Quiet down pychecker.
[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, readline, cPickle, random, copy, gettext, getpass
15
16 version="2.0"
17
18 docpath         = (".", "../doc", "/usr/share/doc/sst")
19
20 def _(str): return gettext.gettext(str)
21
22 GALSIZE         = 8             # Galaxy size in quadrants
23 NINHAB          = (GALSIZE * GALSIZE / 2)       # Number of inhabited worlds
24 MAXUNINHAB      = 10            # Maximum uninhabited worlds
25 QUADSIZE        = 10            # Quadrant size in sectors
26 BASEMIN         = 2                             # Minimum starbases
27 BASEMAX         = (GALSIZE * GALSIZE / 12)      # Maximum starbases
28 MAXKLGAME       = 127           # Maximum Klingons per game
29 MAXKLQUAD       = 9             # Maximum Klingons per quadrant
30 FULLCREW        = 428           # Crew size. BSD Trek was 387, that's wrong 
31 FOREVER         = 1e30          # Time for the indefinite future
32 MAXBURST        = 3             # Max # of torps you can launch in one turn
33 MINCMDR         = 10            # Minimum number of Klingon commanders
34 DOCKFAC         = 0.25          # Repair faster when docked
35 PHASEFAC        = 2.0           # Unclear what this is, it was in the C version
36
37 DEFAULT      = -1
38 BLACK        = 0
39 BLUE         = 1
40 GREEN        = 2
41 CYAN         = 3
42 RED          = 4
43 MAGENTA      = 5
44 BROWN        = 6
45 LIGHTGRAY    = 7
46 DARKGRAY     = 8
47 LIGHTBLUE    = 9
48 LIGHTGREEN   = 10
49 LIGHTCYAN    = 11
50 LIGHTRED     = 12
51 LIGHTMAGENTA = 13
52 YELLOW       = 14
53 WHITE        = 15
54
55 class TrekError(Exception):
56     pass
57
58 class JumpOut(Exception):
59     pass 
60
61 class Coord:
62     def __init__(self, x=None, y=None):
63         self.i = x
64         self.j = y
65     def valid_quadrant(self):
66         return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
67     def valid_sector(self):
68         return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
69     def invalidate(self):
70         self.i = self.j = None
71     def is_valid(self):
72         return self.i != None and self.j != None
73     def __eq__(self, other):
74         return other != None and self.i == other.i and self.j == other.j
75     def __ne__(self, other):
76         return other == None or self.i != other.i or self.j != other.j
77     def __add__(self, other):
78         return Coord(self.i+other.i, self.j+other.j)
79     def __sub__(self, other):
80         return Coord(self.i-other.i, self.j-other.j)
81     def __mul__(self, other):
82         return Coord(self.i*other, self.j*other)
83     def __rmul__(self, other):
84         return Coord(self.i*other, self.j*other)
85     def __div__(self, other):
86         return Coord(self.i/other, self.j/other)
87     def __mod__(self, other):
88         return Coord(self.i % other, self.j % other)
89     def __rdiv__(self, other):
90         return Coord(self.i/other, self.j/other)
91     def roundtogrid(self):
92         return Coord(int(round(self.i)), int(round(self.j)))
93     def distance(self, other=None):
94         if not other: other = Coord(0, 0)
95         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
96     def bearing(self):
97         return 1.90985*math.atan2(self.j, self.i)
98     def sgn(self):
99         s = Coord()
100         if self.i == 0:
101             s.i = 0
102         else:
103             s.i = self.i / abs(self.i)
104         if self.j == 0:
105             s.j = 0
106         else:
107             s.j = self.j / abs(self.j)
108         return s
109     def quadrant(self):
110         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
111         return self.roundtogrid() / QUADSIZE
112     def sector(self):
113         return self.roundtogrid() % QUADSIZE
114     def scatter(self):
115         s = Coord()
116         s.i = self.i + randrange(-1, 2)
117         s.j = self.j + randrange(-1, 2)
118         return s
119     def __str__(self):
120         if self.i == None or self.j == None:
121             return "Nowhere"
122         return "%s - %s" % (self.i+1, self.j+1)
123     __repr__ = __str__
124
125 class Planet:
126     def __init__(self):
127         self.name = None        # string-valued if inhabited
128         self.quadrant = Coord() # quadrant located
129         self.pclass = None      # could be ""M", "N", "O", or "destroyed"
130         self.crystals = "absent"# could be "mined", "present", "absent"
131         self.known = "unknown"  # could be "unknown", "known", "shuttle_down"
132         self.inhabited = False  # is it inhabites?
133     def __str__(self):
134         return self.name
135
136 class Quadrant:
137     def __init__(self):
138         self.stars = 0
139         self.planet = None
140         self.starbase = False
141         self.klingons = 0
142         self.romulans = 0
143         self.supernova = False
144         self.charted = False
145         self.status = "secure"  # Could be "secure", "distressed", "enslaved"
146
147 class Page:
148     def __init__(self):
149         self.stars = None
150         self.starbase = None
151         self.klingons = None
152
153 def fill2d(size, fillfun):
154     "Fill an empty list in 2D."
155     lst = []
156     for i in range(size):
157         lst.append([]) 
158         for j in range(size):
159             lst[i].append(fillfun(i, j))
160     return lst
161
162 class Snapshot:
163     def __init__(self):
164         self.snap = False       # snapshot taken
165         self.crew = 0           # crew complement
166         self.remkl = 0          # remaining klingons
167         self.nscrem = 0         # remaining super commanders
168         self.starkl = 0         # destroyed stars
169         self.basekl = 0         # destroyed bases
170         self.nromrem = 0        # Romulans remaining
171         self.nplankl = 0        # destroyed uninhabited planets
172         self.nworldkl = 0       # destroyed inhabited planets
173         self.planets = []       # Planet information
174         self.date = 0.0         # stardate
175         self.remres = 0         # remaining resources
176         self.remtime = 0        # remaining time
177         self.baseq = []         # Base quadrant coordinates
178         self.kcmdr = []         # Commander quadrant coordinates
179         self.kscmdr = Coord()   # Supercommander quadrant coordinates
180         # the galaxy
181         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
182         # the starchart
183         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
184
185 class Event:
186     def __init__(self):
187         self.date = None        # A real number
188         self.quadrant = None    # A coord structure
189
190 # game options 
191 OPTION_ALL      = 0xffffffff
192 OPTION_TTY      = 0x00000001    # old interface 
193 OPTION_CURSES   = 0x00000002    # new interface 
194 OPTION_IOMODES  = 0x00000003    # cover both interfaces 
195 OPTION_PLANETS  = 0x00000004    # planets and mining 
196 OPTION_THOLIAN  = 0x00000008    # Tholians and their webs (UT 1979 version)
197 OPTION_THINGY   = 0x00000010    # Space Thingy can shoot back (Stas, 2005)
198 OPTION_PROBE    = 0x00000020    # deep-space probes (DECUS version, 1980)
199 OPTION_SHOWME   = 0x00000040    # bracket Enterprise in chart 
200 OPTION_RAMMING  = 0x00000080    # enemies may ram Enterprise (Almy)
201 OPTION_MVBADDY  = 0x00000100    # more enemies can move (Almy)
202 OPTION_BLKHOLE  = 0x00000200    # black hole may timewarp you (Stas, 2005) 
203 OPTION_BASE     = 0x00000400    # bases have good shields (Stas, 2005)
204 OPTION_WORLDS   = 0x00000800    # logic for inhabited worlds (ESR, 2006)
205 OPTION_AUTOSCAN = 0x00001000    # automatic LRSCAN before CHART (ESR, 2006)
206 OPTION_PLAIN    = 0x01000000    # user chose plain game 
207 OPTION_ALMY     = 0x02000000    # user chose Almy variant 
208 OPTION_COLOR    = 0x04000000    # enable color display (experimental, ESR, 2010)
209
210 # Define devices 
211 DSRSENS = 0
212 DLRSENS = 1
213 DPHASER = 2
214 DPHOTON = 3
215 DLIFSUP = 4
216 DWARPEN = 5
217 DIMPULS = 6
218 DSHIELD = 7
219 DRADIO  = 0
220 DSHUTTL = 9
221 DCOMPTR = 10
222 DNAVSYS = 11
223 DTRANSP = 12
224 DSHCTRL = 13
225 DDRAY   = 14
226 DDSP    = 15
227 NDEVICES= 16    # Number of devices
228
229 SKILL_NONE      = 0
230 SKILL_NOVICE    = 1
231 SKILL_FAIR      = 2
232 SKILL_GOOD      = 3
233 SKILL_EXPERT    = 4
234 SKILL_EMERITUS  = 5
235
236 def damaged(dev):       return (game.damage[dev] != 0.0)
237 def communicating():    return not damaged(DRADIO) or game.condition=="docked"
238
239 # Define future events 
240 FSPY    = 0     # Spy event happens always (no future[] entry)
241                 # can cause SC to tractor beam Enterprise
242 FSNOVA  = 1     # Supernova
243 FTBEAM  = 2     # Commander tractor beams Enterprise
244 FSNAP   = 3     # Snapshot for time warp
245 FBATTAK = 4     # Commander attacks base
246 FCDBAS  = 5     # Commander destroys base
247 FSCMOVE = 6     # Supercommander moves (might attack base)
248 FSCDBAS = 7     # Supercommander destroys base
249 FDSPROB = 8     # Move deep space probe
250 FDISTR  = 9     # Emit distress call from an inhabited world 
251 FENSLV  = 10    # Inhabited word is enslaved */
252 FREPRO  = 11    # Klingons build a ship in an enslaved system
253 NEVENTS = 12
254
255 # Abstract out the event handling -- underlying data structures will change
256 # when we implement stateful events 
257 def findevent(evtype):  return game.future[evtype]
258
259 class Enemy:
260     def __init__(self, type=None, loc=None, power=None):
261         self.type = type
262         self.location = Coord()
263         if loc:
264             self.move(loc)
265         self.power = power      # enemy energy level
266         game.enemies.append(self)
267     def move(self, loc):
268         motion = (loc != self.location)
269         if self.location.i is not None and self.location.j is not None:
270             if motion:
271                 if self.type == 'T':
272                     game.quad[self.location.i][self.location.j] = '#'
273                 else:
274                     game.quad[self.location.i][self.location.j] = '.'
275         if loc:
276             self.location = copy.copy(loc)
277             game.quad[self.location.i][self.location.j] = self.type
278             self.kdist = self.kavgd = (game.sector - loc).distance()
279         else:
280             self.location = Coord()
281             self.kdist = self.kavgd = None
282             game.enemies.remove(self)
283         return motion
284     def __repr__(self):
285         return "<%s,%s.%f>" % (self.type, self.location, self.power)    # For debugging
286
287 class Gamestate:
288     def __init__(self):
289         self.options = None     # Game options
290         self.state = Snapshot() # A snapshot structure
291         self.snapsht = Snapshot()       # Last snapshot taken for time-travel purposes
292         self.quad = None        # contents of our quadrant
293         self.damage = [0.0] * NDEVICES  # damage encountered
294         self.future = []        # future events
295         i = NEVENTS
296         while i > 0:
297             i -= 1
298             self.future.append(Event())
299         self.passwd  = None;            # Self Destruct password
300         self.enemies = []
301         self.quadrant = None    # where we are in the large
302         self.sector = None      # where we are in the small
303         self.tholian = None     # Tholian enemy object
304         self.base = None        # position of base in current quadrant
305         self.battle = None      # base coordinates being attacked
306         self.plnet = None       # location of planet in quadrant
307         self.gamewon = False    # Finished!
308         self.ididit = False     # action taken -- allows enemy to attack
309         self.alive = False      # we are alive (not killed)
310         self.justin = False     # just entered quadrant
311         self.shldup = False     # shields are up
312         self.shldchg = False    # shield is changing (affects efficiency)
313         self.iscate = False     # super commander is here
314         self.ientesc = False    # attempted escape from supercommander
315         self.resting = False    # rest time
316         self.icraft = False     # Kirk in Galileo
317         self.landed = False     # party on planet (true), on ship (false)
318         self.alldone = False    # game is now finished
319         self.neutz = False      # Romulan Neutral Zone
320         self.isarmed = False    # probe is armed
321         self.inorbit = False    # orbiting a planet
322         self.imine = False      # mining
323         self.icrystl = False    # dilithium crystals aboard
324         self.iseenit = False    # seen base attack report
325         self.thawed = False     # thawed game
326         self.condition = None   # "green", "yellow", "red", "docked", "dead"
327         self.iscraft = None     # "onship", "offship", "removed"
328         self.skill = None       # Player skill level
329         self.inkling = 0        # initial number of klingons
330         self.inbase = 0         # initial number of bases
331         self.incom = 0          # initial number of commanders
332         self.inscom = 0         # initial number of commanders
333         self.inrom = 0          # initial number of commanders
334         self.instar = 0         # initial stars
335         self.intorps = 0        # initial/max torpedoes
336         self.torps = 0          # number of torpedoes
337         self.ship = 0           # ship type -- 'E' is Enterprise
338         self.abandoned = 0      # count of crew abandoned in space
339         self.length = 0         # length of game
340         self.klhere = 0         # klingons here
341         self.casual = 0         # causalties
342         self.nhelp = 0          # calls for help
343         self.nkinks = 0         # count of energy-barrier crossings
344         self.iplnet = None      # planet # in quadrant
345         self.inplan = 0         # initial planets
346         self.irhere = 0         # Romulans in quadrant
347         self.isatb = 0          # =2 if super commander is attacking base
348         self.tourn = None       # tournament number
349         self.nprobes = 0        # number of probes available
350         self.inresor = 0.0      # initial resources
351         self.intime = 0.0       # initial time
352         self.inenrg = 0.0       # initial/max energy
353         self.inshld = 0.0       # initial/max shield
354         self.inlsr = 0.0        # initial life support resources
355         self.indate = 0.0       # initial date
356         self.energy = 0.0       # energy level
357         self.shield = 0.0       # shield level
358         self.warpfac = 0.0      # warp speed
359         self.lsupres = 0.0      # life support reserves
360         self.optime = 0.0       # time taken by current operation
361         self.damfac = 0.0       # damage factor
362         self.lastchart = 0.0    # time star chart was last updated
363         self.cryprob = 0.0      # probability that crystal will work
364         self.probe = None       # object holding probe course info
365         self.height = 0.0       # height of orbit around planet
366         self.score = 0.0        # overall score
367         self.perdate = 0.0      # rate of kills
368         self.idebug = False     # Debugging instrumentation enabled?
