt to persist after loop
6281             for (cmd, opt) in commands:
6282                 # commands after ABANDON cannot be abbreviated
6283                 if cmd == "ABANDON":
6284                     abandon_passed = True
6285                 if cmd == scanner.token.upper() or (not abandon_passed \
6286                         and cmd.startswith(scanner.token.upper())):
6287                     break
6288             if cmd == "":
6289                 listCommands()
6290                 continue
6291             elif opt and not (opt & game.options):
6292                 huh()
6293             else:
6294                 break
6295         if game.options & OPTION_CURSES:
6296             prout("COMMAND> %s" % cmd)
6297         if cmd == "SRSCAN":                # srscan
6298             srscan()
6299         elif cmd == "STATUS":                # status
6300             status()
6301         elif cmd == "REQUEST":                # status request
6302             request()
6303         elif cmd == "LRSCAN":                # long range scan
6304             lrscan(silent=False)
6305         elif cmd == "PHASERS":                # phasers
6306             phasers()
6307             if game.ididit:
6308                 checkviol()
6309                 hitme = True
6310         elif cmd in ("TORPEDO", "PHOTONS"):        # photon torpedos
6311             torps()
6312             if game.ididit:
6313                 checkviol()
6314                 hitme = True
6315         elif cmd == "MOVE":                # move under warp
6316             warp(wcourse=None, involuntary=False)
6317         elif cmd == "SHIELDS":                # shields
6318             doshield(shraise=False)
6319             if game.ididit:
6320                 hitme = True
6321                 game.shldchg = False
6322         elif cmd == "DOCK":                # dock at starbase
6323             dock(True)
6324             if game.ididit:
6325                 attack(torps_ok=False)
6326         elif cmd == "DAMAGES":                # damage reports
6327             damagereport()
6328         elif cmd == "CHART":                # chart
6329             makechart()
6330         elif cmd == "IMPULSE":                # impulse
6331             impulse()
6332         elif cmd == "REST":                # rest
6333             wait()
6334             if game.ididit:
6335                 hitme = True
6336         elif cmd == "WARP":                # warp
6337             setwarp()
6338         elif cmd == "SENSORS":                # sensors
6339             sensor()
6340         elif cmd == "ORBIT":                # orbit
6341             orbit()
6342             if game.ididit:
6343                 hitme = True
6344         elif cmd == "TRANSPORT":                # transport "beam"
6345             beam()
6346         elif cmd == "MINE":                # mine
6347             mine()
6348             if game.ididit:
6349                 hitme = True
6350         elif cmd == "CRYSTALS":                # crystals
6351             usecrystals()
6352             if game.ididit:
6353                 hitme = True
6354         elif cmd == "SHUTTLE":                # shuttle
6355             shuttle()
6356             if game.ididit:
6357                 hitme = True
6358         elif cmd == "PLANETS":                # Planet list
6359             survey()
6360         elif cmd == "REPORT":                # Game Report
6361             report()
6362         elif cmd == "COMPUTER":                # use COMPUTER!
6363             eta()
6364         elif cmd == "COMMANDS":
6365             listCommands()
6366         elif cmd == "EMEXIT":                # Emergency exit
6367             clrscr()                        # Hide screen
6368             freeze(True)                # forced save
6369             raise SystemExit(1)                # And quick exit
6370         elif cmd == "PROBE":
6371             probe()                        # Launch probe
6372             if game.ididit:
6373                 hitme = True
6374         elif cmd == "ABANDON":                # Abandon Ship
6375             abandon()
6376         elif cmd == "DESTRUCT":                # Self Destruct
6377             selfdestruct()
6378         elif cmd == "SAVE":                # Save Game
6379             freeze(False)
6380             clrscr()
6381             if game.skill > SKILL_GOOD:
6382                 prout(_("WARNING--Saved games produce no plaques!"))
6383         elif cmd == "DEATHRAY":                # Try a desparation measure
6384             deathray()
6385             if game.ididit:
6386                 hitme = True
6387         elif cmd == "CAPTURE":
6388             capture()
6389         elif cmd == "CLOAK":
6390             cloak()
6391         elif cmd == "DEBUGCMD":                # What do we want for debug???
