2cc711bff8a37f570eec3fcefec01e5605ff8a2e
[super-star-trek.git] / sst.py
1 #!/usr/bin/env python
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 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
15 import getopt, socket, locale
16
17 # This import only works on Unixes.  The intention is to enable
18 # Ctrl-P, Ctrl-N, and friends in Cmd.
19 try:
20     import readline
21 except ImportError:
22     pass
23
24 # Prevent lossage under Python 3
25 try:
26     my_input = raw_input
27 except NameError:
28     my_input = input
29
30
31 version = "2.1"
32
33 docpath         = (".", "doc/", "/usr/share/doc/sst/")
34
35 def _(st):
36     return gettext.gettext(st)
37
38 GALSIZE         = 8             # Galaxy size in quadrants
39 NINHAB          = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
40 MAXUNINHAB      = 10            # Maximum uninhabited worlds
41 QUADSIZE        = 10            # Quadrant size in sectors
42 BASEMIN         = 2                             # Minimum starbases
43 BASEMAX         = (GALSIZE * GALSIZE // 12)     # Maximum starbases
44 MAXKLGAME       = 127           # Maximum Klingons per game
45 MAXKLQUAD       = 9             # Maximum Klingons per quadrant
46 FULLCREW        = 428           # Crew size. BSD Trek was 387, that's wrong
47 FOREVER         = 1e30          # Time for the indefinite future
48 MAXBURST        = 3             # Max # of torps you can launch in one turn
49 MINCMDR         = 10            # Minimum number of Klingon commanders
50 DOCKFAC         = 0.25          # Repair faster when docked
51 PHASEFAC        = 2.0           # Unclear what this is, it was in the C version
52
53 ALGERON         = 2311          # Date of the Treaty of Algeron
54
55
56 DEFAULT      = -1
57 BLACK        = 0
58 BLUE         = 1
59 GREEN        = 2
60 CYAN         = 3
61 RED          = 4
62 MAGENTA      = 5
63 BROWN        = 6
64 LIGHTGRAY    = 7
65 DARKGRAY     = 8
66 LIGHTBLUE    = 9
67 LIGHTGREEN   = 10
68 LIGHTCYAN    = 11
69 LIGHTRED     = 12
70 LIGHTMAGENTA = 13
71 YELLOW       = 14
72 WHITE        = 15
73
74 class TrekError(Exception):
75     pass
76
77 class JumpOut(Exception):
78     pass
79
80 class Coord:
81     def __init__(self, x=None, y=None):
82         self.i = x
83         self.j = y
84     def valid_quadrant(self):
85         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
86     def valid_sector(self):
87         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
88     def invalidate(self):
89         self.i = self.j = None
90     def is_valid(self):
91         return self.i != None and self.j != None
92     def __eq__(self, other):
93         return other != None and self.i == other.i and self.j == other.j
94     def __ne__(self, other):
95         return other is None or self.i != other.i or self.j != other.j
96     def __add__(self, other):
97         return Coord(self.i+other.i, self.j+other.j)
98     def __sub__(self, other):
99         return Coord(self.i-other.i, self.j-other.j)
100     def __mul__(self, other):
101         return Coord(self.i*other, self.j*other)
102     def __rmul__(self, other):
103         return Coord(self.i*other, self.j*other)
104     def __div__(self, other):
105         return Coord(self.i/other, self.j/other)
106     def __mod__(self, other):
107         return Coord(self.i % other, self.j % other)
108     def __rdiv__(self, other):
109         return Coord(self.i/other, self.j/other)
110     def roundtogrid(self):
111         return Coord(int(round(self.i)), int(round(self.j)))
112     def distance(self, other=None):
113         if not other:
114             other = Coord(0, 0)
115         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
116     def bearing(self):
117         return 1.90985*math.atan2(self.j, self.i)
118     def sgn(self):
119         s = Coord()
120         if self.i == 0:
121             s.i = 0
122         else:
123             s.i = self.i / abs(self.i)
124         if self.j == 0:
125             s.j = 0
126         else:
127             s.j = self.j / abs(self.j)
128         return s
129     def quadrant(self):
130         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
131         return self.roundtogrid() / QUADSIZE
132     def sector(self):
133         return self.roundtogrid() % QUADSIZE
134     def scatter(self):
135         s = Coord()
136         s.i = self.i + randrange(-1, 2)
137         s.j = self.j + randrange(-1, 2)
138         return s
139     def __str__(self):
140         if self.i is None or self.j is None:
141             return "Nowhere"
142         return "%s - %s" % (self.i+1, self.j+1)
143     __repr__ = __str__
144
145 class Thingy(Coord):
146     "Do not anger the Space Thingy!"
147     def __init__(self):
148         Coord.__init__(self)
149         self.angered = False
150     def angry(self):
151         self.angered = True
152     def at(self, q):
153         return (q.i, q.j) == (self.i, self.j)
154
155 class Planet:
156     def __init__(self):
157         self.name = None        # string-valued if inhabited
158         self.quadrant = Coord()        # quadrant located
159         self.pclass = None        # could be ""M", "N", "O", or "destroyed"
160         self.crystals = "absent"# could be "mined", "present", "absent"
161         self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
162         self.inhabited = False        # is it inhabited?
163     def __str__(self):
164         return self.name
165
166 class Quadrant:
167     def __init__(self):
168         self.stars = 0
169         self.planet = None
170         self.starbase = False
171         self.klingons = 0
172         self.romulans = 0
173         self.supernova = False
174         self.charted = False
175         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
176
177 class Page:
178     def __init__(self):
179         self.stars = None
180         self.starbase = False
181         self.klingons = None
182     def __repr__(self):
183         return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
184
185 def fill2d(size, fillfun):
186     "Fill an empty list in 2D."
187     lst = []
188     for i in range(size):
189         lst.append([])
190         for j in range(size):
191             lst[i].append(fillfun(i, j))
192     return lst
193
194 class Snapshot:
195     def __init__(self):
196         self.snap = False        # snapshot taken
197         self.crew = 0           # crew complement
198         self.remkl = 0          # remaining klingons
199         self.nscrem = 0                # remaining super commanders
200         self.starkl = 0         # destroyed stars
201         self.basekl = 0         # destroyed bases
202         self.nromrem = 0        # Romulans remaining
203         self.nplankl = 0        # destroyed uninhabited planets
204         self.nworldkl = 0        # destroyed inhabited planets
205         self.planets = []        # Planet information
206         self.date = 0.0           # stardate
207         self.remres = 0         # remaining resources
208         self.remtime = 0        # remaining time
209         self.baseq = []         # Base quadrant coordinates
210         self.kcmdr = []         # Commander quadrant coordinates
211         self.kscmdr = Coord()        # Supercommander quadrant coordinates
212         # the galaxy
213         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
214         # the starchart
215         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
216
217 class Event:
218     def __init__(self):
219         self.date = None        # A real number
220         self.quadrant = None        # A coord structure
221
222 # game options
223 OPTION_ALL        = 0xffffffff
224 OPTION_TTY        = 0x00000001        # old interface
225 OPTION_CURSES     = 0x00000002        # new interface
226 OPTION_IOMODES    = 0x00000003        # cover both interfaces
227 OPTION_PLANETS    = 0x00000004        # planets and mining
228 OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
229 OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
230 OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
231 OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
232 OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
233 OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
234 OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
235 OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
236 OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
237 OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
238 OPTION_CAPTURE    = 0x00002000        # Enable BSD-Trek capture (Almy, 2013).
239 OPTION_CLOAK      = 0x80004000        # Enable BSD-Trek capture (Almy, 2013).
240 OPTION_PLAIN      = 0x01000000        # user chose plain game
241 OPTION_ALMY       = 0x02000000        # user chose Almy variant
242 OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
243
244 # Define devices
245 DSRSENS         = 0
246 DLRSENS         = 1
247 DPHASER         = 2
248 DPHOTON         = 3
249 DLIFSUP         = 4
250 DWARPEN         = 5
251 DIMPULS         = 6
252 DSHIELD         = 7
253 DRADIO          = 8
254 DSHUTTL         = 9
255 DCOMPTR         = 10
256 DNAVSYS         = 11
257 DTRANSP         = 12
258 DSHCTRL         = 13
259 DDRAY           = 14
260 DDSP            = 15
261 DCLOAK          = 16
262 NDEVICES        = 17        # Number of devices
263
264 SKILL_NONE        = 0
265 SKILL_NOVICE        = 1
266 SKILL_FAIR        = 2
267 SKILL_GOOD        = 3
268 SKILL_EXPERT        = 4
269 SKILL_EMERITUS        = 5
270
271 def damaged(dev):
272     return (game.damage[dev] != 0.0)
273 def communicating():
274     return not damaged(DRADIO) or game.condition=="docked"
275
276 # Define future events
277 FSPY        = 0        # Spy event happens always (no future[] entry)
278                 # can cause SC to tractor beam Enterprise
279 FSNOVA  = 1        # Supernova
280 FTBEAM  = 2        # Commander tractor beams Enterprise
281 FSNAP   = 3        # Snapshot for time warp
282 FBATTAK = 4        # Commander attacks base
283 FCDBAS  = 5        # Commander destroys base
284 FSCMOVE = 6        # Supercommander moves (might attack base)
285 FSCDBAS = 7        # Supercommander destroys base
286 FDSPROB = 8        # Move deep space probe
287 FDISTR        = 9        # Emit distress call from an inhabited world
288 FENSLV        = 10        # Inhabited word is enslaved */
289 FREPRO        = 11        # Klingons build a ship in an enslaved system
290 NEVENTS        = 12
291
292 # Abstract out the event handling -- underlying data structures will change
293 # when we implement stateful events
294 def findevent(evtype):
295     return game.future[evtype]
296
297 class Enemy:
298     def __init__(self, etype=None, loc=None, power=None):
299         self.type = etype
300         self.location = Coord()
301         self.kdist = None
302         self.kavgd = None
303         if loc:
304             self.move(loc)
305         self.power = power        # enemy energy level
306         game.enemies.append(self)
307     def move(self, loc):
308         motion = (loc != self.location)
309         if self.location.i is not None and self.location.j is not None:
310             if motion:
311                 if self.type == 'T':
312                     game.quad[self.location.i][self.location.j] = '#'
313                 else:
314                     game.quad[self.location.i][self.location.j] = '.'
315         if loc:
316             self.location = copy.copy(loc)
317             game.quad[self.location.i][self.location.j] = self.type
318             self.kdist = self.kavgd = (game.sector - loc).distance()
319         else:
320             self.location = Coord()
321             self.kdist = self.kavgd = None
322             game.enemies.remove(self)
323         return motion
324     def __repr__(self):
325         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
326
327 class Gamestate:
328     def __init__(self):
329         self.options = None        # Game options
330         self.state = Snapshot()        # A snapshot structure
331         self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
332         self.quad = None        # contents of our quadrant
333         self.damage = [0.0] * NDEVICES        # damage encountered
334         self.future = []        # future events
335         i = NEVENTS
336         while i > 0:
337             i -= 1
338             self.future.append(Event())
339         self.passwd  = None        # Self Destruct password
340         self.enemies = []
341         self.quadrant = None        # where we are in the large
342         self.sector = None        # where we are in the small
343         self.tholian = None        # Tholian enemy object
344         self.base = None        # position of base in current quadrant
345         self.battle = None        # base coordinates being attacked
346         self.plnet = None        # location of planet in quadrant
347         self.gamewon = False        # Finished!
348         self.ididit = False        # action taken -- allows enemy to attack
349         self.alive = False        # we are alive (not killed)
350         self.justin = False        # just entered quadrant
351         self.shldup = False        # shields are up
352         self.shldchg = False        # shield is changing (affects efficiency)
353         self.iscate = False        # super commander is here
354         self.ientesc = False        # attempted escape from supercommander
355         self.resting = False        # rest time
356         self.icraft = False        # Kirk in Galileo
357         self.landed = False        # party on planet (true), on ship (false)
358         self.alldone = False        # game is now finished
359         self.neutz = False        # Romulan Neutral Zone
360         self.isarmed = False        # probe is armed
361         self.inorbit = False        # orbiting a planet
362         self.imine = False        # mining
363         self.icrystl = False        # dilithium crystals aboard
364         self.iseenit = False        # seen base attack report
365         self.thawed = False        # thawed game
366         self.condition = None        # "green", "yellow", "red", "docked", "dead"
367         self.iscraft = None        # "onship", "offship", "removed"
368         self.skill = None        # Player skill level
369         self.inkling = 0        # initial number of klingons
370         self.inbase = 0                # initial number of bases
371         self.incom = 0                # initial number of commanders
372         self.inscom = 0                # initial number of commanders
373         self.inrom = 0                # initial number of commanders
374         self.instar = 0                # initial stars
375         self.intorps = 0        # initial/max torpedoes
376         self.torps = 0                # number of torpedoes
377         self.ship = 0                # ship type -- 'E' is Enterprise
378         self.abandoned = 0        # count of crew abandoned in space
379         self.length = 0                # length of game
380         self.klhere = 0                # klingons here
381         self.casual = 0                # causalties
382         self.nhelp = 0                # calls for help
383         self.nkinks = 0                # count of energy-barrier crossings
384         self.iplnet = None        # planet # in quadrant
385         self.inplan = 0                # initial planets
386         self.irhere = 0                # Romulans in quadrant
387         self.isatb = 0                # =2 if super commander is attacking base
388         self.tourn = None        # tournament number
389         self.nprobes = 0        # number of probes available
390         self.inresor = 0.0        # initial resources
391         self.intime = 0.0        # initial time
392         self.inenrg = 0.0        # initial/max energy
393         self.inshld = 0.0        # initial/max shield
394         self.inlsr = 0.0        # initial life support resources
395         self.indate = 0.0        # initial date
396         self.energy = 0.0        # energy level
397         self.shield = 0.0        # shield level
398         self.warpfac = 0.0        # warp speed
399         self.lsupres = 0.0        # life support reserves
400         self.optime = 0.0        # time taken by current operation
401         self.damfac = 0.0        # damage factor
402         self.lastchart = 0.0        # time star chart was last updated
403         self.cryprob = 0.0        # probability that crystal will work
404         self.probe = None        # object holding probe course info
405         self.height = 0.0        # height of orbit around planet
406         self.score = 0.0        # overall score
407         self.perdate = 0.0        # rate of kills
408         self.idebug = False        # Debugging instrumentation enabled?
409         self.statekscmdr = None # No SuperCommander coordinates yet.
410         self.brigcapacity = 400     # Enterprise brig capacity
411         self.brigfree = 400       # How many klingons can we put in the brig?
412         self.kcaptured = 0      # Total Klingons captured, for scoring.
413         self.iscloaked = False  # Cloaking device on?
414         self.ncviol = 0         # Algreon treaty violations
415         self.isviolreported = False # We have been warned
416     def recompute(self):
417         # Stas thinks this should be (C expression):
418         # game.state.remkl + len(game.state.kcmdr) > 0 ?
419         #        game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
420         # He says the existing expression is prone to divide-by-zero errors
421         # after killing the last klingon when score is shown -- perhaps also
422         # if the only remaining klingon is SCOM.
423         self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
424
425 FWON = 0
426 FDEPLETE = 1
427 FLIFESUP = 2
428 FNRG = 3
429 FBATTLE = 4
430 FNEG3 = 5
431 FNOVA = 6
432 FSNOVAED = 7
433 FABANDN = 8
434 FDILITHIUM = 9
435 FMATERIALIZE = 10
436 FPHASER = 11
437 FLOST = 12
438 FMINING = 13
439 FDPLANET = 14
440 FPNOVA = 15
441 FSSC = 16
442 FSTRACTOR = 17
443 FDRAY = 18
444 FTRIBBLE = 19
445 FHOLE = 20
446 FCREW = 21
447 FCLOAK = 22
448
449 def withprob(p):
450     return random.random() < p
451
452 def randrange(*args):
453     return random.randrange(*args)
454
455 def randreal(*args):
456     v = random.random()
457     if len(args) == 1:
458         v *= args[0]                 # from [0, args[0])
459     elif len(args) == 2:
460         v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
461     return v
462
463 # Code from ai.c begins here
464
465 def welcoming(iq):
466     "Would this quadrant welcome another Klingon?"
467     return iq.valid_quadrant() and \
468         not game.state.galaxy[iq.i][iq.j].supernova and \
469         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
470
471 def tryexit(enemy, look, irun):
472     "A bad guy attempts to bug out."
473     iq = Coord()
474     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
475     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
476     if not welcoming(iq):
477         return False
478     if enemy.type == 'R':
479         return False # Romulans cannot escape!
480     if not irun:
481         # avoid intruding on another commander's territory
482         if enemy.type == 'C':
483             if iq in game.state.kcmdr:
484                 return []
485             # refuse to leave if currently attacking starbase
486             if game.battle == game.quadrant:
487                 return []
488         # don't leave if over 1000 units of energy
489         if enemy.power > 1000.0:
490             return []
491     oldloc = copy.copy(enemy.location)
492     # handle local matters related to escape
493     enemy.move(None)
494     game.klhere -= 1
495     if game.condition != "docked":
496         newcnd()
497     # Handle global matters related to escape
498     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
499     game.state.galaxy[iq.i][iq.j].klingons += 1
500     if enemy.type == 'S':
501         game.iscate = False
502         game.ientesc = False
503         game.isatb = 0
504         schedule(FSCMOVE, 0.2777)
505         unschedule(FSCDBAS)
506         game.state.kscmdr = iq
507     else:
508         for cmdr in game.state.kcmdr:
509             if cmdr == game.quadrant:
510                 game.state.kcmdr.append(iq)
511                 break
512     # report move out of quadrant.
513     return [(True, enemy, oldloc, iq)]
514
515 # The bad-guy movement algorithm:
516 #
517 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
518 # If both are operating full strength, force is 1000. If both are damaged,
519 # force is -1000. Having shields down subtracts an additional 1000.
520 #
521 # 2. Enemy has forces equal to the energy of the attacker plus
522 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
523 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
524 #
525 # Attacker Initial energy levels (nominal):
526 # Klingon   Romulan   Commander   Super-Commander
527 # Novice    400        700        1200
528 # Fair      425        750        1250
529 # Good      450        800        1300        1750
530 # Expert    475        850        1350        1875
531 # Emeritus  500        900        1400        2000
532 # VARIANCE   75        200         200         200
533 #
534 # Enemy vessels only move prior to their attack. In Novice - Good games
535 # only commanders move. In Expert games, all enemy vessels move if there
536 # is a commander present. In Emeritus games all enemy vessels move.
537 #
538 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
539 # forces are 1000 greater than Enterprise.
540 #
541 # Agressive action on average cuts the distance between the ship and
542 # the enemy to 1/4 the original.
543 #
544 # 4.  At lower energy advantage, movement units are proportional to the
545 # advantage with a 650 advantage being to hold ground, 800 to move forward
546 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
547 #
548 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
549 # retreat, especially at high skill levels.
550 #
551 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
552
553 def movebaddy(enemy):
554     "Tactical movement for the bad guys."
555     goto = Coord()
556     look = Coord()
557     irun = False
558     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
559     if game.skill >= SKILL_EXPERT:
560         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
561     else:
562         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
563     old_dist = enemy.kdist
564     mdist = int(old_dist + 0.5) # Nearest integer distance
565     # If SC, check with spy to see if should hi-tail it
566     if enemy.type == 'S' and \
567         (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
568         irun = True
569         motion = -QUADSIZE
570     else:
571         # decide whether to advance, retreat, or hold position
572         forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
573         if not game.shldup:
574             forces += 1000 # Good for enemy if shield is down!
575         if not damaged(DPHASER) or not damaged(DPHOTON):
576             if damaged(DPHASER): # phasers damaged
577                 forces += 300.0
578             else:
579                 forces -= 0.2*(game.energy - 2500.0)
580             if damaged(DPHOTON): # photon torpedoes damaged
581                 forces += 300.0
582             else:
583                 forces -= 50.0*game.torps
584         else:
585             # phasers and photon tubes both out!
586             forces += 1000.0
587         motion = 0
588         if forces <= 1000.0 and game.condition != "docked": # Typical situation
589             motion = ((forces + randreal(200))/150.0) - 5.0
590         else:
591             if forces > 1000.0: # Very strong -- move in for kill
592                 motion = (1.0 - randreal())**2 * old_dist + 1.0
593             if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
594                 motion -= game.skill*(2.0-randreal()**2)
595         if game.idebug:
596             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
597         # don't move if no motion
598         if motion == 0:
599             return []
600         # Limit motion according to skill
601         if abs(motion) > game.skill:
602             if motion < 0:
603                 motion = -game.skill
604             else:
605                 motion = game.skill
606     # calculate preferred number of steps
607     nsteps = abs(int(motion))
608     if motion > 0 and nsteps > mdist:
609         nsteps = mdist # don't overshoot
610     if nsteps > QUADSIZE:
611         nsteps = QUADSIZE # This shouldn't be necessary
612     if nsteps < 1:
613         nsteps = 1 # This shouldn't be necessary
614     if game.idebug:
615         proutn("NSTEPS = %d:" % nsteps)
616     # Compute preferred values of delta X and Y
617     m = game.sector - enemy.location
618     if 2.0 * abs(m.i) < abs(m.j):
619         m.i = 0
620     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
621         m.j = 0
622     m = (motion * m).sgn()
623     goto = enemy.location
624     # main move loop
625     for ll in range(nsteps):
626         if game.idebug:
627             proutn(" %d" % (ll+1))
628         # Check if preferred position available
629         look = goto + m
630         if m.i < 0:
631             krawli = 1
632         else:
633             krawli = -1
634         if m.j < 0:
635             krawlj = 1
636         else:
637             krawlj = -1
638         success = False
639         attempts = 0 # Settle mysterious hang problem
640         while attempts < 20 and not success:
641             attempts += 1
642             if look.i < 0 or look.i >= QUADSIZE:
643                 if motion < 0:
644                     return tryexit(enemy, look, irun)
645                 if krawli == m.i or m.j == 0:
646                     break
647                 look.i = goto.i + krawli
648                 krawli = -krawli
649             elif look.j < 0 or look.j >= QUADSIZE:
650                 if motion < 0:
651                     return tryexit(enemy, look, irun)
652                 if krawlj == m.j or m.i == 0:
653                     break
654                 look.j = goto.j + krawlj
655                 krawlj = -krawlj
656             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
657                 # See if enemy should ram ship
658                 if game.quad[look.i][look.j] == game.ship and \
659                     (enemy.type == 'C' or enemy.type == 'S'):
660                     collision(rammed=True, enemy=enemy)
661                     return []
662                 if krawli != m.i and m.j != 0:
663                     look.i = goto.i + krawli
664                     krawli = -krawli
665                 elif krawlj != m.j and m.i != 0:
666                     look.j = goto.j + krawlj
667                     krawlj = -krawlj
668                 else:
669                     break # we have failed
670             else:
671                 success = True
672         if success:
673             goto = look
674             if game.idebug:
675                 proutn(repr(goto))
676         else:
677             break # done early
678     if game.idebug:
679         skip(1)
680     # Enemy moved, but is still in sector
681     return [(False, enemy, old_dist, goto)]
682
683 def moveklings():
684     "Sequence Klingon tactical movement."
685     if game.idebug:
686         prout("== MOVCOM")
687     # Figure out which Klingon is the commander (or Supercommander)
688     # and do move
689     tacmoves = []
690     if game.quadrant in game.state.kcmdr:
691         for enemy in game.enemies:
692             if enemy.type == 'C':
693                 tacmoves += movebaddy(enemy)
694     if game.state.kscmdr == game.quadrant:
695         for enemy in game.enemies:
696             if enemy.type == 'S':
697                 tacmoves += movebaddy(enemy)
698                 break
699     # If skill level is high, move other Klingons and Romulans too!
700     # Move these last so they can base their actions on what the
701     # commander(s) do.
702     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
703         for enemy in game.enemies:
704             if enemy.type in ('K', 'R'):
705                 tacmoves += movebaddy(enemy)
706     return tacmoves
707
708 def movescom(iq, avoid):
709     "Commander movement helper."
710     # Avoid quadrants with bases if we want to avoid Enterprise
711     if not welcoming(iq) or (avoid and iq in game.state.baseq):
712         return False
713     if game.justin and not game.iscate:
714         return False
715     # do the move
716     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
717     game.state.kscmdr = iq
718     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
719     if game.state.kscmdr == game.quadrant:
720         # SC has scooted, remove him from current quadrant
721         game.iscate = False
722         game.isatb = 0
723         game.ientesc = False
724         unschedule(FSCDBAS)
725         for enemy in game.enemies:
726             if enemy.type == 'S':
727                 enemy.move(None)
728         game.klhere -= 1
729         if game.condition != "docked":
730             newcnd()
731         sortenemies()
732     # check for a helpful planet
733     for i in range(game.inplan):
734         if game.state.planets[i].quadrant == game.state.kscmdr and \
735             game.state.planets[i].crystals == "present":
736             # destroy the planet
737             game.state.planets[i].pclass = "destroyed"
738             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
739             if communicating():
740                 announce()
741                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
742                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
743                 prout(_("   by the Super-commander.\""))
744             break
745     return True # looks good!
746
747 def supercommander():
748     "Move the Super Commander."
749     iq = Coord()
750     sc = Coord()
751     ibq = Coord()
752     idelta = Coord()
753     basetbl = []
754     if game.idebug:
755         prout("== SUPERCOMMANDER")
756     # Decide on being active or passive
757     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
758             (game.state.date-game.indate) < 3.0)
759     if not game.iscate and avoid:
760         # compute move away from Enterprise
761         idelta = game.state.kscmdr-game.quadrant
762         if idelta.distance() > 2.0:
763             # circulate in space
764             idelta.i = game.state.kscmdr.j-game.quadrant.j
765             idelta.j = game.quadrant.i-game.state.kscmdr.i
766     else:
767         # compute distances to starbases
768         if not game.state.baseq:
769             # nothing left to do
770             unschedule(FSCMOVE)
771             return
772         sc = game.state.kscmdr
773         for (i, base) in enumerate(game.state.baseq):
774             basetbl.append((i, (base - sc).distance()))
775         if game.state.baseq > 1:
776             basetbl.sort(key=lambda x: x[1])
777         # look for nearest base without a commander, no Enterprise, and
778         # without too many Klingons, and not already under attack.
779         ifindit = iwhichb = 0
780         for (i2, base) in enumerate(game.state.baseq):
781             i = basetbl[i2][0]        # bug in original had it not finding nearest
782             if base == game.quadrant or base == game.battle or not welcoming(base):
783                 continue
784             # if there is a commander, and no other base is appropriate,
785             # we will take the one with the commander
786             for cmdr in game.state.kcmdr:
787                 if base == cmdr and ifindit != 2:
788                     ifindit = 2
789                     iwhichb = i
790                     break
791             else:        # no commander -- use this one
792                 ifindit = 1
793                 iwhichb = i
794                 break
795         if ifindit == 0:
796             return # Nothing suitable -- wait until next time
797         ibq = game.state.baseq[iwhichb]
798         # decide how to move toward base
799         idelta = ibq - game.state.kscmdr
800     # Maximum movement is 1 quadrant in either or both axes
801     idelta = idelta.sgn()
802     # try moving in both x and y directions
803     # there was what looked like a bug in the Almy C code here,
804     # but it might be this translation is just wrong.
805     iq = game.state.kscmdr + idelta
806     if not movescom(iq, avoid):
807         # failed -- try some other maneuvers
808         if idelta.i == 0 or idelta.j == 0:
809             # attempt angle move
810             if idelta.i != 0:
811                 iq.j = game.state.kscmdr.j + 1
812                 if not movescom(iq, avoid):
813                     iq.j = game.state.kscmdr.j - 1
814                     movescom(iq, avoid)
815             elif idelta.j != 0:
816                 iq.i = game.state.kscmdr.i + 1
817                 if not movescom(iq, avoid):
818                     iq.i = game.state.kscmdr.i - 1
819                     movescom(iq, avoid)
820         else:
821             # try moving just in x or y
822             iq.j = game.state.kscmdr.j
823             if not movescom(iq, avoid):
824                 iq.j = game.state.kscmdr.j + idelta.j
825                 iq.i = game.state.kscmdr.i
826                 movescom(iq, avoid)
827     # check for a base
828     if len(game.state.baseq) == 0:
829         unschedule(FSCMOVE)
830     else:
831         for ibq in game.state.baseq:
832             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
833                 # attack the base
834                 if avoid:
835                     return # no, don't attack base!