369     def recompute(self):
370         # Stas thinks this should be (C expression): 
371         # game.state.remkl + len(game.state.kcmdr) > 0 ?
372         #       game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
373         # He says the existing expression is prone to divide-by-zero errors
374         # after killing the last klingon when score is shown -- perhaps also
375         # if the only remaining klingon is SCOM.
376         game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
377
378 FWON = 0
379 FDEPLETE = 1
380 FLIFESUP = 2
381 FNRG = 3
382 FBATTLE = 4
383 FNEG3 = 5
384 FNOVA = 6
385 FSNOVAED = 7
386 FABANDN = 8
387 FDILITHIUM = 9
388 FMATERIALIZE = 10
389 FPHASER = 11
390 FLOST = 12
391 FMINING = 13
392 FDPLANET = 14
393 FPNOVA = 15
394 FSSC = 16
395 FSTRACTOR = 17
396 FDRAY = 18
397 FTRIBBLE = 19
398 FHOLE = 20
399 FCREW = 21
400
401 def withprob(p):
402     return random.random() < p
403
404 def randrange(*args):
405     return random.randrange(*args)
406
407 def randreal(*args):
408     v = random.random()
409     if len(args) == 1:
410         v *= args[0]            # from [0, args[0])
411     elif len(args) == 2:
412         v = args[0] + v*(args[1]-args[0])       # from [args[0], args[1])
413     return v
414
415 # Code from ai.c begins here
416
417 def welcoming(iq):
418     "Would this quadrant welcome another Klingon?"
419     return iq.valid_Quadrant() and \
420         not game.state.galaxy[iq.i][iq.j].supernova and \
421         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
422
423 def tryexit(enemy, look, irun):
424     "A bad guy attempts to bug out."
425     iq = Coord()
426     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
427     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
428     if not welcoming(iq):
429         return False;
430     if enemy.type == 'R':
431         return False; # Romulans cannot escape! 
432     if not irun:
433         # avoid intruding on another commander's territory 
434         if enemy.type == 'C':
435             if iq in game.state.kcmdr:
436                 return False
437             # refuse to leave if currently attacking starbase 
438             if game.battle == game.quadrant:
439                 return False
440         # don't leave if over 1000 units of energy 
441         if enemy.power > 1000.0:
442             return False
443     # emit escape message and move out of quadrant.
444     # we know this if either short or long range sensors are working
445     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
446         game.condition == "docked":
447         prout(crmena(True, enemy.type, "sector", enemy.location) + \
448               (_(" escapes to Quadrant %s (and regains strength).") % iq))
449     # handle local matters related to escape
450     enemy.move(None)
451     game.klhere -= 1
452     if game.condition != "docked":
453         newcnd()
454     # Handle global matters related to escape 
455     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
456     game.state.galaxy[iq.i][iq.j].klingons += 1
457     if enemy.type=='S':
458         game.iscate = False
459         game.ientesc = False
460         game.isatb = 0
461         schedule(FSCMOVE, 0.2777)
462         unschedule(FSCDBAS)
463         game.state.kscmdr=iq
464     else:
465         for cmdr in game.state.kcmdr:
466             if cmdr == game.quadrant:
467                 game.state.kcmdr.append(iq)
468                 break
469     return True; # success 
470
471 # The bad-guy movement algorithm:
472
473 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
474 # If both are operating full strength, force is 1000. If both are damaged,
475 # force is -1000. Having shields down subtracts an additional 1000.
476
477 # 2. Enemy has forces equal to the energy of the attacker plus
478 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
479 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
480
481 # Attacker Initial energy levels (nominal):
482 # Klingon   Romulan   Commander   Super-Commander
483 # Novice    400        700        1200        
484 # Fair      425        750        1250
485 # Good      450        800        1300        1750
486 # Expert    475        850        1350        1875
487 # Emeritus  500        900        1400        2000
488 # VARIANCE   75        200         200         200
489
490 # Enemy vessels only move prior to their attack. In Novice - Good games
491 # only commanders move. In Expert games, all enemy vessels move if there
492 # is a commander present. In Emeritus games all enemy vessels move.
493
494 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
495 # forces are 1000 greater than Enterprise.
496
497 # Agressive action on average cuts the distance between the ship and
498 # the enemy to 1/4 the original.
499
500 # 4.  At lower energy advantage, movement units are proportional to the
501 # advantage with a 650 advantage being to hold ground, 800 to move forward
502 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
503
504 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
505 # retreat, especially at high skill levels.
506
507 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
508
509 def movebaddy(enemy):
510     "Tactical movement for the bad guys."
511     goto = Coord(); look = Coord()
512     irun = False
513     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
514     if game.skill >= SKILL_EXPERT:
515         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
516     else:
517         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
518     dist1 = enemy.kdist
519     mdist = int(dist1 + 0.5); # Nearest integer distance 
520     # If SC, check with spy to see if should hi-tail it 
521     if enemy.type=='S' and \
522         (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
523         irun = True
524         motion = -QUADSIZE
525     else:
526         # decide whether to advance, retreat, or hold position 
527         forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
528         if not game.shldup:
529             forces += 1000; # Good for enemy if shield is down! 
530         if not damaged(DPHASER) or not damaged(DPHOTON):
531             if damaged(DPHASER): # phasers damaged 
532                 forces += 300.0
533             else:
534                 forces -= 0.2*(game.energy - 2500.0)
535             if damaged(DPHOTON): # photon torpedoes damaged 
536                 forces += 300.0
537             else:
538                 forces -= 50.0*game.torps
539         else:
540             # phasers and photon tubes both out! 
541             forces += 1000.0
542         motion = 0
543         if forces <= 1000.0 and game.condition != "docked": # Typical situation 
544             motion = ((forces + randreal(200))/150.0) - 5.0
545         else:
546             if forces > 1000.0: # Very strong -- move in for kill 
547                 motion = (1.0 - randreal())**2 * dist1 + 1.0
548             if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
549                 motion -= game.skill*(2.0-randreal()**2)
550         if game.idebug:
551             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
552         # don't move if no motion 
553         if motion==0:
554             return
555         # Limit motion according to skill 
556         if abs(motion) > game.skill:
557             if motion < 0:
558                 motion = -game.skill
559             else:
560                 motion = game.skill
561     # calculate preferred number of steps 
562     nsteps = abs(int(motion))
563     if motion > 0 and nsteps > mdist:
564         nsteps = mdist; # don't overshoot 
565     if nsteps > QUADSIZE:
566         nsteps = QUADSIZE; # This shouldn't be necessary 
567     if nsteps < 1:
568         nsteps = 1; # This shouldn't be necessary 
569     if game.idebug:
570         proutn("NSTEPS = %d:" % nsteps)
571     # Compute preferred values of delta X and Y 
572     m = game.sector - enemy.location
573     if 2.0 * abs(m.i) < abs(m.j):
574         m.i = 0
575     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
576         m.j = 0
577     m = (motion * m).sgn()
578     goto = enemy.location
579     # main move loop 
580     for ll in range(nsteps):
581         if game.idebug:
582             proutn(" %d" % (ll+1))
583         # Check if preferred position available 
584         look = goto + m
585         if m.i < 0:
586             krawli = 1
587         else:
588             krawli = -1
589         if m.j < 0:
590             krawlj = 1
591         else:
592             krawlj = -1
593         success = False
594         attempts = 0; # Settle mysterious hang problem 
595         while attempts < 20 and not success:
596             attempts += 1
597             if look.i < 0 or look.i >= QUADSIZE:
598                 if motion < 0 and tryexit(enemy, look, irun):
599                     return
600                 if krawli == m.i or m.j == 0:
601                     break
602                 look.i = goto.i + krawli
603                 krawli = -krawli
604             elif look.j < 0 or look.j >= QUADSIZE:
605                 if motion < 0 and tryexit(enemy, look, irun):
606                     return
607                 if krawlj == m.j or m.i == 0:
608                     break
609                 look.j = goto.j + krawlj
610                 krawlj = -krawlj
611             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
612                 # See if enemy should ram ship 
613                 if game.quad[look.i][look.j] == game.ship and \
614                     (enemy.type == 'C' or enemy.type == 'S'):
615                     collision(rammed=True, enemy=enemy)
616                     return
617                 if krawli != m.i and m.j != 0:
618                     look.i = goto.i + krawli
619                     krawli = -krawli
620                 elif krawlj != m.j and m.i != 0:
621                     look.j = goto.j + krawlj
622                     krawlj = -krawlj
623                 else:
624                     break; # we have failed 
625             else:
626                 success = True
627         if success:
628             goto = look
629             if game.idebug:
630                 proutn(`goto`)
631         else:
632             break; # done early 
633     if game.idebug:
634         skip(1)
635     if enemy.move(goto):
636         if not damaged(DSRSENS) or game.condition == "docked":
637             proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
638             if enemy.kdist < dist1:
639                 proutn(_(" advances to "))
640             else:
641                 proutn(_(" retreats to "))
642             prout("Sector %s." % goto)
643
644 def moveklings():
645     "Sequence Klingon tactical movement."
646     if game.idebug:
647         prout("== MOVCOM")
648     # Figure out which Klingon is the commander (or Supercommander)
649     # and do move
650     if game.quadrant in game.state.kcmdr:
651         for enemy in game.enemies:
652             if enemy.type == 'C':
653                 movebaddy(enemy)
654     if game.state.kscmdr==game.quadrant:
655         for enemy in game.enemies:
656             if enemy.type == 'S':
657                 movebaddy(enemy)
658                 break
659     # If skill level is high, move other Klingons and Romulans too!
660     # Move these last so they can base their actions on what the
661     # commander(s) do.
662     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
663         for enemy in game.enemies:
664             if enemy.type in ('K', 'R'):
665                 movebaddy(enemy)
666     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
667
668 def movescom(iq, avoid):
669     "Commander movement helper." 
670     # Avoid quadrants with bases if we want to avoid Enterprise 
671     if not welcoming(iq) or (avoid and iq in game.state.baseq):
672         return False
673     if game.justin and not game.iscate:
674         return False
675     # do the move 
676     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
677     game.state.kscmdr = iq
678     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
679     if game.state.kscmdr==game.quadrant:
680         # SC has scooted, remove him from current quadrant 
681         game.iscate=False
682         game.isatb=0
683         game.ientesc = False
684         unschedule(FSCDBAS)
685         for enemy in game.enemies:
686             if enemy.type == 'S':
687                 break
688         enemy.move(None)
689         game.klhere -= 1
690         if game.condition != "docked":
691             newcnd()
692         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
693     # check for a helpful planet 
694     for i in range(game.inplan):
695         if game.state.planets[i].quadrant == game.state.kscmdr and \
696             game.state.planets[i].crystals == "present":
697             # destroy the planet 
698             game.state.planets[i].pclass = "destroyed"
699             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
700             if communicating():
701                 announce()
702                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
703                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
704                 prout(_("   by the Super-commander.\""))
705             break
706     return True; # looks good! 
707                         
708 def supercommander():
709     "Move the Super Commander." 
710     iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
711     basetbl = []
712     if game.idebug:
713         prout("== SUPERCOMMANDER")
714     # Decide on being active or passive 
715     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 \
716             (game.state.date-game.indate) < 3.0)
717     if not game.iscate and avoid:
718         # compute move away from Enterprise 
719         idelta = game.state.kscmdr-game.quadrant
720         if idelta.distance() > 2.0:
721             # circulate in space 
722             idelta.i = game.state.kscmdr.j-game.quadrant.j
723             idelta.j = game.quadrant.i-game.state.kscmdr.i
724     else:
725         # compute distances to starbases 
726         if not game.state.baseq:
727             # nothing left to do 
728             unschedule(FSCMOVE)
729             return
730         sc = game.state.kscmdr
731         for (i, base) in enumerate(game.state.baseq):
732             basetbl.append((i, (base - sc).distance()))
733         if game.state.baseq > 1:
734             basetbl.sort(lambda x, y: cmp(x[1], y[1]))
735         # look for nearest base without a commander, no Enterprise, and
736         # without too many Klingons, and not already under attack. 
737         ifindit = iwhichb = 0
738         for (i2, base) in enumerate(game.state.baseq):
739             i = basetbl[i2][0]; # bug in original had it not finding nearest
740             if base==game.quadrant or base==game.battle or not welcoming(base):
741                 continue
742             # if there is a commander, and no other base is appropriate,
743             # we will take the one with the commander
744             for cmdr in game.state.kcmdr:
745                 if base == cmdr and ifindit != 2:
746                     ifindit = 2
747                     iwhichb = i
748                     break
749             else:       # no commander -- use this one 
750                 ifindit = 1
751                 iwhichb = i
752                 break
753         if ifindit==0:
754             return # Nothing suitable -- wait until next time
755         ibq = game.state.baseq[iwhichb]
756         # decide how to move toward base 
757         idelta = ibq - game.state.kscmdr
758     # Maximum movement is 1 quadrant in either or both axes 
759     idelta = idelta.sgn()
760     # try moving in both x and y directions
761     # there was what looked like a bug in the Almy C code here,
762     # but it might be this translation is just wrong.