6392             debugme()
6393         elif cmd == "MAYDAY":                # Call for help
6394             mayday()
6395             if game.ididit:
6396                 hitme = True
6397         elif cmd == "QUIT":
6398             game.alldone = True                # quit the game
6399         elif cmd == "HELP":
6400             helpme()                        # get help
6401         elif cmd == "SCORE":
6402             score()                         # see current score
6403         elif cmd == "CURSES":
6404             game.options |= (OPTION_CURSES | OPTION_COLOR)
6405             iostart()
6406         while True:
6407             if game.alldone:
6408                 break                # Game has ended
6409             if game.optime != 0.0:
6410                 events()
6411                 if game.alldone:
6412                     break        # Events did us in
6413             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6414                 atover(False)
6415                 continue
6416             if hitme and not game.justin:
6417                 attack(torps_ok=True)
6418                 if game.alldone:
6419                     break
6420                 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6421                     atover(False)
6422                     hitme = True
6423                     continue
6424             break
6425         if game.alldone:
6426             break
6427     if game.idebug:
6428         prout("=== Ending")
6429
6430 def cramen(ch):
6431     "Emit the name of an enemy or feature."
6432     if   ch == 'R': s = _("Romulan")
6433     elif ch == 'K': s = _("Klingon")
6434     elif ch == 'C': s = _("Commander")
6435     elif ch == 'S': s = _("Super-commander")
6436     elif ch == '*': s = _("Star")
6437     elif ch == 'P': s = _("Planet")
6438     elif ch == 'B': s = _("Starbase")
6439     elif ch == ' ': s = _("Black hole")
6440     elif ch == 'T': s = _("Tholian")
6441     elif ch == '#': s = _("Tholian web")
6442     elif ch == '?': s = _("Stranger")
6443     elif ch == '@': s = _("Inhabited World")
6444     else: s = "Unknown??"
6445     return s
6446
6447 def crmena(loud, enemy, loctype, w):
6448     "Emit the name of an enemy and his location."
6449     buf = ""
6450     if loud:
6451         buf += "***"
6452     buf += cramen(enemy) + _(" at ")
6453     if loctype == "quadrant":
6454         buf += _("Quadrant ")
6455     elif loctype == "sector":
6456         buf += _("Sector ")
6457     return buf + repr(w)
6458
6459 def crmshp():
6460     "Emit our ship name."
6461     return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6462
6463 def stars():
6464     "Emit a line of stars"
6465     prouts("******************************************************")
6466     skip(1)
6467
6468 def expran(avrage):
6469     return -avrage*math.log(1e-7 + randreal())
6470
6471 def randplace(size):
6472     "Choose a random location."
6473     w = Coord()
6474     w.i = randrange(size)
6475     w.j = randrange(size)
6476     return w
6477
6478 class sstscanner:
6479     def __init__(self):
6480         self.type = None
6481         self.token = None
6482         self.real = 0.0
6483         self.inqueue = []
6484     def nexttok(self):
6485         # Get a token from the user
6486         self.real = 0.0
6487         self.token = ''
6488         # Fill the token quue if nothing here
6489         while not self.inqueue:
6490             sline = cgetline()
6491             if curwnd==prompt_window:
6492                 clrscr()
6493                 setwnd(message_window)
6494                 clrscr()
6495             if sline == '':
6496                 return None
6497             if not sline:
6498                 continue
6499             else:
6500                 self.inqueue = sline.lstrip().split() + ["\n"]
6501         # From here on in it's all looking at the queue
6502         self.token = self.inqueue.pop(0)
6503         if self.token == "\n":
6504             self.type = "IHEOL"
6505             return "IHEOL"
6506         try:
6507             self.real = float(self.token)
6508             self.type = "IHREAL"
6509             return "IHREAL"
6510         except ValueError:
6511             pass
6512         # Treat as alpha
6513         self.token = self.token.lower()
6514         self.type = "IHALPHA"
6515         self.real = None
6516         return "IHALPHA"
6517     def append(self, tok):
6518         self.inqueue.append(tok)
6519     def push(self, tok):
6520         self.inqueue.insert(0, tok)
6521     def waiting(self):
6522         return self.inqueue
6523     def chew(self):
6524         # Demand input for next scan
6525         self.inqueue = []
6526         self.real = self.token = None
6527     def sees(self, s):
6528         # compares s to item and returns true if it matches to the length of s
6529         return s.startswith(self.token)
6530     def int(self):
6531         # Round token value to nearest integer
6532         return int(round(self.real))
6533     def getcoord(self):
6534         s = Coord()
6535         self.nexttok()
6536         if self.type != "IHREAL":
6537             huh()
6538             return None
6539         s.i = self.int()-1
6540         self.nexttok()
6541         if self.type != "IHREAL":
6542             huh()
6543             return None
6544         s.j = self.int()-1
6545         return s
6546     def __repr__(self):
6547         return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6548
6549 def ja():
6550     "Yes-or-no confirmation."