836                 game.iseenit = False
837                 game.isatb = 1
838                 schedule(FSCDBAS, randreal(1.0, 3.0))
839                 if is_scheduled(FCDBAS):
840                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
841                 if not communicating():
842                     return # no warning
843                 game.iseenit = True
844                 announce()
845                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
846                       % game.state.kscmdr)
847                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
848                 proutn(_("   It can survive until stardate %d.\"") \
849                        % int(scheduled(FSCDBAS)))
850                 if not game.resting:
851                     return
852                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
853                 if not ja():
854                     return
855                 game.resting = False
856                 game.optime = 0.0 # actually finished
857                 return
858     # Check for intelligence report
859     if not game.idebug and \
860         (withprob(0.8) or \
861          (not communicating()) or \
862          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
863         return
864     announce()
865     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
866     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
867     return
868
869 def movetholian():
870     "Move the Tholian."
871     if not game.tholian or game.justin:
872         return
873     tid = Coord()
874     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
875         tid.i = 0
876         tid.j = QUADSIZE-1
877     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
878         tid.i = QUADSIZE-1
879         tid.j = QUADSIZE-1
880     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
881         tid.i = QUADSIZE-1
882         tid.j = 0
883     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
884         tid.i = 0
885         tid.j = 0
886     else:
887         # something is wrong!
888         game.tholian.move(None)
889         prout("***Internal error: Tholian in a bad spot.")
890         return
891     # do nothing if we are blocked
892     if game.quad[tid.i][tid.j] not in ('.', '#'):
893         return
894     here = copy.copy(game.tholian.location)
895     delta = (tid - game.tholian.location).sgn()
896     # move in x axis
897     while here.i != tid.i:
898         here.i += delta.i
899         if game.quad[here.i][here.j] == '.':
900             game.tholian.move(here)
901     # move in y axis
902     while here.j != tid.j:
903         here.j += delta.j
904         if game.quad[here.i][here.j] == '.':
905             game.tholian.move(here)
906     # check to see if all holes plugged
907     for i in range(QUADSIZE):
908         if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
909             return
910         if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
911             return
912         if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
913             return
914         if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
915             return
916     # All plugged up -- Tholian splits
917     game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
918     dropin(' ')
919     prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
920     game.tholian.move(None)
921     return
922
923 # Code from battle.c begins here
924
925 def cloak():
926     "Change cloaking-device status."
927     if game.ship == 'F':
928         prout(_("Ye Faerie Queene hath no cloaking device."));
929         return
930
931     key = scanner.nexttok()
932
933     if key == "IHREAL":
934         return
935
936     action = None
937     if key == "IHALPHA":
938         if scanner.sees("on"):
939             if game.iscloaked:
940                 prout(_("The cloaking device has already been switched on."))
941                 return
942             action = "CLON"
943         elif scanner.sees("off"):
944             if not game.iscloaked:
945                 prout(_("The cloaking device has already been switched off."))
946                 return
947             action = "CLOFF"
948         else:
949             huh()
950             return
951     else:
952         if not game.iscloaked:
953             proutn(_("Switch cloaking device on? "))
954             if not ja():
955                 return
956             action = "CLON"
957         else:
958             proutn(_("Switch cloaking device off? "))
959             if not ja():
960                 return
961             action = "CLOFF"
962     if action == None:
963         return;
964
965     if action == "CLOFF":
966         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
967             prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
968             if not ja():
969                 return;
970         prout("Engineer Scott- \"Aye, Sir.\"");
971         game.iscloaked = False;
972         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
973             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
974             game.ncviol += 1
975             game.isviolreported = True
976
977             #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
978             return;
979
980     if action == "CLON":
981         if damaged(DCLOAK):
982             prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
983             return;
984
985         if game.condition == "docked":
986             prout(_("You cannot cloak while docked."))
987
988         if game.state.date >= ALGERON and not game.isviolreported:
989             prout(_("Spock- \"Captain, using the cloaking device is a violation"))
990             prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
991             proutn(_("  are you sure this is wise? "))
992             if not ja():
993                 return
994         prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
995         attack(True)
996         prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
997         game.iscloaked = True
998
999         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1000             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1001             game.ncviol += 1
1002             game.isviolreported = True
1003
1004 def doshield(shraise):
1005     "Change shield status."
1006     action = "NONE"
1007     game.ididit = False
1008     if shraise:
1009         action = "SHUP"
1010     else:
1011         key = scanner.nexttok()
1012         if key == "IHALPHA":
1013             if scanner.sees("transfer"):
1014                 action = "NRG"
1015             else:
1016                 if damaged(DSHIELD):
1017                     prout(_("Shields damaged and down."))
1018                     return
1019                 if scanner.sees("up"):
1020                     action = "SHUP"
1021                 elif scanner.sees("down"):
1022                     action = "SHDN"
1023         if action == "NONE":
1024             proutn(_("Do you wish to change shield energy? "))
1025             if ja():
1026                 action = "NRG"
1027             elif damaged(DSHIELD):
1028                 prout(_("Shields damaged and down."))
1029                 return
1030             elif game.shldup:
1031                 proutn(_("Shields are up. Do you want them down? "))
1032                 if ja():
1033                     action = "SHDN"
1034                 else:
1035                     scanner.chew()
1036                     return
1037             else:
1038                 proutn(_("Shields are down. Do you want them up? "))
1039                 if ja():
1040                     action = "SHUP"
1041                 else:
1042                     scanner.chew()
1043                     return
1044     if action == "SHUP": # raise shields
1045         if game.shldup:
1046             prout(_("Shields already up."))
1047             return
1048         game.shldup = True
1049         game.shldchg = True
1050         if game.condition != "docked":
1051             game.energy -= 50.0
1052         prout(_("Shields raised."))
1053         if game.energy <= 0:
1054             skip(1)
1055             prout(_("Shields raising uses up last of energy."))
1056             finish(FNRG)
1057             return
1058         game.ididit = True
1059         return
1060     elif action == "SHDN":
1061         if not game.shldup:
1062             prout(_("Shields already down."))
1063             return
1064         game.shldup = False
1065         game.shldchg = True
1066         prout(_("Shields lowered."))
1067         game.ididit = True
1068         return
1069     elif action == "NRG":
1070         while scanner.nexttok() != "IHREAL":
1071             scanner.chew()
1072             proutn(_("Energy to transfer to shields- "))
1073         nrg = scanner.real
1074         scanner.chew()
1075         if nrg == 0:
1076             return
1077         if nrg > game.energy:
1078             prout(_("Insufficient ship energy."))
1079             return
1080         game.ididit = True
1081         if game.shield+nrg >= game.inshld:
1082             prout(_("Shield energy maximized."))
1083             if game.shield+nrg > game.inshld:
1084                 prout(_("Excess energy requested returned to ship energy"))
1085             game.energy -= game.inshld-game.shield
1086             game.shield = game.inshld
1087             return
1088         if nrg < 0.0 and game.energy-nrg > game.inenrg:
1089             # Prevent shield drain loophole
1090             skip(1)
1091             prout(_("Engineering to bridge--"))
1092             prout(_("  Scott here. Power circuit problem, Captain."))
1093             prout(_("  I can't drain the shields."))
1094             game.ididit = False
1095             return
1096         if game.shield+nrg < 0:
1097             prout(_("All shield energy transferred to ship."))
1098             game.energy += game.shield
1099             game.shield = 0.0
1100             return
1101         proutn(_("Scotty- \""))
1102         if nrg > 0:
1103             prout(_("Transferring energy to shields.\""))
1104         else:
1105             prout(_("Draining energy from shields.\""))
1106         game.shield += nrg
1107         game.energy -= nrg
1108         return
1109
1110 def randdevice():
1111     "Choose a device to damage, at random."
1112     weights = (
1113         105,        # DSRSENS: short range scanners        10.5%
1114         105,        # DLRSENS: long range scanners                10.5%
1115         120,        # DPHASER: phasers                        12.0%
1116         120,        # DPHOTON: photon torpedoes                12.0%
1117         25,        # DLIFSUP: life support                         2.5%
1118         65,        # DWARPEN: warp drive                         6.5%
1119         70,        # DIMPULS: impulse engines                 6.5%
1120         145,        # DSHIELD: deflector shields                14.5%
1121         30,        # DRADIO:  subspace radio                 3.0%
1122         45,        # DSHUTTL: shuttle                         4.5%
1123         15,        # DCOMPTR: computer                         1.5%
1124         20,        # NAVCOMP: navigation system                 2.0%
1125         75,        # DTRANSP: transporter                         7.5%
1126         20,        # DSHCTRL: high-speed shield controller  2.0%
1127         10,        # DDRAY: death ray                         1.0%
1128         30,        # DDSP: deep-space probes                 3.0%
1129         0,         # DCLOAK: the cloaking device             0.0
1130     )
1131     assert(sum(weights) == 1000)
1132     idx = randrange(1000)
1133     wsum = 0
1134     for (i, w) in enumerate(weights):
1135         wsum += w
1136         if idx < wsum:
1137             return i
1138     return None        # we should never get here
1139
1140 def collision(rammed, enemy):
1141     "Collision handling for rammong events."
1142     prouts(_("***RED ALERT!  RED ALERT!"))
1143     skip(1)
1144     prout(_("***COLLISION IMMINENT."))
1145     skip(2)
1146     proutn("***")
1147     proutn(crmshp())
1148     hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1149     if rammed:
1150         proutn(_(" rammed by "))
1151     else:
1152         proutn(_(" rams "))
1153     proutn(crmena(False, enemy.type, "sector", enemy.location))
1154     if rammed:
1155         proutn(_(" (original position)"))
1156     skip(1)
1157     deadkl(enemy.location, enemy.type, game.sector)
1158     proutn("***" + crmshp() + " heavily damaged.")
1159     icas = randrange(10, 30)
1160     prout(_("***Sickbay reports %d casualties") % icas)
1161     game.casual += icas
1162     game.state.crew -= icas
1163     # In the pre-SST2K version, all devices got equiprobably damaged,
1164     # which was silly.  Instead, pick up to half the devices at
1165     # random according to our weighting table,
1166     ncrits = randrange(NDEVICES/2)
1167     while ncrits > 0:
1168         ncrits -= 1
1169         dev = randdevice()
1170         if game.damage[dev] < 0:
1171             continue
1172         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1173         # Damage for at least time of travel!
1174         game.damage[dev] += game.optime + extradm
1175     game.shldup = False
1176     prout(_("***Shields are down."))
1177     if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1178         announce()
1179         damagereport()
1180     else:
1181         finish(FWON)
1182     return
1183
1184 def torpedo(origin, bearing, dispersion, number, nburst):
1185     "Let a photon torpedo fly"
1186     if not damaged(DSRSENS) or game.condition == "docked":
1187         setwnd(srscan_window)
1188     else:
1189         setwnd(message_window)
1190     ac = bearing + 0.25*dispersion        # dispersion is a random variable
1191     bullseye = (15.0 - bearing)*0.5235988
1192     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1193     bumpto = Coord(0, 0)
1194     # Loop to move a single torpedo
1195     setwnd(message_window)
1196     for step in range(1, QUADSIZE*2):
1197         if not track.nexttok():
1198             break
1199         w = track.sector()
1200         if not w.valid_sector():
1201             break
1202         iquad = game.quad[w.i][w.j]
1203         tracktorpedo(w, step, number, nburst, iquad)
1204         if iquad == '.':
1205             continue
1206         # hit something
1207         setwnd(message_window)
1208         if not damaged(DSRSENS) or game.condition == "docked":
1209             skip(1)        # start new line after text track
1210         if iquad in ('E', 'F'): # Hit our ship
1211             skip(1)
1212             prout(_("Torpedo hits %s.") % crmshp())
1213             hit = 700.0 + randreal(100) - \
1214                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1215             newcnd() # we're blown out of dock
1216             if game.landed or game.condition == "docked":
1217                 return hit # Cheat if on a planet
1218             # In the C/FORTRAN version, dispersion was 2.5 radians, which
1219             # is 143 degrees, which is almost exactly 4.8 clockface units
1220             displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1221             displacement.nexttok()
1222             bumpto = displacement.sector()
1223             if not bumpto.valid_sector():
1224                 return hit
1225             if game.quad[bumpto.i][bumpto.j] == ' ':
1226                 finish(FHOLE)
1227                 return hit
1228             if game.quad[bumpto.i][bumpto.j] != '.':
1229                 # can't move into object
1230                 return hit
1231             game.sector = bumpto
1232             proutn(crmshp())
1233             game.quad[w.i][w.j] = '.'
1234             game.quad[bumpto.i][bumpto.j] = iquad
1235             prout(_(" displaced by blast to Sector %s ") % bumpto)
1236             for enemy in game.enemies:
1237                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1238             sortenemies()
1239             return None
1240         elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1241             # find the enemy
1242             if iquad in ('C', 'S') and withprob(0.05):
1243                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1244                 prout(_("   torpedo neutralized."))
1245                 return None
1246             for enemy in game.enemies:
1247                 if w == enemy.location:
1248                     kp = math.fabs(enemy.power)
1249                     h1 = 700.0 + randrange(100) - \
1250                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1251                     h1 = math.fabs(h1)
1252                     if kp < h1:
1253                         h1 = kp
1254                     if enemy.power < 0:
1255                         enemy.power -= -h1
1256                     else:
1257                         enemy.power -= h1
1258                     if enemy.power == 0:
1259                         deadkl(w, iquad, w)
1260                         return None
1261                     proutn(crmena(True, iquad, "sector", w))
1262                     displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1263                     displacement.nexttok()
1264                     bumpto = displacement.sector()
1265                     if not bumpto.valid_sector():
1266                         prout(_(" damaged but not destroyed."))
1267                         return
1268                     if game.quad[bumpto.i][bumpto.j] == ' ':
1269                         prout(_(" buffeted into black hole."))
1270                         deadkl(w, iquad, bumpto)
1271                     if game.quad[bumpto.i][bumpto.j] != '.':
1272                         prout(_(" damaged but not destroyed."))
1273                     else:
1274                         prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1275                         enemy.location = bumpto
1276                         game.quad[w.i][w.j] = '.'
1277                         game.quad[bumpto.i][bumpto.j] = iquad
1278                         for enemy in game.enemies:
1279                             enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1280                         sortenemies()
1281                     break
1282             else:
1283                 prout("Internal error, no enemy where expected!")
1284                 raise SystemExit(1)
1285             return None
1286         elif iquad == 'B': # Hit a base
1287             skip(1)
1288             prout(_("***STARBASE DESTROYED.."))
1289             game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1290             game.quad[w.i][w.j] = '.'
1291             game.base.invalidate()
1292             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1293             game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1294             game.state.basekl += 1
1295             newcnd()
1296             return None
1297         elif iquad == 'P': # Hit a planet
1298             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1299             game.state.nplankl += 1
1300             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1301             game.iplnet.pclass = "destroyed"
1302             game.iplnet = None
1303             game.plnet.invalidate()
1304             game.quad[w.i][w.j] = '.'
1305             if game.landed:
1306                 # captain perishes on planet
1307                 finish(FDPLANET)
1308             return None
1309         elif iquad == '@': # Hit an inhabited world -- very bad!
1310             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1311             game.state.nworldkl += 1
1312             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1313             game.iplnet.pclass = "destroyed"
1314             game.iplnet = None
1315             game.plnet.invalidate()
1316             game.quad[w.i][w.j] = '.'
1317             if game.landed:
1318                 # captain perishes on planet
1319                 finish(FDPLANET)
1320             prout(_("The torpedo destroyed an inhabited planet."))
1321             return None
1322         elif iquad == '*': # Hit a star
1323             if withprob(0.9):
1324                 nova(w)
1325             else:
1326                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1327             return None
1328         elif iquad == '?': # Hit a thingy
1329             if not (game.options & OPTION_THINGY) or withprob(0.3):
1330                 skip(1)
1331                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1332                 skip(1)
1333                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1334                 skip(1)
1335                 proutn(_("Mr. Spock-"))
1336                 prouts(_("  \"Fascinating!\""))
1337                 skip(1)
1338                 deadkl(w, iquad, w)
1339             else:
1340                 # Stas Sergeev added the possibility that
1341                 # you can shove the Thingy and piss it off.
1342                 # It then becomes an enemy and may fire at you.
1343                 thing.angry()
1344             return None
1345         elif iquad == ' ': # Black hole
1346             skip(1)
1347             prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1348             return None
1349         elif iquad == '#': # hit the web
1350             skip(1)
1351             prout(_("***Torpedo absorbed by Tholian web."))
1352             return None
1353         elif iquad == 'T':  # Hit a Tholian
1354             h1 = 700.0 + randrange(100) - \
1355                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1356             h1 = math.fabs(h1)
1357             if h1 >= 600:
1358                 game.quad[w.i][w.j] = '.'
1359                 deadkl(w, iquad, w)
1360                 game.tholian = None
1361                 return None
1362             skip(1)
1363             proutn(crmena(True, 'T', "sector", w))
1364             if withprob(0.05):
1365                 prout(_(" survives photon blast."))
1366                 return None
1367             prout(_(" disappears."))
1368             game.tholian.move(None)
1369             game.quad[w.i][w.j] = '#'
1370             dropin(' ')
1371             return None
1372         else: # Problem!
1373             skip(1)
1374             proutn("Don't know how to handle torpedo collision with ")
1375             proutn(crmena(True, iquad, "sector", w))
1376             skip(1)
1377             return None
1378         break
1379     skip(1)
1380     setwnd(message_window)
1381     prout(_("Torpedo missed."))
1382     return None
1383
1384 def fry(hit):
1385     "Critical-hit resolution."
1386     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1387         return
1388     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1389     proutn(_("***CRITICAL HIT--"))
1390     # Select devices and cause damage
1391     cdam = []
1392     while ncrit > 0:
1393         while True:
1394             j = randdevice()
1395             # Cheat to prevent shuttle damage unless on ship
1396             if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1397                 break
1398         cdam.append(j)
1399         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1400         game.damage[j] += extradm
1401         ncrit -= 1
1402     skipcount = 0
1403     for (i, j) in enumerate(cdam):
1404         proutn(device[j])
1405         if skipcount % 3 == 2 and i < len(cdam)-1:
1406             skip(1)
1407         skipcount += 1
1408         if i < len(cdam)-1:
1409             proutn(_(" and "))
1410     prout(_(" damaged."))
1411     if damaged(DSHIELD) and game.shldup:
1412         prout(_("***Shields knocked down."))
1413         game.shldup = False
1414     if damaged(DCLOAK) and game.iscloaked:
1415         prout(_("***Cloaking device rendered inoperative."))
1416         game.iscloaked = False
1417
1418 def attack(torps_ok):
1419     # bad guy attacks us
1420     # torps_ok == False forces use of phasers in an attack
1421     if game.iscloaked:
1422         return
1423     # game could be over at this point, check
1424     if game.alldone:
1425         return
1426     attempt = False
1427     ihurt = False
1428     hitmax = 0.0
1429     hittot = 0.0
1430     chgfac = 1.0
1431     where = "neither"
1432     if game.idebug:
1433         prout("=== ATTACK!")
1434     # Tholian gets to move before attacking
1435     if game.tholian:
1436         movetholian()
1437     # if you have just entered the RNZ, you'll get a warning
1438     if game.neutz: # The one chance not to be attacked
1439         game.neutz = False
1440         return
1441     # commanders get a chance to tac-move towards you
1442     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:
1443         for (bugout, enemy, old, goto) in  moveklings():
1444             if bugout:
1445                 # we know about this if either short or long range
1446                 # sensors are working
1447                 if damaged(DSRSENS) and damaged(DLRSENS) \
1448                        and game.condition != "docked":
1449                     prout(crmena(True, enemy.type, "sector", old) + \
1450                           (_(" escapes to Quadrant %s (and regains strength).") % goto))
1451             else: # Enemy still in-sector
1452                 if enemy.move(goto):
1453                     if not damaged(DSRSENS) or game.condition == "docked":
1454                         proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1455                         if enemy.kdist < old:
1456                             proutn(_(" advances to "))
1457                         else:
1458                             proutn(_(" retreats to "))
1459                         prout("Sector %s." % goto)
1460         sortenemies()
1461     # if no enemies remain after movement, we're done
1462     if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1463         return
1464     # set up partial hits if attack happens during shield status change
1465     pfac = 1.0/game.inshld
1466     if game.shldchg:
1467         chgfac = 0.25 + randreal(0.5)
1468     skip(1)
1469     # message verbosity control
1470     if game.skill <= SKILL_FAIR:
1471         where = "sector"
1472     for enemy in game.enemies:
1473         if enemy.power < 0:
1474             continue        # too weak to attack
1475         # compute hit strength and diminish shield power
1476         r = randreal()
1477         # Increase chance of photon torpedos if docked or enemy energy is low
1478         if game.condition == "docked":
1479             r *= 0.25
1480         if enemy.power < 500:
1481             r *= 0.25
1482         if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1483             continue
1484         # different enemies have different probabilities of throwing a torp
1485         usephasers = not torps_ok or \
1486             (enemy.type == 'K' and r > 0.0005) or \
1487             (enemy.type == 'C' and r > 0.015) or \
1488             (enemy.type == 'R' and r > 0.3) or \
1489             (enemy.type == 'S' and r > 0.07) or \
1490             (enemy.type == '?' and r > 0.05)
1491         if usephasers:            # Enemy uses phasers
1492             if game.condition == "docked":
1493                 continue # Don't waste the effort!
1494             attempt = True # Attempt to attack
1495             dustfac = randreal(0.8, 0.85)
1496             hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1497             enemy.power *= 0.75
1498         else: # Enemy uses photon torpedo
1499             # We should be able to make the bearing() method work here
1500             pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1501             hit = 0
1502             proutn(_("***TORPEDO INCOMING"))
1503             if not damaged(DSRSENS):
1504                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1505             attempt = True
1506             prout("  ")
1507             dispersion = (randreal()+randreal())*0.5 - 0.5
1508             dispersion += 0.002*enemy.power*dispersion
1509             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1510             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
1511                 finish(FWON) # Klingons did themselves in!
1512             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1513                 return # Supernova or finished
1514             if hit is None:
1515                 continue
1516         # incoming phaser or torpedo, shields may dissipate it
1517         if game.shldup or game.shldchg or game.condition == "docked":
1518             # shields will take hits
1519             propor = pfac * game.shield
1520             if game.condition == "docked":
1521                 propor *= 2.1
1522             if propor < 0.1:
1523                 propor = 0.1
1524             hitsh = propor*chgfac*hit+1.0
1525             absorb = 0.8*hitsh
1526             if absorb > game.shield:
1527                 absorb = game.shield
1528             game.shield -= absorb
1529             hit -= hitsh
1530             # taking a hit blasts us out of a starbase dock
1531             if game.condition == "docked":
1532                 dock(False)
1533             # but the shields may take care of it
1534             if propor > 0.1 and hit < 0.005*game.energy:
1535                 continue
1536         # hit from this opponent got through shields, so take damage
1537         ihurt = True
1538         proutn(_("%d unit hit") % int(hit))
1539         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1540             proutn(_(" on the ") + crmshp())
1541         if not damaged(DSRSENS) and usephasers:
1542             prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1543         skip(1)
1544         # Decide if hit is critical
1545         if hit > hitmax:
1546             hitmax = hit
1547         hittot += hit
1548         fry(hit)
1549         game.energy -= hit
1550     if game.energy <= 0:
1551         # Returning home upon your shield, not with it...
1552         finish(FBATTLE)
1553         return
1554     if not attempt and game.condition == "docked":
1555         prout(_("***Enemies decide against attacking your ship."))
1556     percent = 100.0*pfac*game.shield+0.5
1557     if not ihurt:
1558         # Shields fully protect ship
1559         proutn(_("Enemy attack reduces shield strength to "))
1560     else:
1561         # Emit message if starship suffered hit(s)
1562         skip(1)
1563         proutn(_("Energy left %2d    shields ") % int(game.energy))
1564         if game.shldup:
1565             proutn(_("up "))
1566         elif not damaged(DSHIELD):
1567             proutn(_("down "))
1568         else:
1569             proutn(_("damaged, "))
1570     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1571     # Check if anyone was hurt
1572     if hitmax >= 200 or hittot >= 500:
1573         icas = randrange(int(hittot * 0.015))
1574         if icas >= 2:
1575             skip(1)
1576             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1577             prout(_("   in that last attack.\""))
1578             game.casual += icas
1579             game.state.crew -= icas
1580     # After attack, reset average distance to enemies
1581     for enemy in game.enemies:
1582         enemy.kavgd = enemy.kdist
1583     sortenemies()
1584     return
1585
1586 def deadkl(w, etype, mv):
1587     "Kill a Klingon, Tholian, Romulan, or Thingy."
1588     # Added mv to allow enemy to "move" before dying
1589     proutn(crmena(True, etype, "sector", mv))
1590     # Decide what kind of enemy it is and update appropriately
1591     if etype == 'R':
1592         # Chalk up a Romulan
1593         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1594         game.irhere -= 1
1595         game.state.nromrem -= 1
1596     elif etype == 'T':
1597         # Killed a Tholian
1598         game.tholian = None
1599     elif etype == '?':
1600         # Killed a Thingy
1601         global thing
1602         thing = None
1603     else:
1604         # Killed some type of Klingon
1605         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1606         game.klhere -= 1
1607         if type == 'C':
1608             game.state.kcmdr.remove(game.quadrant)
1609             unschedule(FTBEAM)
1610             if game.state.kcmdr:
1611                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1612             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1613                 unschedule(FCDBAS)
1614         elif type ==  'K':
1615             game.state.remkl -= 1
1616         elif type ==  'S':
1617             game.state.nscrem -= 1
1618             game.state.kscmdr.invalidate()
1619             game.isatb = 0
1620             game.iscate = False
1621             unschedule(FSCMOVE)
1622             unschedule(FSCDBAS)
1623     # For each kind of enemy, finish message to player
1624     prout(_(" destroyed."))
1625     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
1626         return
1627     game.recompute()
1628     # Remove enemy ship from arrays describing local conditions
1629     for e in game.enemies:
1630         if e.location == w:
1631             e.move(None)
1632             break
1633     return
1634
1635 def targetcheck(w):
1636     "Return None if target is invalid, otherwise return a course angle."
1637     if not w.valid_sector():
1638         huh()
1639         return None
1640     delta = Coord()
1641     # C code this was translated from is wacky -- why the sign reversal?
1642     delta.j = (w.j - game.sector.j)
1643     delta.i = (game.sector.i - w.i)
1644     if delta == Coord(0, 0):
1645         skip(1)
1646         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1647         prout(_("  I recommend an immediate review of"))
1648         prout(_("  the Captain's psychological profile.\""))
1649         scanner.chew()
1650         return None
1651     return delta.bearing()
1652
1653 def torps():
1654     "Launch photon torpedo salvo."
1655     tcourse = []
1656     game.ididit = False
1657     if damaged(DPHOTON):
1658         prout(_("Photon tubes damaged."))
1659         scanner.chew()
1660         return
1661     if game.torps == 0:
1662         prout(_("No torpedoes left."))
1663         scanner.chew()
1664         return
1665     # First, get torpedo count
1666     while True:
1667         scanner.nexttok()
1668         if scanner.token == "IHALPHA":
1669             huh()
1670             return
1671         elif scanner.token == "IHEOL" or not scanner.waiting():
1672             prout(_("%d torpedoes left.") % game.torps)
1673             scanner.chew()
1674             proutn(_("Number of torpedoes to fire- "))
1675             continue        # Go back around to get a number
1676         else: # key == "IHREAL"
1677             n = scanner.int()
1678             if n <= 0: # abort command
1679                 scanner.chew()
1680                 return
1681             if n > MAXBURST:
1682                 scanner.chew()
1683                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1684                 return
1685             if n > game.torps:
1686                 scanner.chew()        # User requested more torps than available
1687                 continue        # Go back around
1688             break        # All is good, go to next stage
1689     # Next, get targets
1690     target = []
1691     for i in range(n):
1692         key = scanner.nexttok()
1693         if i == 0 and key == "IHEOL":
1694             break        # no coordinate waiting, we will try prompting
1695         if i == 1 and key == "IHEOL":
1696             # direct all torpedoes at one target
1697             while i < n:
1698                 target.append(target[0])
1699                 tcourse.append(tcourse[0])
1700                 i += 1
1701             break
1702         scanner.push(scanner.token)
1703         target.append(scanner.getcoord())
1704         if target[-1] is None:
1705             return
1706         tcourse.append(targetcheck(target[-1]))
1707         if tcourse[-1] is None:
1708             return
1709     scanner.chew()
1710     if len(target) == 0:
1711         # prompt for each one
1712         for i in range(n):
1713             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1714             scanner.chew()
1715             target.append(scanner.getcoord())
1716             if target[-1] is None:
1717                 return
1718             tcourse.append(targetcheck(target[-1]))
1719             if tcourse[-1] is None:
1720                 return
1721     game.ididit = True
1722     # Loop for moving <n> torpedoes
1723     for i in range(n):
1724         if game.condition != "docked":
1725             game.torps -= 1
1726         dispersion = (randreal()+randreal())*0.5 -0.5
1727         if math.fabs(dispersion) >= 0.47:
1728             # misfire!