763     iq = game.state.kscmdr + idelta
764     if not movescom(iq, avoid):
765         # failed -- try some other maneuvers 
766         if idelta.i==0 or idelta.j==0:
767             # attempt angle move 
768             if idelta.i != 0:
769                 iq.j = game.state.kscmdr.j + 1
770                 if not movescom(iq, avoid):
771                     iq.j = game.state.kscmdr.j - 1
772                     movescom(iq, avoid)
773             elif idelta.j != 0:
774                 iq.i = game.state.kscmdr.i + 1
775                 if not movescom(iq, avoid):
776                     iq.i = game.state.kscmdr.i - 1
777                     movescom(iq, avoid)
778         else:
779             # try moving just in x or y 
780             iq.j = game.state.kscmdr.j
781             if not movescom(iq, avoid):
782                 iq.j = game.state.kscmdr.j + idelta.j
783                 iq.i = game.state.kscmdr.i
784                 movescom(iq, avoid)
785     # check for a base 
786     if len(game.state.baseq) == 0:
787         unschedule(FSCMOVE)
788     else:
789         for ibq in game.state.baseq:
790             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
791                 # attack the base 
792                 if avoid:
793                     return # no, don't attack base! 
794                 game.iseenit = False
795                 game.isatb = 1
796                 schedule(FSCDBAS, randreal(1.0, 3.0))
797                 if is_scheduled(FCDBAS):
798                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
799                 if not communicating():
800                     return # no warning 
801                 game.iseenit = True
802                 announce()
803                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
804                       % game.state.kscmdr)
805                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
806                 proutn(_("   It can survive until stardate %d.\"") \
807                        % int(scheduled(FSCDBAS)))
808                 if not game.resting:
809                     return
810                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
811                 if not ja():
812                     return
813                 game.resting = False
814                 game.optime = 0.0; # actually finished 
815                 return
816     # Check for intelligence report 
817     if not game.idebug and \
818         (withprob(0.8) or \
819          (not communicating()) or \
820          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
821         return
822     announce()
823     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
824     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
825     return
826
827 def movetholian():
828     "Move the Tholian."
829     if not game.tholian or game.justin:
830         return
831     tid = Coord()
832     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
833         tid.i = 0; tid.j = QUADSIZE-1
834     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
835         tid.i = QUADSIZE-1; tid.j = QUADSIZE-1
836     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
837         tid.i = QUADSIZE-1; tid.j = 0
838     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
839         tid.i = 0; tid.j = 0
840     else:
841         # something is wrong! 
842         game.tholian.move(None)
843         prout("***Internal error: Tholian in a bad spot.")
844         return
845     # do nothing if we are blocked 
846     if game.quad[tid.i][tid.j] not in ('.', '#'):
847         return
848     here = copy.copy(game.tholian.location)
849     delta = (tid - game.tholian.location).sgn()
850     # move in x axis 
851     while here.i != tid.i:
852         here.i += delta.i
853         if game.quad[here.i][here.j]=='.':
854             game.tholian.move(here)
855     # move in y axis 
856     while here.j != tid.j:
857         here.j += delta.j
858         if game.quad[here.i][here.j]=='.':
859             game.tholian.move(here)
860     # check to see if all holes plugged 
861     for i in range(QUADSIZE):
862         if game.quad[0][i]!='#' and game.quad[0][i]!='T':
863             return
864         if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
865             return
866         if game.quad[i][0]!='#' and game.quad[i][0]!='T':
867             return
868         if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
869             return
870     # All plugged up -- Tholian splits 
871     game.quad[game.tholian.location.i][game.tholian.location.j]='#'
872     dropin(' ')
873     prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
874     game.tholian.move(None)
875     return
876
877 # Code from battle.c begins here
878
879 def doshield(shraise):
880     "Change shield status."
881     action = "NONE"
882     game.ididit = False
883     if shraise:
884         action = "SHUP"
885     else:
886         key = scanner.next()
887         if key == "IHALPHA":
888             if scanner.sees("transfer"):
889                 action = "NRG"
890             else:
891                 if damaged(DSHIELD):
892                     prout(_("Shields damaged and down."))
893                     return
894                 if scanner.sees("up"):
895                     action = "SHUP"
896                 elif scanner.sees("down"):
897                     action = "SHDN"
898         if action=="NONE":
899             proutn(_("Do you wish to change shield energy? "))
900             if ja():
901                 action = "NRG"
902             elif damaged(DSHIELD):
903                 prout(_("Shields damaged and down."))
904                 return
905             elif game.shldup:
906                 proutn(_("Shields are up. Do you want them down? "))
907                 if ja():
908                     action = "SHDN"
909                 else:
910                     scanner.chew()
911                     return
912             else:
913                 proutn(_("Shields are down. Do you want them up? "))
914                 if ja():
915                     action = "SHUP"
916                 else:
917                     scanner.chew()
918                     return    
919     if action == "SHUP": # raise shields 
920         if game.shldup:
921             prout(_("Shields already up."))
922             return
923         game.shldup = True
924         game.shldchg = True
925         if game.condition != "docked":
926             game.energy -= 50.0
927         prout(_("Shields raised."))
928         if game.energy <= 0:
929             skip(1)
930             prout(_("Shields raising uses up last of energy."))
931             finish(FNRG)
932             return
933         game.ididit=True
934         return
935     elif action == "SHDN":
936         if not game.shldup:
937             prout(_("Shields already down."))
938             return
939         game.shldup=False
940         game.shldchg=True
941         prout(_("Shields lowered."))
942         game.ididit = True
943         return
944     elif action == "NRG":
945         while scanner.next() != "IHREAL":
946             scanner.chew()
947             proutn(_("Energy to transfer to shields- "))
948         nrg = scanner.real
949         scanner.chew()
950         if nrg == 0:
951             return
952         if nrg > game.energy:
953             prout(_("Insufficient ship energy."))
954             return
955         game.ididit = True
956         if game.shield+nrg >= game.inshld:
957             prout(_("Shield energy maximized."))
958             if game.shield+nrg > game.inshld:
959                 prout(_("Excess energy requested returned to ship energy"))
960             game.energy -= game.inshld-game.shield
961             game.shield = game.inshld
962             return
963         if nrg < 0.0 and game.energy-nrg > game.inenrg:
964             # Prevent shield drain loophole 
965             skip(1)
966             prout(_("Engineering to bridge--"))
967             prout(_("  Scott here. Power circuit problem, Captain."))
968             prout(_("  I can't drain the shields."))
969             game.ididit = False
970             return
971         if game.shield+nrg < 0:
972             prout(_("All shield energy transferred to ship."))
973             game.energy += game.shield
974             game.shield = 0.0
975             return
976         proutn(_("Scotty- \""))
977         if nrg > 0:
978             prout(_("Transferring energy to shields.\""))
979         else:
980             prout(_("Draining energy from shields.\""))
981         game.shield += nrg
982         game.energy -= nrg
983         return
984
985 def randdevice():
986     "Choose a device to damage, at random."
987     weights = (
988         105,    # DSRSENS: short range scanners 10.5% 
989         105,    # DLRSENS: long range scanners          10.5% 
990         120,    # DPHASER: phasers                      12.0% 
991         120,    # DPHOTON: photon torpedoes             12.0% 
992         25,     # DLIFSUP: life support                  2.5% 
993         65,     # DWARPEN: warp drive                    6.5% 
994         70,     # DIMPULS: impulse engines               6.5% 
995         145,    # DSHIELD: deflector shields            14.5% 
996         30,     # DRADIO:  subspace radio                3.0% 
997         45,     # DSHUTTL: shuttle                       4.5% 
998         15,     # DCOMPTR: computer                      1.5% 
999         20,     # NAVCOMP: navigation system             2.0% 
1000         75,     # DTRANSP: transporter                   7.5% 
1001         20,     # DSHCTRL: high-speed shield controller  2.0% 
1002         10,     # DDRAY: death ray                       1.0% 
1003         30,     # DDSP: deep-space probes                3.0% 
1004     )
1005     assert(sum(weights) == 1000)
1006     idx = randrange(1000)
1007     wsum = 0
1008     for (i, w) in enumerate(weights):
1009         wsum += w
1010         if idx < wsum:
1011             return i
1012     return None;        # we should never get here
1013
1014 def collision(rammed, enemy):
1015     "Collision handling fot rammong events."
1016     prouts(_("***RED ALERT!  RED ALERT!"))
1017     skip(1)
1018     prout(_("***COLLISION IMMINENT."))
1019     skip(2)
1020     proutn("***")
1021     proutn(crmshp())
1022     hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1023     if rammed:
1024         proutn(_(" rammed by "))
1025     else:
1026         proutn(_(" rams "))
1027     proutn(crmena(False, enemy.type, "sector", enemy.location))
1028     if rammed:
1029         proutn(_(" (original position)"))
1030     skip(1)
1031     deadkl(enemy.location, enemy.type, game.sector)
1032     proutn("***" + crmshp() + " heavily damaged.")
1033     icas = randrange(10, 30)
1034     prout(_("***Sickbay reports %d casualties") % icas)
1035     game.casual += icas
1036     game.state.crew -= icas
1037     # In the pre-SST2K version, all devices got equiprobably damaged,
1038     # which was silly.  Instead, pick up to half the devices at
1039     # random according to our weighting table,
1040     ncrits = randrange(NDEVICES/2)
1041     while ncrits > 0:
1042         ncrits -= 1
1043         dev = randdevice()
1044         if game.damage[dev] < 0:
1045             continue
1046         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1047         # Damage for at least time of travel! 
1048         game.damage[dev] += game.optime + extradm
1049     game.shldup = False
1050     prout(_("***Shields are down."))
1051     if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1052         announce()
1053         damagereport()
1054     else:
1055         finish(FWON)
1056     return
1057
1058 def torpedo(origin, bearing, dispersion, number, nburst):
1059     "Let a photon torpedo fly" 
1060     if not damaged(DSRSENS) or game.condition=="docked":
1061         setwnd(srscan_window)
1062     else: 
1063         setwnd(message_window)
1064     ac = bearing + 0.25*dispersion      # dispersion is a random variable
1065     bullseye = (15.0 - bearing)*0.5235988
1066     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
1067     bumpto = Coord(0, 0)
1068     # Loop to move a single torpedo 
1069     setwnd(message_window)
1070     for step in range(1, QUADSIZE*2):
1071         if not track.next(): break
1072         w = track.sector()
1073         if not w.valid_sector():
1074             break
1075         iquad=game.quad[w.i][w.j]
1076         tracktorpedo(w, step, number, nburst, iquad)
1077         if iquad=='.':
1078             continue
1079         # hit something 
1080         if not damaged(DSRSENS) or game.condition == "docked":
1081             skip(1);    # start new line after text track 
1082         if iquad in ('E', 'F'): # Hit our ship 
1083             skip(1)
1084             prout(_("Torpedo hits %s.") % crmshp())
1085             hit = 700.0 + randreal(100) - \
1086                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1087             newcnd(); # we're blown out of dock 
1088             if game.landed or game.condition=="docked":
1089                 return hit # Cheat if on a planet 
1090             # In the C/FORTRAN version, dispersion was 2.5 radians, which
1091             # is 143 degrees, which is almost exactly 4.8 clockface units
1092             displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1093             displacement.next()
1094             bumpto = displacement.sector()
1095             if not bumpto.valid_sector():
1096                 return hit
1097             if game.quad[bumpto.i][bumpto.j]==' ':
1098                 finish(FHOLE)
1099                 return hit
1100             if game.quad[bumpto.i][bumpto.j]!='.':
1101                 # can't move into object 
1102                 return hit
1103             game.sector = bumpto
1104             proutn(crmshp())
1105             game.quad[w.i][w.j]='.'
1106             game.quad[bumpto.i][bumpto.j]=iquad
1107             prout(_(" displaced by blast to Sector %s ") % bumpto)
1108             for enemy in game.enemies:
1109                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1110             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1111             return None
1112         elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
1113             # find the enemy 
1114             if iquad in ('C', 'S') and withprob(0.05):
1115                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1116                 prout(_("   torpedo neutralized."))
1117                 return None
1118             for enemy in game.enemies:
1119                 if w == enemy.location:
1120                     break
1121             kp = math.fabs(enemy.power)
1122             h1 = 700.0 + randrange(100) - \
1123                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1124             h1 = math.fabs(h1)
1125             if kp < h1:
1126                 h1 = kp
1127             if enemy.power < 0:
1128                 enemy.power -= -h1
1129             else:
1130                 enemy.power -= h1
1131             if enemy.power == 0:
1132                 deadkl(w, iquad, w)
1133                 return None
1134             proutn(crmena(True, iquad, "sector", w))
1135             displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1136             displacement.next()
1137             bumpto = displacement.sector()
1138             if not bumpto.valid_sector():
1139                 prout(_(" damaged but not destroyed."))
1140                 return
1141             if game.quad[bumpto.i][bumpto.j] == ' ':
1142                 prout(_(" buffeted into black hole."))
1143                 deadkl(w, iquad, bumpto)
1144             if game.quad[bumpto.i][bumpto.j] != '.':
1145                 prout(_(" damaged but not destroyed."))
1146             else:
1147                 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1148                 enemy.location = bumpto
1149                 game.quad[w.i][w.j]='.'
1150                 game.quad[bumpto.i][bumpto.j]=iquad
1151                 for enemy in game.enemies:
1152                     enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1153                 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1154             return None
1155         elif iquad == 'B': # Hit a base 
1156             skip(1)
1157             prout(_("***STARBASE DESTROYED.."))