6551     scanner.chew()
6552     while True:
6553         scanner.nexttok()
6554         if scanner.token == 'y':
6555             return True
6556         if scanner.token == 'n':
6557             return False
6558         scanner.chew()
6559         proutn(_("Please answer with \"y\" or \"n\": "))
6560
6561 def huh():
6562     "Complain about unparseable input."
6563     scanner.chew()
6564     skip(1)
6565     prout(_("Beg your pardon, Captain?"))
6566
6567 def debugme():
6568     "Access to the internals for debugging."
6569     proutn("Reset levels? ")
6570     if ja():
6571         if game.energy < game.inenrg:
6572             game.energy = game.inenrg
6573         game.shield = game.inshld
6574         game.torps = game.intorps
6575         game.lsupres = game.inlsr
6576     proutn("Reset damage? ")
6577     if ja():
6578         for i in range(NDEVICES):
6579             if game.damage[i] > 0.0:
6580                 game.damage[i] = 0.0
6581     proutn("Toggle debug flag? ")
6582     if ja():
6583         game.idebug = not game.idebug
6584         if game.idebug:
6585             prout("Debug output ON")
6586         else:
6587             prout("Debug output OFF")
6588     proutn("Cause selective damage? ")
6589     if ja():
6590         for i in range(NDEVICES):
6591             proutn("Kill %s?" % device[i])
6592             scanner.chew()
6593             key = scanner.nexttok()
6594             if key == "IHALPHA" and scanner.sees("y"):
6595                 game.damage[i] = 10.0
6596     proutn("Examine/change events? ")
6597     if ja():
6598         ev = Event()
6599         w = Coord()
6600         legends = {
6601             FSNOVA:  "Supernova       ",
6602             FTBEAM:  "T Beam          ",
6603             FSNAP:   "Snapshot        ",
6604             FBATTAK: "Base Attack     ",
6605             FCDBAS:  "Base Destroy    ",
6606             FSCMOVE: "SC Move         ",
6607             FSCDBAS: "SC Base Destroy ",
6608             FDSPROB: "Probe Move      ",
6609             FDISTR:  "Distress Call   ",
6610             FENSLV:  "Enslavement     ",
6611             FREPRO:  "Klingon Build   ",
6612         }
6613         for i in range(1, NEVENTS):
6614             proutn(legends[i])
6615             if is_scheduled(i):
6616                 proutn("%.2f" % (scheduled(i)-game.state.date))
6617                 if i == FENSLV or i == FREPRO:
6618                     ev = findevent(i)
6619                     proutn(" in %s" % ev.quadrant)
6620             else:
6621                 proutn("never")
6622             proutn("? ")
6623             scanner.chew()
6624             key = scanner.nexttok()
6625             if key == 'n':
6626                 unschedule(i)
6627                 scanner.chew()
6628             elif key == "IHREAL":
6629                 ev = schedule(i, scanner.real)
6630                 if i == FENSLV or i == FREPRO:
6631                     scanner.chew()
6632                     proutn("In quadrant- ")
6633                     key = scanner.nexttok()
6634                     # "IHEOL" says to leave coordinates as they are
6635                     if key != "IHEOL":
6636                         if key != "IHREAL":
6637                             prout("Event %d canceled, no x coordinate." % (i))
6638                             unschedule(i)
6639                             continue
6640                         w.i = int(round(scanner.real))
6641                         key = scanner.nexttok()
6642                         if key != "IHREAL":
6643                             prout("Event %d canceled, no y coordinate." % (i))
6644                             unschedule(i)
6645                             continue
6646                         w.j = int(round(scanner.real))
6647                         ev.quadrant = w
6648         scanner.chew()
6649     proutn("Induce supernova here? ")
6650     if ja():
6651         game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6652         atover(True)
6653
6654 if __name__ == '__main__':
6655     try:
6656         #global line, thing, game
6657         game = None
6658         thing = Thingy()