1729             dispersion *= randreal(1.2, 2.2)
1730             if n > 0:
1731                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1732             else:
1733                 prouts(_("***TORPEDO MISFIRES."))
1734             skip(1)
1735             if i < n:
1736                 prout(_("  Remainder of burst aborted."))
1737             if withprob(0.2):
1738                 prout(_("***Photon tubes damaged by misfire."))
1739                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1740             break
1741         if game.iscloaked:
1742             dispersion *= 1.2
1743         elif game.shldup or game.condition == "docked":
1744             dispersion *= 1.0 + 0.0001*game.shield
1745         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1746         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1747             return
1748     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1749         finish(FWON)
1750
1751 def overheat(rpow):
1752     "Check for phasers overheating."
1753     if rpow > 1500:
1754         checkburn = (rpow-1500.0)*0.00038
1755         if withprob(checkburn):
1756             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1757             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1758
1759 def checkshctrl(rpow):
1760     "Check shield control."
1761     skip(1)
1762     if withprob(0.998):
1763         prout(_("Shields lowered."))
1764         return False
1765     # Something bad has happened
1766     prouts(_("***RED ALERT!  RED ALERT!"))
1767     skip(2)
1768     hit = rpow*game.shield/game.inshld
1769     game.energy -= rpow+hit*0.8
1770     game.shield -= hit*0.2
1771     if game.energy <= 0.0:
1772         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1773         skip(1)
1774         stars()
1775         finish(FPHASER)
1776         return True
1777     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1778     skip(2)
1779     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1780     icas = randrange(int(hit*0.012))
1781     skip(1)
1782     fry(0.8*hit)
1783     if icas:
1784         skip(1)
1785         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1786         prout(_("  %d casualties so far.\"") % icas)
1787         game.casual += icas
1788         game.state.crew -= icas
1789     skip(1)
1790     prout(_("Phaser energy dispersed by shields."))
1791     prout(_("Enemy unaffected."))
1792     overheat(rpow)
1793     return True
1794
1795 def hittem(hits):
1796     "Register a phaser hit on Klingons and Romulans."
1797     w = Coord()
1798     skip(1)
1799     kk = 0
1800     for wham in hits:
1801         if wham == 0:
1802             continue
1803         dustfac = randreal(0.9, 1.0)
1804         hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1805         kpini = game.enemies[kk].power
1806         kp = math.fabs(kpini)
1807         if PHASEFAC*hit < kp:
1808             kp = PHASEFAC*hit
1809         if game.enemies[kk].power < 0:
1810             game.enemies[kk].power -= -kp
1811         else:
1812             game.enemies[kk].power -= kp
1813         kpow = game.enemies[kk].power
1814         w = game.enemies[kk].location
1815         if hit > 0.005:
1816             if not damaged(DSRSENS):
1817                 boom(w)
1818             proutn(_("%d unit hit on ") % int(hit))
1819         else:
1820             proutn(_("Very small hit on "))
1821         ienm = game.quad[w.i][w.j]
1822         if ienm == '?':
1823             thing.angry()
1824         proutn(crmena(False, ienm, "sector", w))
1825         skip(1)
1826         if kpow == 0:
1827             deadkl(w, ienm, w)
1828             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1829                 finish(FWON)
1830             if game.alldone:
1831                 return
1832             kk -= 1        # don't do the increment
1833             continue
1834         else: # decide whether or not to emasculate klingon
1835             if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1836                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1837                 prout(_("   has just lost its firepower.\""))
1838                 game.enemies[kk].power = -kpow
1839         kk += 1
1840     return
1841
1842 def phasers():
1843     "Fire phasers at bad guys."
1844     hits = []
1845     kz = 0
1846     k = 1
1847     irec = 0 # Cheating inhibitor
1848     ifast = False
1849     no = False
1850     itarg = True
1851     msgflag = True
1852     rpow = 0.0
1853     automode = "NOTSET"
1854     key = ""
1855     skip(1)
1856     # SR sensors and Computer are needed for automode
1857     if damaged(DSRSENS) or damaged(DCOMPTR):
1858         itarg = False
1859     if game.condition == "docked":
1860         prout(_("Phasers can't be fired through base shields."))
1861         scanner.chew()
1862         return
1863     if damaged(DPHASER):
1864         prout(_("Phaser control damaged."))
1865         scanner.chew()
1866         return
1867     if game.shldup:
1868         if damaged(DSHCTRL):
1869             prout(_("High speed shield control damaged."))
1870             scanner.chew()
1871             return
1872         if game.energy <= 200.0:
1873             prout(_("Insufficient energy to activate high-speed shield control."))
1874             scanner.chew()
1875             return
1876         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1877         ifast = True
1878     # Original code so convoluted, I re-did it all
1879     # (That was Tom Almy talking about the C code, I think -- ESR)
1880     while automode == "NOTSET":
1881         key = scanner.nexttok()
1882         if key == "IHALPHA":
1883             if scanner.sees("manual"):
1884                 if len(game.enemies)==0:
1885                     prout(_("There is no enemy present to select."))
1886                     scanner.chew()
1887                     key = "IHEOL"
1888                     automode = "AUTOMATIC"
1889                 else:
1890                     automode = "MANUAL"
1891                     key = scanner.nexttok()
1892             elif scanner.sees("automatic"):
1893                 if (not itarg) and len(game.enemies) != 0:
1894                     automode = "FORCEMAN"
1895                 else:
1896                     if len(game.enemies)==0:
1897                         prout(_("Energy will be expended into space."))
1898                     automode = "AUTOMATIC"
1899                     key = scanner.nexttok()
1900             elif scanner.sees("no"):
1901                 no = True
1902             else:
1903                 huh()
1904                 return
1905         elif key == "IHREAL":
1906             if len(game.enemies)==0:
1907                 prout(_("Energy will be expended into space."))
1908                 automode = "AUTOMATIC"
1909             elif not itarg:
1910                 automode = "FORCEMAN"
1911             else:
1912                 automode = "AUTOMATIC"
1913         else:
1914             # "IHEOL"
1915             if len(game.enemies)==0:
1916                 prout(_("Energy will be expended into space."))
1917                 automode = "AUTOMATIC"
1918             elif not itarg:
1919                 automode = "FORCEMAN"
1920             else:
1921                 proutn(_("Manual or automatic? "))
1922                 scanner.chew()
1923     avail = game.energy
1924     if ifast:
1925         avail -= 200.0
1926     if automode == "AUTOMATIC":
1927         if key == "IHALPHA" and scanner.sees("no"):
1928             no = True
1929             key = scanner.nexttok()
1930         if key != "IHREAL" and len(game.enemies) != 0:
1931             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1932         irec = 0
1933         while True:
1934             scanner.chew()
1935             if not kz:
1936                 for i in range(len(game.enemies)):
1937                     irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1938             kz = 1
1939             proutn(_("%d units required. ") % irec)
1940             scanner.chew()
1941             proutn(_("Units to fire= "))
1942             key = scanner.nexttok()
1943             if key != "IHREAL":
1944                 return
1945             rpow = scanner.real
1946             if rpow > avail:
1947                 proutn(_("Energy available= %.2f") % avail)
1948                 skip(1)
1949                 key = "IHEOL"
1950             if not rpow > avail:
1951                 break
1952         if rpow <= 0:
1953             # chicken out
1954             scanner.chew()
1955             return
1956         key = scanner.nexttok()
1957         if key == "IHALPHA" and scanner.sees("no"):
1958             no = True
1959         if ifast:
1960             game.energy -= 200 # Go and do it!
1961             if checkshctrl(rpow):
1962                 return
1963         scanner.chew()
1964         game.energy -= rpow
1965         extra = rpow
1966         if len(game.enemies):
1967             extra = 0.0
1968             powrem = rpow
1969             for i in range(len(game.enemies)):
1970                 hits.append(0.0)
1971                 if powrem <= 0:
1972                     continue
1973                 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1974                 over = randreal(1.01, 1.06) * hits[i]
1975                 temp = powrem
1976                 powrem -= hits[i] + over
1977                 if powrem <= 0 and temp < hits[i]:
1978                     hits[i] = temp
1979                 if powrem <= 0:
1980                     over = 0.0
1981                 extra += over
1982             if powrem > 0.0:
1983                 extra += powrem
1984             hittem(hits)
1985             game.ididit = True
1986         if extra > 0 and not game.alldone:
1987             if game.tholian:
1988                 proutn(_("*** Tholian web absorbs "))
1989                 if len(game.enemies)>0:
1990                     proutn(_("excess "))
1991                 prout(_("phaser energy."))
1992             else:
1993                 prout(_("%d expended on empty space.") % int(extra))
1994     elif automode == "FORCEMAN":
1995         scanner.chew()
1996         key = "IHEOL"
1997         if damaged(DCOMPTR):
1998             prout(_("Battle computer damaged, manual fire only."))
1999         else:
2000             skip(1)
2001             prouts(_("---WORKING---"))
2002             skip(1)
2003             prout(_("Short-range-sensors-damaged"))
2004             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2005             prout(_("Manual-fire-must-be-used"))
2006             skip(1)
2007     elif automode == "MANUAL":
2008         rpow = 0.0
2009         for k in range(len(game.enemies)):
2010             aim = game.enemies[k].location
2011             ienm = game.quad[aim.i][aim.j]
2012             if msgflag:
2013                 proutn(_("Energy available= %.2f") % (avail-0.006))
2014                 skip(1)
2015                 msgflag = False
2016                 rpow = 0.0
2017             if damaged(DSRSENS) and \
2018                not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2019                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2020                 scanner.chew()
2021                 key = "IHEOL"
2022                 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2023                 k += 1
2024                 continue
2025             if key == "IHEOL":
2026                 scanner.chew()
2027                 if itarg and k > kz:
2028                     irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        randreal(1.01, 1.06) + 1.0
2029                 kz = k
2030                 proutn("(")
2031                 if not damaged(DCOMPTR):
2032                     proutn("%d" % irec)
2033                 else:
2034                     proutn("??")
2035                 proutn(")  ")
2036                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
2037                 key = scanner.nexttok()
2038             if key == "IHALPHA" and scanner.sees("no"):
2039                 no = True
2040                 key = scanner.nexttok()
2041                 continue
2042             if key == "IHALPHA":
2043                 huh()
2044                 return
2045             if key == "IHEOL":
2046                 if k == 1: # Let me say I'm baffled by this
2047                     msgflag = True
2048                 continue
2049             if scanner.real < 0:
2050                 # abort out
2051                 scanner.chew()
2052                 return
2053             hits[k] = scanner.real
2054             rpow += scanner.real
2055             # If total requested is too much, inform and start over
2056             if rpow > avail:
2057                 prout(_("Available energy exceeded -- try again."))
2058                 scanner.chew()
2059                 return
2060             key = scanner.nexttok() # scan for next value
2061             k += 1
2062         if rpow == 0.0:
2063             # zero energy -- abort
2064             scanner.chew()
2065             return
2066         if key == "IHALPHA" and scanner.sees("no"):
2067             no = True
2068         game.energy -= rpow
2069         scanner.chew()
2070         if ifast:
2071             game.energy -= 200.0
2072             if checkshctrl(rpow):
2073                 return
2074         hittem(hits)
2075         game.ididit = True
2076      # Say shield raised or malfunction, if necessary
2077     if game.alldone:
2078         return
2079     if ifast:
2080         skip(1)
2081         if no == 0:
2082             if withprob(0.01):
2083                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2084                 prouts(_("         CLICK   CLICK   POP  . . ."))
2085                 prout(_(" No response, sir!"))
2086                 game.shldup = False
2087             else:
2088                 prout(_("Shields raised."))
2089         else:
2090             game.shldup = False
2091     overheat(rpow)
2092
2093
2094 def capture():
2095     game.ididit = False # Nothing if we fail
2096     game.optime = 0.0;
2097
2098     # Make sure there is room in the brig */
2099     if game.brigfree == 0:
2100         prout(_("Security reports the brig is already full."))
2101         return;
2102
2103     if damaged(DRADIO):
2104         prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2105         return
2106
2107     if damaged(DTRANSP):
2108         prout(_("Scotty- \"Transporter damaged, sir.\""))
2109         return
2110
2111     # find out if there are any at all
2112     if game.klhere < 1:
2113         prout(_("Uhura- \"Getting no response, sir.\""))
2114         return
2115
2116     # if there is more than one Klingon, find out which one */
2117     #   Cruddy, just takes one at random.  Should ask the captain.
2118     #   Nah, just select the weakest one since it is most likely to
2119     #   surrender (Tom Almy mod)
2120     klingons = [e for e in game.enemies if e.type == 'K']
2121     weakest = sorted(klingons, key=lambda e: e.power)[0]
2122     game.optime = 0.05          # This action will take some time
2123     game.ididit = True #  So any others can strike back
2124
2125     # check out that Klingon
2126     # The algorithm isn't that great and could use some more
2127     # intelligent design
2128     # x = 300 + 25*skill;
2129     x = game.energy / (weakest.power * len(klingons))
2130     x *= 2.5;  # would originally have been equivalent of 1.4,
2131                # but we want command to work more often, more humanely */
2132     #prout(_("Prob = %d (%.4f)\n", i, x))
2133     #   x = 100; // For testing, of course!
2134     if x > randreal(100):
2135         # guess what, he surrendered!!! */
2136         prout(_("Klingon captain at %s surrenders.") % weakest.location)
2137         i = randreal(200)
2138         if i > 0:
2139             prout(_("%d Klingons commit suicide rather than be taken captive.") % 200 - i)
2140         if i > brigfree:
2141             prout(_("%d Klingons die because there is no room for them in the brig.") % i-brigfree)
2142             i = brigfree
2143         brigfree -= i
2144         prout(_("%d captives taken") % i)
2145         deadkl(weakest.location, weakest.type, game.sector)
2146         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
2147             finish(FWON)
2148         return
2149
2150         # big surprise, he refuses to surrender */
2151         prout(_("Fat chance, captain!"))
2152
2153 # Code from events.c begins here.
2154
2155 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2156 # event of each type active at any given time.  Mostly these means we can
2157 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2158 # BSD Trek, from which we swiped the idea, can have up to 5.
2159
2160 def unschedule(evtype):
2161     "Remove an event from the schedule."
2162     game.future[evtype].date = FOREVER
2163     return game.future[evtype]
2164
2165 def is_scheduled(evtype):
2166     "Is an event of specified type scheduled."
2167     return game.future[evtype].date != FOREVER
2168
2169 def scheduled(evtype):
2170     "When will this event happen?"
2171     return game.future[evtype].date
2172
2173 def schedule(evtype, offset):
2174     "Schedule an event of specified type."
2175     game.future[evtype].date = game.state.date + offset
2176     return game.future[evtype]
2177
2178 def postpone(evtype, offset):
2179     "Postpone a scheduled event."
2180     game.future[evtype].date += offset
2181
2182 def cancelrest():
2183     "Rest period is interrupted by event."
2184     if game.resting:
2185         skip(1)
2186         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2187         if ja():
2188             game.resting = False
2189             game.optime = 0.0
2190             return True
2191     return False
2192
2193 def events():
2194     "Run through the event queue looking for things to do."
2195     i = 0
2196     fintim = game.state.date + game.optime
2197     yank = 0
2198     ictbeam = False
2199     istract = False
2200     w = Coord()
2201     hold = Coord()
2202     ev = Event()
2203     ev2 = Event()
2204
2205     def tractorbeam(yank):
2206         "Tractor-beaming cases merge here."
2207         announce()
2208         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2209         skip(1)
2210         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2211         # If Kirk & Co. screwing around on planet, handle
2212         atover(True) # atover(true) is Grab
2213         if game.alldone:
2214             return
2215         if game.icraft: # Caught in Galileo?
2216             finish(FSTRACTOR)
2217             return
2218         # Check to see if shuttle is aboard
2219         if game.iscraft == "offship":
2220             skip(1)
2221             if withprob(0.5):
2222                 prout(_("Galileo, left on the planet surface, is captured"))
2223                 prout(_("by aliens and made into a flying McDonald's."))
2224                 game.damage[DSHUTTL] = -10
2225                 game.iscraft = "removed"
2226             else:
2227                 prout(_("Galileo, left on the planet surface, is well hidden."))
2228         if evcode == FSPY:
2229             game.quadrant = game.state.kscmdr
2230         else:
2231             game.quadrant = game.state.kcmdr[i]
2232         game.sector = randplace(QUADSIZE)
2233         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2234                % (game.quadrant, game.sector))
2235         if game.resting:
2236             prout(_("(Remainder of rest/repair period cancelled.)"))
2237             game.resting = False
2238         if not game.shldup:
2239             if not damaged(DSHIELD) and game.shield > 0:
2240                 doshield(shraise=True) # raise shields
2241                 game.shldchg = False
2242             else:
2243                 prout(_("(Shields not currently useable.)"))
2244         newqad()
2245         # Adjust finish time to time of tractor beaming?
2246         # fintim = game.state.date+game.optime
2247         attack(torps_ok=False)
2248         if not game.state.kcmdr:
2249             unschedule(FTBEAM)
2250         else:
2251             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2252
2253     def destroybase():
2254         "Code merges here for any commander destroying a starbase."
2255         # Not perfect, but will have to do
2256         # Handle case where base is in same quadrant as starship
2257         if game.battle == game.quadrant:
2258             game.state.chart[game.battle.i][game.battle.j].starbase = False
2259             game.quad[game.base.i][game.base.j] = '.'
2260             game.base.invalidate()
2261             newcnd()
2262             skip(1)
2263             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2264         elif game.state.baseq and communicating():
2265             # Get word via subspace radio
2266             announce()
2267             skip(1)
2268             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2269             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2270             if game.isatb == 2:
2271                 prout(_("the Klingon Super-Commander"))
2272             else:
2273                 prout(_("a Klingon Commander"))
2274             game.state.chart[game.battle.i][game.battle.j].starbase = False
2275         # Remove Starbase from galaxy
2276         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2277         game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2278         if game.isatb == 2:
2279             # reinstate a commander's base attack
2280             game.battle = hold
2281             game.isatb = 0
2282         else:
2283             game.battle.invalidate()
2284     if game.idebug:
2285         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2286         for i in range(1, NEVENTS):
2287             if   i == FSNOVA:  proutn("=== Supernova       ")
2288             elif i == FTBEAM:  proutn("=== T Beam          ")
2289             elif i == FSNAP:   proutn("=== Snapshot        ")
2290             elif i == FBATTAK: proutn("=== Base Attack     ")
2291             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2292             elif i == FSCMOVE: proutn("=== SC Move         ")
2293             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2294             elif i == FDSPROB: proutn("=== Probe Move      ")
2295             elif i == FDISTR:  proutn("=== Distress Call   ")
2296             elif i == FENSLV:  proutn("=== Enslavement     ")
2297             elif i == FREPRO:  proutn("=== Klingon Build   ")
2298             if is_scheduled(i):
2299                 prout("%.2f" % (scheduled(i)))
2300             else:
2301                 prout("never")
2302     radio_was_broken = damaged(DRADIO)
2303     hold.i = hold.j = 0
2304     while True:
2305         # Select earliest extraneous event, evcode==0 if no events
2306         evcode = FSPY
2307         if game.alldone:
2308             return
2309         datemin = fintim
2310         for l in range(1, NEVENTS):
2311             if game.future[l].date < datemin:
2312                 evcode = l
2313                 if game.idebug:
2314                     prout("== Event %d fires" % evcode)
2315                 datemin = game.future[l].date
2316         xtime = datemin-game.state.date
2317         if game.iscloaked:
2318             game.energy -= xtime*500.0
2319             if game.energy <= 0:
2320                 finish(FNRG)
2321                 return
2322         game.state.date = datemin
2323         # Decrement Federation resources and recompute remaining time
2324         game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2325         game.recompute()
2326         if game.state.remtime <= 0:
2327             finish(FDEPLETE)
2328             return
2329         # Any crew left alive?
2330         if game.state.crew <= 0:
2331             finish(FCREW)
2332             return
2333         # Is life support adequate?
2334         if damaged(DLIFSUP) and game.condition != "docked":
2335             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2336                 finish(FLIFESUP)
2337                 return
2338             game.lsupres -= xtime
2339             if game.damage[DLIFSUP] <= xtime:
2340                 game.lsupres = game.inlsr
2341         # Fix devices
2342         repair = xtime
2343         if game.condition == "docked":
2344             repair /= DOCKFAC
2345         # Don't fix Deathray here
2346         for l in range(NDEVICES):
2347             if game.damage[l] > 0.0 and l != DDRAY:
2348                 if game.damage[l]-repair > 0.0:
2349                     game.damage[l] -= repair
2350                 else:
2351                     game.damage[l] = 0.0
2352         # If radio repaired, update star chart and attack reports
2353         if radio_was_broken and not damaged(DRADIO):
2354             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2355             prout(_("   surveillance reports are coming in."))
2356             skip(1)
2357             if not game.iseenit:
2358                 attackreport(False)
2359                 game.iseenit = True
2360             rechart()
2361             prout(_("   The star chart is now up to date.\""))
2362             skip(1)
2363         # Cause extraneous event EVCODE to occur
2364         game.optime -= xtime
2365         if evcode == FSNOVA: # Supernova
2366             announce()
2367             supernova(None)
2368             schedule(FSNOVA, expran(0.5*game.intime))
2369             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2370                 return
2371         elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2372             if game.state.nscrem == 0 or game.iscloaked or \
2373                 ictbeam or istract or \
2374                 game.condition == "docked" or game.isatb == 1 or game.iscate:
2375                 return
2376             if game.ientesc or \
2377                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2378                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2379                 (damaged(DSHIELD) and \
2380                  (game.energy < 2500 or damaged(DPHASER)) and \
2381                  (game.torps < 5 or damaged(DPHOTON))):
2382                 # Tractor-beam her!
2383                 istract = ictbeam = True
2384                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2385             else:
2386                 return
2387         elif evcode == FTBEAM: # Tractor beam
2388             if not game.state.kcmdr:
2389                 unschedule(FTBEAM)
2390                 continue
2391             i = randrange(len(game.state.kcmdr))
2392             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2393             if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2394                 # Drats! Have to reschedule
2395                 schedule(FTBEAM,
2396                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2397                 continue
2398             ictbeam = True
2399             tractorbeam(yank)
2400         elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2401             game.snapsht = copy.deepcopy(game.state)
2402             game.state.snap = True
2403             schedule(FSNAP, expran(0.5 * game.intime))
2404         elif evcode == FBATTAK: # Commander attacks starbase
2405             if not game.state.kcmdr or not game.state.baseq:
2406                 # no can do
2407                 unschedule(FBATTAK)
2408                 unschedule(FCDBAS)
2409                 continue
2410             ibq = None  # Force battle location to persist past loop
2411             try:
2412                 for ibq in game.state.baseq:
2413                     for cmdr in game.state.kcmdr:
2414                         if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2415                             raise JumpOut
2416                 # no match found -- try later
2417                 schedule(FBATTAK, expran(0.3*game.intime))
2418                 unschedule(FCDBAS)
2419                 continue
2420             except JumpOut:
2421                 pass
2422             # commander + starbase combination found -- launch attack
2423             game.battle = ibq
2424             schedule(FCDBAS, randreal(1.0, 4.0))
2425             if game.isatb: # extra time if SC already attacking
2426                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2427             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2428             game.iseenit = False
2429             if not communicating():
2430                 continue # No warning :-(
2431             game.iseenit = True
2432             announce()
2433             skip(1)
2434             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2435             prout(_("   reports that it is under attack and that it can"))
2436             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2437             if cancelrest():
2438                 return
2439         elif evcode == FSCDBAS: # Supercommander destroys base
2440             unschedule(FSCDBAS)
2441             game.isatb = 2
2442             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2443                 continue # WAS RETURN!
2444             hold = game.battle
2445             game.battle = game.state.kscmdr
2446             destroybase()
2447         elif evcode == FCDBAS: # Commander succeeds in destroying base
2448             if evcode == FCDBAS:
2449                 unschedule(FCDBAS)
2450                 if not game.state.baseq() \
2451                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2452                     game.battle.invalidate()
2453                     continue
2454                 # find the lucky pair
2455                 for cmdr in game.state.kcmdr:
2456                     if cmdr == game.battle:
2457                         break
2458                 else:
2459                     # No action to take after all
2460                     continue
2461             destroybase()
2462         elif evcode == FSCMOVE: # Supercommander moves
2463             schedule(FSCMOVE, 0.2777)
2464             if not game.ientesc and not istract and game.isatb != 1 and \
2465                    (not game.iscate or not game.justin):
2466                 supercommander()
2467         elif evcode == FDSPROB: # Move deep space probe
2468             schedule(FDSPROB, 0.01)
2469             if not game.probe.nexttok():
2470                 if not game.probe.quadrant().valid_quadrant() or \
2471                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2472                     # Left galaxy or ran into supernova
2473                     if communicating():
2474                         announce()
2475                         skip(1)
2476                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2477                         if not game.probe.quadrant().valid_quadrant():
2478                             prout(_("has left the galaxy.\""))
2479                         else:
2480                             prout(_("is no longer transmitting.\""))
2481                     unschedule(FDSPROB)
2482                     continue
2483                 if communicating():
2484                     #announce()
2485                     skip(1)
2486                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2487             pquad = game.probe.quadrant()
2488             pdest = game.state.galaxy[pquad.i][pquad.j]
2489             if communicating():
2490                 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2491                 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2492                 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2493                 pdest.charted = True
2494             game.probe.moves -= 1 # One less to travel
2495             if game.probe.arrived() and game.isarmed and pdest.stars:
2496                 supernova(game.probe)                # fire in the hole!
2497                 unschedule(FDSPROB)
2498                 if game.state.galaxy[pquad.i][pquad.j].supernova:
2499                     return
2500         elif evcode == FDISTR: # inhabited system issues distress call
2501             unschedule(FDISTR)
2502             # try a whole bunch of times to find something suitable
2503             for i in range(100):
2504                 # need a quadrant which is not the current one,
2505                 # which has some stars which are inhabited and
2506                 # not already under attack, which is not
2507                 # supernova'ed, and which has some Klingons in it
2508                 w = randplace(GALSIZE)
2509                 q = game.state.galaxy[w.i][w.j]
2510                 if not (game.quadrant == w or q.planet is None or \
2511                       not q.planet.inhabited or \
2512                       q.supernova or q.status!="secure" or q.klingons<=0):
2513                     break
2514             else:
2515                 # can't seem to find one; ignore this call
2516                 if game.idebug:
2517                     prout("=== Couldn't find location for distress event.")
2518                 continue
2519             # got one!!  Schedule its enslavement
2520             ev = schedule(FENSLV, expran(game.intime))
2521             ev.quadrant = w
2522             q.status = "distressed"
2523             # tell the captain about it if we can
2524             if communicating():
2525                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2526                         % (q.planet, repr(w)))
2527                 prout(_("by a Klingon invasion fleet."))
2528                 if cancelrest():
2529                     return
2530         elif evcode == FENSLV:                # starsystem is enslaved
2531             ev = unschedule(FENSLV)
2532             # see if current distress call still active
2533             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2534             if q.klingons <= 0:
2535                 q.status = "secure"
2536                 continue
2537             q.status = "enslaved"
2538
2539             # play stork and schedule the first baby
2540             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2541             ev2.quadrant = ev.quadrant
2542
2543             # report the disaster if we can
2544             if communicating():
2545                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2546                         q.planet)
2547                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2548         elif evcode == FREPRO:                # Klingon reproduces
2549             # If we ever switch to a real event queue, we'll need to
2550             # explicitly retrieve and restore the x and y.
2551             ev = schedule(FREPRO, expran(1.0 * game.intime))
2552             # see if current distress call still active
2553             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2554             if q.klingons <= 0:
2555                 q.status = "secure"
2556                 continue
2557             if game.state.remkl >= MAXKLGAME:
2558                 continue                # full right now
2559             # reproduce one Klingon
2560             w = ev.quadrant
2561             m = Coord()
2562             if game.klhere >= MAXKLQUAD:
2563                 try:
2564                     # this quadrant not ok, pick an adjacent one
2565                     for m.i in range(w.i - 1, w.i + 2):
2566                         for m.j in range(w.j - 1, w.j + 2):
2567                             if not m.valid_quadrant():
2568                                 continue
2569                             q = game.state.galaxy[m.i][m.j]
2570                             # check for this quad ok (not full & no snova)
2571                             if q.klingons >= MAXKLQUAD or q.supernova:
2572                                 continue
2573                             raise JumpOut
2574                     # search for eligible quadrant failed
2575                     continue
2576                 except JumpOut:
2577                     w = m
2578             # deliver the child
2579             game.state.remkl += 1
2580             q.klingons += 1
2581             if game.quadrant == w:
2582                 game.klhere += 1
2583                 game.enemies.append(newkling())
2584             # recompute time left
2585             game.recompute()
2586             if communicating():
2587                 if game.quadrant == w:
2588                     prout(_("Spock- sensors indicate the Klingons have"))
2589                     prout(_("launched a warship from %s.") % q.planet)
2590                 else:
2591                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2592                     if q.planet != None:
2593                         proutn(_("near %s ") % q.planet)
2594                     prout(_("in Quadrant %s.") % w)
2595
2596 def wait():
2597     "Wait on events."