1158             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1159             game.quad[w.i][w.j]='.'
1160             game.base.invalidate()
1161             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1162             game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1163             game.state.basekl += 1
1164             newcnd()
1165             return None
1166         elif iquad == 'P': # Hit a planet 
1167             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1168             game.state.nplankl += 1
1169             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1170             game.iplnet.pclass = "destroyed"
1171             game.iplnet = None
1172             game.plnet.invalidate()
1173             game.quad[w.i][w.j] = '.'
1174             if game.landed:
1175                 # captain perishes on planet 
1176                 finish(FDPLANET)
1177             return None
1178         elif iquad == '@': # Hit an inhabited world -- very bad! 
1179             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1180             game.state.nworldkl += 1
1181             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1182             game.iplnet.pclass = "destroyed"
1183             game.iplnet = None
1184             game.plnet.invalidate()
1185             game.quad[w.i][w.j] = '.'
1186             if game.landed:
1187                 # captain perishes on planet 
1188                 finish(FDPLANET)
1189             prout(_("The torpedo destroyed an inhabited planet."))
1190             return None
1191         elif iquad == '*': # Hit a star 
1192             if withprob(0.9):
1193                 nova(w)
1194             else:
1195                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1196             return None
1197         elif iquad == '?': # Hit a thingy 
1198             if not (game.options & OPTION_THINGY) or withprob(0.3):
1199                 skip(1)
1200                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1201                 skip(1)
1202                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1203                 skip(1)
1204                 proutn(_("Mr. Spock-"))
1205                 prouts(_("  \"Fascinating!\""))
1206                 skip(1)
1207                 deadkl(w, iquad, w)
1208             else:
1209                 # Stas Sergeev added the possibility that
1210                 # you can shove the Thingy and piss it off.
1211                 # It then becomes an enemy and may fire at you.
1212                 thing.angry = True
1213             return None
1214         elif iquad == ' ': # Black hole 
1215             skip(1)
1216             prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1217             return None
1218         elif iquad == '#': # hit the web 
1219             skip(1)
1220             prout(_("***Torpedo absorbed by Tholian web."))
1221             return None
1222         elif iquad == 'T':  # Hit a Tholian 
1223             h1 = 700.0 + randrange(100) - \
1224                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1225             h1 = math.fabs(h1)
1226             if h1 >= 600:
1227                 game.quad[w.i][w.j] = '.'
1228                 deadkl(w, iquad, w)
1229                 game.tholian = None
1230                 return None
1231             skip(1)
1232             proutn(crmena(True, 'T', "sector", w))
1233             if withprob(0.05):
1234                 prout(_(" survives photon blast."))
1235                 return None
1236             prout(_(" disappears."))
1237             game.tholian.move(None)
1238             game.quad[w.i][w.j] = '#'
1239             dropin(' ')
1240             return None
1241         else: # Problem!
1242             skip(1)
1243             proutn("Don't know how to handle torpedo collision with ")
1244             proutn(crmena(True, iquad, "sector", w))
1245             skip(1)
1246             return None
1247         break
1248     skip(1)
1249     prout(_("Torpedo missed."))
1250     return None;
1251
1252 def fry(hit):
1253     "Critical-hit resolution." 
1254     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1255         return
1256     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1257     proutn(_("***CRITICAL HIT--"))
1258     # Select devices and cause damage
1259     cdam = []
1260     while ncrit > 0:
1261         ncrit -= 1
1262         while True:
1263             j = randdevice()
1264             # Cheat to prevent shuttle damage unless on ship 
1265             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1266                 break
1267         cdam.append(j)
1268         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1269         game.damage[j] += extradm
1270     skipcount = 0
1271     for (i, j) in enumerate(cdam):
1272         proutn(device[j])
1273         if skipcount % 3 == 2 and i < len(cdam)-1:
1274             skip(1)
1275         skipcount += 1
1276         if i < len(cdam)-1:
1277             proutn(_(" and "))
1278     prout(_(" damaged."))
1279     if damaged(DSHIELD) and game.shldup:
1280         prout(_("***Shields knocked down."))
1281         game.shldup=False
1282
1283 def attack(torps_ok):
1284     # bad guy attacks us 
1285     # torps_ok == False forces use of phasers in an attack 
1286     # game could be over at this point, check
1287     if game.alldone:
1288         return
1289     attempt = False; ihurt = False;
1290     hitmax=0.0; hittot=0.0; chgfac=1.0
1291     where = "neither"
1292     if game.idebug:
1293         prout("=== ATTACK!")
1294     # Tholian gets to move before attacking 
1295     if game.tholian:
1296         movetholian()
1297     # if you have just entered the RNZ, you'll get a warning 
1298     if game.neutz: # The one chance not to be attacked 
1299         game.neutz = False
1300         return
1301     # commanders get a chance to tac-move towards you 
1302     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:
1303         moveklings()
1304     # if no enemies remain after movement, we're done 
1305     if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1306         return
1307     # set up partial hits if attack happens during shield status change 
1308     pfac = 1.0/game.inshld
1309     if game.shldchg:
1310         chgfac = 0.25 + randreal(0.5)
1311     skip(1)
1312     # message verbosity control 
1313     if game.skill <= SKILL_FAIR:
1314         where = "sector"
1315     for enemy in game.enemies:
1316         if enemy.power < 0:
1317             continue;   # too weak to attack 
1318         # compute hit strength and diminish shield power 
1319         r = randreal()
1320         # Increase chance of photon torpedos if docked or enemy energy is low 
1321         if game.condition == "docked":
1322             r *= 0.25
1323         if enemy.power < 500:
1324             r *= 0.25; 
1325         if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1326             continue
1327         # different enemies have different probabilities of throwing a torp 
1328         usephasers = not torps_ok or \
1329             (enemy.type == 'K' and r > 0.0005) or \
1330             (enemy.type=='C' and r > 0.015) or \
1331             (enemy.type=='R' and r > 0.3) or \
1332             (enemy.type=='S' and r > 0.07) or \
1333             (enemy.type=='?' and r > 0.05)
1334         if usephasers:      # Enemy uses phasers 
1335             if game.condition == "docked":
1336                 continue; # Don't waste the effort! 
1337             attempt = True; # Attempt to attack 
1338             dustfac = randreal(0.8, 0.85)
1339             hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1340             enemy.power *= 0.75
1341         else: # Enemy uses photon torpedo 
1342             # We should be able to make the bearing() method work here
1343             pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1344             hit = 0
1345             proutn(_("***TORPEDO INCOMING"))
1346             if not damaged(DSRSENS):
1347                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1348             attempt = True
1349             prout("  ")
1350             dispersion = (randreal()+randreal())*0.5 - 0.5
1351             dispersion += 0.002*enemy.power*dispersion
1352             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1353             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1354                 finish(FWON); # Klingons did themselves in! 
1355             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1356                 return # Supernova or finished 
1357             if hit == None:
1358                 continue
1359         # incoming phaser or torpedo, shields may dissipate it 
1360         if game.shldup or game.shldchg or game.condition=="docked":
1361             # shields will take hits 
1362             propor = pfac * game.shield
1363             if game.condition =="docked":
1364                 propor *= 2.1
1365             if propor < 0.1:
1366                 propor = 0.1
1367             hitsh = propor*chgfac*hit+1.0
1368             absorb = 0.8*hitsh
1369             if absorb > game.shield:
1370                 absorb = game.shield
1371             game.shield -= absorb
1372             hit -= hitsh
1373             # taking a hit blasts us out of a starbase dock 
1374             if game.condition == "docked":
1375                 dock(False)
1376             # but the shields may take care of it 
1377             if propor > 0.1 and hit < 0.005*game.energy:
1378                 continue
1379         # hit from this opponent got through shields, so take damage 
1380         ihurt = True
1381         proutn(_("%d unit hit") % int(hit))
1382         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1383             proutn(_(" on the ") + crmshp())
1384         if not damaged(DSRSENS) and usephasers:
1385             prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1386         skip(1)
1387         # Decide if hit is critical 
1388         if hit > hitmax:
1389             hitmax = hit
1390         hittot += hit
1391         fry(hit)
1392         game.energy -= hit
1393     if game.energy <= 0:
1394         # Returning home upon your shield, not with it... 
1395         finish(FBATTLE)
1396         return
1397     if not attempt and game.condition == "docked":
1398         prout(_("***Enemies decide against attacking your ship."))
1399     percent = 100.0*pfac*game.shield+0.5
1400     if not ihurt:
1401         # Shields fully protect ship 
1402         proutn(_("Enemy attack reduces shield strength to "))
1403     else:
1404         # Emit message if starship suffered hit(s) 
1405         skip(1)
1406         proutn(_("Energy left %2d    shields ") % int(game.energy))
1407         if game.shldup:
1408             proutn(_("up "))
1409         elif not damaged(DSHIELD):
1410             proutn(_("down "))
1411         else:
1412             proutn(_("damaged, "))
1413     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1414     # Check if anyone was hurt 
1415     if hitmax >= 200 or hittot >= 500:
1416         icas = randrange(int(hittot * 0.015))
1417         if icas >= 2:
1418             skip(1)
1419             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1420             prout(_("   in that last attack.\""))
1421             game.casual += icas
1422             game.state.crew -= icas
1423     # After attack, reset average distance to enemies 
1424     for enemy in game.enemies:
1425         enemy.kavgd = enemy.kdist
1426     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1427     return
1428                 
1429 def deadkl(w, type, mv):
1430     "Kill a Klingon, Tholian, Romulan, or Thingy." 
1431     # Added mv to allow enemy to "move" before dying 
1432     proutn(crmena(True, type, "sector", mv))
1433     # Decide what kind of enemy it is and update appropriately 
1434     if type == 'R':
1435         # Chalk up a Romulan 
1436         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1437         game.irhere -= 1
1438         game.state.nromrem -= 1
1439     elif type == 'T':
1440         # Killed a Tholian 
1441         game.tholian = None
1442     elif type == '?':
1443         # Killed a Thingy
1444         global thing
1445         thing = None
1446     else:
1447         # Killed some type of Klingon 
1448         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1449         game.klhere -= 1
1450         if type == 'C':
1451             game.state.kcmdr.remove(game.quadrant)
1452             unschedule(FTBEAM)
1453             if game.state.kcmdr:
1454                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1455             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1456                 unschedule(FCDBAS)    
1457         elif type ==  'K':
1458             game.state.remkl -= 1
1459         elif type ==  'S':
1460             game.state.nscrem -= 1
1461             game.state.kscmdr.invalidate()
1462             game.isatb = 0
1463             game.iscate = False
1464             unschedule(FSCMOVE)
1465             unschedule(FSCDBAS)
1466     # For each kind of enemy, finish message to player 
1467     prout(_(" destroyed."))
1468     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1469         return
1470     game.recompute()
1471     # Remove enemy ship from arrays describing local conditions
1472     for e in game.enemies:
1473         if e.location == w:
1474             e.move(None)
1475             break
1476     return
1477
1478 def targetcheck(w):
1479     "Return None if target is invalid, otherwise return a course angle."
1480     if not w.valid_sector():
1481         huh()
1482         return None
1483     delta = Coord()
1484     # FIXME: C code this was translated from is wacky -- why the sign reversal?
1485     delta.j = (w.j - game.sector.j);
1486     delta.i = (game.sector.i - w.i);
1487     if delta == Coord(0, 0):
1488         skip(1)
1489         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1490         prout(_("  I recommend an immediate review of"))
1491         prout(_("  the Captain's psychological profile.\""))
1492         scanner.chew()
1493         return None
1494     return delta.bearing()
1495
1496 def torps():
1497     "Launch photon torpedo salvo."
1498     tcourse = []
1499     game.ididit = False
1500     if damaged(DPHOTON):
1501         prout(_("Photon tubes damaged."))
1502         scanner.chew()
1503         return
1504     if game.torps == 0:
1505         prout(_("No torpedoes left."))
1506         scanner.chew()
1507         return
1508     # First, get torpedo count
1509     while True:
1510         scanner.next()
1511         if scanner.token == "IHALPHA":
1512             huh()
1513             return
1514         elif scanner.token == "IHEOL" or not scanner.waiting():
1515             prout(_("%d torpedoes left.") % game.torps)
1516             scanner.chew()
1517             proutn(_("Number of torpedoes to fire- "))
1518             continue    # Go back around to get a number
1519         else: # key == "IHREAL"
1520             n = scanner.int()
1521             if n <= 0: # abort command 
1522                 scanner.chew()
1523                 return
1524             if n > MAXBURST:
1525                 scanner.chew()
1526                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1527                 return
1528             if n > game.torps:
1529                 scanner.chew()  # User requested more torps than available
1530                 continue        # Go back around
1531             break       # All is good, go to next stage
1532     # Next, get targets
1533     target = []
1534     for i in range(n):
1535         key = scanner.next()
1536         if i==0 and key == "IHEOL":
1537             break;      # no coordinate waiting, we will try prompting 
1538         if i==1 and key == "IHEOL":
1539             # direct all torpedoes at one target 
1540             while i < n:
1541                 target.append(target[0])
1542                 tcourse.append(tcourse[0])
1543                 i += 1
1544             break
1545         scanner.push(scanner.token)
1546         target.append(scanner.getcoord())
1547         if target[-1] == None:
1548             return
1549         tcourse.append(targetcheck(target[-1]))
1550         if tcourse[-1] == None:
1551             return
1552     scanner.chew()
1553     if len(target) == 0:
1554         # prompt for each one 
1555         for i in range(n):
1556             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1557             scanner.chew()
1558             target.append(scanner.getcoord())
1559             if target[-1] == None:
1560                 return
1561             tcourse.append(targetcheck(target[-1]))
1562             if tcourse[-1] == None:
1563                 return
1564     game.ididit = True
1565     # Loop for moving <n> torpedoes 
1566     for i in range(n):
1567         if game.condition != "docked":
1568             game.torps -= 1
1569         dispersion = (randreal()+randreal())*0.5 -0.5
1570         if math.fabs(dispersion) >= 0.47:
1571             # misfire! 