6659         game = Gamestate()
6660         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6661         if os.getenv("TERM"):
6662             game.options |= OPTION_CURSES
6663         else:
6664             game.options |= OPTION_TTY
6665         seed = int(time.time())
6666         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6667         replay = False
6668         for (switch, val) in options:
6669             if switch == '-r':
6670                 try:
6671                     replayfp = open(val, "r")
6672                 except IOError:
6673                     sys.stderr.write("sst: can't open replay file %s\n" % val)
6674                     raise SystemExit(1)
6675                 try:
6676                     line = replayfp.readline().strip()
6677                     (leader, __, seed) = line.split()
6678                     seed = eval(seed)
6679                     sys.stderr.write("sst2k: seed set to %s\n" % seed)
6680                     line = replayfp.readline().strip()
6681                     arguments += line.split()[2:]
6682                     replay = True
6683                 except ValueError:
6684                     sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6685                     raise SystemExit(1)
6686                 game.options |= OPTION_TTY
6687                 game.options &=~ OPTION_CURSES
6688             elif switch == '-s':
6689                 seed = int(val)
6690             elif switch == '-t':
6691                 game.options |= OPTION_TTY
6692                 game.options &=~ OPTION_CURSES
6693             elif switch == '-x':
6694                 game.idebug = True
6695             elif switch == '-V':
6696                 print("SST2K", version)
6697                 raise SystemExit(0)
6698             else:
6699                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6700                 raise SystemExit(1)
6701         # where to save the input in case of bugs
6702         if "TMPDIR" in os.environ:
6703             tmpdir = os.environ['TMPDIR']
6704         else:
6705             tmpdir = "/tmp"
6706         try:
6707             logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6708         except IOError:
6709             sys.stderr.write("sst: warning, can't open logfile\n")
6710             sys.exit(1)
6711         if logfp:
6712             logfp.write("# seed %s\n" % seed)
6713             logfp.write("# options %s\n" % " ".join(arguments))
6714             logfp.write("# SST2K version %s\n" % version)
6715             logfp.write("# recorded by %s@%s on %s\n" % \
6716                     (getpass.getuser(),socket.gethostname(),time.ctime()))
6717         random.seed(seed)
6718         scanner = sstscanner()
6719         for arg in arguments:
6720             scanner.append(arg)
6721         try:
6722             iostart()
6723             while True: # Play a game
6724                 setwnd(fullscreen_window)
6725                 clrscr()
6726                 prelim()
6727                 setup()
6728                 if game.alldone:
6729                     score()
6730                     game.alldone = False
6731                 else:
6732                     makemoves()
6733                 if replay:
6734                     break
6735                 skip(1)
6736                 stars()
6737                 skip(1)
6738                 if game.tourn and game.alldone:
6739                     proutn(_("Do you want your score recorded?"))
6740                     if ja():
6741                         scanner.chew()
6742                         scanner.push("\n")
6743                         freeze(False)
6744                 scanner.chew()
6745                 proutn(_("Do you want to play again? "))
6746                 if not ja():
6747                     break
6748             skip(1)
6749             prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6750         finally:
6751             ioend()
6752         raise SystemExit(0)
6753     except KeyboardInterrupt:
6754         if logfp:
6755             logfp.close()
6756         print("")
6757
6758 # End.