2598     game.ididit = False
2599     while True:
2600         key = scanner.nexttok()
2601         if key  != "IHEOL":
2602             break
2603         proutn(_("How long? "))
2604     scanner.chew()
2605     if key != "IHREAL":
2606         huh()
2607         return
2608     origTime = delay = scanner.real
2609     if delay <= 0.0:
2610         return
2611     if delay >= game.state.remtime or len(game.enemies) != 0:
2612         proutn(_("Are you sure? "))
2613         if not ja():
2614             return
2615     # Alternate resting periods (events) with attacks
2616     game.resting = True
2617     while True:
2618         if delay <= 0:
2619             game.resting = False
2620         if not game.resting:
2621             prout(_("%d stardates left.") % int(game.state.remtime))
2622             return
2623         temp = game.optime = delay
2624         if len(game.enemies):
2625             rtime = randreal(1.0, 2.0)
2626             if rtime < temp:
2627                 temp = rtime
2628             game.optime = temp
2629         if game.optime < delay:
2630             attack(torps_ok=False)
2631         if game.alldone:
2632             return
2633         events()
2634         game.ididit = True
2635         if game.alldone:
2636             return
2637         delay -= temp
2638         # Repair Deathray if long rest at starbase
2639         if origTime-delay >= 9.99 and game.condition == "docked":
2640             game.damage[DDRAY] = 0.0
2641         # leave if quadrant supernovas
2642         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2643             break
2644     game.resting = False
2645     game.optime = 0.0
2646
2647 def nova(nov):
2648     "Star goes nova."
2649     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2650     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2651     if withprob(0.05):
2652         # Wow! We've supernova'ed
2653         supernova(game.quadrant)
2654         return
2655     # handle initial nova
2656     game.quad[nov.i][nov.j] = '.'
2657     prout(crmena(False, '*', "sector", nov) + _(" novas."))
2658     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2659     game.state.starkl += 1
2660     # Set up queue to recursively trigger adjacent stars
2661     hits = [nov]
2662     kount = 0
2663     while hits:
2664         offset = Coord()
2665         start = hits.pop()
2666         for offset.i in range(-1, 1+1):
2667             for offset.j in range(-1, 1+1):
2668                 if offset.j == 0 and offset.i == 0:
2669                     continue
2670                 neighbor = start + offset
2671                 if not neighbor.valid_sector():
2672                     continue
2673                 iquad = game.quad[neighbor.i][neighbor.j]
2674                 # Empty space ends reaction
2675                 if iquad in ('.', '?', ' ', 'T', '#'):
2676                     pass
2677                 elif iquad == '*': # Affect another star
2678                     if withprob(0.05):
2679                         # This star supernovas
2680                         supernova(game.quadrant)
2681                         return
2682                     else:
2683                         hits.append(neighbor)
2684                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2685                         game.state.starkl += 1
2686                         proutn(crmena(True, '*', "sector", neighbor))
2687                         prout(_(" novas."))
2688                         game.quad[neighbor.i][neighbor.j] = '.'
2689                         kount += 1
2690                 elif iquad in ('P', '@'): # Destroy planet
2691                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2692                     if iquad == 'P':
2693                         game.state.nplankl += 1
2694                     else:
2695                         game.state.nworldkl += 1
2696                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2697                     game.iplnet.pclass = "destroyed"
2698                     game.iplnet = None
2699                     game.plnet.invalidate()
2700                     if game.landed:
2701                         finish(FPNOVA)
2702                         return
2703                     game.quad[neighbor.i][neighbor.j] = '.'
2704                 elif iquad == 'B': # Destroy base
2705                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2706                     game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2707                     game.base.invalidate()
2708                     game.state.basekl += 1
2709                     newcnd()
2710                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2711                     game.quad[neighbor.i][neighbor.j] = '.'
2712                 elif iquad in ('E', 'F'): # Buffet ship
2713                     prout(_("***Starship buffeted by nova."))
2714                     if game.shldup:
2715                         if game.shield >= 2000.0:
2716                             game.shield -= 2000.0
2717                         else:
2718                             diff = 2000.0 - game.shield
2719                             game.energy -= diff
2720                             game.shield = 0.0
2721                             game.shldup = False
2722                             prout(_("***Shields knocked out."))
2723                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2724                     else:
2725                         game.energy -= 2000.0
2726                     if game.energy <= 0:
2727                         finish(FNOVA)
2728                         return
2729                     # add in course nova contributes to kicking starship
2730                     bump += (game.sector-hits[-1]).sgn()
2731                 elif iquad == 'K': # kill klingon
2732                     deadkl(neighbor, iquad, neighbor)
2733                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2734                     target = None
2735                     for ll in range(len(game.enemies)):
2736                         if game.enemies[ll].location == neighbor:
2737                             target = game.enemies[ll]
2738                             break
2739                     if target is not None:
2740                         target.power -= 800.0 # If firepower is lost, die
2741                         if target.power <= 0.0:
2742                             deadkl(neighbor, iquad, neighbor)
2743                             continue    # neighbor loop
2744                         # Else enemy gets flung by the blast wave
2745                         newc = neighbor + neighbor - hits[-1]
2746                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2747                         if not newc.valid_sector():
2748                             # can't leave quadrant
2749                             skip(1)
2750                             continue
2751                         iquad1 = game.quad[newc.i][newc.j]
2752                         if iquad1 == ' ':
2753                             proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2754                             skip(1)
2755                             deadkl(neighbor, iquad, newc)
2756                             continue
2757                         if iquad1 != '.':
2758                             # can't move into something else
2759                             skip(1)
2760                             continue
2761                         proutn(_(", buffeted to Sector %s") % newc)
2762                         game.quad[neighbor.i][neighbor.j] = '.'
2763                         game.quad[newc.i][newc.j] = iquad
2764                         target.move(newc)
2765     # Starship affected by nova -- kick it away.
2766     dist = kount*0.1
2767     direc = ncourse[3*(bump.i+1)+bump.j+2]
2768     if direc == 0.0:
2769         dist = 0.0
2770     if dist == 0.0:
2771         return
2772     scourse = course(bearing=direc, distance=dist)
2773     game.optime = scourse.time(w=4)
2774     skip(1)
2775     prout(_("Force of nova displaces starship."))
2776     imove(scourse, noattack=True)
2777     game.optime = scourse.time(w=4)
2778     return
2779
2780 def supernova(w):
2781     "Star goes supernova."
2782     num = 0; npdead = 0
2783     if w != None:
2784         nq = copy.copy(w)
2785     else:
2786         # Scheduled supernova -- select star at random.
2787         nstars = 0
2788         nq = Coord()
2789         for nq.i in range(GALSIZE):
2790             for nq.j in range(GALSIZE):
2791                 nstars += game.state.galaxy[nq.i][nq.j].stars
2792         if stars == 0:
2793             return # nothing to supernova exists
2794         num = randrange(nstars) + 1
2795         for nq.i in range(GALSIZE):
2796             for nq.j in range(GALSIZE):
2797                 num -= game.state.galaxy[nq.i][nq.j].stars
2798                 if num <= 0:
2799                     break
2800             if num <=0:
2801                 break
2802         if game.idebug:
2803             proutn("=== Super nova here?")
2804             if ja():
2805                 nq = game.quadrant
2806     if not nq == game.quadrant or game.justin:
2807         # it isn't here, or we just entered (treat as enroute)
2808         if communicating():
2809             skip(1)
2810             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2811             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2812     else:
2813         ns = Coord()
2814         # we are in the quadrant!
2815         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2816         for ns.i in range(QUADSIZE):
2817             for ns.j in range(QUADSIZE):
2818                 if game.quad[ns.i][ns.j]=='*':
2819                     num -= 1
2820                     if num==0:
2821                         break
2822             if num==0:
2823                 break
2824         skip(1)
2825         prouts(_("***RED ALERT!  RED ALERT!"))
2826         skip(1)
2827         prout(_("***Incipient supernova detected at Sector %s") % ns)
2828         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2829             proutn(_("Emergency override attempts t"))
2830             prouts("***************")
2831             skip(1)
2832             stars()
2833             game.alldone = True
2834     # destroy any Klingons in supernovaed quadrant
2835     kldead = game.state.galaxy[nq.i][nq.j].klingons
2836     game.state.galaxy[nq.i][nq.j].klingons = 0
2837     if nq == game.state.kscmdr:
2838         # did in the Supercommander!
2839         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2840         game.iscate = False
2841         unschedule(FSCMOVE)
2842         unschedule(FSCDBAS)
2843     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2844     comkills = len(game.state.kcmdr) - len(survivors)
2845     game.state.kcmdr = survivors
2846     kldead -= comkills
2847     if not game.state.kcmdr:
2848         unschedule(FTBEAM)
2849     game.state.remkl -= kldead
2850     # destroy Romulans and planets in supernovaed quadrant
2851     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2852     game.state.galaxy[nq.i][nq.j].romulans = 0
2853     game.state.nromrem -= nrmdead
2854     # Destroy planets
2855     for loop in range(game.inplan):
2856         if game.state.planets[loop].quadrant == nq:
2857             game.state.planets[loop].pclass = "destroyed"
2858             npdead += 1
2859     # Destroy any base in supernovaed quadrant
2860     game.state.baseq = [x for x in game.state.baseq if x != nq]
2861     # If starship caused supernova, tally up destruction
2862     if w != None:
2863         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2864         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2865         game.state.nplankl += npdead
2866     # mark supernova in galaxy and in star chart
2867     if game.quadrant == nq or communicating():
2868         game.state.galaxy[nq.i][nq.j].supernova = True
2869     # If supernova destroys last Klingons give special message
2870     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2871         skip(2)
2872         if w is None:
2873             prout(_("Lucky you!"))
2874         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2875         finish(FWON)
2876         return
2877     # if some Klingons remain, continue or die in supernova
2878     if game.alldone:
2879         finish(FSNOVAED)
2880     return
2881
2882 # Code from finish.c ends here.
2883
2884 def selfdestruct():
2885     "Self-destruct maneuver. Finish with a BANG!"
2886     scanner.chew()
2887     if damaged(DCOMPTR):
2888         prout(_("Computer damaged; cannot execute destruct sequence."))
2889         return
2890     prouts(_("---WORKING---")); skip(1)
2891     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2892     prouts("   10"); skip(1)
2893     prouts("       9"); skip(1)
2894     prouts("          8"); skip(1)
2895     prouts("             7"); skip(1)
2896     prouts("                6"); skip(1)
2897     skip(1)
2898     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2899     skip(1)
2900     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2901     skip(1)
2902     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2903     skip(1)
2904     scanner.nexttok()
2905     if game.passwd != scanner.token:
2906         prouts(_("PASSWORD-REJECTED;"))
2907         skip(1)
2908         prouts(_("CONTINUITY-EFFECTED"))
2909         skip(2)
2910         return
2911     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2912     prouts("                   5"); skip(1)
2913     prouts("                      4"); skip(1)
2914     prouts("                         3"); skip(1)
2915     prouts("                            2"); skip(1)
2916     prouts("                              1"); skip(1)
2917     if withprob(0.15):
2918         prouts(_("GOODBYE-CRUEL-WORLD"))
2919         skip(1)
2920     kaboom()
2921
2922 def kaboom():
2923     stars()
2924     if game.ship=='E':
2925         prouts("***")
2926     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2927     skip(1)
2928     stars()
2929     skip(1)
2930     if len(game.enemies) != 0:
2931         whammo = 25.0 * game.energy
2932         for l in range(len(game.enemies)):
2933             if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2934                 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2935     finish(FDILITHIUM)
2936
2937 def killrate():
2938     "Compute our rate of kils over time."
2939     elapsed = game.state.date - game.indate
2940     if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
2941         return 0
2942     else:
2943         starting = (game.inkling + game.incom + game.inscom)
2944         remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2945         return (starting - remaining)/elapsed
2946
2947 def badpoints():
2948     "Compute demerits."
2949     badpt = 5.0*game.state.starkl + \
2950             game.casual + \
2951             10.0*game.state.nplankl + \
2952             300*game.state.nworldkl + \
2953             45.0*game.nhelp +\
2954             100.0*game.state.basekl +\
2955             3.0*game.abandoned +\
2956             100*game.ncviol
2957     if game.ship == 'F':
2958         badpt += 100.0
2959     elif game.ship is None:
2960         badpt += 200.0
2961     return badpt
2962
2963 def finish(ifin):
2964     # end the game, with appropriate notifications
2965     igotit = False
2966     game.alldone = True
2967     skip(3)
2968     prout(_("It is stardate %.1f.") % game.state.date)
2969     skip(1)
2970     if ifin == FWON: # Game has been won
2971         if game.state.nromrem != 0:
2972             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2973                   game.state.nromrem)
2974
2975         prout(_("You have smashed the Klingon invasion fleet and saved"))
2976         prout(_("the Federation."))
2977         if game.alive and game.brigcapacity-game.brigfree > 0:
2978             game.kcaptured += game.brigcapacity-game.brigfree
2979             prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
2980         game.gamewon = True
2981         if game.alive:
2982             badpt = badpoints()
2983             if badpt < 100.0:
2984                 badpt = 0.0        # Close enough!
2985             # killsPerDate >= RateMax
2986             if game.state.date-game.indate < 5.0 or \
2987                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2988                 skip(1)
2989                 prout(_("In fact, you have done so well that Starfleet Command"))
2990                 if game.skill == SKILL_NOVICE:
2991                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2992                 elif game.skill == SKILL_FAIR:
2993                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2994                 elif game.skill == SKILL_GOOD:
2995                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2996                 elif game.skill == SKILL_EXPERT:
2997                     prout(_("promotes you to Commodore Emeritus."))
2998                     skip(1)
2999                     prout(_("Now that you think you're really good, try playing"))
3000                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
3001                 elif game.skill == SKILL_EMERITUS:
3002                     skip(1)
3003                     proutn(_("Computer-  "))
3004                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
3005                     skip(2)
3006                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3007                     skip(1)
3008                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3009                     skip(1)
3010                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3011                     skip(1)
3012                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3013                     skip(1)
3014                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
3015                     skip(2)
3016                     prout(_("Now you can retire and write your own Star Trek game!"))
3017                     skip(1)
3018                 elif game.skill >= SKILL_EXPERT:
3019                     if game.thawed and not game.idebug:
3020                         prout(_("You cannot get a citation, so..."))
3021                     else:
3022                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3023                         scanner.chew()
3024                         if ja():
3025                             igotit = True
3026             # Only grant long life if alive (original didn't!)
3027             skip(1)
3028             prout(_("LIVE LONG AND PROSPER."))
3029         score()
3030         if igotit:
3031             plaque()
3032         return
3033     elif ifin == FDEPLETE: # Federation Resources Depleted
3034         prout(_("Your time has run out and the Federation has been"))
3035         prout(_("conquered.  Your starship is now Klingon property,"))
3036         prout(_("and you are put on trial as a war criminal.  On the"))
3037         proutn(_("basis of your record, you are "))
3038         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3039             prout(_("acquitted."))
3040             skip(1)
3041             prout(_("LIVE LONG AND PROSPER."))
3042         else:
3043             prout(_("found guilty and"))
3044             prout(_("sentenced to death by slow torture."))
3045             game.alive = False
3046         score()
3047         return
3048     elif ifin == FLIFESUP:
3049         prout(_("Your life support reserves have run out, and"))
3050         prout(_("you die of thirst, starvation, and asphyxiation."))
3051         prout(_("Your starship is a derelict in space."))
3052     elif ifin == FNRG:
3053         prout(_("Your energy supply is exhausted."))
3054         skip(1)
3055         prout(_("Your starship is a derelict in space."))
3056     elif ifin == FBATTLE:
3057         prout(_("The %s has been destroyed in battle.") % crmshp())
3058         skip(1)
3059         prout(_("Dulce et decorum est pro patria mori."))
3060     elif ifin == FNEG3:
3061         prout(_("You have made three attempts to cross the negative energy"))
3062         prout(_("barrier which surrounds the galaxy."))
3063         skip(1)
3064         prout(_("Your navigation is abominable."))
3065         score()
3066     elif ifin == FNOVA:
3067         prout(_("Your starship has been destroyed by a nova."))
3068         prout(_("That was a great shot."))
3069         skip(1)
3070     elif ifin == FSNOVAED:
3071         prout(_("The %s has been fried by a supernova.") % crmshp())
3072         prout(_("...Not even cinders remain..."))
3073     elif ifin == FABANDN:
3074         prout(_("You have been captured by the Klingons. If you still"))
3075         prout(_("had a starbase to be returned to, you would have been"))
3076         prout(_("repatriated and given another chance. Since you have"))
3077         prout(_("no starbases, you will be mercilessly tortured to death."))
3078     elif ifin == FDILITHIUM:
3079         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3080     elif ifin == FMATERIALIZE:
3081         prout(_("Starbase was unable to re-materialize your starship."))
3082         prout(_("Sic transit gloria mundi"))
3083     elif ifin == FPHASER:
3084         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3085     elif ifin == FLOST:
3086         prout(_("You and your landing party have been"))
3087         prout(_("converted to energy, dissipating through space."))
3088     elif ifin == FMINING:
3089         prout(_("You are left with your landing party on"))
3090         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3091         skip(1)
3092         prout(_("They are very fond of \"Captain Kirk\" soup."))
3093         skip(1)
3094         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3095     elif ifin == FDPLANET:
3096         prout(_("You and your mining party perish."))
3097         skip(1)
3098         prout(_("That was a great shot."))
3099         skip(1)
3100     elif ifin == FSSC:
3101         prout(_("The Galileo is instantly annihilated by the supernova."))
3102         prout(_("You and your mining party are atomized."))
3103         skip(1)
3104         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3105         prout(_("joins the Romulans, wreaking terror on the Federation."))
3106     elif ifin == FPNOVA:
3107         prout(_("You and your mining party are atomized."))
3108         skip(1)
3109         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3110         prout(_("joins the Romulans, wreaking terror on the Federation."))
3111     elif ifin == FSTRACTOR:
3112         prout(_("The shuttle craft Galileo is also caught,"))
3113         prout(_("and breaks up under the strain."))
3114         skip(1)
3115         prout(_("Your debris is scattered for millions of miles."))
3116         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3117     elif ifin == FDRAY:
3118         prout(_("The mutants attack and kill Spock."))
3119         prout(_("Your ship is captured by Klingons, and"))
3120         prout(_("your crew is put on display in a Klingon zoo."))
3121     elif ifin == FTRIBBLE:
3122         prout(_("Tribbles consume all remaining water,"))
3123         prout(_("food, and oxygen on your ship."))
3124         skip(1)
3125         prout(_("You die of thirst, starvation, and asphyxiation."))
3126         prout(_("Your starship is a derelict in space."))
3127     elif ifin == FHOLE:
3128         prout(_("Your ship is drawn to the center of the black hole."))
3129         prout(_("You are crushed into extremely dense matter."))
3130     elif ifin == FCLOAK:
3131         game.ncviol += 1
3132         prout(_("You have violated the Treaty of Algeron."))
3133         prout(_("The Romulan Empire can never trust you again."))
3134     elif ifin == FCREW:
3135         prout(_("Your last crew member has died."))
3136     if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3137         prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3138         prout(_("You may have missed some warning messages."))
3139         skip(1)
3140     if game.ship == 'F':
3141         game.ship = None
3142     elif game.ship == 'E':
3143         game.ship = 'F'
3144     game.alive = False
3145     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3146         goodies = game.state.remres/game.inresor
3147         baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3148         if goodies/baddies >= randreal(1.0, 1.5):
3149             prout(_("As a result of your actions, a treaty with the Klingon"))
3150             prout(_("Empire has been signed. The terms of the treaty are"))
3151             if goodies/baddies >= randreal(3.0):
3152                 prout(_("favorable to the Federation."))
3153                 skip(1)
3154                 prout(_("Congratulations!"))
3155             else:
3156                 prout(_("highly unfavorable to the Federation."))
3157         else:
3158             prout(_("The Federation will be destroyed."))
3159     else:
3160         prout(_("Since you took the last Klingon with you, you are a"))
3161         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3162         prout(_("statue in your memory. Rest in peace, and try not"))
3163         prout(_("to think about pigeons."))
3164         game.gamewon = True
3165     score()
3166     scanner.chew()      # Clean up leftovers
3167
3168 def score():
3169     "Compute player's score."
3170     timused = game.state.date - game.indate
3171     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3172         timused = 5.0
3173     game.perdate = killrate()
3174     ithperd = 500*game.perdate + 0.5
3175     iwon = 0
3176     if game.gamewon:
3177         iwon = 100*game.skill
3178     if game.ship == 'E':
3179         klship = 0
3180     elif game.ship == 'F':
3181         klship = 1
3182     else:
3183         klship = 2
3184     game.score = 10*(game.inkling - game.state.remkl) \
3185              + 50*(game.incom - len(game.state.kcmdr)) \
3186              + ithperd + iwon \
3187              + 20*(game.inrom - game.state.nromrem) \
3188              + 200*(game.inscom - game.state.nscrem) \
3189                  - game.state.nromrem \
3190              + 3 * game.kcaptured \
3191              - badpoints()
3192     if not game.alive:
3193         game.score -= 200
3194     skip(2)
3195     prout(_("Your score --"))
3196     if game.inrom - game.state.nromrem:
3197         prout(_("%6d Romulans destroyed                 %5d") %
3198               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3199     if game.state.nromrem and game.gamewon:
3200         prout(_("%6d Romulans captured                  %5d") %
3201               (game.state.nromrem, game.state.nromrem))
3202     if game.inkling - game.state.remkl:
3203         prout(_("%6d ordinary Klingons destroyed        %5d") %
3204               (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3205     if game.incom - len(game.state.kcmdr):
3206         prout(_("%6d Klingon commanders destroyed       %5d") %
3207               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3208     if game.kcaptured:
3209         prout(_("%d Klingons captured                   %5d") %
3210               (game.kcaptured, 3 * game.kcaptured))
3211     if game.inscom - game.state.nscrem:
3212         prout(_("%6d Super-Commander destroyed          %5d") %
3213               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3214     if ithperd:
3215         prout(_("%6.2f Klingons per stardate              %5d") %
3216               (game.perdate, ithperd))
3217     if game.state.starkl:
3218         prout(_("%6d stars destroyed by your action     %5d") %
3219               (game.state.starkl, -5*game.state.starkl))
3220     if game.state.nplankl:
3221         prout(_("%6d planets destroyed by your action   %5d") %
3222               (game.state.nplankl, -10*game.state.nplankl))
3223     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3224         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3225               (game.state.nworldkl, -300*game.state.nworldkl))
3226     if game.state.basekl:
3227         prout(_("%6d bases destroyed by your action     %5d") %
3228               (game.state.basekl, -100*game.state.basekl))
3229     if game.nhelp:
3230         prout(_("%6d calls for help from starbase       %5d") %
3231               (game.nhelp, -45*game.nhelp))
3232     if game.casual:
3233         prout(_("%6d casualties incurred                %5d") %
3234               (game.casual, -game.casual))
3235     if game.abandoned:
3236         prout(_("%6d crew abandoned in space            %5d") %
3237               (game.abandoned, -3*game.abandoned))
3238     if klship:
3239         prout(_("%6d ship(s) lost or destroyed          %5d") %
3240               (klship, -100*klship))
3241     if game.ncviol > 0:
3242         if ncviol == 1:
3243             prout(_("1 Treaty of Algeron violation          -100"))
3244         else:
3245             prout(_("%6d Treaty of Algeron violations       %5d\n") %
3246                   (ncviol, -100*ncviol))
3247     if not game.alive:
3248         prout(_("Penalty for getting yourself killed        -200"))
3249     if game.gamewon:
3250         proutn(_("Bonus for winning "))
3251         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3252         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3253         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3254         elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
3255         elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
3256         prout("           %5d" % iwon)
3257     skip(1)
3258     prout(_("TOTAL SCORE                               %5d") % game.score)
3259
3260 def plaque():
3261     "Emit winner's commemmorative plaque."
3262     skip(2)
3263     while True:
3264         proutn(_("File or device name for your plaque: "))
3265         winner = cgetline()
3266         try:
3267             fp = open(winner, "w")
3268             break
3269         except IOError:
3270             prout(_("Invalid name."))
3271
3272     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3273     winner = cgetline()
3274     # The 38 below must be 64 for 132-column paper
3275     nskip = 38 - len(winner)/2
3276     fp.write("\n\n\n\n")
3277     # --------DRAW ENTERPRISE PICTURE.
3278     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3279     fp.write("                                      EEE                      E  : :                                         :  E\n" )
3280     fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
3281     fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
3282     fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3283     fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
3284     fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
3285     fp.write("                                      EEE           E          E            E  E\n")
3286     fp.write("                                                       E         E          E  E\n")
3287     fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
3288     fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
3289     fp.write("                                                    :E    :                 EEEE       E\n")
3290     fp.write("                                                   .-E   -:-----                       E\n")
3291     fp.write("                                                    :E    :                            E\n")
3292     fp.write("                                                      EE  :                    EEEEEEEE\n")
3293     fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
3294     fp.write("\n\n\n")
3295     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3296     fp.write("\n\n\n\n")
3297     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3298     fp.write("\n")
3299     fp.write(_("                                                Starfleet Command bestows to you\n"))
3300     fp.write("\n")
3301     fp.write("%*s%s\n\n" % (nskip, "", winner))
3302     fp.write(_("                                                           the rank of\n\n"))
3303     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3304     fp.write("                                                          ")
3305     if game.skill ==  SKILL_EXPERT:
3306         fp.write(_(" Expert level\n\n"))
3307     elif game.skill == SKILL_EMERITUS:
3308         fp.write(_("Emeritus level\n\n"))
3309     else:
3310         fp.write(_(" Cheat level\n\n"))
3311     timestring = time.ctime()
3312     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3313              (timestring+4, timestring+20, timestring+11))
3314     fp.write(_("                                                        Your score:  %d\n\n") % game.score)
3315     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
3316     fp.close()
3317
3318 # Code from io.c begins here
3319
3320 rows = linecount = 0        # for paging
3321 stdscr = None
3322 replayfp = None
3323 fullscreen_window = None
3324 srscan_window     = None   # Short range scan
3325 report_window     = None   # Report legends for status window
3326 status_window     = None   # The status window itself
3327 lrscan_window     = None   # Long range scan
3328 message_window    = None   # Main window for scrolling text
3329 prompt_window     = None   # Prompt window at bottom of display
3330 curwnd = None
3331
3332 def iostart():
3333     global stdscr, rows
3334     # for some recent versions of python2, the following enables UTF8
3335     # for the older ones we probably need to set C locale, and python3
3336     # has no problems at all
3337     if sys.version_info[0] < 3:
3338         locale.setlocale(locale.LC_ALL, "")
3339     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3340     gettext.textdomain("sst")
3341     if not (game.options & OPTION_CURSES):
3342         ln_env = os.getenv("LINES")
3343         if ln_env:
3344             rows = ln_env
3345         else:
3346             rows = 25
3347     else:
3348         stdscr = curses.initscr()
3349         stdscr.keypad(True)
3350         curses.nonl()
3351         curses.cbreak()
3352         if game.options & OPTION_COLOR:
3353             curses.start_color()
3354             curses.use_default_colors()
3355             curses.init_pair(curses.COLOR_BLACK,   curses.COLOR_BLACK, -1)
3356             curses.init_pair(curses.COLOR_GREEN,   curses.COLOR_GREEN, -1)
3357             curses.init_pair(curses.COLOR_RED,     curses.COLOR_RED, -1)
3358             curses.init_pair(curses.COLOR_CYAN,    curses.COLOR_CYAN, -1)
3359             curses.init_pair(curses.COLOR_WHITE,   curses.COLOR_WHITE, -1)
3360             curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3361             curses.init_pair(curses.COLOR_BLUE,    curses.COLOR_BLUE, -1)
3362             curses.init_pair(curses.COLOR_YELLOW,  curses.COLOR_YELLOW, -1)
3363         global fullscreen_window, srscan_window, report_window, status_window
3364         global lrscan_window, message_window, prompt_window
3365         (rows, _columns)   = stdscr.getmaxyx()
3366         fullscreen_window = stdscr
3367         srscan_window     = curses.newwin(12, 25, 0,       0)
3368         report_window     = curses.newwin(11, 0,  1,       25)
3369         status_window     = curses.newwin(10, 0,  1,       39)
3370         lrscan_window     = curses.newwin(5,  0,  0,       64)
3371         message_window    = curses.newwin(0,  0,  12,      0)
3372         prompt_window     = curses.newwin(1,  0,  rows-2,  0)
3373         message_window.scrollok(True)
3374         setwnd(fullscreen_window)
3375
3376 def ioend():
3377     "Wrap up I/O."