1572             dispersion *= randreal(1.2, 2.2)
1573             if n > 0:
1574                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1575             else:
1576                 prouts(_("***TORPEDO MISFIRES."))
1577             skip(1)
1578             if i < n:
1579                 prout(_("  Remainder of burst aborted."))
1580             if withprob(0.2):
1581                 prout(_("***Photon tubes damaged by misfire."))
1582                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1583             break
1584         if game.shldup or game.condition == "docked":
1585             dispersion *= 1.0 + 0.0001*game.shield
1586         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1587         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1588             return
1589     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1590         finish(FWON);
1591
1592 def overheat(rpow):
1593     "Check for phasers overheating."
1594     if rpow > 1500:
1595         checkburn = (rpow-1500.0)*0.00038
1596         if withprob(checkburn):
1597             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1598             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1599
1600 def checkshctrl(rpow):
1601     "Check shield control."
1602     skip(1)
1603     if withprob(0.998):
1604         prout(_("Shields lowered."))
1605         return False
1606     # Something bad has happened 
1607     prouts(_("***RED ALERT!  RED ALERT!"))
1608     skip(2)
1609     hit = rpow*game.shield/game.inshld
1610     game.energy -= rpow+hit*0.8
1611     game.shield -= hit*0.2
1612     if game.energy <= 0.0:
1613         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1614         skip(1)
1615         stars()
1616         finish(FPHASER)
1617         return True
1618     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1619     skip(2)
1620     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1621     icas = randrange(int(hit*0.012))
1622     skip(1)
1623     fry(0.8*hit)
1624     if icas:
1625         skip(1)
1626         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1627         prout(_("  %d casualties so far.\"") % icas)
1628         game.casual += icas
1629         game.state.crew -= icas
1630     skip(1)
1631     prout(_("Phaser energy dispersed by shields."))
1632     prout(_("Enemy unaffected."))
1633     overheat(rpow)
1634     return True;
1635
1636 def hittem(hits):
1637     "Register a phaser hit on Klingons and Romulans."
1638     kk = 0
1639     w = Coord()
1640     skip(1)
1641     for (k, wham) in enumerate(hits):
1642         if wham==0:
1643             continue
1644         dustfac = randreal(0.9, 1.0)
1645         hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1646         kpini = game.enemies[kk].power
1647         kp = math.fabs(kpini)
1648         if PHASEFAC*hit < kp:
1649             kp = PHASEFAC*hit
1650         if game.enemies[kk].power < 0:
1651             game.enemies[kk].power -= -kp
1652         else:
1653             game.enemies[kk].power -= kp
1654         kpow = game.enemies[kk].power
1655         w = game.enemies[kk].location
1656         if hit > 0.005:
1657             if not damaged(DSRSENS):
1658                 boom(w)
1659             proutn(_("%d unit hit on ") % int(hit))
1660         else:
1661             proutn(_("Very small hit on "))
1662         ienm = game.quad[w.i][w.j]
1663         if ienm=='?':
1664             thing.angry = True
1665         proutn(crmena(False, ienm, "sector", w))
1666         skip(1)
1667         if kpow == 0:
1668             deadkl(w, ienm, w)
1669             if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1670                 finish(FWON);           
1671             if game.alldone:
1672                 return
1673             kk -= 1     # don't do the increment
1674             continue
1675         else: # decide whether or not to emasculate klingon 
1676             if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1677                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1678                 prout(_("   has just lost its firepower.\""))
1679                 game.enemies[kk].power = -kpow
1680         kk += 1
1681     return
1682
1683 def phasers():
1684     "Fire phasers at bad guys."
1685     hits = []
1686     kz = 0; k = 1; irec=0 # Cheating inhibitor 
1687     ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1688     automode = "NOTSET"
1689     key=0
1690     skip(1)
1691     # SR sensors and Computer are needed for automode 
1692     if damaged(DSRSENS) or damaged(DCOMPTR):
1693         itarg = False
1694     if game.condition == "docked":
1695         prout(_("Phasers can't be fired through base shields."))
1696         scanner.chew()
1697         return
1698     if damaged(DPHASER):
1699         prout(_("Phaser control damaged."))
1700         scanner.chew()
1701         return
1702     if game.shldup:
1703         if damaged(DSHCTRL):
1704             prout(_("High speed shield control damaged."))
1705             scanner.chew()
1706             return
1707         if game.energy <= 200.0:
1708             prout(_("Insufficient energy to activate high-speed shield control."))
1709             scanner.chew()
1710             return
1711         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1712         ifast = True
1713     # Original code so convoluted, I re-did it all
1714     # (That was Tom Almy talking about the C code, I think -- ESR)
1715     while automode=="NOTSET":
1716         key=scanner.next()
1717         if key == "IHALPHA":
1718             if scanner.sees("manual"):
1719                 if len(game.enemies)==0:
1720                     prout(_("There is no enemy present to select."))
1721                     scanner.chew()
1722                     key = "IHEOL"
1723                     automode="AUTOMATIC"
1724                 else:
1725                     automode = "MANUAL"
1726                     key = scanner.next()
1727             elif scanner.sees("automatic"):
1728                 if (not itarg) and len(game.enemies) != 0:
1729                     automode = "FORCEMAN"
1730                 else:
1731                     if len(game.enemies)==0:
1732                         prout(_("Energy will be expended into space."))
1733                     automode = "AUTOMATIC"
1734                     key = scanner.next()
1735             elif scanner.sees("no"):
1736                 no = True
1737             else:
1738                 huh()
1739                 return
1740         elif key == "IHREAL":
1741             if len(game.enemies)==0:
1742                 prout(_("Energy will be expended into space."))
1743                 automode = "AUTOMATIC"
1744             elif not itarg:
1745                 automode = "FORCEMAN"
1746             else:
1747                 automode = "AUTOMATIC"
1748         else:
1749             # "IHEOL" 
1750             if len(game.enemies)==0:
1751                 prout(_("Energy will be expended into space."))
1752                 automode = "AUTOMATIC"
1753             elif not itarg:
1754                 automode = "FORCEMAN"
1755             else: 
1756                 proutn(_("Manual or automatic? "))
1757                 scanner.chew()
1758     avail = game.energy
1759     if ifast:
1760         avail -= 200.0
1761     if automode == "AUTOMATIC":
1762         if key == "IHALPHA" and scanner.sees("no"):
1763             no = True
1764             key = scanner.next()
1765         if key != "IHREAL" and len(game.enemies) != 0:
1766             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1767         irec=0
1768         while True:
1769             scanner.chew()
1770             if not kz:
1771                 for i in range(len(game.enemies)):
1772                     irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1773             kz=1
1774             proutn(_("%d units required. ") % irec)
1775             scanner.chew()
1776             proutn(_("Units to fire= "))
1777             key = scanner.next()
1778             if key!="IHREAL":
1779                 return
1780             rpow = scanner.real
1781             if rpow > avail:
1782                 proutn(_("Energy available= %.2f") % avail)
1783                 skip(1)
1784                 key = "IHEOL"
1785             if not rpow > avail:
1786                 break
1787         if rpow<=0:
1788             # chicken out 
1789             scanner.chew()
1790             return
1791         key=scanner.next()
1792         if key == "IHALPHA" and scanner.sees("no"):
1793             no = True
1794         if ifast:
1795             game.energy -= 200; # Go and do it! 
1796             if checkshctrl(rpow):
1797                 return
1798         scanner.chew()
1799         game.energy -= rpow
1800         extra = rpow
1801         if len(game.enemies):
1802             extra = 0.0
1803             powrem = rpow
1804             for i in range(len(game.enemies)):
1805                 hits.append(0.0)
1806                 if powrem <= 0:
1807                     continue
1808                 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1809                 over = randreal(1.01, 1.06) * hits[i]
1810                 temp = powrem
1811                 powrem -= hits[i] + over
1812                 if powrem <= 0 and temp < hits[i]:
1813                     hits[i] = temp
1814                 if powrem <= 0:
1815                     over = 0.0
1816                 extra += over
1817             if powrem > 0.0:
1818                 extra += powrem
1819             hittem(hits)
1820             game.ididit = True
1821         if extra > 0 and not game.alldone:
1822             if game.tholian:
1823                 proutn(_("*** Tholian web absorbs "))
1824                 if len(game.enemies)>0:
1825                     proutn(_("excess "))
1826                 prout(_("phaser energy."))
1827             else:
1828                 prout(_("%d expended on empty space.") % int(extra))
1829     elif automode == "FORCEMAN":
1830         scanner.chew()
1831         key = "IHEOL"
1832         if damaged(DCOMPTR):
1833             prout(_("Battle computer damaged, manual fire only."))
1834         else:
1835             skip(1)
1836             prouts(_("---WORKING---"))
1837             skip(1)
1838             prout(_("Short-range-sensors-damaged"))
1839             prout(_("Insufficient-data-for-automatic-phaser-fire"))
1840             prout(_("Manual-fire-must-be-used"))
1841             skip(1)
1842     elif automode == "MANUAL":
1843         rpow = 0.0
1844         for k in range(len(game.enemies)):
1845             aim = game.enemies[k].location
1846             ienm = game.quad[aim.i][aim.j]
1847             if msgflag:
1848                 proutn(_("Energy available= %.2f") % (avail-0.006))
1849                 skip(1)
1850                 msgflag = False
1851                 rpow = 0.0
1852             if damaged(DSRSENS) and \
1853                not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1854                 prout(cramen(ienm) + _(" can't be located without short range scan."))
1855                 scanner.chew()
1856                 key = "IHEOL"
1857                 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
1858                 k += 1
1859                 continue
1860             if key == "IHEOL":
1861                 scanner.chew()
1862                 if itarg and k > kz:
1863                     irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) *  randreal(1.01, 1.06) + 1.0
1864                 kz = k
1865                 proutn("(")
1866                 if not damaged(DCOMPTR):
1867                     proutn("%d" % irec)
1868                 else:
1869                     proutn("??")
1870                 proutn(")  ")
1871                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
1872                 key = scanner.next()
1873             if key == "IHALPHA" and scanner.sees("no"):
1874                 no = True
1875                 key = scanner.next()
1876                 continue
1877             if key == "IHALPHA":
1878                 huh()
1879                 return
1880             if key == "IHEOL":
1881                 if k==1: # Let me say I'm baffled by this 
1882                     msgflag = True
1883                 continue
1884             if scanner.real < 0:
1885                 # abort out 
1886                 scanner.chew()
1887                 return
1888             hits[k] = scanner.real
1889             rpow += scanner.real
1890             # If total requested is too much, inform and start over 
1891             if rpow > avail:
1892                 prout(_("Available energy exceeded -- try again."))
1893                 scanner.chew()
1894                 return
1895             key = scanner.next(); # scan for next value 
1896             k += 1
1897         if rpow == 0.0:
1898             # zero energy -- abort 
1899             scanner.chew()
1900             return
1901         if key == "IHALPHA" and scanner.sees("no"):
1902             no = True
1903         game.energy -= rpow
1904         scanner.chew()
1905         if ifast:
1906             game.energy -= 200.0
1907             if checkshctrl(rpow):
1908                 return
1909         hittem(hits)
1910         game.ididit = True
1911      # Say shield raised or malfunction, if necessary 
1912     if game.alldone:
1913         return
1914     if ifast:
1915         skip(1)
1916         if no == 0:
1917             if withprob(0.01):
1918                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
1919                 prouts(_("         CLICK   CLICK   POP  . . ."))
1920                 prout(_(" No response, sir!"))
1921                 game.shldup = False
1922             else:
1923                 prout(_("Shields raised."))
1924         else:
1925             game.shldup = False
1926     overheat(rpow);
1927
1928 # Code from events,c begins here.
1929
1930 # This isn't a real event queue a la BSD Trek yet -- you can only have one 
1931 # event of each type active at any given time.  Mostly these means we can 
1932 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1933 # BSD Trek, from which we swiped the idea, can have up to 5.
1934
1935 def unschedule(evtype):
1936     "Remove an event from the schedule."
1937     game.future[evtype].date = FOREVER
1938     return game.future[evtype]
1939
1940 def is_scheduled(evtype):
1941     "Is an event of specified type scheduled."
1942     return game.future[evtype].date != FOREVER
1943
1944 def scheduled(evtype):
1945     "When will this event happen?"
1946     return game.future[evtype].date
1947
1948 def schedule(evtype, offset):
1949     "Schedule an event of specified type."
1950     game.future[evtype].date = game.state.date + offset
1951     return game.future[evtype]
1952
1953 def postpone(evtype, offset):
1954     "Postpone a scheduled event."
1955     game.future[evtype].date += offset
1956
1957 def cancelrest():
1958     "Rest period is interrupted by event."
1959     if game.resting:
1960         skip(1)
1961         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
1962         if ja():
1963             game.resting = False
1964             game.optime = 0.0
1965             return True
1966     return False
1967
1968 def events():
1969     "Run through the event queue looking for things to do."
1970     i=0
1971     fintim = game.state.date + game.optime; yank=0
1972     ictbeam = False; istract = False
1973     w = Coord(); hold = Coord()
1974     ev = Event(); ev2 = Event()
1975
1976     def tractorbeam(yank):
1977         "Tractor-beaming cases merge here." 
1978         announce()
1979         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) 
1980         skip(1)
1981         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1982         # If Kirk & Co. screwing around on planet, handle 
1983         atover(True) # atover(true) is Grab 
1984         if game.alldone:
1985             return
1986         if game.icraft: # Caught in Galileo? 
1987             finish(FSTRACTOR)
1988             return
1989         # Check to see if shuttle is aboard 
1990         if game.iscraft == "offship":
1991             skip(1)
1992             if withprob(0.5):
1993                 prout(_("Galileo, left on the planet surface, is captured"))
1994                 prout(_("by aliens and made into a flying McDonald's."))
1995                 game.damage[DSHUTTL] = -10
1996                 game.iscraft = "removed"
1997             else:
1998                 prout(_("Galileo, left on the planet surface, is well hidden."))
1999         if evcode == FSPY:
2000             game.quadrant = game.state.kscmdr
2001         else:
2002             game.quadrant = game.state.kcmdr[i]
2003         game.sector = randplace(QUADSIZE)
2004         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2005                % (game.quadrant, game.sector))
2006         if game.resting:
2007             prout(_("(Remainder of rest/repair period cancelled.)"))
2008             game.resting = False
2009         if not game.shldup:
2010             if not damaged(DSHIELD) and game.shield > 0:
2011                 doshield(shraise=True) # raise shields 
2012                 game.shldchg = False
2013             else:
2014                 prout(_("(Shields not currently useable.)"))
2015         newqad()
2016         # Adjust finish time to time of tractor beaming 
2017         fintim = game.state.date+game.optime
2018         attack(torps_ok=False)
2019         if not game.state.kcmdr:
2020             unschedule(FTBEAM)
2021         else: 
2022             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2023
2024     def destroybase():
2025         "Code merges here for any commander destroying a starbase." 
2026         # Not perfect, but will have to do 
2027         # Handle case where base is in same quadrant as starship 
2028         if game.battle == game.quadrant:
2029             game.state.chart[game.battle.i][game.battle.j].starbase = False
2030             game.quad[game.base.i][game.base.j] = '.'
2031             game.base.invalidate()
2032             newcnd()
2033             skip(1)
2034             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2035         elif game.state.baseq and communicating():
2036             # Get word via subspace radio 
2037             announce()
2038             skip(1)
2039             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2040             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2041             if game.isatb == 2: 
2042                 prout(_("the Klingon Super-Commander"))
2043             else:
2044                 prout(_("a Klingon Commander"))
2045             game.state.chart[game.battle.i][game.battle.j].starbase = False
2046         # Remove Starbase from galaxy 
2047         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2048         game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2049         if game.isatb == 2:
2050             # reinstate a commander's base attack 
2051             game.battle = hold
2052             game.isatb = 0
2053         else:
2054             game.battle.invalidate()
2055     if game.idebug:
2056         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2057         for i in range(1, NEVENTS):
2058             if   i == FSNOVA:  proutn("=== Supernova       ")
2059             elif i == FTBEAM:  proutn("=== T Beam          ")
2060             elif i == FSNAP:   proutn("=== Snapshot        ")
2061             elif i == FBATTAK: proutn("=== Base Attack     ")
2062             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2063             elif i == FSCMOVE: proutn("=== SC Move         ")
2064             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2065             elif i == FDSPROB: proutn("=== Probe Move      ")
2066             elif i == FDISTR:  proutn("=== Distress Call   ")
2067             elif i == FENSLV:  proutn("=== Enslavement     ")
2068             elif i == FREPRO:  proutn("=== Klingon Build   ")
2069             if is_scheduled(i):
2070                 prout("%.2f" % (scheduled(i)))
2071             else:
2072                 prout("never")
2073     radio_was_broken = damaged(DRADIO)
2074     hold.i = hold.j = 0
2075     while True:
2076         # Select earliest extraneous event, evcode==0 if no events 
2077         evcode = FSPY
2078         if game.alldone:
2079             return
2080         datemin = fintim
2081         for l in range(1, NEVENTS):
2082             if game.future[l].date < datemin:
2083                 evcode = l
2084                 if game.idebug:
2085                     prout("== Event %d fires" % evcode)
2086                 datemin = game.future[l].date
2087         xtime = datemin-game.state.date
2088         game.state.date = datemin
2089         # Decrement Federation resources and recompute remaining time 
2090         game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2091         game.recompute()
2092         if game.state.remtime <=0:
2093             finish(FDEPLETE)
2094             return
2095         # Any crew left alive? 
2096         if game.state.crew <=0:
2097             finish(FCREW)
2098             return
2099         # Is life support adequate? 
2100         if damaged(DLIFSUP) and game.condition != "docked":
2101             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2102                 finish(FLIFESUP)
2103                 return
2104             game.lsupres -= xtime
2105             if game.damage[DLIFSUP] <= xtime:
2106                 game.lsupres = game.inlsr
2107         # Fix devices 
2108         repair = xtime
2109         if game.condition == "docked":
2110             repair /= DOCKFAC
2111         # Don't fix Deathray here 
2112         for l in range(NDEVICES):
2113             if game.damage[l] > 0.0 and l != DDRAY:
2114                 if game.damage[l]-repair > 0.0:
2115                     game.damage[l] -= repair
2116                 else:
2117                     game.damage[l] = 0.0
2118         # If radio repaired, update star chart and attack reports 
2119         if radio_was_broken and not damaged(DRADIO):
2120             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2121             prout(_("   surveillance reports are coming in."))
2122             skip(1)
2123             if not game.iseenit:
2124                 attackreport(False)
2125                 game.iseenit = True
2126             rechart()
2127             prout(_("   The star chart is now up to date.\""))
2128             skip(1)
2129         # Cause extraneous event EVCODE to occur 
2130         game.optime -= xtime
2131         if evcode == FSNOVA: # Supernova 
2132             announce()
2133             supernova(None)
2134             schedule(FSNOVA, expran(0.5*game.intime))
2135             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2136                 return
2137         elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
2138             if game.state.nscrem == 0 or \
2139                 ictbeam or istract or \
2140                 game.condition=="docked" or game.isatb==1 or game.iscate:
2141                 return
2142             if game.ientesc or \
2143                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2144                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2145                 (damaged(DSHIELD) and \
2146                  (game.energy < 2500 or damaged(DPHASER)) and \
2147                  (game.torps < 5 or damaged(DPHOTON))):
2148                 # Tractor-beam her! 
2149                 istract = ictbeam = True
2150                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2151             else:
2152                 return
2153         elif evcode == FTBEAM: # Tractor beam 
2154             if not game.state.kcmdr:
2155                 unschedule(FTBEAM)
2156                 continue
2157             i = randrange(len(game.state.kcmdr))
2158             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2159             if istract or game.condition == "docked" or yank == 0:
2160                 # Drats! Have to reschedule 
2161                 schedule(FTBEAM, 
2162                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2163                 continue
2164             ictbeam = True
2165             tractorbeam(yank)
2166         elif evcode == FSNAP: # Snapshot of the universe (for time warp) 
2167             game.snapsht = copy.deepcopy(game.state)
2168             game.state.snap = True
2169             schedule(FSNAP, expran(0.5 * game.intime))
2170         elif evcode == FBATTAK: # Commander attacks starbase 
2171             if not game.state.kcmdr or not game.state.baseq:
2172                 # no can do 
2173                 unschedule(FBATTAK)
2174                 unschedule(FCDBAS)
2175                 continue
2176             try:
2177                 for ibq in game.state.baseq:
2178                    for cmdr in game.state.kcmdr: 
2179                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2180                            raise JumpOut
2181                 else:
2182                     # no match found -- try later 
2183                     schedule(FBATTAK, expran(0.3*game.intime))
2184                     unschedule(FCDBAS)
2185                     continue
2186             except JumpOut:
2187                 pass
2188             # commander + starbase combination found -- launch attack 
2189             game.battle = ibq
2190             schedule(FCDBAS, randreal(1.0, 4.0))
2191             if game.isatb: # extra time if SC already attacking 
2192                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2193             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2194             game.iseenit = False
2195             if not communicating():
2196                 continue # No warning :-( 
2197             game.iseenit = True
2198             announce()
2199             skip(1)
2200             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2201             prout(_("   reports that it is under attack and that it can"))
2202             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2203             if cancelrest():
2204                 return
2205         elif evcode == FSCDBAS: # Supercommander destroys base 
2206             unschedule(FSCDBAS)
2207             game.isatb = 2
2208             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
2209                 continue # WAS RETURN! 
2210             hold = game.battle
2211             game.battle = game.state.kscmdr
2212             destroybase()
2213         elif evcode == FCDBAS: # Commander succeeds in destroying base 
2214             if evcode==FCDBAS:
2215                 unschedule(FCDBAS)
2216                 if not game.state.baseq() \
2217                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2218                     game.battle.invalidate()
2219                     continue
2220                 # find the lucky pair 
2221                 for cmdr in game.state.kcmdr:
2222                     if cmdr == game.battle: 
2223                         break
2224                 else:
2225                     # No action to take after all 
2226                     continue
2227             destroybase()
2228         elif evcode == FSCMOVE: # Supercommander moves 
2229             schedule(FSCMOVE, 0.2777)
2230             if not game.ientesc and not istract and game.isatb != 1 and \
2231                    (not game.iscate or not game.justin): 
2232                 supercommander()
2233         elif evcode == FDSPROB: # Move deep space probe 
2234             schedule(FDSPROB, 0.01)
2235             if not game.probe.next():
2236                 if not game.probe.quadrant().valid_quadrant() or \
2237                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2238                     # Left galaxy or ran into supernova
2239                     if communicating():
2240                         announce()
2241                         skip(1)
2242                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2243                         if not game.probe.quadrant().valid_quadrant():
2244                             prout(_("has left the galaxy.\""))
2245                         else:
2246                             prout(_("is no longer transmitting.\""))
2247                     unschedule(FDSPROB)
2248                     continue
2249                 if communicating():
2250                     #announce()
2251                     skip(1)
2252                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2253             pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2254             if communicating():
2255                 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2256                 chp.klingons = pdest.klingons
2257                 chp.starbase = pdest.starbase
2258                 chp.stars = pdest.stars
2259                 pdest.charted = True
2260             game.probe.moves -= 1 # One less to travel
2261             if game.probe.arrived() and game.isarmed and pdest.stars:
2262                 supernova(game.probe)           # fire in the hole!
2263                 unschedule(FDSPROB)
2264                 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
2265                     return
2266         elif evcode == FDISTR: # inhabited system issues distress call 
2267             unschedule(FDISTR)
2268             # try a whole bunch of times to find something suitable 
2269             for i in range(100):
2270                 # need a quadrant which is not the current one,
2271                 # which has some stars which are inhabited and
2272                 # not already under attack, which is not
2273                 # supernova'ed, and which has some Klingons in it
2274                 w = randplace(GALSIZE)
2275                 q = game.state.galaxy[w.i][w.j]
2276                 if not (game.quadrant == w or q.planet == None or \
2277                       not q.planet.inhabited or \
2278                       q.supernova or q.status!="secure" or q.klingons<=0):
2279                     break
2280             else:
2281                 # can't seem to find one; ignore this call 
2282                 if game.idebug:
2283                     prout("=== Couldn't find location for distress event.")
2284                 continue
2285             # got one!!  Schedule its enslavement 
2286             ev = schedule(FENSLV, expran(game.intime))
2287             ev.quadrant = w
2288             q.status = "distressed"
2289             # tell the captain about it if we can 
2290             if communicating():
2291                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2292                         % (q.planet, `w`))
2293                 prout(_("by a Klingon invasion fleet."))
2294                 if cancelrest():
2295                     return
2296         elif evcode == FENSLV:          # starsystem is enslaved 
2297             ev = unschedule(FENSLV)
2298             # see if current distress call still active 
2299             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2300             if q.klingons <= 0:
2301                 q.status = "secure"
2302                 continue
2303             q.status = "enslaved"
2304
2305             # play stork and schedule the first baby 
2306             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2307             ev2.quadrant = ev.quadrant
2308
2309             # report the disaster if we can 
2310             if communicating():
2311                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2312                         q.planet)
2313                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2314         elif evcode == FREPRO:          # Klingon reproduces 
2315             # If we ever switch to a real event queue, we'll need to
2316             # explicitly retrieve and restore the x and y.
2317             ev = schedule(FREPRO, expran(1.0 * game.intime))
2318             # see if current distress call still active 
2319             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2320             if q.klingons <= 0:
2321                 q.status = "secure"
2322                 continue
2323             if game.state.remkl >=MAXKLGAME:
2324                 continue                # full right now 
2325             # reproduce one Klingon 
2326             w = ev.quadrant
2327             m = Coord()
2328             if game.klhere >= MAXKLQUAD:
2329                 try:
2330                     # this quadrant not ok, pick an adjacent one 
2331                     for m.i in range(w.i - 1, w.i + 2):
2332                         for m.j in range(w.j - 1, w.j + 2):
2333                             if not m.valid_quadrant():
2334                                 continue
2335                             q = game.state.galaxy[m.i][m.j]
2336                             # check for this quad ok (not full & no snova) 
2337                             if q.klingons >= MAXKLQUAD or q.supernova:
2338                                 continue
2339                             raise JumpOut
2340                     else:
2341                         continue        # search for eligible quadrant failed
2342                 except JumpOut:
2343                     w = m
2344             # deliver the child 
2345             game.state.remkl += 1
2346             q.klingons += 1
2347             if game.quadrant == w:
2348                 game.klhere += 1
2349                 game.enemies.append(newkling())
2350             # recompute time left
2351             game.recompute()
2352             if communicating():
2353                 if game.quadrant == w:
2354                     prout(_("Spock- sensors indicate the Klingons have"))
2355                     prout(_("launched a warship from %s.") % q.planet)
2356                 else:
2357                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2358                     if q.planet != None:
2359                         proutn(_("near %s ") % q.planet)
2360                     prout(_("in Quadrant %s.") % w)
2361                                 
2362 def wait():
2363     "Wait on events."