3378     if game.options & OPTION_CURSES:
3379         stdscr.keypad(False)
3380         curses.echo()
3381         curses.nocbreak()
3382         curses.endwin()
3383
3384 def waitfor():
3385     "Wait for user action -- OK to do nothing if on a TTY"
3386     if game.options & OPTION_CURSES:
3387         stdscr.getch()
3388
3389 def announce():
3390     skip(1)
3391     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3392     skip(1)
3393
3394 def pause_game():
3395     if game.skill > SKILL_FAIR:
3396         prompt = _("[CONTINUE?]")
3397     else:
3398         prompt = _("[PRESS ENTER TO CONTINUE]")
3399
3400     if game.options & OPTION_CURSES:
3401         drawmaps(0)
3402         setwnd(prompt_window)
3403         prompt_window.clear()
3404         prompt_window.addstr(prompt)
3405         prompt_window.getstr()
3406         prompt_window.clear()
3407         prompt_window.refresh()
3408         setwnd(message_window)
3409     else:
3410         global linecount
3411         sys.stdout.write('\n')
3412         proutn(prompt)
3413         if not replayfp:
3414             my_input()
3415         sys.stdout.write('\n' * rows)
3416         linecount = 0
3417
3418 def skip(i):
3419     "Skip i lines.  Pause game if this would cause a scrolling event."
3420     for _dummy in range(i):
3421         if game.options & OPTION_CURSES:
3422             (y, _x) = curwnd.getyx()
3423             try:
3424                 curwnd.move(y+1, 0)
3425             except curses.error:
3426                 pass
3427         else:
3428             global linecount
3429             linecount += 1
3430             if rows and linecount >= rows:
3431                 pause_game()
3432             else:
3433                 sys.stdout.write('\n')
3434
3435 def proutn(proutntline):
3436     "Utter a line with no following line feed."
3437     if game.options & OPTION_CURSES:
3438         (y, x) = curwnd.getyx()
3439         (my, _mx) = curwnd.getmaxyx()
3440         if curwnd == message_window and y >= my - 2:
3441             pause_game()
3442             clrscr()
3443         # Uncomment this to debug curses problems
3444         if logfp:
3445             logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3446         curwnd.addstr(proutntline)
3447         curwnd.refresh()
3448     else:
3449         sys.stdout.write(proutntline)
3450         sys.stdout.flush()
3451
3452 def prout(proutline):
3453     proutn(proutline)
3454     skip(1)
3455
3456 def prouts(proutsline):
3457     "Emit slowly!"
3458     for c in proutsline:
3459         if not replayfp or replayfp.closed:        # Don't slow down replays
3460             time.sleep(0.03)
3461         proutn(c)
3462         if game.options & OPTION_CURSES:
3463             curwnd.refresh()
3464         else:
3465             sys.stdout.flush()
3466     if not replayfp or replayfp.closed:
3467         time.sleep(0.03)
3468
3469 def cgetline():
3470     "Get a line of input."
3471     if game.options & OPTION_CURSES:
3472         linein = curwnd.getstr() + "\n"
3473         curwnd.refresh()
3474     else:
3475         if replayfp and not replayfp.closed:
3476             while True:
3477                 linein = replayfp.readline()
3478                 proutn(linein)
3479                 if linein == '':
3480                     prout("*** Replay finished")
3481                     replayfp.close()
3482                     break
3483                 elif linein[0] != "#":
3484                     break
3485         else:
3486             linein = my_input() + "\n"
3487     if logfp:
3488         logfp.write(linein)
3489     return linein
3490
3491 def setwnd(wnd):
3492     "Change windows -- OK for this to be a no-op in tty mode."
3493     global curwnd
3494     if game.options & OPTION_CURSES:
3495         # Uncomment this to debug curses problems
3496         if logfp:
3497             if wnd == fullscreen_window:
3498                 legend = "fullscreen"
3499             elif wnd == srscan_window:
3500                 legend = "srscan"
3501             elif wnd == report_window:
3502                 legend = "report"
3503             elif wnd == status_window:
3504                 legend = "status"
3505             elif wnd == lrscan_window:
3506                 legend = "lrscan"
3507             elif wnd == message_window:
3508                 legend = "message"
3509             elif wnd == prompt_window:
3510                 legend = "prompt"
3511             else:
3512                 legend = "unknown"
3513             logfp.write("#curses: setwnd(%s)\n" % legend)
3514         curwnd = wnd
3515         # Some curses implementations get confused when you try this.
3516         try:
3517             curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3518         except curses.error:
3519             pass
3520
3521 def clreol():
3522     "Clear to end of line -- can be a no-op in tty mode"
3523     if game.options & OPTION_CURSES:
3524         curwnd.clrtoeol()
3525         curwnd.refresh()
3526
3527 def clrscr():
3528     "Clear screen -- can be a no-op in tty mode."
3529     global linecount
3530     if game.options & OPTION_CURSES:
3531         curwnd.clear()
3532         curwnd.move(0, 0)
3533         curwnd.refresh()
3534     linecount = 0
3535
3536 def textcolor(color=DEFAULT):
3537     if game.options & OPTION_COLOR:
3538         if color == DEFAULT:
3539             curwnd.attrset(0)
3540         elif color ==  BLACK:
3541             curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3542         elif color ==  BLUE:
3543             curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3544         elif color ==  GREEN:
3545             curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3546         elif color ==  CYAN:
3547             curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3548         elif color ==  RED:
3549             curwnd.attron(curses.color_pair(curses.COLOR_RED))
3550         elif color ==  MAGENTA:
3551             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3552         elif color ==  BROWN:
3553             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3554         elif color ==  LIGHTGRAY:
3555             curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3556         elif color ==  DARKGRAY:
3557             curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3558         elif color ==  LIGHTBLUE:
3559             curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3560         elif color ==  LIGHTGREEN:
3561             curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3562         elif color ==  LIGHTCYAN:
3563             curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3564         elif color ==  LIGHTRED:
3565             curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3566         elif color ==  LIGHTMAGENTA:
3567             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3568         elif color ==  YELLOW:
3569             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3570         elif color ==  WHITE:
3571             curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3572
3573 def highvideo():
3574     if game.options & OPTION_COLOR:
3575         curwnd.attron(curses.A_REVERSE)
3576
3577 #
3578 # Things past this point have policy implications.
3579 #
3580
3581 def drawmaps(mode):
3582     "Hook to be called after moving to redraw maps."
3583     if game.options & OPTION_CURSES:
3584         if mode == 1:
3585             sensor()
3586         setwnd(srscan_window)
3587         curwnd.move(0, 0)
3588         srscan()
3589         if mode != 2:
3590             setwnd(status_window)
3591             status_window.clear()
3592             status_window.move(0, 0)
3593             setwnd(report_window)
3594             report_window.clear()
3595             report_window.move(0, 0)
3596             status()
3597             setwnd(lrscan_window)
3598             lrscan_window.clear()
3599             lrscan_window.move(0, 0)
3600             lrscan(silent=False)
3601
3602 def put_srscan_sym(w, sym):
3603     "Emit symbol for short-range scan."
3604     srscan_window.move(w.i+1, w.j*2+2)
3605     srscan_window.addch(sym)
3606     srscan_window.refresh()
3607
3608 def boom(w):
3609     "Enemy fall down, go boom."
3610     if game.options & OPTION_CURSES:
3611         drawmaps(2)
3612         setwnd(srscan_window)
3613         srscan_window.attron(curses.A_REVERSE)
3614         put_srscan_sym(w, game.quad[w.i][w.j])
3615         #sound(500)
3616         #time.sleep(1.0)
3617         #nosound()
3618         srscan_window.attroff(curses.A_REVERSE)
3619         put_srscan_sym(w, game.quad[w.i][w.j])
3620         curses.delay_output(500)
3621         setwnd(message_window)
3622
3623 def warble():
3624     "Sound and visual effects for teleportation."
3625     if game.options & OPTION_CURSES:
3626         drawmaps(2)
3627         setwnd(message_window)
3628         #sound(50)
3629     prouts("     . . . . .     ")
3630     if game.options & OPTION_CURSES:
3631         #curses.delay_output(1000)
3632         #nosound()
3633         pass
3634
3635 def tracktorpedo(w, step, i, n, iquad):
3636     "Torpedo-track animation."
3637     if not game.options & OPTION_CURSES:
3638         if step == 1:
3639             if n != 1:
3640                 skip(1)
3641                 proutn(_("Track for torpedo number %d-  ") % (i+1))
3642             else:
3643                 skip(1)
3644                 proutn(_("Torpedo track- "))
3645         elif step==4 or step==9:
3646             skip(1)
3647         proutn("%s   " % w)
3648     else:
3649         if not damaged(DSRSENS) or game.condition=="docked":
3650             if i != 0 and step == 1:
3651                 drawmaps(2)
3652                 time.sleep(0.4)
3653             if (iquad=='.') or (iquad==' '):
3654                 put_srscan_sym(w, '+')
3655                 #sound(step*10)
3656                 #time.sleep(0.1)
3657                 #nosound()
3658                 put_srscan_sym(w, iquad)
3659             else:
3660                 curwnd.attron(curses.A_REVERSE)
3661                 put_srscan_sym(w, iquad)
3662                 #sound(500)
3663                 #time.sleep(1.0)
3664                 #nosound()
3665                 curwnd.attroff(curses.A_REVERSE)
3666                 put_srscan_sym(w, iquad)
3667         else:
3668             proutn("%s   " % w)
3669
3670 def makechart():
3671     "Display the current galaxy chart."
3672     if game.options & OPTION_CURSES:
3673         setwnd(message_window)
3674         message_window.clear()
3675     chart()
3676     if game.options & OPTION_TTY:
3677         skip(1)
3678
3679 NSYM        = 14
3680
3681 def prstat(txt, data):
3682     proutn(txt)
3683     if game.options & OPTION_CURSES:
3684         skip(1)
3685         setwnd(status_window)
3686     else:
3687         proutn(" " * (NSYM - len(txt)))
3688     proutn(data)
3689     skip(1)
3690     if game.options & OPTION_CURSES:
3691         setwnd(report_window)
3692
3693 # Code from moving.c begins here
3694
3695 def imove(icourse=None, noattack=False):
3696     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3697     w = Coord()
3698
3699     def newquadrant(noattack):
3700         # Leaving quadrant -- allow final enemy attack
3701         # Don't set up attack if being pushed by nova or cloaked
3702         if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3703             newcnd()
3704             for enemy in game.enemies:
3705                 finald = (w - enemy.location).distance()
3706                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3707             # Stas Sergeev added the condition
3708             # that attacks only happen if Klingons
3709             # are present and your skill is good.
3710             if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3711                 attack(torps_ok=False)
3712             if game.alldone:
3713                 return
3714         # check for edge of galaxy
3715         kinks = 0
3716         while True:
3717
3718
3719             kink = False
3720             if icourse.final.i < 0:
3721                 icourse.final.i = -icourse.final.i
3722                 kink = True
3723             if icourse.final.j < 0:
3724                 icourse.final.j = -icourse.final.j
3725                 kink = True
3726             if icourse.final.i >= GALSIZE*QUADSIZE:
3727                 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3728                 kink = True
3729             if icourse.final.j >= GALSIZE*QUADSIZE:
3730                 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3731                 kink = True
3732             if kink:
3733                 kinks += 1
3734             else:
3735                 break
3736         if kinks:
3737             game.nkinks += 1
3738             if game.nkinks == 3:
3739                 # Three strikes -- you're out!
3740                 finish(FNEG3)
3741                 return
3742             skip(1)
3743             prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3744             prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3745             prout(_("YOU WILL BE DESTROYED."))
3746         # Compute final position in new quadrant
3747         if trbeam: # Don't bother if we are to be beamed
3748             return
3749         game.quadrant = icourse.final.quadrant()
3750         game.sector = icourse.final.sector()
3751         skip(1)
3752         prout(_("Entering Quadrant %s.") % game.quadrant)
3753         game.quad[game.sector.i][game.sector.j] = game.ship
3754         newqad()
3755         if game.skill>SKILL_NOVICE:
3756             attack(torps_ok=False)
3757
3758     def check_collision(h):
3759         iquad = game.quad[h.i][h.j]
3760         if iquad != '.':
3761             # object encountered in flight path
3762             stopegy = 50.0*icourse.distance/game.optime
3763             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3764                 for enemy in game.enemies:
3765                     if enemy.location == game.sector:
3766                         collision(rammed=False, enemy=enemy)
3767                         return True
3768                 # This should not happen
3769                 prout(_("Which way did he go?"))
3770                 return False
3771             elif iquad == ' ':
3772                 skip(1)
3773                 prouts(_("***RED ALERT!  RED ALERT!"))
3774                 skip(1)
3775                 proutn("***" + crmshp())
3776                 proutn(_(" pulled into black hole at Sector %s") % h)
3777                 # Getting pulled into a black hole was certain
3778                 # death in Almy's original.  Stas Sergeev added a
3779                 # possibility that you'll get timewarped instead.
3780                 n=0
3781                 for m in range(NDEVICES):
3782                     if game.damage[m]>0:
3783                         n += 1
3784                 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3785                 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3786                     timwrp()
3787                 else:
3788                     finish(FHOLE)
3789                 return True
3790             else:
3791                 # something else
3792                 skip(1)
3793                 proutn(crmshp())
3794                 if iquad == '#':
3795                     prout(_(" encounters Tholian web at %s;") % h)
3796                 else:
3797                     prout(_(" blocked by object at %s;") % h)
3798                 proutn(_("Emergency stop required "))
3799                 prout(_("%2d units of energy.") % int(stopegy))
3800                 game.energy -= stopegy
3801                 if game.energy <= 0:
3802                     finish(FNRG)
3803                 return True
3804         return False
3805
3806     trbeam = False
3807     if game.inorbit:
3808         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3809         game.inorbit = False
3810     # If tractor beam is to occur, don't move full distance
3811     if game.state.date+game.optime >= scheduled(FTBEAM):
3812         if game.iscloaked:
3813             # We can't be tractor beamed if cloaked,
3814             # so move the event into the future
3815             postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3816             pass
3817         else:
3818             trbeam = True
3819             game.condition = "red"
3820             icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3821             game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3822     # Move out
3823     game.quad[game.sector.i][game.sector.j] = '.'
3824     for _m in range(icourse.moves):
3825         icourse.nexttok()
3826         w = icourse.sector()
3827         if icourse.origin.quadrant() != icourse.location.quadrant():
3828             newquadrant(noattack)
3829             break
3830         elif check_collision(w):
3831             print("Collision detected")
3832             break
3833         else:
3834             game.sector = w
3835     # We're in destination quadrant -- compute new average enemy distances
3836     game.quad[game.sector.i][game.sector.j] = game.ship
3837     if game.enemies:
3838         for enemy in game.enemies:
3839             finald = (w-enemy.location).distance()
3840             enemy.kavgd = 0.5 * (finald + enemy.kdist)
3841             enemy.kdist = finald
3842         sortenemies()
3843         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3844             attack(torps_ok=False)
3845         for enemy in game.enemies:
3846             enemy.kavgd = enemy.kdist
3847     newcnd()
3848     drawmaps(0)
3849     setwnd(message_window)
3850     return
3851
3852 def dock(verbose):
3853     "Dock our ship at a starbase."
3854     scanner.chew()
3855     if game.condition == "docked" and verbose:
3856         prout(_("Already docked."))
3857         return
3858     if game.inorbit:
3859         prout(_("You must first leave standard orbit."))
3860         return
3861     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3862         prout(crmshp() + _(" not adjacent to base."))
3863         return
3864     if game.iscloaked:
3865         prout(_("You cannot dock while cloaked."))
3866         return
3867     game.condition = "docked"
3868     if verbose:
3869         prout(_("Docked."))
3870     game.ididit = True
3871     if game.energy < game.inenrg:
3872         game.energy = game.inenrg
3873     game.shield = game.inshld
3874     game.torps = game.intorps
3875     game.lsupres = game.inlsr
3876     game.state.crew = FULLCREW
3877     if game.brigcapacity-game.brigfree > 0:
3878         prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3879         game.kcaptured += game.brigcapacity-game.brigfree
3880         game.brigfree = game.brigcapacity
3881     if not damaged(DRADIO) and \
3882         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3883         # get attack report from base
3884         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3885         attackreport(False)
3886         game.iseenit = True
3887
3888 def cartesian(loc1=None, loc2=None):
3889     if loc1 is None:
3890         return game.quadrant * QUADSIZE + game.sector
3891     elif loc2 is None:
3892         return game.quadrant * QUADSIZE + loc1
3893     else:
3894         return loc1 * QUADSIZE + loc2
3895
3896 def getcourse(isprobe):
3897     "Get a course and distance from the user."
3898     key = ""
3899     dquad = copy.copy(game.quadrant)
3900     navmode = "unspecified"
3901     itemp = "curt"
3902     dsect = Coord()
3903     iprompt = False
3904     if game.landed and not isprobe:
3905         prout(_("Dummy! You can't leave standard orbit until you"))
3906         proutn(_("are back aboard the ship."))
3907         scanner.chew()
3908         raise TrekError
3909     while navmode == "unspecified":
3910         if damaged(DNAVSYS):
3911             if isprobe:
3912                 prout(_("Computer damaged; manual navigation only"))
3913             else:
3914                 prout(_("Computer damaged; manual movement only"))
3915             scanner.chew()
3916             navmode = "manual"
3917             key = "IHEOL"
3918             break
3919         key = scanner.nexttok()
3920         if key == "IHEOL":
3921             proutn(_("Manual or automatic- "))
3922             iprompt = True
3923             scanner.chew()
3924         elif key == "IHALPHA":
3925             if scanner.sees("manual"):
3926                 navmode = "manual"
3927                 key = scanner.nexttok()
3928                 break
3929             elif scanner.sees("automatic"):
3930                 navmode = "automatic"
3931                 key = scanner.nexttok()
3932                 break
3933             else:
3934                 huh()
3935                 scanner.chew()
3936                 raise TrekError
3937         else: # numeric
3938             if isprobe:
3939                 prout(_("(Manual navigation assumed.)"))
3940             else:
3941                 prout(_("(Manual movement assumed.)"))
3942             navmode = "manual"
3943             break
3944     delta = Coord()
3945     if navmode == "automatic":
3946         while key == "IHEOL":
3947             if isprobe:
3948                 proutn(_("Target quadrant or quadrant&sector- "))
3949             else:
3950                 proutn(_("Destination sector or quadrant&sector- "))
3951             scanner.chew()
3952             iprompt = True
3953             key = scanner.nexttok()
3954         if key != "IHREAL":
3955             huh()
3956             raise TrekError
3957         xi = int(round(scanner.real))-1
3958         key = scanner.nexttok()
3959         if key != "IHREAL":
3960             huh()
3961             raise TrekError
3962         xj = int(round(scanner.real))-1
3963         key = scanner.nexttok()
3964         if key == "IHREAL":
3965             # both quadrant and sector specified
3966             xk = int(round(scanner.real))-1
3967             key = scanner.nexttok()
3968             if key != "IHREAL":
3969                 huh()
3970                 raise TrekError
3971             xl = int(round(scanner.real))-1
3972             dquad.i = xi
3973             dquad.j = xj
3974             dsect.i = xk
3975             dsect.j = xl
3976         else:
3977             # only one pair of numbers was specified
3978             if isprobe:
3979                 # only quadrant specified -- go to center of dest quad
3980                 dquad.i = xi
3981                 dquad.j = xj
3982                 dsect.j = dsect.i = 4        # preserves 1-origin behavior
3983             else:
3984                 # only sector specified
3985                 dsect.i = xi
3986                 dsect.j = xj
3987             itemp = "normal"
3988         if not dquad.valid_quadrant() or not dsect.valid_sector():
3989             huh()
3990             raise TrekError
3991         skip(1)
3992         if not isprobe:
3993             if itemp > "curt":
3994                 if iprompt:
3995                     prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3996             else:
3997                 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3998         # the actual deltas get computed here
3999         delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4000         delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4001     else: # manual
4002         while key == "IHEOL":
4003             proutn(_("X and Y displacements- "))
4004             scanner.chew()
4005             iprompt = True
4006             key = scanner.nexttok()
4007         itemp = "verbose"
4008         if key != "IHREAL":
4009             huh()
4010             raise TrekError
4011         delta.j = scanner.real
4012         key = scanner.nexttok()
4013         if key != "IHREAL":
4014             huh()
4015             raise TrekError
4016         delta.i = scanner.real
4017     # Check for zero movement
4018     if delta.i == 0 and delta.j == 0:
4019         scanner.chew()
4020         raise TrekError
4021     if itemp == "verbose" and not isprobe:
4022         skip(1)
4023         prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4024     scanner.chew()
4025     return course(bearing=delta.bearing(), distance=delta.distance())
4026
4027 class course:
4028     def __init__(self, bearing, distance, origin=None):
4029         self.distance = distance
4030         self.bearing = bearing
4031         if origin is None:
4032             self.origin = cartesian(game.quadrant, game.sector)
4033         else:
4034             self.origin = origin
4035         # The bearing() code we inherited from FORTRAN is actually computing
4036         # clockface directions!
4037         if self.bearing < 0.0:
4038             self.bearing += 12.0
4039         self.angle = ((15.0 - self.bearing) * 0.5235988)
4040         self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4041         bigger = max(abs(self.increment.i), abs(self.increment.j))
4042         self.increment /= bigger
4043         self.moves = int(round(10*self.distance*bigger))
4044         self.reset()
4045         self.final = (self.location + self.moves*self.increment).roundtogrid()
4046         self.location = self.origin
4047         self.nextlocation = None
4048     def reset(self):
4049         self.location = self.origin
4050         self.step = 0
4051     def arrived(self):
4052         return self.location.roundtogrid() == self.final
4053     def nexttok(self):
4054         "Next step on course."
4055         self.step += 1
4056         self.nextlocation = self.location + self.increment
4057         samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4058         self.location = self.nextlocation
4059         return samequad
4060     def quadrant(self):
4061         return self.location.quadrant()
4062     def sector(self):
4063         return self.location.sector()
4064     def power(self, w):
4065         return self.distance*(w**3)*(game.shldup+1)
4066     def time(self, w):
4067         return 10.0*self.distance/w**2
4068
4069 def impulse():
4070     "Move under impulse power."
4071     game.ididit = False
4072     if damaged(DIMPULS):
4073         scanner.chew()
4074         skip(1)
4075         prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4076         return
4077     if game.energy > 30.0:
4078         try:
4079             icourse = getcourse(isprobe=False)
4080         except TrekError:
4081             return
4082         power = 20.0 + 100.0*icourse.distance
4083     else:
4084         power = 30.0
4085     if power >= game.energy:
4086         # Insufficient power for trip
4087         skip(1)
4088         prout(_("First Officer Spock- \"Captain, the impulse engines"))
4089         prout(_("require 20.0 units to engage, plus 100.0 units per"))
4090         if game.energy > 30:
4091             proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
4092                    int(0.01 * (game.energy-20.0)-0.05))
4093             prout(_(" quadrants.\""))
4094         else:
4095             prout(_("quadrant.  They are, therefore, useless.\""))
4096         scanner.chew()
4097         return
4098     # Make sure enough time is left for the trip
4099     game.optime = icourse.distance/0.095
4100     if game.optime >= game.state.remtime:
4101         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4102         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4103         proutn(_("we dare spend the time?\" "))
4104         if not ja():
4105             return
4106     # Activate impulse engines and pay the cost
4107     imove(icourse, noattack=False)
4108     game.ididit = True
4109     if game.alldone:
4110         return
4111     power = 20.0 + 100.0*icourse.distance
4112     game.energy -= power
4113     game.optime = icourse.distance/0.095
4114     if game.energy <= 0:
4115         finish(FNRG)
4116     return
4117
4118 def warp(wcourse, involuntary):
4119     "ove under warp drive."
4120     blooey = False; twarp = False
4121     if not involuntary: # Not WARPX entry
4122         game.ididit = False
4123         if game.iscloaked:
4124             scanner.chew()
4125             skip(1)
4126             prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4127             return
4128         if game.damage[DWARPEN] > 10.0:
4129             scanner.chew()
4130             skip(1)
4131             prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4132             return
4133         if damaged(DWARPEN) and game.warpfac > 4.0:
4134             scanner.chew()
4135             skip(1)
4136             prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4137             prout(_("  is repaired, I can only give you warp 4.\""))
4138             return
4139                # Read in course and distance
4140         if wcourse is None:
4141             try:
4142                 wcourse = getcourse(isprobe=False)
4143             except TrekError:
4144                 return
4145         # Make sure starship has enough energy for the trip
4146         # Note: this formula is slightly different from the C version,
4147         # and lets you skate a bit closer to the edge.
4148         if wcourse.power(game.warpfac) >= game.energy:
4149             # Insufficient power for trip
4150             game.ididit = False
4151             skip(1)
4152             prout(_("Engineering to bridge--"))
4153             if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4154                 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4155                 if iwarp <= 0:
4156                     prout(_("We can't do it, Captain. We don't have enough energy."))
4157                 else:
4158                     proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4159                     if game.shldup:
4160                         prout(",")
4161                         prout(_("if you'll lower the shields."))
4162                     else:
4163                         prout(".")
4164             else:
4165                 prout(_("We haven't the energy to go that far with the shields up."))
4166             return
4167         # Make sure enough time is left for the trip
4168         game.optime = wcourse.time(game.warpfac)
4169         if game.optime >= 0.8*game.state.remtime:
4170             skip(1)
4171             prout(_("First Officer Spock- \"Captain, I compute that such"))
4172             proutn(_("  a trip would require approximately %2.0f") %
4173                    (100.0*game.optime/game.state.remtime))
4174             prout(_(" percent of our"))
4175             proutn(_("  remaining time.  Are you sure this is wise?\" "))
4176             if not ja():
4177                 game.ididit = False
4178                 game.optime=0
4179                 return
4180     # Entry WARPX
4181     if game.warpfac > 6.0:
4182         # Decide if engine damage will occur
4183         # ESR: Seems wrong. Probability of damage goes *down* with distance?
4184         prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4185         if prob > randreal():
4186             blooey = True
4187             wcourse.distance = randreal(wcourse.distance)
4188         # Decide if time warp will occur
4189         if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4190             twarp = True
4191         if game.idebug and game.warpfac==10 and not twarp:
4192             blooey = False
4193             proutn("=== Force time warp? ")
4194             if ja():
4195                 twarp = True
4196         if blooey or twarp:
4197             # If time warp or engine damage, check path
4198             # If it is obstructed, don't do warp or damage
4199             look = wcourse.moves
4200             while look > 0:
4201                 look -= 1
4202                 wcourse.nexttok()
4203                 w = wcourse.sector()
4204                 if not w.valid_sector():
4205                     break
4206                 if game.quad[w.i][w.j] != '.':
4207                     blooey = False
4208                     twarp = False
4209             wcourse.reset()
4210     # Activate Warp Engines and pay the cost
4211     imove(wcourse, noattack=False)
4212     if game.alldone:
4213         return
4214     game.energy -= wcourse.power(game.warpfac)
4215     if game.energy <= 0:
4216         finish(FNRG)
4217     game.optime = wcourse.time(game.warpfac)
4218     if twarp:
4219         timwrp()
4220     if blooey:
4221         game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4222         skip(1)
4223         prout(_("Engineering to bridge--"))
4224         prout(_("  Scott here.  The warp engines are damaged."))
4225         prout(_("  We'll have to reduce speed to warp 4."))
4226     game.ididit = True
4227     return
4228
4229 def setwarp():
4230     "Change the warp factor."
4231     while True:
4232         key=scanner.nexttok()
4233         if key != "IHEOL":
4234             break
4235         scanner.chew()
4236         proutn(_("Warp factor- "))
4237     if key != "IHREAL":
4238         huh()
4239         return
4240     if game.damage[DWARPEN] > 10.0:
4241         prout(_("Warp engines inoperative."))
4242         return
4243     if damaged(DWARPEN) and scanner.real > 4.0:
4244         prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4245         prout(_("  but right now we can only go warp 4.\""))
4246         return
4247     if scanner.real > 10.0:
4248         prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4249         return
4250     if scanner.real < 1.0:
4251         prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4252         return
4253     oldfac = game.warpfac
4254     game.warpfac = scanner.real
4255     if game.warpfac <= oldfac or game.warpfac <= 6.0:
4256         prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4257               int(game.warpfac))
4258         return
4259     if game.warpfac < 8.00:
4260         prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4261         return
4262     if game.warpfac == 10.0:
4263         prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4264         return
4265     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4266     return
4267
4268 def atover(igrab):
4269     "Cope with being tossed out of quadrant by supernova or yanked by beam."