2364     game.ididit = False
2365     while True:
2366         key = scanner.next()
2367         if key  != "IHEOL":
2368             break
2369         proutn(_("How long? "))
2370     scanner.chew()
2371     if key != "IHREAL":
2372         huh()
2373         return
2374     origTime = delay = scanner.real
2375     if delay <= 0.0:
2376         return
2377     if delay >= game.state.remtime or len(game.enemies) != 0:
2378         proutn(_("Are you sure? "))
2379         if not ja():
2380             return
2381     # Alternate resting periods (events) with attacks 
2382     game.resting = True
2383     while True:
2384         if delay <= 0:
2385             game.resting = False
2386         if not game.resting:
2387             prout(_("%d stardates left.") % int(game.state.remtime))
2388             return
2389         temp = game.optime = delay
2390         if len(game.enemies):
2391             rtime = randreal(1.0, 2.0)
2392             if rtime < temp:
2393                 temp = rtime
2394             game.optime = temp
2395         if game.optime < delay:
2396             attack(torps_ok=False)
2397         if game.alldone:
2398             return
2399         events()
2400         game.ididit = True
2401         if game.alldone:
2402             return
2403         delay -= temp
2404         # Repair Deathray if long rest at starbase 
2405         if origTime-delay >= 9.99 and game.condition == "docked":
2406             game.damage[DDRAY] = 0.0
2407         # leave if quadrant supernovas
2408         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2409             break
2410     game.resting = False
2411     game.optime = 0
2412
2413 def nova(nov):
2414     "Star goes nova." 
2415     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2416     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2417     if withprob(0.05):
2418         # Wow! We've supernova'ed 
2419         supernova(game.quadrant)
2420         return
2421     # handle initial nova 
2422     game.quad[nov.i][nov.j] = '.'
2423     prout(crmena(False, '*', "sector", nov) + _(" novas."))
2424     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2425     game.state.starkl += 1
2426     # Set up queue to recursively trigger adjacent stars 
2427     hits = [nov]
2428     kount = 0
2429     while hits:
2430         offset = Coord()
2431         start = hits.pop()
2432         for offset.i in range(-1, 1+1):
2433             for offset.j in range(-1, 1+1):
2434                 if offset.j==0 and offset.i==0:
2435                     continue
2436                 neighbor = start + offset
2437                 if not neighbor.valid_sector():
2438                     continue
2439                 iquad = game.quad[neighbor.i][neighbor.j]
2440                 # Empty space ends reaction
2441                 if iquad in ('.', '?', ' ', 'T', '#'):
2442                     pass
2443                 elif iquad == '*': # Affect another star 
2444                     if withprob(0.05):
2445                         # This star supernovas 
2446                         supernova(game.quadrant)
2447                         return
2448                     else:
2449                         hits.append(neighbor)
2450                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2451                         game.state.starkl += 1
2452                         proutn(crmena(True, '*', "sector", neighbor))
2453                         prout(_(" novas."))
2454                         game.quad[neighbor.i][neighbor.j] = '.'
2455                         kount += 1
2456                 elif iquad in ('P', '@'): # Destroy planet 
2457                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2458                     if iquad == 'P':
2459                         game.state.nplankl += 1
2460                     else:
2461                         game.state.worldkl += 1
2462                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2463                     game.iplnet.pclass = "destroyed"
2464                     game.iplnet = None
2465                     game.plnet.invalidate()
2466                     if game.landed:
2467                         finish(FPNOVA)
2468                         return
2469                     game.quad[neighbor.i][neighbor.j] = '.'
2470                 elif iquad == 'B': # Destroy base 
2471                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2472                     game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2473                     game.base.invalidate()
2474                     game.state.basekl += 1
2475                     newcnd()
2476                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2477                     game.quad[neighbor.i][neighbor.j] = '.'
2478                 elif iquad in ('E', 'F'): # Buffet ship 
2479                     prout(_("***Starship buffeted by nova."))
2480                     if game.shldup:
2481                         if game.shield >= 2000.0:
2482                             game.shield -= 2000.0
2483                         else:
2484                             diff = 2000.0 - game.shield
2485                             game.energy -= diff
2486                             game.shield = 0.0
2487                             game.shldup = False
2488                             prout(_("***Shields knocked out."))
2489                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2490                     else:
2491                         game.energy -= 2000.0
2492                     if game.energy <= 0:
2493                         finish(FNOVA)
2494                         return
2495                     # add in course nova contributes to kicking starship
2496                     bump += (game.sector-hits[-1]).sgn()
2497                 elif iquad == 'K': # kill klingon 
2498                     deadkl(neighbor, iquad, neighbor)
2499                 elif iquad in ('C','S','R'): # Damage/destroy big enemies 
2500                     for ll in range(len(game.enemies)):
2501                         if game.enemies[ll].location == neighbor:
2502                             break
2503                     game.enemies[ll].power -= 800.0 # If firepower is lost, die 
2504                     if game.enemies[ll].power <= 0.0:
2505                         deadkl(neighbor, iquad, neighbor)
2506                         break
2507                     newc = neighbor + neighbor - hits[-1]
2508                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2509                     if not newc.valid_sector():
2510                         # can't leave quadrant 
2511                         skip(1)
2512                         break
2513                     iquad1 = game.quad[newc.i][newc.j]
2514                     if iquad1 == ' ':
2515                         proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2516                         skip(1)
2517                         deadkl(neighbor, iquad, newc)
2518                         break
2519                     if iquad1 != '.':
2520                         # can't move into something else 
2521                         skip(1)
2522                         break
2523                     proutn(_(", buffeted to Sector %s") % newc)
2524                     game.quad[neighbor.i][neighbor.j] = '.'
2525                     game.quad[newc.i][newc.j] = iquad
2526                     game.enemies[ll].move(newc)
2527     # Starship affected by nova -- kick it away. 
2528     dist = kount*0.1
2529     direc = ncourse[3*(bump.i+1)+bump.j+2]
2530     if direc == 0.0:
2531         dist = 0.0
2532     if dist == 0.0:
2533         return
2534     scourse = course(bearing=direc, distance=dist)
2535     game.optime = scourse.time(warp=4)
2536     skip(1)
2537     prout(_("Force of nova displaces starship."))
2538     imove(scourse, noattack=True)
2539     game.optime = scourse.time(warp=4)
2540     return
2541         
2542 def supernova(w):
2543     "Star goes supernova."
2544     num = 0; npdead = 0
2545     if w != None: 
2546         nq = copy.copy(w)
2547     else:
2548         # Scheduled supernova -- select star at random. 
2549         stars = 0
2550         nq = Coord()
2551         for nq.i in range(GALSIZE):
2552             for nq.j in range(GALSIZE):
2553                 stars += game.state.galaxy[nq.i][nq.j].stars
2554         if stars == 0:
2555             return # nothing to supernova exists 
2556         num = randrange(stars) + 1
2557         for nq.i in range(GALSIZE):
2558             for nq.j in range(GALSIZE):
2559                 num -= game.state.galaxy[nq.i][nq.j].stars
2560                 if num <= 0:
2561                     break
2562             if num <=0:
2563                 break
2564         if game.idebug:
2565             proutn("=== Super nova here?")
2566             if ja():
2567                 nq = game.quadrant
2568     if not nq == game.quadrant or game.justin:
2569         # it isn't here, or we just entered (treat as enroute) 
2570         if communicating():
2571             skip(1)
2572             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2573             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2574     else:
2575         ns = Coord()
2576         # we are in the quadrant! 
2577         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2578         for ns.i in range(QUADSIZE):
2579             for ns.j in range(QUADSIZE):
2580                 if game.quad[ns.i][ns.j]=='*':
2581                     num -= 1
2582                     if num==0:
2583                         break
2584             if num==0:
2585                 break
2586         skip(1)
2587         prouts(_("***RED ALERT!  RED ALERT!"))
2588         skip(1)
2589         prout(_("***Incipient supernova detected at Sector %s") % ns)
2590         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2591             proutn(_("Emergency override attempts t"))
2592             prouts("***************")
2593             skip(1)
2594             stars()
2595             game.alldone = True
2596     # destroy any Klingons in supernovaed quadrant
2597     kldead = game.state.galaxy[nq.i][nq.j].klingons
2598     game.state.galaxy[nq.i][nq.j].klingons = 0
2599     if nq == game.state.kscmdr:
2600         # did in the Supercommander! 
2601         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2602         game.iscate = False
2603         unschedule(FSCMOVE)
2604         unschedule(FSCDBAS)
2605     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2606     comkills = len(game.state.kcmdr) - len(survivors)
2607     game.state.kcmdr = survivors
2608     kldead -= comkills
2609     if not game.state.kcmdr:
2610         unschedule(FTBEAM)
2611     game.state.remkl -= kldead
2612     # destroy Romulans and planets in supernovaed quadrant 
2613     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2614     game.state.galaxy[nq.i][nq.j].romulans = 0
2615     game.state.nromrem -= nrmdead
2616     # Destroy planets 
2617     for loop in range(game.inplan):
2618         if game.state.planets[loop].quadrant == nq:
2619             game.state.planets[loop].pclass = "destroyed"
2620             npdead += 1
2621     # Destroy any base in supernovaed quadrant
2622     game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2623     # If starship caused supernova, tally up destruction 
2624     if w != None:
2625         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2626         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2627         game.state.nplankl += npdead
2628     # mark supernova in galaxy and in star chart 
2629     if game.quadrant == nq or communicating():
2630         game.state.galaxy[nq.i][nq.j].supernova = True
2631     # If supernova destroys last Klingons give special message 
2632     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2633         skip(2)
2634         if w == None:
2635             prout(_("Lucky you!"))
2636         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2637         finish(FWON)
2638         return
2639     # if some Klingons remain, continue or die in supernova 
2640     if game.alldone:
2641         finish(FSNOVAED)
2642     return
2643
2644 # Code from finish.c ends here.
2645
2646 def selfdestruct():
2647     "Self-destruct maneuver. Finish with a BANG!" 
2648     scanner.chew()
2649     if damaged(DCOMPTR):
2650         prout(_("Computer damaged; cannot execute destruct sequence."))
2651         return
2652     prouts(_("---WORKING---")); skip(1)
2653     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2654     prouts("   10"); skip(1)
2655     prouts("       9"); skip(1)
2656     prouts("          8"); skip(1)
2657     prouts("             7"); skip(1)
2658     prouts("                6"); skip(1)
2659     skip(1)
2660     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2661     skip(1)
2662     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2663     skip(1)
2664     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2665     skip(1)
2666     scanner.next()
2667     scanner.chew()
2668     if game.passwd != scanner.token:
2669         prouts(_("PASSWORD-REJECTED;"))
2670         skip(1)
2671         prouts(_("CONTINUITY-EFFECTED"))
2672         skip(2)
2673         return
2674     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2675     prouts("                   5"); skip(1)
2676     prouts("                      4"); skip(1)
2677     prouts("                         3"); skip(1)
2678     prouts("                            2"); skip(1)
2679     prouts("                              1"); skip(1)
2680     if withprob(0.15):
2681         prouts(_("GOODBYE-CRUEL-WORLD"))
2682         skip(1)
2683     kaboom()
2684
2685 def kaboom():
2686     stars()
2687     if game.ship=='E':
2688         prouts("***")
2689     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2690     skip(1)
2691     stars()
2692     skip(1)
2693     if len(game.enemies) != 0:
2694         whammo = 25.0 * game.energy
2695         l=1
2696         while l <= len(game.enemies):
2697             if game.enemies[l].power*game.enemies[l].kdist <= whammo: 
2698                 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2699             l += 1
2700     finish(FDILITHIUM)
2701                                 
2702 def killrate():
2703     "Compute our rate of kils over time."
2704     elapsed = game.state.date - game.indate
2705     if elapsed == 0:    # Avoid divide-by-zero error if calculated on turn 0
2706         return 0
2707     else:
2708         starting = (game.inkling + game.incom + game.inscom)
2709         remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2710         return (starting - remaining)/elapsed
2711
2712 def badpoints():
2713     "Compute demerits."
2714     badpt = 5.0*game.state.starkl + \
2715             game.casual + \
2716             10.0*game.state.nplankl + \
2717             300*game.state.nworldkl + \
2718             45.0*game.nhelp +\
2719             100.0*game.state.basekl +\
2720             3.0*game.abandoned
2721     if game.ship == 'F':
2722         badpt += 100.0
2723     elif game.ship == None:
2724         badpt += 200.0
2725     return badpt
2726
2727 def finish(ifin):
2728     # end the game, with appropriate notfications 
2729     igotit = False
2730     game.alldone = True
2731     skip(3)
2732     prout(_("It is stardate %.1f.") % game.state.date)
2733     skip(1)
2734     if ifin == FWON: # Game has been won
2735         if game.state.nromrem != 0:
2736             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2737                   game.state.nromrem)
2738
2739         prout(_("You have smashed the Klingon invasion fleet and saved"))
2740         prout(_("the Federation."))
2741         game.gamewon = True
2742         if game.alive:
2743             badpt = badpoints()
2744             if badpt < 100.0:
2745                 badpt = 0.0     # Close enough!
2746             # killsPerDate >= RateMax
2747             if game.state.date-game.indate < 5.0 or \
2748                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2749                 skip(1)
2750                 prout(_("In fact, you have done so well that Starfleet Command"))
2751                 if game.skill == SKILL_NOVICE:
2752                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2753                 elif game.skill == SKILL_FAIR:
2754                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2755                 elif game.skill == SKILL_GOOD:
2756                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2757                 elif game.skill == SKILL_EXPERT:
2758                     prout(_("promotes you to Commodore Emeritus."))