4270     scanner.chew()
4271     # is captain on planet?
4272     if game.landed:
4273         if damaged(DTRANSP):
4274             finish(FPNOVA)
4275             return
4276         prout(_("Scotty rushes to the transporter controls."))
4277         if game.shldup:
4278             prout(_("But with the shields up it's hopeless."))
4279             finish(FPNOVA)
4280         prouts(_("His desperate attempt to rescue you . . ."))
4281         if withprob(0.5):
4282             prout(_("fails."))
4283             finish(FPNOVA)
4284             return
4285         prout(_("SUCCEEDS!"))
4286         if game.imine:
4287             game.imine = False
4288             proutn(_("The crystals mined were "))
4289             if withprob(0.25):
4290                 prout(_("lost."))
4291             else:
4292                 prout(_("saved."))
4293                 game.icrystl = True
4294     if igrab:
4295         return
4296     # Check to see if captain in shuttle craft
4297     if game.icraft:
4298         finish(FSTRACTOR)
4299     if game.alldone:
4300         return
4301     # Inform captain of attempt to reach safety
4302     skip(1)
4303     while True:
4304         if game.justin:
4305             prouts(_("***RED ALERT!  RED ALERT!"))
4306             skip(1)
4307             proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4308             prouts(_("   a supernova."))
4309             skip(2)
4310         prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4311         prout(_("safely out of quadrant."))
4312         if not damaged(DRADIO):
4313             game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4314         # Try to use warp engines
4315         if damaged(DWARPEN):
4316             skip(1)
4317             prout(_("Warp engines damaged."))
4318             finish(FSNOVAED)
4319             return
4320         game.warpfac = randreal(6.0, 8.0)
4321         prout(_("Warp factor set to %d") % int(game.warpfac))
4322         power = 0.75*game.energy
4323         dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4324         dist = max(dist, randreal(math.sqrt(2)))
4325         bugout = course(bearing=randreal(12), distance=dist)        # How dumb!
4326         game.optime = bugout.time(game.warpfac)
4327         game.justin = False
4328         game.inorbit = False
4329         warp(bugout, involuntary=True)
4330         if not game.justin:
4331             # This is bad news, we didn't leave quadrant.
4332             if game.alldone:
4333                 return
4334             skip(1)
4335             prout(_("Insufficient energy to leave quadrant."))
4336             finish(FSNOVAED)
4337             return
4338         # Repeat if another snova
4339         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4340             break
4341     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4342         finish(FWON) # Snova killed remaining enemy.
4343
4344 def timwrp():
4345     "Let's do the time warp again."
4346     prout(_("***TIME WARP ENTERED."))
4347     if game.state.snap and withprob(0.5):
4348         # Go back in time
4349         prout(_("You are traveling backwards in time %d stardates.") %
4350               int(game.state.date-game.snapsht.date))
4351         game.state = game.snapsht
4352         game.state.snap = False
4353         if len(game.state.kcmdr):
4354             schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4355             schedule(FBATTAK, expran(0.3*game.intime))
4356         schedule(FSNOVA, expran(0.5*game.intime))
4357         # next snapshot will be sooner
4358         schedule(FSNAP, expran(0.25*game.state.remtime))
4359
4360         if game.state.nscrem:
4361             schedule(FSCMOVE, 0.2777)
4362         game.isatb = 0
4363         unschedule(FCDBAS)
4364         unschedule(FSCDBAS)
4365         game.battle.invalidate()
4366         # Make sure Galileo is consistant -- Snapshot may have been taken
4367         # when on planet, which would give us two Galileos!
4368         gotit = False
4369         for l in range(game.inplan):
4370             if game.state.planets[l].known == "shuttle_down":
4371                 gotit = True
4372                 if game.iscraft == "onship" and game.ship=='E':
4373                     prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
4374                     game.iscraft = "offship"
4375         # Likewise, if in the original time the Galileo was abandoned, but
4376         # was on ship earlier, it would have vanished -- let's restore it.
4377         if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4378             prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
4379             game.iscraft = "onship"
4380         # There used to be code to do the actual reconstrction here,
4381         # but the starchart is now part of the snapshotted galaxy state.
4382         prout(_("Spock has reconstructed a correct star chart from memory"))
4383     else:
4384         # Go forward in time
4385         game.optime = expran(0.5*game.intime)
4386         prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4387         # cheat to make sure no tractor beams occur during time warp
4388         postpone(FTBEAM, game.optime)
4389         game.damage[DRADIO] += game.optime
4390     newqad()
4391     events()        # Stas Sergeev added this -- do pending events
4392
4393 def probe():
4394     "Launch deep-space probe."
4395     # New code to launch a deep space probe
4396     if game.nprobes == 0:
4397         scanner.chew()
4398         skip(1)
4399         if game.ship == 'E':
4400             prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4401         else:
4402             prout(_("Ye Faerie Queene has no deep space probes."))
4403         return
4404     if damaged(DDSP):
4405         scanner.chew()
4406         skip(1)
4407         prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4408         return
4409     if is_scheduled(FDSPROB):
4410         scanner.chew()
4411         skip(1)
4412         if damaged(DRADIO) and game.condition != "docked":
4413             prout(_("Spock-  \"Records show the previous probe has not yet"))
4414             prout(_("   reached its destination.\""))
4415         else:
4416             prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4417         return
4418     key = scanner.nexttok()
4419     if key == "IHEOL":
4420         if game.nprobes == 1:
4421             prout(_("1 probe left."))
4422         else:
4423             prout(_("%d probes left") % game.nprobes)
4424         proutn(_("Are you sure you want to fire a probe? "))
4425         if not ja():
4426             return
4427     game.isarmed = False
4428     if key == "IHALPHA" and scanner.token == "armed":
4429         game.isarmed = True
4430         key = scanner.nexttok()
4431     elif key == "IHEOL":
4432         proutn(_("Arm NOVAMAX warhead? "))
4433         game.isarmed = ja()
4434     elif key == "IHREAL":                # first element of course
4435         scanner.push(scanner.token)
4436     try:
4437         game.probe = getcourse(isprobe=True)
4438     except TrekError:
4439         return
4440     game.nprobes -= 1
4441     schedule(FDSPROB, 0.01) # Time to move one sector
4442     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
4443     game.ididit = True
4444     return
4445
4446 def mayday():
4447     "Yell for help from nearest starbase."
4448     # There's more than one way to move in this game!
4449     scanner.chew()
4450     # Test for conditions which prevent calling for help
4451     if game.condition == "docked":
4452         prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
4453         return
4454     if damaged(DRADIO):
4455         prout(_("Subspace radio damaged."))
4456         return
4457     if not game.state.baseq:
4458         prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
4459         return
4460     if game.landed:
4461         prout(_("You must be aboard the %s.") % crmshp())
4462         return
4463     # OK -- call for help from nearest starbase
4464     game.nhelp += 1
4465     if game.base.i!=0:
4466         # There's one in this quadrant
4467         ddist = (game.base - game.sector).distance()
4468     else:
4469         ibq = None      # Force base-quadrant game to persist past loop
4470         ddist = FOREVER
4471         for ibq in game.state.baseq:
4472             xdist = QUADSIZE * (ibq - game.quadrant).distance()
4473             if xdist < ddist:
4474                 ddist = xdist
4475         if ibq is None:
4476             prout(_("No starbases remain. You are alone in a hostile galaxy."))
4477             return
4478         # Since starbase not in quadrant, set up new quadrant
4479         game.quadrant = ibq
4480         newqad()
4481     # dematerialize starship
4482     game.quad[game.sector.i][game.sector.j]='.'
4483     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4484            % (game.quadrant, crmshp()))
4485     game.sector.invalidate()
4486     for m in range(1, 5+1):
4487         w = game.base.scatter()
4488         if w.valid_sector() and game.quad[w.i][w.j]=='.':
4489             # found one -- finish up
4490             game.sector = w
4491             break
4492     if not game.sector.is_valid():
4493         prout(_("You have been lost in space..."))
4494         finish(FMATERIALIZE)
4495         return
4496     # Give starbase three chances to rematerialize starship
4497     probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4498     for m in range(1, 3+1):
4499         if m == 1: proutn(_("1st"))
4500         elif m == 2: proutn(_("2nd"))
4501         elif m == 3: proutn(_("3rd"))
4502         proutn(_(" attempt to re-materialize ") + crmshp())
4503         game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4504         textcolor(RED)
4505         warble()
4506         if randreal() > probf:
4507             break
4508         prout(_("fails."))
4509         textcolor(DEFAULT)
4510         curses.delay_output(500)
4511     if m > 3:
4512         game.quad[game.sector.i][game.sector.j]='?'
4513         game.alive = False
4514         drawmaps(1)
4515         setwnd(message_window)
4516         finish(FMATERIALIZE)
4517         return
4518     game.quad[game.sector.i][game.sector.j]=game.ship
4519     textcolor(GREEN)
4520     prout(_("succeeds."))
4521     textcolor(DEFAULT)
4522     dock(False)
4523     skip(1)
4524     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
4525
4526 def abandon():
4527     "Abandon ship."
4528     scanner.chew()
4529     if game.condition=="docked":
4530         if game.ship!='E':
4531             prout(_("You cannot abandon Ye Faerie Queene."))
4532             return
4533     else:
4534         # Must take shuttle craft to exit
4535         if game.damage[DSHUTTL]==-1:
4536             prout(_("Ye Faerie Queene has no shuttle craft."))
4537             return
4538         if game.damage[DSHUTTL]<0:
4539             prout(_("Shuttle craft now serving Big Macs."))
4540             return
4541         if game.damage[DSHUTTL]>0:
4542             prout(_("Shuttle craft damaged."))
4543             return
4544         if game.landed:
4545             prout(_("You must be aboard the ship."))
4546             return
4547         if game.iscraft != "onship":
4548             prout(_("Shuttle craft not currently available."))
4549             return
4550         # Emit abandon ship messages
4551         skip(1)
4552         prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
4553         skip(1)
4554         prouts(_("***ALL HANDS ABANDON SHIP!"))
4555         skip(2)
4556         prout(_("Captain and crew escape in shuttle craft."))
4557         if not game.state.baseq:
4558             # Oops! no place to go...
4559             finish(FABANDN)
4560             return
4561         q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4562         # Dispose of crew
4563         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4564             prout(_("Remainder of ship's complement beam down"))
4565             prout(_("to nearest habitable planet."))
4566         elif q.planet != None and not damaged(DTRANSP):
4567             prout(_("Remainder of ship's complement beam down to %s.") %
4568                   q.planet)
4569         else:
4570             prout(_("Entire crew of %d left to die in outer space.") %
4571                   game.state.crew)
4572             game.casual += game.state.crew
4573             game.abandoned += game.state.crew
4574         # If at least one base left, give 'em the Faerie Queene
4575         skip(1)
4576         game.icrystl = False # crystals are lost
4577         game.nprobes = 0 # No probes
4578         prout(_("You are captured by Klingons and released to"))
4579         prout(_("the Federation in a prisoner-of-war exchange."))
4580         nb = randrange(len(game.state.baseq))
4581         # Set up quadrant and position FQ adjacient to base
4582         if not game.quadrant == game.state.baseq[nb]:
4583             game.quadrant = game.state.baseq[nb]
4584             game.sector.i = game.sector.j = 5
4585             newqad()
4586         while True:
4587             # position next to base by trial and error
4588             game.quad[game.sector.i][game.sector.j] = '.'
4589             l = QUADSIZE
4590             for l in range(QUADSIZE):
4591                 game.sector = game.base.scatter()
4592                 if game.sector.valid_sector() and \
4593                        game.quad[game.sector.i][game.sector.j] == '.':
4594                     break
4595             if l < QUADSIZE:
4596                 break # found a spot
4597             game.sector.i=QUADSIZE/2
4598             game.sector.j=QUADSIZE/2
4599             newqad()
4600     # Get new commission
4601     game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4602     game.state.crew = FULLCREW
4603     prout(_("Starfleet puts you in command of another ship,"))
4604     prout(_("the Faerie Queene, which is antiquated but,"))
4605     prout(_("still useable."))
4606     if game.icrystl:
4607         prout(_("The dilithium crystals have been moved."))
4608     game.imine = False
4609     game.iscraft = "offship" # Galileo disappears
4610     # Resupply ship
4611     game.condition="docked"
4612     for l in range(NDEVICES):
4613         game.damage[l] = 0.0
4614     game.damage[DSHUTTL] = -1
4615     game.energy = game.inenrg = 3000.0
4616     game.shield = game.inshld = 1250.0
4617     game.torps = game.intorps = 6
4618     game.lsupres=game.inlsr=3.0
4619     game.shldup=False
4620     game.warpfac=5.0
4621     game.brigfree = game.brigcapacity = 300
4622     return
4623
4624 # Code from planets.c begins here.
4625
4626 def consumeTime():
4627     "Abort a lengthy operation if an event interrupts it."
4628     game.ididit = True
4629     events()
4630     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4631         return True
4632     return False
4633
4634 def survey():
4635     "Report on (uninhabited) planets in the galaxy."
4636     iknow = False
4637     skip(1)
4638     scanner.chew()
4639     prout(_("Spock-  \"Planet report follows, Captain.\""))
4640     skip(1)
4641     for i in range(game.inplan):
4642         if game.state.planets[i].pclass == "destroyed":
4643             continue
4644         if (game.state.planets[i].known != "unknown" \
4645             and not game.state.planets[i].inhabited) \
4646             or game.idebug:
4647             iknow = True
4648             if game.idebug and game.state.planets[i].known=="unknown":
4649                 proutn("(Unknown) ")
4650             proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4651             proutn(_("   class "))
4652             proutn(game.state.planets[i].pclass)
4653             proutn("   ")
4654             if game.state.planets[i].crystals != "present":
4655                 proutn(_("no "))
4656             prout(_("dilithium crystals present."))
4657             if game.state.planets[i].known=="shuttle_down":
4658                 prout(_("    Shuttle Craft Galileo on surface."))
4659     if not iknow:
4660         prout(_("No information available."))
4661
4662 def orbit():
4663     "Enter standard orbit."
4664     skip(1)
4665     scanner.chew()
4666     if game.inorbit:
4667         prout(_("Already in standard orbit."))
4668         return
4669     if damaged(DWARPEN) and damaged(DIMPULS):
4670         prout(_("Both warp and impulse engines damaged."))
4671         return
4672     if not game.plnet.is_valid():
4673         prout("There is no planet in this sector.")
4674         return
4675     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4676         prout(crmshp() + _(" not adjacent to planet."))
4677         skip(1)
4678         return
4679     game.optime = randreal(0.02, 0.05)
4680     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
4681     newcnd()
4682     if consumeTime():
4683         return
4684     game.height = randreal(1400, 8600)
4685     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4686     game.inorbit = True
4687     game.ididit = True
4688
4689 def sensor():
4690     "Examine planets in this quadrant."
4691     if damaged(DSRSENS):
4692         if game.options & OPTION_TTY:
4693             prout(_("Short range sensors damaged."))
4694         return
4695     if game.iplnet is None:
4696         if game.options & OPTION_TTY:
4697             prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4698         return
4699     if game.iplnet.known == "unknown":
4700         prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
4701         skip(1)
4702         prout(_("         Planet at Sector %s is of class %s.") %
4703               (game.plnet, game.iplnet.pclass))
4704         if game.iplnet.known=="shuttle_down":
4705             prout(_("         Sensors show Galileo still on surface."))
4706         proutn(_("         Readings indicate"))
4707         if game.iplnet.crystals != "present":
4708             proutn(_(" no"))
4709         prout(_(" dilithium crystals present.\""))
4710         if game.iplnet.known == "unknown":
4711             game.iplnet.known = "known"
4712     elif game.iplnet.inhabited:
4713         prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
4714         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
4715
4716 def beam():
4717     "Use the transporter."
4718     nrgneed = 0
4719     scanner.chew()
4720     skip(1)
4721     if damaged(DTRANSP):
4722         prout(_("Transporter damaged."))
4723         if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4724             skip(1)
4725             proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
4726             if ja():
4727                 shuttle()
4728         return
4729     if not game.inorbit:
4730         prout(crmshp() + _(" not in standard orbit."))
4731         return
4732     if game.shldup:
4733         prout(_("Impossible to transport through shields."))
4734         return
4735     if game.iplnet.known=="unknown":
4736         prout(_("Spock-  \"Captain, we have no information on this planet"))
4737         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4738         prout(_("  you may not go down.\""))
4739         return
4740     if not game.landed and game.iplnet.crystals=="absent":
4741         prout(_("Spock-  \"Captain, I fail to see the logic in"))
4742         prout(_("  exploring a planet with no dilithium crystals."))
4743         proutn(_("  Are you sure this is wise?\" "))
4744         if not ja():
4745             scanner.chew()
4746             return
4747     if not (game.options & OPTION_PLAIN):
4748         nrgneed = 50 * game.skill + game.height / 100.0
4749         if nrgneed > game.energy:
4750             prout(_("Engineering to bridge--"))
4751             prout(_("  Captain, we don't have enough energy for transportation."))
4752             return
4753         if not game.landed and nrgneed * 2 > game.energy:
4754             prout(_("Engineering to bridge--"))
4755             prout(_("  Captain, we have enough energy only to transport you down to"))
4756             prout(_("  the planet, but there wouldn't be an energy for the trip back."))
4757             if game.iplnet.known == "shuttle_down":
4758                 prout(_("  Although the Galileo shuttle craft may still be on a surface."))
4759             proutn(_("  Are you sure this is wise?\" "))
4760             if not ja():
4761                 scanner.chew()
4762                 return
4763     if game.landed:
4764         # Coming from planet
4765         if game.iplnet.known=="shuttle_down":
4766             proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
4767             if ja():
4768                 scanner.chew()
4769                 return
4770             prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4771         prout(_("Landing party assembled, ready to beam up."))
4772         skip(1)
4773         prout(_("Kirk whips out communicator..."))
4774         prouts(_("BEEP  BEEP  BEEP"))
4775         skip(2)
4776         prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
4777     else:
4778         # Going to planet
4779         prout(_("Scotty-  \"Transporter room ready, Sir.\""))
4780         skip(1)
4781         prout(_("Kirk and landing party prepare to beam down to planet surface."))
4782         skip(1)
4783         prout(_("Kirk-  \"Energize.\""))
4784     game.ididit = True
4785     skip(1)
4786     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
4787     skip(2)
4788     if not withprob(0.98):
4789         prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4790         skip(2)
4791         prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
4792         finish(FLOST)
4793         return
4794     prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
4795     game.landed = not game.landed
4796     game.energy -= nrgneed
4797     skip(2)
4798     prout(_("Transport complete."))
4799     if game.landed and game.iplnet.known=="shuttle_down":
4800         prout(_("The shuttle craft Galileo is here!"))
4801     if not game.landed and game.imine:
4802         game.icrystl = True
4803         game.cryprob = 0.05
4804     game.imine = False
4805     return
4806
4807 def mine():
4808     "Strip-mine a world for dilithium."
4809     skip(1)
4810     scanner.chew()
4811     if not game.landed:
4812         prout(_("Mining party not on planet."))
4813         return
4814     if game.iplnet.crystals == "mined":
4815         prout(_("This planet has already been strip-mined for dilithium."))
4816         return
4817     elif game.iplnet.crystals == "absent":
4818         prout(_("No dilithium crystals on this planet."))
4819         return
4820     if game.imine:
4821         prout(_("You've already mined enough crystals for this trip."))
4822         return
4823     if game.icrystl and game.cryprob == 0.05:
4824         prout(_("With all those fresh crystals aboard the ") + crmshp())
4825         prout(_("there's no reason to mine more at this time."))
4826         return
4827     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4828     if consumeTime():
4829         return
4830     prout(_("Mining operation complete."))
4831     game.iplnet.crystals = "mined"
4832     game.imine = game.ididit = True
4833
4834 def usecrystals():
4835     "Use dilithium crystals."
4836     game.ididit = False
4837     skip(1)
4838     scanner.chew()
4839     if not game.icrystl:
4840         prout(_("No dilithium crystals available."))
4841         return
4842     if game.energy >= 1000:
4843         prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
4844         prout(_("  except when Condition Yellow exists."))
4845         return
4846     prout(_("Spock- \"Captain, I must warn you that loading"))
4847     prout(_("  raw dilithium crystals into the ship's power"))
4848     prout(_("  system may risk a severe explosion."))
4849     proutn(_("  Are you sure this is wise?\" "))
4850     if not ja():
4851         scanner.chew()
4852         return
4853     skip(1)
4854     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
4855     prout(_("  Mr. Spock and I will try it.\""))
4856     skip(1)
4857     prout(_("Spock-  \"Crystals in place, Sir."))
4858     prout(_("  Ready to activate circuit.\""))
4859     skip(1)
4860     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
4861     skip(1)
4862     if withprob(game.cryprob):
4863         prouts(_("  \"Activating now! - - No good!  It's***"))
4864         skip(2)
4865         prouts(_("***RED ALERT!  RED A*L********************************"))
4866         skip(1)
4867         stars()
4868         prouts(_("******************   KA-BOOM!!!!   *******************"))
4869         skip(1)
4870         kaboom()
4871         return
4872     game.energy += randreal(5000.0, 5500.0)
4873     prouts(_("  \"Activating now! - - "))
4874     prout(_("The instruments"))
4875     prout(_("   are going crazy, but I think it's"))
4876     prout(_("   going to work!!  Congratulations, Sir!\""))
4877     game.cryprob *= 2.0
4878     game.ididit = True
4879
4880 def shuttle():
4881     "Use shuttlecraft for planetary jaunt."
4882     scanner.chew()
4883     skip(1)
4884     if damaged(DSHUTTL):
4885         if game.damage[DSHUTTL] == -1.0:
4886             if game.inorbit and game.iplnet.known == "shuttle_down":
4887                 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4888             else:
4889                 prout(_("Ye Faerie Queene had no shuttle craft."))
4890         elif game.damage[DSHUTTL] > 0:
4891             prout(_("The Galileo is damaged."))
4892         else: # game.damage[DSHUTTL] < 0
4893             prout(_("Shuttle craft is now serving Big Macs."))
4894         return
4895     if not game.inorbit:
4896         prout(crmshp() + _(" not in standard orbit."))
4897         return
4898     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4899         prout(_("Shuttle craft not currently available."))
4900         return
4901     if not game.landed and game.iplnet.known=="shuttle_down":
4902         prout(_("You will have to beam down to retrieve the shuttle craft."))
4903         return
4904     if game.shldup or game.condition == "docked":
4905         prout(_("Shuttle craft cannot pass through shields."))
4906         return
4907     if game.iplnet.known=="unknown":
4908         prout(_("Spock-  \"Captain, we have no information on this planet"))
4909         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4910         prout(_("  you may not fly down.\""))
4911         return
4912     game.optime = 3.0e-5*game.height
4913     if game.optime >= 0.8*game.state.remtime:
4914         prout(_("First Officer Spock-  \"Captain, I compute that such"))
4915         proutn(_("  a maneuver would require approximately %2d%% of our") % \
4916                int(100*game.optime/game.state.remtime))
4917         prout(_("remaining time."))
4918         proutn(_("Are you sure this is wise?\" "))
4919         if not ja():
4920             game.optime = 0.0
4921             return
4922     if game.landed:
4923         # Kirk on planet
4924         if game.iscraft == "onship":
4925             # Galileo on ship!
4926             if not damaged(DTRANSP):
4927                 proutn(_("Spock-  \"Would you rather use the transporter?\" "))
4928                 if ja():
4929                     beam()
4930                     return
4931                 proutn(_("Shuttle crew"))
4932             else:
4933                 proutn(_("Rescue party"))
4934             prout(_(" boards Galileo and swoops toward planet surface."))
4935             game.iscraft = "offship"
4936             skip(1)
4937             if consumeTime():
4938                 return
4939             game.iplnet.known="shuttle_down"
4940             prout(_("Trip complete."))
4941             return
4942         else:
4943             # Ready to go back to ship
4944             prout(_("You and your mining party board the"))
4945             prout(_("shuttle craft for the trip back to the Enterprise."))
4946             skip(1)
4947             prouts(_("The short hop begins . . ."))
4948             skip(1)
4949             game.iplnet.known="known"
4950             game.icraft = True
4951             skip(1)
4952             game.landed = False
4953             if consumeTime():
4954                 return
4955             game.iscraft = "onship"
4956             game.icraft = False
4957             if game.imine:
4958                 game.icrystl = True
4959                 game.cryprob = 0.05
4960             game.imine = False
4961             prout(_("Trip complete."))
4962             return
4963     else:
4964         # Kirk on ship and so is Galileo
4965         prout(_("Mining party assembles in the hangar deck,"))
4966         prout(_("ready to board the shuttle craft \"Galileo\"."))
4967         skip(1)
4968         prouts(_("The hangar doors open; the trip begins."))
4969         skip(1)
4970         game.icraft = True
4971         game.iscraft = "offship"
4972         if consumeTime():
4973             return
4974         game.iplnet.known = "shuttle_down"
4975         game.landed = True
4976         game.icraft = False
4977         prout(_("Trip complete."))
4978         return
4979
4980 def deathray():
4981     "Use the big zapper."
4982     game.ididit = False
4983     skip(1)
4984     scanner.chew()
4985     if game.ship != 'E':
4986         prout(_("Ye Faerie Queene has no death ray."))
4987         return
4988     if len(game.enemies)==0:
4989         prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
4990         return
4991     if damaged(DDRAY):
4992         prout(_("Death Ray is damaged."))
4993         return
4994     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
4995     prout(_("  is highly unpredictible.  Considering the alternatives,"))
4996     proutn(_("  are you sure this is wise?\" "))
4997     if not ja():
4998         return
4999     prout(_("Spock-  \"Acknowledged.\""))
5000     skip(1)
5001     game.ididit = True
5002     prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5003     skip(1)
5004     prout(_("Crew scrambles in emergency preparation."))
5005     prout(_("Spock and Scotty ready the death ray and"))
5006     prout(_("prepare to channel all ship's power to the device."))
5007     skip(1)
5008     prout(_("Spock-  \"Preparations complete, sir.\""))
5009     prout(_("Kirk-  \"Engage!\""))
5010     skip(1)
5011     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5012     skip(1)
5013     dprob = 0.30
5014     if game.options & OPTION_PLAIN:
5015         dprob = 0.5
5016     r = randreal()
5017     if r > dprob:
5018         prouts(_("Sulu- \"Captain!  It's working!\""))
5019         skip(2)
5020         while len(game.enemies) > 0:
5021             deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
5022         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
5023         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5024             finish(FWON)
5025         if (game.options & OPTION_PLAIN) == 0:
5026             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
5027             if withprob(0.05):
5028                 prout(_("   is still operational.\""))
5029             else:
5030                 prout(_("   has been rendered nonfunctional.\""))
5031                 game.damage[DDRAY] = 39.95
5032         return
5033     r = randreal()        # Pick failure method
5034     if r <= 0.30:
5035         prouts(_("Sulu- \"Captain!  It's working!\""))
5036         skip(1)
5037         prouts(_("***RED ALERT!  RED ALERT!"))
5038         skip(1)
5039         prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5040         skip(1)
5041         prouts(_("***RED ALERT!  RED A*L********************************"))
5042         skip(1)
5043         stars()
5044         prouts(_("******************   KA-BOOM!!!!   *******************"))
5045         skip(1)
5046         kaboom()
5047         return
5048     if r <= 0.55:
5049         prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
5050         skip(1)
5051         prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
5052         skip(1)
5053         prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
5054         prout(_("  have apparently been transformed into strange mutations."))
5055         prout(_("  Vulcans do not seem to be affected."))
5056         skip(1)
5057         prout(_("Kirk-  \"Raauch!  Raauch!\""))
5058         finish(FDRAY)
5059         return
5060     if r <= 0.75:
5061         prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
5062         skip(2)
5063         proutn(_("Spock-  \"I believe the word is"))
5064         prouts(_(" *ASTONISHING*"))
5065         prout(_(" Mr. Sulu."))
5066         for i in range(QUADSIZE):
5067             for j in range(QUADSIZE):
5068                 if game.quad[i][j] == '.':
5069                     game.quad[i][j] = '?'
5070         prout(_("  Captain, our quadrant is now infested with"))
5071         prouts(_(" - - - - - -  *THINGS*."))
5072         skip(1)
5073         prout(_("  I have no logical explanation.\""))
5074         return
5075     prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
5076     skip(1)
5077     prout(_("Scotty-  \"There are so many tribbles down here"))
5078     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
5079     finish(FTRIBBLE)
5080     return
5081
5082 # Code from reports.c begins here
5083
5084 def attackreport(curt):
5085     "eport status of bases under attack."
5086     if not curt:
5087         if is_scheduled(FCDBAS):
5088             prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5089             prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5090         elif game.isatb == 1:
5091             prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5092             prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5093         else:
5094             prout(_("No Starbase is currently under attack."))
5095     else:
5096         if is_scheduled(FCDBAS):
5097             proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5098         if game.isatb:
5099             proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5100         clreol()
5101
5102 def report():
5103     # report on general game status
5104     scanner.chew()
5105     s1 = (game.thawed and _("thawed ")) or ""
5106     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5107     s3 = (None, _("novice"), _("fair"),
5108           _("good"), _("expert"), _("emeritus"))[game.skill]
5109     prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5110     if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5111         prout(_("No plaque is allowed."))
5112     if game.tourn:
5113         prout(_("This is tournament game %d.") % game.tourn)
5114     prout(_("Your secret password is \"%s\"") % game.passwd)
5115     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5116                                                       (game.inkling + game.incom + game.inscom)))
5117     if game.incom - len(game.state.kcmdr):
5118         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5119     elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5120         prout(_(", but no Commanders."))
5121     else:
5122         prout(".")
5123     if game.skill > SKILL_FAIR:
5124         prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5125     if len(game.state.baseq) != game.inbase:
5126         proutn(_("There "))
5127         if game.inbase-len(game.state.baseq)==1:
5128             proutn(_("has been 1 base"))
5129         else:
5130             proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5131         prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5132     else:
5133         prout(_("There are %d bases.") % game.inbase)
5134     if communicating() or game.iseenit:
5135         # Don't report this if not seen and
5136         # either the radio is dead or not at base!
5137         attackreport(False)
5138         game.iseenit = True
5139     if game.casual:
5140         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5141     if game.brigcapacity != game.brigfree:
5142         embriggened = brigcapacity-brigfree
5143         if embriggened == 1:
5144             prout(_("1 Klingon in brig"))
5145         else:
5146             prout(_("%d Klingons in brig.") %  embriggened)
5147         if game.kcaptured == 0:
5148             pass
5149         elif game.kcaptured == 1:
5150             prout(_("1 captured Klingon turned in to Starfleet."))
5151         else:
5152             prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5153     if game.nhelp:
5154         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
5155     if game.ship == 'E':
5156         proutn(_("You have "))
5157         if game.nprobes:
5158             proutn("%d" % (game.nprobes))
5159         else:
5160             proutn(_("no"))
5161         proutn(_(" deep space probe"))
5162         if game.nprobes!=1:
5163             proutn(_("s"))
5164         prout(".")
5165     if communicating() and is_scheduled(FDSPROB):
5166         if game.isarmed:
5167             proutn(_("An armed deep space probe is in "))
5168         else:
5169             proutn(_("A deep space probe is in "))
5170         prout("Quadrant %s." % game.probe.quadrant())
5171     if game.icrystl:
5172         if game.cryprob <= .05:
5173             prout(_("Dilithium crystals aboard ship... not yet used."))
5174         else:
5175             i=0
5176             ai = 0.05
5177             while game.cryprob > ai:
5178                 ai *= 2.0
5179                 i += 1
5180             prout(_("Dilithium crystals have been used %d time%s.") % \
5181                   (i, (_("s"), "")[i==1]))
5182     skip(1)
5183
5184 def lrscan(silent):
5185     "Long-range sensor scan."
5186     if damaged(DLRSENS):
5187         # Now allow base's sensors if docked
5188         if game.condition != "docked":
5189             if not silent:
5190                 prout(_("LONG-RANGE SENSORS DAMAGED."))
5191             return
5192         if not silent:
5193             prout(_("Starbase's long-range scan"))
5194     elif not silent:
5195         prout(_("Long-range scan"))
5196     for x in range(game.quadrant.i-1, game.quadrant.i+2):
5197         if not silent:
5198             proutn(" ")
5199         for y in range(game.quadrant.j-1, game.quadrant.j+2):
5200             if not Coord(x, y).valid_quadrant():
5201                 if not silent:
5202                     proutn("  -1")
5203             else:
5204                 if not damaged(DRADIO):
5205                     game.state.galaxy[x][y].charted = True
5206                 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5207                 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5208                 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5209                 if not silent and game.state.galaxy[x][y].supernova:
5210                     proutn(" ***")
5211                 elif not silent:
5212                     proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5213         if not silent:
5214             prout(" ")
5215
5216 def damagereport():
5217     "Damage report."
5218     jdam = False
5219     scanner.chew()
5220     for i in range(NDEVICES):
5221         if damaged(i):
5222             if not jdam:
5223                 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5224                 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5225                 jdam = True
5226             prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
5227                                                game.damage[i]+0.05,
5228                                                DOCKFAC*game.damage[i]+0.005))
5229     if not jdam:
5230         prout(_("All devices functional."))
5231
5232 def rechart():
5233     "Update the chart in the Enterprise's computer from galaxy data."
5234     game.lastchart = game.state.date
5235     for i in range(GALSIZE):
5236         for j in range(GALSIZE):
5237             if game.state.galaxy[i][j].charted:
5238                 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5239                 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5240                 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5241
5242 def chart():
5243     "Display the star chart."
5244     scanner.chew()
5245     if (game.options & OPTION_AUTOSCAN):
5246         lrscan(silent=True)
5247     if not damaged(DRADIO):
5248         rechart()
5249     if game.lastchart < game.state.date and game.condition == "docked":
5250         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
5251         rechart()
5252     prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
5253     if game.state.date > game.lastchart:
5254         prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5255     prout("      1    2    3    4    5    6    7    8")
5256     for i in range(GALSIZE):
5257         proutn("%d |" % (i+1))
5258         for j in range(GALSIZE):
5259             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5260                 proutn("<")
5261             else:
5262                 proutn(" ")
5263             if game.state.galaxy[i][j].supernova:
5264                 show = "***"
5265             elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5266                 show = ".1."
5267             elif game.state.galaxy[i][j].charted:
5268                 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5269             else:
5270                 show = "..."
5271             proutn(show)
5272             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5273                 proutn(">")
5274             else:
5275                 proutn(" ")
5276         proutn("  |")
5277         if i<GALSIZE:
5278             skip(1)
5279
5280 def sectscan(goodScan, i, j):
5281     "Light up an individual dot in a sector."
5282     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5283         if game.quad[i][j] in ('E', 'F'):
5284             if game.iscloaked:
5285                 highvideo()
5286             textcolor({"green":GREEN,
5287                        "yellow":YELLOW,
5288                        "red":RED,
5289                        "docked":CYAN,
5290                        "dead":BROWN}[game.condition])
5291         else:
5292             textcolor({'?':LIGHTMAGENTA,
5293                        'K':LIGHTRED,
5294                        'S':LIGHTRED,
5295                        'C':LIGHTRED,
5296                        'R':LIGHTRED,
5297                        'T':LIGHTRED,
5298                        }.get(game.quad[i][j], DEFAULT))
5299         proutn("%c " % game.quad[i][j])
5300         textcolor(DEFAULT)
5301     else:
5302         proutn("- ")
5303
5304 def status(req=0):
5305     "Emit status report lines"
5306     if not req or req == 1:
5307         prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5308                % (game.state.date, game.state.remtime))
5309     if not req or req == 2:
5310         if game.condition != "docked":
5311             newcnd()
5312         prstat(_("Condition"), _("%s, %i DAMAGES") % \
5313                (game.condition.upper(), sum([x > 0 for x in game.damage])))
5314         if game.iscloaked:
5315             prout(_(", CLOAKED"))
5316     if not req or req == 3:
5317         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5318     if not req or req == 4:
5319         if damaged(DLIFSUP):
5320             if game.condition == "docked":
5321                 s = _("DAMAGED, Base provides")
5322             else:
5323                 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5324         else:
5325             s = _("ACTIVE")
5326         prstat(_("Life Support"), s)
5327     if not req or req == 5:
5328         prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5329     if not req or req == 6:
5330         extra = ""
5331         if game.icrystl and (game.options & OPTION_SHOWME):
5332             extra = _(" (have crystals)")
5333         prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5334     if not req or req == 7:
5335         prstat(_("Torpedoes"), "%d" % (game.torps))
5336     if not req or req == 8:
5337         if damaged(DSHIELD):
5338             s = _("DAMAGED,")
5339         elif game.shldup:
5340             s = _("UP,")
5341         else:
5342             s = _("DOWN,")
5343         data = _(" %d%% %.1f units") \
5344                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5345         prstat(_("Shields"), s+data)
5346     if not req or req == 9:
5347         prstat(_("Klingons Left"), "%d" \
5348                % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5349     if not req or req == 10:
5350         if game.options & OPTION_WORLDS:
5351             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5352             if plnet and plnet.inhabited:
5353                 prstat(_("Major system"), plnet.name)
5354             else:
5355                 prout(_("Sector is uninhabited"))
5356     elif not req or req == 11:
5357         attackreport(not req)
5358
5359 def request():
5360     "Request specified status data, a historical relic from slow TTYs."
5361     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5362     while scanner.nexttok() == "IHEOL":
5363         proutn(_("Information desired? "))
5364     scanner.chew()
5365     if scanner.token in requests:
5366         status(requests.index(scanner.token))
5367     else:
5368         prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5369         prout(("  date, condition, position, lsupport, warpfactor,"))
5370         prout(("  energy, torpedoes, shields, klingons, system, time."))
5371
5372 def srscan():
5373     "Short-range scan."
5374     goodScan=True
5375     if damaged(DSRSENS):
5376         # Allow base's sensors if docked
5377         if game.condition != "docked":
5378             prout(_("   S.R. SENSORS DAMAGED!"))
5379             goodScan=False
5380         else:
5381             prout(_("  [Using Base's sensors]"))
5382     else:
5383         prout(_("     Short-range scan"))
5384     if goodScan and not damaged(DRADIO):
5385         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5386         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5387         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5388         game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5389     prout("    1 2 3 4 5 6 7 8 9 10")
5390     if game.condition != "docked":
5391         newcnd()
5392     for i in range(QUADSIZE):
5393         proutn("%2d  " % (i+1))
5394         for j in range(QUADSIZE):
5395             sectscan(goodScan, i, j)
5396         skip(1)
5397
5398 def eta():
5399     "Use computer to get estimated time of arrival for a warp jump."
5400     w1 = Coord(); w2 = Coord()
5401     prompt = False
5402     if damaged(DCOMPTR):
5403         prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5404         skip(1)
5405         return
5406     if scanner.nexttok() != "IHREAL":
5407         prompt = True
5408         scanner.chew()
5409         proutn(_("Destination quadrant and/or sector? "))
5410         if scanner.nexttok()!="IHREAL":
5411             huh()
5412             return
5413     w1.j = int(scanner.real-0.5)
5414     if scanner.nexttok() != "IHREAL":
5415         huh()
5416         return
5417     w1.i = int(scanner.real-0.5)
5418     if scanner.nexttok() == "IHREAL":
5419         w2.j = int(scanner.real-0.5)
5420         if scanner.nexttok() != "IHREAL":
5421             huh()
5422             return
5423         w2.i = int(scanner.real-0.5)
5424     else:
5425         if game.quadrant.j>w1.i:
5426             w2.i = 0
5427         else:
5428             w2.i=QUADSIZE-1
5429         if game.quadrant.i>w1.j:
5430             w2.j = 0
5431         else:
5432             w2.j=QUADSIZE-1
5433     if not w1.valid_quadrant() or not w2.valid_sector():
5434         huh()
5435         return
5436     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5437                      (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5438     wfl = False
5439     if prompt:
5440         prout(_("Answer \"no\" if you don't know the value:"))
5441     while True:
5442         scanner.chew()
5443         proutn(_("Time or arrival date? "))
5444         if scanner.nexttok()=="IHREAL":
5445             ttime = scanner.real
5446             if ttime > game.state.date:
5447                 ttime -= game.state.date # Actually a star date
5448             twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5449             if ttime <= 1e-10 or twarp > 10:
5450                 prout(_("We'll never make it, sir."))
5451                 scanner.chew()
5452                 return
5453             if twarp < 1.0:
5454                 twarp = 1.0
5455             break
5456         scanner.chew()
5457         proutn(_("Warp factor? "))
5458         if scanner.nexttok()== "IHREAL":
5459             wfl = True
5460             twarp = scanner.real
5461             if twarp<1.0 or twarp > 10.0:
5462                 huh()
5463                 return
5464             break
5465         prout(_("Captain, certainly you can give me one of these."))
5466     while True:
5467         scanner.chew()
5468         ttime = (10.0*dist)/twarp**2
5469         tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5470         if tpower >= game.energy:
5471             prout(_("Insufficient energy, sir."))
5472             if not game.shldup or tpower > game.energy*2.0:
5473                 if not wfl:
5474                     return
5475                 proutn(_("New warp factor to try? "))
5476                 if scanner.nexttok() == "IHREAL":
5477                     wfl = True
5478                     twarp = scanner.real
5479                     if twarp<1.0 or twarp > 10.0:
5480                         huh()
5481                         return
5482                     continue
5483                 else:
5484                     scanner.chew()
5485                     skip(1)
5486                     return
5487             prout(_("But if you lower your shields,"))
5488             proutn(_("remaining"))
5489             tpower /= 2
5490         else:
5491             proutn(_("Remaining"))
5492         prout(_(" energy will be %.2f.") % (game.energy-tpower))
5493         if wfl:
5494             prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5495         elif twarp==1.0:
5496             prout(_("Any warp speed is adequate."))
5497         else:
5498             prout(_("Minimum warp needed is %.2f,") % (twarp))
5499             prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5500         if game.state.remtime < ttime:
5501             prout(_("Unfortunately, the Federation will be destroyed by then."))
5502         if twarp > 6.0:
5503             prout(_("You'll be taking risks at that speed, Captain"))
5504         if (game.isatb==1 and game.state.kscmdr == w1 and \
5505              scheduled(FSCDBAS)< ttime+game.state.date) or \
5506             (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5507             prout(_("The starbase there will be destroyed by then."))
5508         proutn(_("New warp factor to try? "))
5509         if scanner.nexttok() == "IHREAL":
5510             wfl = True
5511             twarp = scanner.real
5512             if twarp<1.0 or twarp > 10.0:
5513                 huh()
5514                 return
5515         else:
5516             scanner.chew()
5517             skip(1)
5518             return
5519
5520 # Code from setup.c begins here
5521
5522 def prelim():
5523     "Issue a historically correct banner."
5524     skip(2)
5525     prout(_("-SUPER- STAR TREK"))
5526     skip(1)
5527 # From the FORTRAN original
5528 #    prout(_("Latest update-21 Sept 78"))
5529 #    skip(1)
5530
5531 def freeze(boss):
5532     "Save game."
5533     if boss:
5534         scanner.push("emsave.trk")
5535     key = scanner.nexttok()
5536     if key == "IHEOL":
5537         proutn(_("File name: "))
5538         key = scanner.nexttok()
5539     if key != "IHALPHA":
5540         huh()
5541         return
5542     if '.' not in scanner.token:
5543         scanner.token += ".trk"
5544     try:
5545         fp = open(scanner.token, "wb")
5546     except IOError:
5547         prout(_("Can't freeze game as file %s") % scanner.token)
5548         return
5549     pickle.dump(game, fp)
5550     fp.close()
5551     scanner.chew()
5552
5553 def thaw():
5554     "Retrieve saved game."
5555     global game
5556     game.passwd = None
5557     key = scanner.nexttok()
5558     if key == "IHEOL":
5559         proutn(_("File name: "))
5560         key = scanner.nexttok()
5561     if key != "IHALPHA":
5562         huh()
5563         return True
5564     if '.' not in scanner.token:
5565         scanner.token += ".trk"
5566     try:
5567         fp = open(scanner.token, "rb")
5568     except IOError:
5569         prout(_("Can't thaw game in %s") % scanner.token)
5570         return
5571     game = pickle.load(fp)
5572     fp.close()
5573     scanner.chew()
5574     return False
5575
5576 # I used <http://www.memory-alpha.org> to find planets
5577 # with references in ST:TOS.  Earth and the Alpha Centauri
5578 # Colony have been omitted.
5579 #
5580 # Some planets marked Class G and P here will be displayed as class M
5581 # because of the way planets are generated. This is a known bug.
5582 systnames = (
5583     # Federation Worlds
5584     _("Andoria (Fesoan)"),        # several episodes
5585     _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel"
5586     _("Vulcan (T'Khasi)"),        # many episodes
5587     _("Medusa"),                # TOS: "Is There in Truth No Beauty?"
5588     _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD)
5589     _("Ardana"),                # TOS: "The Cloud Minders"
5590     _("Catulla (Cendo-Prae)"),        # TOS: "The Way to Eden"
5591     _("Gideon"),                # TOS: "The Mark of Gideon"
5592     _("Aldebaran III"),                # TOS: "The Deadly Years"
5593     _("Alpha Majoris I"),        # TOS: "Wolf in the Fold"
5594     _("Altair IV"),                # TOS: "Amok Time
5595     _("Ariannus"),                # TOS: "Let That Be Your Last Battlefield"
5596     _("Benecia"),                # TOS: "The Conscience of the King"
5597     _("Beta Niobe I (Sarpeidon)"),        # TOS: "All Our Yesterdays"
5598     _("Alpha Carinae II"),        # TOS: "The Ultimate Computer"
5599     _("Capella IV (Kohath)"),        # TOS: "Friday's Child" (Class G)
5600     _("Daran V"),                # TOS: "For the World is Hollow and I Have Touched the Sky"
5601     _("Deneb II"),                # TOS: "Wolf in the Fold" ("IV" in BSD)
5602     _("Eminiar VII"),                # TOS: "A Taste of Armageddon"
5603     _("Gamma Canaris IV"),        # TOS: "Metamorphosis"
5604     _("Gamma Tranguli VI (Vaalel)"),        # TOS: "The Apple"
5605     _("Ingraham B"),                # TOS: "Operation: Annihilate"
5606     _("Janus IV"),                # TOS: "The Devil in the Dark"
5607     _("Makus III"),                # TOS: "The Galileo Seven"
5608     _("Marcos XII"),                # TOS: "And the Children Shall Lead",
5609     _("Omega IV"),                # TOS: "The Omega Glory"
5610     _("Regulus V"),                # TOS: "Amok Time
5611     _("Deneva"),                # TOS: "Operation -- Annihilate!"
5612     # Worlds from BSD Trek
5613     _("Rigel II"),                # TOS: "Shore Leave" ("III" in BSD)
5614     _("Beta III"),                # TOS: "The Return of the Archons"
5615     _("Triacus"),                # TOS: "And the Children Shall Lead",
5616     _("Exo III"),                # TOS: "What Are Little Girls Made Of?" (Class P)
5617     #        # Others
5618     #    _("Hansen's Planet"),        # TOS: "The Galileo Seven"
5619     #    _("Taurus IV"),                # TOS: "The Galileo Seven" (class G)
5620     #    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5621     #    _("Izar"),                        # TOS: "Whom Gods Destroy"
5622     #    _("Tiburon"),                # TOS: "The Way to Eden"
5623     #    _("Merak II"),                # TOS: "The Cloud Minders"
5624     #    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel"
5625     #    _("Iotia"),                # TOS: "A Piece of the Action"
5626 )
5627
5628 device = (
5629     _("S. R. Sensors"), \
5630     _("L. R. Sensors"), \
5631     _("Phasers"), \
5632     _("Photon Tubes"), \
5633     _("Life Support"), \
5634     _("Warp Engines"), \
5635     _("Impulse Engines"), \
5636     _("Shields"), \
5637     _("Subspace Radio"), \
5638     _("Shuttle Craft"), \
5639     _("Computer"), \
5640     _("Navigation System"), \
5641     _("Transporter"), \
5642     _("Shield Control"), \
5643     _("Death Ray"), \
5644     _("D. S. Probe"), \
5645     _("Cloaking Device"), \
5646 )
5647
5648 def setup():
5649     "Prepare to play, set up cosmos."
5650     w = Coord()
5651     #  Decide how many of everything
5652     if choose():
5653         return # frozen game
5654     # Prepare the Enterprise
5655     game.alldone = game.gamewon = game.shldchg = game.shldup = False
5656     game.ship = 'E'
5657     game.state.crew = FULLCREW
5658     game.energy = game.inenrg = 5000.0
5659     game.shield = game.inshld = 2500.0
5660     game.inlsr = 4.0
5661     game.lsupres = 4.0
5662     game.quadrant = randplace(GALSIZE)
5663     game.sector = randplace(QUADSIZE)
5664     game.torps = game.intorps = 10
5665     game.nprobes = randrange(2, 5)
5666     game.warpfac = 5.0
5667     for i in range(NDEVICES):
5668         game.damage[i] = 0.0
5669     # Set up assorted game parameters
5670     game.battle = Coord()
5671     game.state.date = game.indate = 100.0 * randreal(20, 51)
5672     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5673     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5674     game.isatb = game.state.nplankl = 0
5675     game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5676     game.iscraft = "onship"
5677     game.landed = False
5678     game.alive = True
5679
5680     # the galaxy
5681     game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5682     # the starchart
5683     game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5684
5685     game.state.planets = []      # Planet information
5686     game.state.baseq = []      # Base quadrant coordinates
5687     game.state.kcmdr = []      # Commander quadrant coordinates
5688     game.statekscmdr = Coord() # Supercommander quadrant coordinates
5689
5690     # Starchart is functional but we've never seen it
5691     game.lastchart = FOREVER
5692     # Put stars in the galaxy
5693     game.instar = 0
5694     for i in range(GALSIZE):
5695         for j in range(GALSIZE):
5696             # Can't have more stars per quadrant than fit in one decimal digit,
5697             # if we do the chart representation will break.
5698             k = randrange(1, min(10, QUADSIZE**2/10))
5699             game.instar += k
5700             game.state.galaxy[i][j].stars = k
5701     # Locate star bases in galaxy
5702     if game.idebug:
5703         prout("=== Allocating %d bases" % game.inbase)
5704     for i in range(game.inbase):
5705         while True:
5706             while True:
5707                 w = randplace(GALSIZE)
5708                 if not game.state.galaxy[w.i][w.j].starbase:
5709                     break
5710             contflag = False
5711             # C version: for (j = i-1; j > 0; j--)
5712             # so it did them in the opposite order.
5713             for j in range(1, i):
5714                 # Improved placement algorithm to spread out bases
5715                 distq = (w - game.state.baseq[j]).distance()
5716                 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5717                     contflag = True
5718                     if game.idebug:
5719                         prout("=== Abandoning base #%d at %s" % (i, w))
5720                     break
5721                 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5722                     if game.idebug:
5723                         prout("=== Saving base #%d, close to #%d" % (i, j))
5724             if not contflag:
5725                 break
5726         if game.idebug:
5727             prout("=== Placing base #%d in quadrant %s" % (i, w))
5728         game.state.baseq.append(w)
5729         game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5730     # Position ordinary Klingon Battle Cruisers
5731     krem = game.inkling
5732     klumper = 0.25*game.skill*(9.0-game.length)+1.0
5733     if klumper > MAXKLQUAD:
5734         klumper = MAXKLQUAD
5735     while True:
5736         r = randreal()
5737         klump = (1.0 - r*r)*klumper
5738         if klump > krem:
5739             klump = krem
5740         krem -= klump
5741         while True:
5742             w = randplace(GALSIZE)
5743             if not game.state.galaxy[w.i][w.j].supernova and \
5744                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5745                 break
5746         game.state.galaxy[w.i][w.j].klingons += int(klump)
5747         if krem <= 0:
5748             break
5749     # Position Klingon Commander Ships
5750     for i in range(game.incom):
5751         while True:
5752             w = randplace(GALSIZE)
5753             if not welcoming(w) or w in game.state.kcmdr:
5754                 continue
5755             if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5756                 break
5757         game.state.galaxy[w.i][w.j].klingons += 1
5758         game.state.kcmdr.append(w)
5759     # Locate planets in galaxy
5760     for i in range(game.inplan):
5761         while True:
5762             w = randplace(GALSIZE)
5763             if game.state.galaxy[w.i][w.j].planet is None:
5764                 break
5765         new = Planet()
5766         new.quadrant = w
5767         new.crystals = "absent"
5768         if (game.options & OPTION_WORLDS) and i < NINHAB:
5769             new.pclass = "M"        # All inhabited planets are class M
5770             new.crystals = "absent"
5771             new.known = "known"
5772             new.name = systnames[i]
5773             new.inhabited = True
5774         else:
5775             new.pclass = ("M", "N", "O")[randrange(0, 3)]
5776             if withprob(0.33):
5777                 new.crystals = "present"
5778             new.known = "unknown"
5779             new.inhabited = False
5780         game.state.galaxy[w.i][w.j].planet = new
5781         game.state.planets.append(new)
5782     # Locate Romulans
5783     for i in range(game.state.nromrem):
5784         w = randplace(GALSIZE)
5785         game.state.galaxy[w.i][w.j].romulans += 1
5786     # Place the Super-Commander if needed
5787     if game.state.nscrem > 0:
5788         while True:
5789             w = randplace(GALSIZE)
5790             if welcoming(w):
5791                 break
5792         game.state.kscmdr = w
5793         game.state.galaxy[w.i][w.j].klingons += 1
5794     # Initialize times for extraneous events
5795     schedule(FSNOVA, expran(0.5 * game.intime))
5796     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5797     schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5798     schedule(FBATTAK, expran(0.3*game.intime))
5799     unschedule(FCDBAS)
5800     if game.state.nscrem:
5801         schedule(FSCMOVE, 0.2777)
5802     else:
5803         unschedule(FSCMOVE)
5804     unschedule(FSCDBAS)
5805     unschedule(FDSPROB)
5806     if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5807         schedule(FDISTR, expran(1.0 + game.intime))
5808     else:
5809         unschedule(FDISTR)
5810     unschedule(FENSLV)
5811     unschedule(FREPRO)
5812     # Place thing (in tournament game, we don't want one!)
5813     # New in SST2K: never place the Thing near a starbase.
5814     # This makes sense and avoids a special case in the old code.
5815     global thing
5816     if game.tourn is None:
5817         while True:
5818             thing = randplace(GALSIZE)
5819             if thing not in game.state.baseq:
5820                 break
5821     skip(2)
5822     game.state.snap = False
5823     if game.skill == SKILL_NOVICE:
5824         prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5825         prout(_("a deadly Klingon invasion force. As captain of the United"))
5826         prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5827         prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5828         prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5829         prout(_("your mission.  As you proceed you may be given more time."))
5830         skip(1)
5831         prout(_("You will have %d supporting starbases.") % (game.inbase))
5832         proutn(_("Starbase locations-  "))
5833     else:
5834         prout(_("Stardate %d.") % int(game.state.date))
5835         skip(1)
5836         prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5837         prout(_("An unknown number of Romulans."))
5838         if game.state.nscrem:
5839             prout(_("And one (GULP) Super-Commander."))
5840         prout(_("%d stardates.") % int(game.intime))
5841         proutn(_("%d starbases in ") % game.inbase)
5842     for i in range(game.inbase):
5843         proutn(repr(game.state.baseq[i]))
5844         proutn("  ")
5845     skip(2)
5846     proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5847     proutn(_(" Sector %s") % game.sector)
5848     skip(2)
5849     prout(_("Good Luck!"))
5850     if game.state.nscrem:
5851         prout(_("  YOU'LL NEED IT."))
5852     waitfor()
5853     clrscr()
5854     setwnd(message_window)
5855     newqad()
5856     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5857         game.shldup = True
5858     if game.neutz:        # bad luck to start in a Romulan Neutral Zone
5859         attack(torps_ok=False)
5860
5861 def choose():
5862     "Choose your game type."
5863     while True:
5864         game.tourn = game.length = 0
5865         game.thawed = False
5866         game.skill = SKILL_NONE
5867         # Do not chew here, we want to use command-line tokens
5868         if not scanner.inqueue: # Can start with command line options
5869             proutn(_("Would you like a regular, tournament, or saved game? "))
5870         scanner.nexttok()
5871         if scanner.sees("tournament"):
5872             while scanner.nexttok() == "IHEOL":
5873                 proutn(_("Type in tournament number-"))
5874             if scanner.real == 0:
5875                 scanner.chew()
5876                 continue # We don't want a blank entry
5877             game.tourn = int(round(scanner.real))
5878             random.seed(scanner.real)
5879             if logfp:
5880                 logfp.write("# random.seed(%d)\n" % scanner.real)
5881             break
5882         if scanner.sees("saved") or scanner.sees("frozen"):
5883             if thaw():
5884                 continue
5885             scanner.chew()
5886             if game.passwd is None:
5887                 continue
5888             if not game.alldone:
5889                 game.thawed = True # No plaque if not finished
5890             report()
5891             waitfor()
5892             return True
5893         if scanner.sees("regular"):
5894             break
5895         proutn(_("What is \"%s\"? ") % scanner.token)
5896         scanner.chew()
5897     while game.length==0 or game.skill==SKILL_NONE:
5898         if scanner.nexttok() == "IHALPHA":
5899             if scanner.sees("short"):
5900                 game.length = 1
5901             elif scanner.sees("medium"):
5902                 game.length = 2
5903             elif scanner.sees("long"):
5904                 game.length = 4
5905             elif scanner.sees("novice"):
5906                 game.skill = SKILL_NOVICE
5907             elif scanner.sees("fair"):
5908                 game.skill = SKILL_FAIR
5909             elif scanner.sees("good"):
5910                 game.skill = SKILL_GOOD
5911             elif scanner.sees("expert"):
5912                 game.skill = SKILL_EXPERT
5913             elif scanner.sees("emeritus"):
5914                 game.skill = SKILL_EMERITUS
5915             else:
5916                 proutn(_("What is \""))
5917                 proutn(scanner.token)
5918                 prout("\"?")
5919         else:
5920             scanner.chew()
5921             if game.length==0:
5922                 proutn(_("Would you like a Short, Medium, or Long game? "))
5923             elif game.skill == SKILL_NONE:
5924                 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5925     # Choose game options -- added by ESR for SST2K
5926     if scanner.nexttok() != "IHALPHA":
5927         scanner.chew()
5928         proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5929         scanner.nexttok()
5930     if scanner.sees("plain"):
5931         # Approximates the UT FORTRAN version.
5932         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)
5933         game.options |= OPTION_PLAIN
5934     elif scanner.sees("almy"):
5935         # Approximates Tom Almy's version.
5936         game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5937         game.options |= OPTION_ALMY
5938     elif scanner.sees("fancy") or scanner.sees("\n"):
5939         pass
5940     elif len(scanner.token):
5941         proutn(_("What is \"%s\"?") % scanner.token)
5942     setpassword()
5943     if game.passwd == "debug":
5944         game.idebug = True
5945         prout("=== Debug mode enabled.")
5946     # Use parameters to generate initial values of things
5947     game.damfac = 0.5 * game.skill
5948     game.inbase = randrange(BASEMIN, BASEMAX+1)
5949     game.inplan = 0
5950     if game.options & OPTION_PLANETS:
5951         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5952     if game.options & OPTION_WORLDS:
5953         game.inplan += int(NINHAB)
5954     game.state.nromrem = game.inrom = randrange(2 * game.skill)
5955     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5956     game.state.remtime = 7.0 * game.length
5957     game.intime = game.state.remtime
5958     game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5959     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5960     game.state.remres = (game.inkling+4*game.incom)*game.intime
5961     game.inresor = game.state.remres
5962     if game.inkling > 50:
5963         game.inbase += 1
5964     return False
5965
5966 def dropin(iquad=None):
5967     "Drop a feature on a random dot in the current quadrant."
5968     while True:
5969         w = randplace(QUADSIZE)
5970         if game.quad[w.i][w.j] == '.':
5971             break
5972     if iquad is not None:
5973         game.quad[w.i][w.j] = iquad
5974     return w
5975
5976 def newcnd():
5977     "Update our alert status."
5978     game.condition = "green"
5979     if game.energy < 1000.0:
5980         game.condition = "yellow"
5981     if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5982         game.condition = "red"
5983     if not game.alive:
5984         game.condition="dead"
5985
5986 def newkling():
5987     "Drop new Klingon into current quadrant."
5988     return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5989
5990 def sortenemies():
5991     "Sort enemies by distance so 'nearest' is meaningful."
5992     game.enemies.sort(key=lambda x: x.kdist)
5993
5994 def newqad():
5995     "Set up a new state of quadrant, for when we enter or re-enter it."
5996     game.justin = True
5997     game.iplnet = None
5998     game.neutz = game.inorbit = game.landed = False
5999     game.ientesc = game.iseenit = game.isviolreported = False
6000     # Create a blank quadrant
6001     game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6002     if game.iscate:
6003         # Attempt to escape Super-commander, so tbeam back!
6004         game.iscate = False
6005         game.ientesc = True
6006     q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6007     # cope with supernova
6008     if q.supernova:
6009         return
6010     game.klhere = q.klingons
6011     game.irhere = q.romulans
6012     # Position Starship
6013     game.quad[game.sector.i][game.sector.j] = game.ship
6014     game.enemies = []
6015     if q.klingons:
6016         # Position ordinary Klingons
6017         for _i in range(game.klhere):
6018             newkling()
6019         # If we need a commander, promote a Klingon
6020         for cmdr in game.state.kcmdr:
6021             if cmdr == game.quadrant:
6022                 e = game.enemies[game.klhere-1]
6023                 game.quad[e.location.i][e.location.j] = 'C'
6024                 e.power = randreal(950,1350) + 50.0*game.skill
6025                 break
6026         # If we need a super-commander, promote a Klingon
6027         if game.quadrant == game.state.kscmdr:
6028             e = game.enemies[0]
6029             game.quad[e.location.i][e.location.j] = 'S'
6030             e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
6031             game.iscate = (game.state.remkl > 1)
6032     # Put in Romulans if needed
6033     for _i in range(q.romulans):
6034         Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6035     # If quadrant needs a starbase, put it in
6036     if q.starbase:
6037         game.base = dropin('B')
6038     # If quadrant needs a planet, put it in
6039     if q.planet:
6040         game.iplnet = q.planet
6041         if not q.planet.inhabited:
6042             game.plnet = dropin('P')
6043         else:
6044             game.plnet = dropin('@')
6045     # Check for condition
6046     newcnd()
6047     # Check for RNZ
6048     if game.irhere > 0 and game.klhere == 0:
6049         game.neutz = True
6050         if not damaged(DRADIO):
6051             skip(1)
6052             prout(_("LT. Uhura- \"Captain, an urgent message."))
6053             prout(_("  I'll put it on audio.\"  CLICK"))
6054             skip(1)
6055             prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6056             prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6057     # Put in THING if needed
6058     if thing == game.quadrant:
6059         Enemy(etype='?', loc=dropin(),
6060               power=randreal(6000,6500.0)+250.0*game.skill)
6061         if not damaged(DSRSENS):
6062             skip(1)
6063             prout(_("Mr. Spock- \"Captain, this is most unusual."))
6064             prout(_("    Please examine your short-range scan.\""))
6065     # Decide if quadrant needs a Tholian; lighten up if skill is low
6066     if game.options & OPTION_THOLIAN:
6067         if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6068             (game.skill == SKILL_GOOD and withprob(0.05)) or \
6069             (game.skill > SKILL_GOOD and withprob(0.08)):
6070             w = Coord()
6071             while True:
6072                 w.i = withprob(0.5) * (QUADSIZE-1)
6073                 w.j = withprob(0.5) * (QUADSIZE-1)
6074                 if game.quad[w.i][w.j] == '.':
6075                     break
6076             game.tholian = Enemy(etype='T', loc=w,
6077                                  power=randrange(100, 500) + 25.0*game.skill)
6078             # Reserve unoccupied corners
6079             if game.quad[0][0]=='.':
6080                 game.quad[0][0] = 'X'
6081             if game.quad[0][QUADSIZE-1]=='.':
6082                 game.quad[0][QUADSIZE-1] = 'X'
6083             if game.quad[QUADSIZE-1][0]=='.':
6084                 game.quad[QUADSIZE-1][0] = 'X'
6085             if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6086                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6087     sortenemies()
6088     # And finally the stars
6089     for _i in range(q.stars):
6090         dropin('*')
6091     # Put in a few black holes
6092     for _i in range(1, 3+1):
6093         if withprob(0.5):
6094             dropin(' ')
6095     # Take out X's in corners if Tholian present
6096     if game.tholian:
6097         if game.quad[0][0]=='X':
6098             game.quad[0][0] = '.'
6099         if game.quad[0][QUADSIZE-1]=='X':
6100             game.quad[0][QUADSIZE-1] = '.'
6101         if game.quad[QUADSIZE-1][0]=='X':
6102             game.quad[QUADSIZE-1][0] = '.'
6103         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6104             game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6105
6106 def setpassword():
6107     "Set the self-destruct password."
6108     if game.options & OPTION_PLAIN:
6109         while True:
6110             scanner.chew()
6111             proutn(_("Please type in a secret password- "))
6112             scanner.nexttok()
6113             game.passwd = scanner.token
6114             if game.passwd != None:
6115                 break
6116     else:
6117         game.passwd = ""
6118         game.passwd += chr(ord('a')+randrange(26))
6119         game.passwd += chr(ord('a')+randrange(26))
6120         game.passwd += chr(ord('a')+randrange(26))
6121
6122 # Code from sst.c begins here
6123
6124 commands = [
6125     ("SRSCAN",           OPTION_TTY),
6126     ("STATUS",           OPTION_TTY),
6127     ("REQUEST",          OPTION_TTY),
6128     ("LRSCAN",           OPTION_TTY),
6129     ("PHASERS",          0),
6130     ("TORPEDO",          0),
6131     ("PHOTONS",          0),
6132     ("MOVE",             0),
6133     ("SHIELDS",          0),
6134     ("DOCK",             0),
6135     ("DAMAGES",          0),
6136     ("CHART",            0),
6137     ("IMPULSE",          0),
6138     ("REST",             0),
6139     ("WARP",             0),
6140     ("SENSORS",          OPTION_PLANETS),
6141     ("ORBIT",            OPTION_PLANETS),
6142     ("TRANSPORT",        OPTION_PLANETS),
6143     ("MINE",             OPTION_PLANETS),
6144     ("CRYSTALS",         OPTION_PLANETS),
6145     ("SHUTTLE",          OPTION_PLANETS),
6146     ("PLANETS",          OPTION_PLANETS),
6147     ("REPORT",           0),
6148     ("COMPUTER",         0),
6149     ("COMMANDS",         0),
6150     ("EMEXIT",           0),
6151     ("PROBE",            OPTION_PROBE),
6152     ("SAVE",             0),
6153     ("FREEZE",           0),        # Synonym for SAVE
6154     ("ABANDON",          0),
6155     ("DESTRUCT",         0),
6156     ("DEATHRAY",         0),
6157     ("CAPTURE",          OPTION_CAPTURE),
6158     ("CLOAK",            OPTION_CLOAK),
6159     ("DEBUG",            0),
6160     ("MAYDAY",           0),
6161     ("SOS",              0),        # Synonym for MAYDAY
6162     ("CALL",             0),        # Synonym for MAYDAY
6163     ("QUIT",             0),
6164     ("HELP",             0),
6165     ("SCORE",            0),
6166     ("",                 0),
6167 ]
6168
6169 def listCommands():
6170     "Generate a list of legal commands."
6171     prout(_("LEGAL COMMANDS ARE:"))
6172     emitted = 0
6173     for (key, opt) in commands:
6174         if not opt or (opt & game.options):
6175             proutn("%-12s " % key)
6176             emitted += 1
6177             if emitted % 5 == 4:
6178                 skip(1)
6179     skip(1)
6180
6181 def helpme():
6182     "Browse on-line help."
6183     key = scanner.nexttok()
6184     while True:
6185         if key == "IHEOL":
6186             setwnd(prompt_window)
6187             proutn(_("Help on what command? "))
6188             key = scanner.nexttok()
6189         setwnd(message_window)
6190         if key == "IHEOL":
6191             return
6192         cmds = [x[0] for x in commands]
6193         if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6194             break
6195         skip(1)
6196         listCommands()
6197         key = "IHEOL"
6198         scanner.chew()
6199         skip(1)
6200     cmd = scanner.token.upper()
6201     for directory in docpath:
6202         try:
6203             fp = open(os.path.join(directory, "sst.doc"), "r")
6204             break
6205         except IOError:
6206             pass
6207     else:
6208         prout(_("Spock-  \"Captain, that information is missing from the"))
6209         prout(_("   computer. You need to find sst.doc and put it somewhere"))
6210         proutn(_("   in these directories: %s") % ":".join(docpath))
6211         prout(".\"")
6212         # This used to continue: "You need to find SST.DOC and put
6213         # it in the current directory."
6214         return
6215     while True:
6216         linebuf = fp.readline()
6217         if linebuf == '':
6218             prout(_("Spock- \"Captain, there is no information on that command.\""))
6219             fp.close()
6220             return
6221         if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6222             linebuf = linebuf[3:].strip()
6223             if cmd.upper() == linebuf:
6224                 break
6225     skip(1)
6226     prout(_("Spock- \"Captain, I've found the following information:\""))
6227     skip(1)
6228     while True:
6229         linebuf = fp.readline()
6230         if "******" in linebuf:
6231             break
6232         proutn(linebuf)
6233     fp.close()
6234
6235 def makemoves():
6236     "Command-interpretation loop."
6237     def checkviol():
6238         if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6239             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6240             game.ncviol += 1
6241             game.isviolreported = True
6242     while True:         # command loop
6243         drawmaps(1)
6244         while True:        # get a command
6245             hitme = False
6246             game.optime = game.justin = False
6247             scanner.chew()
6248             setwnd(prompt_window)
6249             clrscr()
6250             proutn("COMMAND> ")
6251             if scanner.nexttok() == "IHEOL":
6252                 if game.options & OPTION_CURSES:
6253                     makechart()
6254                 continue
6255             elif scanner.token == "":
6256                 continue
6257             game.ididit = False
6258             clrscr()
6259             setwnd(message_window)
6260             clrscr()
6261             abandon_passed = False
6262             cmd = ""    # Force cmd to persist after loop
6263             opt = 0     # Force opt to persist after loop
6264             for (cmd, opt) in commands:
6265                 # commands after ABANDON cannot be abbreviated
6266                 if cmd == "ABANDON":
6267                     abandon_passed = True
6268                 if cmd == scanner.token.upper() or (not abandon_passed \
6269                         and cmd.startswith(scanner.token.upper())):
6270                     break
6271             if cmd == "":
6272                 listCommands()
6273                 continue
6274             elif opt and not (opt & game.options):
6275                 huh()
6276             else:
6277                 break
6278         if cmd == "SRSCAN":                # srscan
6279             srscan()
6280         elif cmd == "STATUS":                # status
6281             status()
6282         elif cmd == "REQUEST":                # status request
6283             request()
6284         elif cmd == "LRSCAN":                # long range scan
6285             lrscan(silent=False)
6286         elif cmd == "PHASERS":                # phasers
6287             phasers()
6288             if game.ididit:
6289                 checkviol()
6290                 hitme = True
6291         elif cmd in ("TORPEDO", "PHOTONS"):        # photon torpedos
6292             torps()
6293             if game.ididit:
6294                 checkviol()
6295                 hitme = True
6296         elif cmd == "MOVE":                # move under warp
6297             warp(wcourse=None, involuntary=False)
6298         elif cmd == "SHIELDS":                # shields
6299             doshield(shraise=False)
6300             if game.ididit:
6301                 hitme = True
6302                 game.shldchg = False
6303         elif cmd == "DOCK":                # dock at starbase
6304             dock(True)
6305             if game.ididit:
6306                 attack(torps_ok=False)
6307         elif cmd == "DAMAGES":                # damage reports
6308             damagereport()
6309         elif cmd == "CHART":                # chart
6310             makechart()
6311         elif cmd == "IMPULSE":                # impulse
6312             impulse()
6313         elif cmd == "REST":                # rest
6314             wait()
6315             if game.ididit:
6316                 hitme = True
6317         elif cmd == "WARP":                # warp
6318             setwarp()
6319         elif cmd == "SENSORS":                # sensors
6320             sensor()
6321         elif cmd == "ORBIT":                # orbit
6322             orbit()
6323             if game.ididit:
6324                 hitme = True
6325         elif cmd == "TRANSPORT":                # transport "beam"
6326             beam()
6327         elif cmd == "MINE":                # mine
6328             mine()
6329             if game.ididit:
6330                 hitme = True
6331         elif cmd == "CRYSTALS":                # crystals
6332             usecrystals()
6333             if game.ididit:
6334                 hitme = True
6335         elif cmd == "SHUTTLE":                # shuttle
6336             shuttle()
6337             if game.ididit:
6338                 hitme = True
6339         elif cmd == "PLANETS":                # Planet list
6340             survey()
6341         elif cmd == "REPORT":                # Game Report
6342             report()
6343         elif cmd == "COMPUTER":                # use COMPUTER!
6344             eta()
6345         elif cmd == "COMMANDS":
6346             listCommands()
6347         elif cmd == "EMEXIT":                # Emergency exit
6348             clrscr()                        # Hide screen
6349             freeze(True)                # forced save
6350             raise SystemExit(1)                # And quick exit
6351         elif cmd == "PROBE":
6352             probe()                        # Launch probe
6353             if game.ididit:
6354                 hitme = True
6355         elif cmd == "ABANDON":                # Abandon Ship
6356             abandon()
6357         elif cmd == "DESTRUCT":                # Self Destruct
6358             selfdestruct()
6359         elif cmd == "SAVE":                # Save Game
6360             freeze(False)
6361             clrscr()
6362             if game.skill > SKILL_GOOD:
6363                 prout(_("WARNING--Saved games produce no plaques!"))
6364         elif cmd == "DEATHRAY":                # Try a desparation measure
6365             deathray()
6366             if game.ididit:
6367                 hitme = True
6368         elif cmd == "CAPTURE":
6369             capture()
6370         elif cmd == "CLOAK":
6371             cloak()
6372         elif cmd == "DEBUGCMD":                # What do we want for debug???
6373             debugme()
6374         elif cmd == "MAYDAY":                # Call for help
6375             mayday()
6376             if game.ididit:
6377                 hitme = True
6378         elif cmd == "QUIT":
6379             game.alldone = True                # quit the game
6380         elif cmd == "HELP":
6381             helpme()                        # get help
6382         elif cmd == "SCORE":
6383             score()                         # see current score
6384         while True:
6385             if game.alldone:
6386                 break                # Game has ended
6387             if game.optime != 0.0:
6388                 events()
6389                 if game.alldone:
6390                     break        # Events did us in
6391             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6392                 atover(False)
6393                 continue
6394             if hitme and not game.justin:
6395                 attack(torps_ok=True)
6396                 if game.alldone:
6397                     break
6398                 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6399                     atover(False)
6400                     hitme = True
6401                     continue
6402             break
6403         if game.alldone:
6404             break
6405     if game.idebug:
6406         prout("=== Ending")
6407
6408 def cramen(ch):
6409     "Emit the name of an enemy or feature."
6410     if   ch == 'R': s = _("Romulan")
6411     elif ch == 'K': s = _("Klingon")
6412     elif ch == 'C': s = _("Commander")
6413     elif ch == 'S': s = _("Super-commander")
6414     elif ch == '*': s = _("Star")
6415     elif ch == 'P': s = _("Planet")
6416     elif ch == 'B': s = _("Starbase")
6417     elif ch == ' ': s = _("Black hole")
6418     elif ch == 'T': s = _("Tholian")
6419     elif ch == '#': s = _("Tholian web")
6420     elif ch == '?': s = _("Stranger")
6421     elif ch == '@': s = _("Inhabited World")
6422     else: s = "Unknown??"
6423     return s
6424
6425 def crmena(loud, enemy, loctype, w):
6426     "Emit the name of an enemy and his location."
6427     buf = ""
6428     if loud:
6429         buf += "***"
6430     buf += cramen(enemy) + _(" at ")
6431     if loctype == "quadrant":
6432         buf += _("Quadrant ")
6433     elif loctype == "sector":
6434         buf += _("Sector ")
6435     return buf + repr(w)
6436
6437 def crmshp():
6438     "Emit our ship name."
6439     return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6440
6441 def stars():
6442     "Emit a line of stars"
6443     prouts("******************************************************")
6444     skip(1)
6445
6446 def expran(avrage):
6447     return -avrage*math.log(1e-7 + randreal())
6448
6449 def randplace(size):
6450     "Choose a random location."
6451     w = Coord()
6452     w.i = randrange(size)
6453     w.j = randrange(size)
6454     return w
6455
6456 class sstscanner:
6457     def __init__(self):
6458         self.type = None
6459         self.token = None
6460         self.real = 0.0
6461         self.inqueue = []
6462     def nexttok(self):
6463         # Get a token from the user
6464         self.real = 0.0
6465         self.token = ''
6466         # Fill the token quue if nothing here
6467         while not self.inqueue:
6468             sline = cgetline()
6469             if curwnd==prompt_window:
6470                 clrscr()
6471                 setwnd(message_window)
6472                 clrscr()
6473             if sline == '':
6474                 return None
6475             if not sline:
6476                 continue
6477             else:
6478                 self.inqueue = sline.lstrip().split() + ["\n"]
6479         # From here on in it's all looking at the queue
6480         self.token = self.inqueue.pop(0)
6481         if self.token == "\n":
6482             self.type = "IHEOL"
6483             return "IHEOL"
6484         try:
6485             self.real = float(self.token)
6486             self.type = "IHREAL"
6487             return "IHREAL"
6488         except ValueError:
6489             pass
6490         # Treat as alpha
6491         self.token = self.token.lower()
6492         self.type = "IHALPHA"
6493         self.real = None
6494         return "IHALPHA"
6495     def append(self, tok):
6496         self.inqueue.append(tok)
6497     def push(self, tok):
6498         self.inqueue.insert(0, tok)
6499     def waiting(self):
6500         return self.inqueue
6501     def chew(self):
6502         # Demand input for next scan
6503         self.inqueue = []
6504         self.real = self.token = None
6505     def sees(self, s):
6506         # compares s to item and returns true if it matches to the length of s
6507         return s.startswith(self.token)
6508     def int(self):
6509         # Round token value to nearest integer
6510         return int(round(self.real))
6511     def getcoord(self):
6512         s = Coord()
6513         self.nexttok()
6514         if self.type != "IHREAL":
6515             huh()
6516             return None
6517         s.i = self.int()-1
6518         self.nexttok()
6519         if self.type != "IHREAL":
6520             huh()
6521             return None
6522         s.j = self.int()-1
6523         return s
6524     def __repr__(self):
6525         return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6526
6527 def ja():
6528     "Yes-or-no confirmation."
6529     scanner.chew()
6530     while True:
6531         scanner.nexttok()
6532         if scanner.token == 'y':
6533             return True
6534         if scanner.token == 'n':
6535             return False
6536         scanner.chew()
6537         proutn(_("Please answer with \"y\" or \"n\": "))
6538
6539 def huh():
6540     "Complain about unparseable input."
6541     scanner.chew()
6542     skip(1)
6543     prout(_("Beg your pardon, Captain?"))
6544
6545 def debugme():
6546     "Access to the internals for debugging."
6547     proutn("Reset levels? ")
6548     if ja():
6549         if game.energy < game.inenrg:
6550             game.energy = game.inenrg
6551         game.shield = game.inshld
6552         game.torps = game.intorps
6553         game.lsupres = game.inlsr
6554     proutn("Reset damage? ")
6555     if ja():
6556         for i in range(NDEVICES):
6557             if game.damage[i] > 0.0:
6558                 game.damage[i] = 0.0
6559     proutn("Toggle debug flag? ")
6560     if ja():
6561         game.idebug = not game.idebug
6562         if game.idebug:
6563             prout("Debug output ON")
6564         else:
6565             prout("Debug output OFF")
6566     proutn("Cause selective damage? ")
6567     if ja():
6568         for i in range(NDEVICES):
6569             proutn("Kill %s?" % device[i])
6570             scanner.chew()
6571             key = scanner.nexttok()
6572             if key == "IHALPHA" and scanner.sees("y"):
6573                 game.damage[i] = 10.0
6574     proutn("Examine/change events? ")
6575     if ja():
6576         ev = Event()
6577         w = Coord()
6578         legends = {
6579             FSNOVA:  "Supernova       ",
6580             FTBEAM:  "T Beam          ",
6581             FSNAP:   "Snapshot        ",
6582             FBATTAK: "Base Attack     ",
6583             FCDBAS:  "Base Destroy    ",
6584             FSCMOVE: "SC Move         ",
6585             FSCDBAS: "SC Base Destroy ",
6586             FDSPROB: "Probe Move      ",
6587             FDISTR:  "Distress Call   ",
6588             FENSLV:  "Enslavement     ",
6589             FREPRO:  "Klingon Build   ",
6590         }
6591         for i in range(1, NEVENTS):
6592             proutn(legends[i])
6593             if is_scheduled(i):
6594                 proutn("%.2f" % (scheduled(i)-game.state.date))
6595                 if i == FENSLV or i == FREPRO:
6596                     ev = findevent(i)
6597                     proutn(" in %s" % ev.quadrant)
6598             else:
6599                 proutn("never")
6600             proutn("? ")
6601             scanner.chew()
6602             key = scanner.nexttok()
6603             if key == 'n':
6604                 unschedule(i)
6605                 scanner.chew()
6606             elif key == "IHREAL":
6607                 ev = schedule(i, scanner.real)
6608                 if i == FENSLV or i == FREPRO:
6609                     scanner.chew()
6610                     proutn("In quadrant- ")
6611                     key = scanner.nexttok()
6612                     # "IHEOL" says to leave coordinates as they are
6613                     if key != "IHEOL":
6614                         if key != "IHREAL":
6615                             prout("Event %d canceled, no x coordinate." % (i))
6616                             unschedule(i)
6617                             continue
6618                         w.i = int(round(scanner.real))
6619                         key = scanner.nexttok()
6620                         if key != "IHREAL":
6621                             prout("Event %d canceled, no y coordinate." % (i))
6622                             unschedule(i)
6623                             continue
6624                         w.j = int(round(scanner.real))
6625                         ev.quadrant = w
6626         scanner.chew()
6627     proutn("Induce supernova here? ")
6628     if ja():
6629         game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6630         atover(True)
6631
6632 if __name__ == '__main__':
6633     try:
6634         #global line, thing, game
6635         game = None
6636         thing = Thingy()
6637         game = Gamestate()
6638         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6639         if os.getenv("TERM"):
6640             game.options |= OPTION_CURSES
6641         else:
6642             game.options |= OPTION_TTY
6643         seed = int(time.time())
6644         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6645         replay = False
6646         for (switch, val) in options:
6647             if switch == '-r':
6648                 try:
6649                     replayfp = open(val, "r")
6650                 except IOError:
6651                     sys.stderr.write("sst: can't open replay file %s\n" % val)
6652                     raise SystemExit(1)
6653                 try:
6654                     line = replayfp.readline().strip()
6655                     (leader, __, seed) = line.split()
6656                     seed = eval(seed)
6657                     sys.stderr.write("sst2k: seed set to %s\n" % seed)
6658                     line = replayfp.readline().strip()
6659                     arguments += line.split()[2:]
6660                     replay = True
6661                 except ValueError:
6662                     sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6663                     raise SystemExit(1)
6664                 game.options |= OPTION_TTY
6665                 game.options &=~ OPTION_CURSES
6666             elif switch == '-s':
6667                 seed = int(val)
6668             elif switch == '-t':
6669                 game.options |= OPTION_TTY
6670                 game.options &=~ OPTION_CURSES
6671             elif switch == '-x':
6672                 game.idebug = True
6673             elif switch == '-V':
6674                 print("SST2K", version)
6675                 raise SystemExit(0)
6676             else:
6677                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6678                 raise SystemExit(1)
6679         # where to save the input in case of bugs
6680         if "TMPDIR" in os.environ:
6681             tmpdir = os.environ['TMPDIR']
6682         else:
6683             tmpdir = "/tmp"
6684         try:
6685             logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6686         except IOError:
6687             sys.stderr.write("sst: warning, can't open logfile\n")
6688             sys.exit(1)
6689         if logfp:
6690             logfp.write("# seed %s\n" % seed)
6691             logfp.write("# options %s\n" % " ".join(arguments))
6692             logfp.write("# SST2K version %s\n" % version)
6693             logfp.write("# recorded by %s@%s on %s\n" % \
6694                     (getpass.getuser(),socket.gethostname(),time.ctime()))
6695         random.seed(seed)
6696         scanner = sstscanner()
6697         for arg in arguments:
6698             scanner.append(arg)
6699         try:
6700             iostart()
6701             while True: # Play a game
6702                 setwnd(fullscreen_window)
6703                 clrscr()
6704                 prelim()
6705                 setup()
6706                 if game.alldone:
6707                     score()
6708                     game.alldone = False
6709                 else:
6710                     makemoves()
6711                 if replay:
6712                     break
6713                 skip(1)
6714                 stars()
6715                 skip(1)
6716                 if game.tourn and game.alldone:
6717                     proutn(_("Do you want your score recorded?"))
6718                     if ja():
6719                         scanner.chew()
6720                         scanner.push("\n")
6721                         freeze(False)
6722                 scanner.chew()
6723                 proutn(_("Do you want to play again? "))
6724                 if not ja():
6725                     break
6726             skip(1)
6727             prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6728         finally:
6729             ioend()
6730         raise SystemExit(0)
6731     except KeyboardInterrupt:
6732         if logfp:
6733             logfp.close()
6734         print("")
6735
6736 # End.