2759                     skip(1)
2760                     prout(_("Now that you think you're really good, try playing"))
2761                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
2762                 elif game.skill == SKILL_EMERITUS:
2763                     skip(1)
2764                     proutn(_("Computer-  "))
2765                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
2766                     skip(2)
2767                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2768                     skip(1)
2769                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2770                     skip(1)
2771                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2772                     skip(1)
2773                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
2774                     skip(1)
2775                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
2776                     skip(2)
2777                     prout(_("Now you can retire and write your own Star Trek game!"))
2778                     skip(1)
2779                 elif game.skill >= SKILL_EXPERT:
2780                     if game.thawed and not game.idebug:
2781                         prout(_("You cannot get a citation, so..."))
2782                     else:
2783                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2784                         scanner.chew()
2785                         if ja():
2786                             igotit = True
2787             # Only grant long life if alive (original didn't!)
2788             skip(1)
2789             prout(_("LIVE LONG AND PROSPER."))
2790         score()
2791         if igotit:
2792             plaque()        
2793         return
2794     elif ifin == FDEPLETE: # Federation Resources Depleted
2795         prout(_("Your time has run out and the Federation has been"))
2796         prout(_("conquered.  Your starship is now Klingon property,"))
2797         prout(_("and you are put on trial as a war criminal.  On the"))
2798         proutn(_("basis of your record, you are "))
2799         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2800             prout(_("acquitted."))
2801             skip(1)
2802             prout(_("LIVE LONG AND PROSPER."))
2803         else:
2804             prout(_("found guilty and"))
2805             prout(_("sentenced to death by slow torture."))
2806             game.alive = False
2807         score()
2808         return
2809     elif ifin == FLIFESUP:
2810         prout(_("Your life support reserves have run out, and"))
2811         prout(_("you die of thirst, starvation, and asphyxiation."))
2812         prout(_("Your starship is a derelict in space."))
2813     elif ifin == FNRG:
2814         prout(_("Your energy supply is exhausted."))
2815         skip(1)
2816         prout(_("Your starship is a derelict in space."))
2817     elif ifin == FBATTLE:
2818         prout(_("The %s has been destroyed in battle.") % crmshp())
2819         skip(1)
2820         prout(_("Dulce et decorum est pro patria mori."))
2821     elif ifin == FNEG3:
2822         prout(_("You have made three attempts to cross the negative energy"))
2823         prout(_("barrier which surrounds the galaxy."))
2824         skip(1)
2825         prout(_("Your navigation is abominable."))
2826         score()
2827     elif ifin == FNOVA:
2828         prout(_("Your starship has been destroyed by a nova."))
2829         prout(_("That was a great shot."))
2830         skip(1)
2831     elif ifin == FSNOVAED:
2832         prout(_("The %s has been fried by a supernova.") % crmshp())
2833         prout(_("...Not even cinders remain..."))
2834     elif ifin == FABANDN:
2835         prout(_("You have been captured by the Klingons. If you still"))
2836         prout(_("had a starbase to be returned to, you would have been"))
2837         prout(_("repatriated and given another chance. Since you have"))
2838         prout(_("no starbases, you will be mercilessly tortured to death."))
2839     elif ifin == FDILITHIUM:
2840         prout(_("Your starship is now an expanding cloud of subatomic particles"))
2841     elif ifin == FMATERIALIZE:
2842         prout(_("Starbase was unable to re-materialize your starship."))
2843         prout(_("Sic transit gloria mundi"))
2844     elif ifin == FPHASER:
2845         prout(_("The %s has been cremated by its own phasers.") % crmshp())
2846     elif ifin == FLOST:
2847         prout(_("You and your landing party have been"))
2848         prout(_("converted to energy, disipating through space."))
2849     elif ifin == FMINING:
2850         prout(_("You are left with your landing party on"))
2851         prout(_("a wild jungle planet inhabited by primitive cannibals."))
2852         skip(1)
2853         prout(_("They are very fond of \"Captain Kirk\" soup."))
2854         skip(1)
2855         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2856     elif ifin == FDPLANET:
2857         prout(_("You and your mining party perish."))
2858         skip(1)
2859         prout(_("That was a great shot."))
2860         skip(1)
2861     elif ifin == FSSC:
2862         prout(_("The Galileo is instantly annihilated by the supernova."))
2863         prout(_("You and your mining party are atomized."))
2864         skip(1)
2865         prout(_("Mr. Spock takes command of the %s and") % crmshp())
2866         prout(_("joins the Romulans, wreaking terror on the Federation."))
2867     elif ifin == FPNOVA:
2868         prout(_("You and your mining party are atomized."))
2869         skip(1)
2870         prout(_("Mr. Spock takes command of the %s and") % crmshp())
2871         prout(_("joins the Romulans, wreaking terror on the Federation."))
2872     elif ifin == FSTRACTOR:
2873         prout(_("The shuttle craft Galileo is also caught,"))
2874         prout(_("and breaks up under the strain."))
2875         skip(1)
2876         prout(_("Your debris is scattered for millions of miles."))
2877         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2878     elif ifin == FDRAY:
2879         prout(_("The mutants attack and kill Spock."))
2880         prout(_("Your ship is captured by Klingons, and"))
2881         prout(_("your crew is put on display in a Klingon zoo."))
2882     elif ifin == FTRIBBLE:
2883         prout(_("Tribbles consume all remaining water,"))
2884         prout(_("food, and oxygen on your ship."))
2885         skip(1)
2886         prout(_("You die of thirst, starvation, and asphyxiation."))
2887         prout(_("Your starship is a derelict in space."))
2888     elif ifin == FHOLE:
2889         prout(_("Your ship is drawn to the center of the black hole."))
2890         prout(_("You are crushed into extremely dense matter."))
2891     elif ifin == FCREW:
2892         prout(_("Your last crew member has died."))
2893     if game.ship == 'F':
2894         game.ship = None
2895     elif game.ship == 'E':
2896         game.ship = 'F'
2897     game.alive = False
2898     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2899         goodies = game.state.remres/game.inresor
2900         baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2901         if goodies/baddies >= randreal(1.0, 1.5):
2902             prout(_("As a result of your actions, a treaty with the Klingon"))
2903             prout(_("Empire has been signed. The terms of the treaty are"))
2904             if goodies/baddies >= randreal(3.0):
2905                 prout(_("favorable to the Federation."))
2906                 skip(1)
2907                 prout(_("Congratulations!"))
2908             else:
2909                 prout(_("highly unfavorable to the Federation."))
2910         else:
2911             prout(_("The Federation will be destroyed."))
2912     else:
2913         prout(_("Since you took the last Klingon with you, you are a"))
2914         prout(_("martyr and a hero. Someday maybe they'll erect a"))
2915         prout(_("statue in your memory. Rest in peace, and try not"))
2916         prout(_("to think about pigeons."))
2917         game.gamewon = True
2918     score()
2919
2920 def score():
2921     "Compute player's score."
2922     timused = game.state.date - game.indate
2923     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2924         timused = 5.0
2925     game.perdate = killrate()
2926     ithperd = 500*game.perdate + 0.5
2927     iwon = 0
2928     if game.gamewon:
2929         iwon = 100*game.skill
2930     if game.ship == 'E': 
2931         klship = 0
2932     elif game.ship == 'F': 
2933         klship = 1
2934     else:
2935         klship = 2
2936     game.score = 10*(game.inkling - game.state.remkl) \
2937              + 50*(game.incom - len(game.state.kcmdr)) \
2938              + ithperd + iwon \
2939              + 20*(game.inrom - game.state.nromrem) \
2940              + 200*(game.inscom - game.state.nscrem) \
2941              - game.state.nromrem \
2942              - badpoints()
2943     if not game.alive:
2944         game.score -= 200
2945     skip(2)
2946     prout(_("Your score --"))
2947     if game.inrom - game.state.nromrem:
2948         prout(_("%6d Romulans destroyed                 %5d") %
2949               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2950     if game.state.nromrem and game.gamewon:
2951         prout(_("%6d Romulans captured                  %5d") %
2952               (game.state.nromrem, game.state.nromrem))
2953     if game.inkling - game.state.remkl:
2954         prout(_("%6d ordinary Klingons destroyed        %5d") %
2955               (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2956     if game.incom - len(game.state.kcmdr):
2957         prout(_("%6d Klingon commanders destroyed       %5d") %
2958               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2959     if game.inscom - game.state.nscrem:
2960         prout(_("%6d Super-Commander destroyed          %5d") %
2961               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2962     if ithperd:
2963         prout(_("%6.2f Klingons per stardate              %5d") %
2964               (game.perdate, ithperd))
2965     if game.state.starkl:
2966         prout(_("%6d stars destroyed by your action     %5d") %
2967               (game.state.starkl, -5*game.state.starkl))
2968     if game.state.nplankl:
2969         prout(_("%6d planets destroyed by your action   %5d") %
2970               (game.state.nplankl, -10*game.state.nplankl))
2971     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2972         prout(_("%6d inhabited planets destroyed by your action   %5d") %
2973               (game.state.nworldkl, -300*game.state.nworldkl))
2974     if game.state.basekl:
2975         prout(_("%6d bases destroyed by your action     %5d") %
2976               (game.state.basekl, -100*game.state.basekl))
2977     if game.nhelp:
2978         prout(_("%6d calls for help from starbase       %5d") %
2979               (game.nhelp, -45*game.nhelp))
2980     if game.casual:
2981         prout(_("%6d casualties incurred                %5d") %
2982               (game.casual, -game.casual))
2983     if game.abandoned:
2984         prout(_("%6d crew abandoned in space            %5d") %
2985               (game.abandoned, -3*game.abandoned))
2986     if klship:
2987         prout(_("%6d ship(s) lost or destroyed          %5d") %
2988               (klship, -100*klship))
2989     if not game.alive:
2990         prout(_("Penalty for getting yourself killed        -200"))
2991     if game.gamewon:
2992         proutn(_("Bonus for winning "))
2993         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
2994         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
2995         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
2996         elif game.skill ==  SKILL_EXPERT:       proutn(_("Expert game  "))
2997         elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
2998         prout("           %5d" % iwon)
2999     skip(1)
3000     prout(_("TOTAL SCORE                               %5d") % game.score)
3001
3002 def plaque():
3003     "Emit winner's commemmorative plaque." 
3004     skip(2)
3005     while True:
3006         proutn(_("File or device name for your plaque: "))
3007         winner = cgetline()
3008         try:
3009             fp = open(winner, "w")
3010             break
3011         except IOError:
3012             prout(_("Invalid name."))
3013
3014     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3015     winner = cgetline()
3016     # The 38 below must be 64 for 132-column paper 
3017     nskip = 38 - len(winner)/2
3018     fp.write("\n\n\n\n")
3019     # --------DRAW ENTERPRISE PICTURE. 
3020     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3021     fp.write("                                      EEE                      E  : :                                         :  E\n" )
3022     fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
3023     fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
3024     fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3025     fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
3026     fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
3027     fp.write("                                      EEE           E          E            E  E\n")
3028     fp.write("                                                       E         E          E  E\n")
3029     fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
3030     fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
3031     fp.write("                                                    :E    :                 EEEE       E\n")
3032     fp.write("                                                   .-E   -:-----                       E\n")
3033     fp.write("                                                    :E    :                            E\n")
3034     fp.write("                                                      EE  :                    EEEEEEEE\n")
3035     fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
3036     fp.write("\n\n\n")
3037     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3038     fp.write("\n\n\n\n")
3039     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3040     fp.write("\n")
3041     fp.write(_("                                                Starfleet Command bestows to you\n"))
3042     fp.write("\n")
3043     fp.write("%*s%s\n\n" % (nskip, "", winner))
3044     fp.write(_("                                                           the rank of\n\n"))
3045     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3046     fp.write("                                                          ")
3047     if game.skill ==  SKILL_EXPERT:
3048         fp.write(_(" Expert level\n\n"))
3049     elif game.skill == SKILL_EMERITUS:
3050         fp.write(_("Emeritus level\n\n"))
3051     else:
3052         fp.write(_(" Cheat level\n\n"))
3053     timestring = time.ctime()
3054     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3055                     (timestring+4, timestring+20, timestring+11))
3056     fp.write(_("                                                        Your score:  %d\n\n") % game.score)
3057     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
3058     fp.close()
3059
3060 # Code from io.c begins here
3061
3062 rows = linecount = 0    # for paging 
3063 stdscr = None
3064 replayfp = None
3065 fullscreen_window = None
3066 srscan_window     = None
3067 report_window     = None
3068 status_window     = None
3069 lrscan_window     = None
3070 message_window    = None
3071 prompt_window     = None
3072 curwnd = None
3073
3074 def iostart():
3075     global stdscr, rows
3076     "for some recent versions of python2, the following enables UTF8"
3077     "for the older ones we probably need to set C locale, and the python3"
3078     "has no problems at all"
3079     if sys.version_info[0] < 3:
3080         import locale
3081         locale.setlocale(locale.LC_ALL, "")
3082     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3083     gettext.textdomain("sst")
3084     if not (game.options & OPTION_CURSES):
3085         ln_env = os.getenv("LINES")
3086         if ln_env:
3087             rows = ln_env
3088         else:
3089             rows = 25
3090     else:
3091         stdscr = curses.initscr()
3092         stdscr.keypad(True)
3093         curses.nonl()
3094         curses.cbreak()
3095         if game.options & OPTION_COLOR:
3096             curses.start_color();
3097             curses.use_default_colors()
3098             curses.init_pair(curses.COLOR_BLACK,   curses.COLOR_BLACK, -1);
3099             curses.init_pair(curses.COLOR_GREEN,   curses.COLOR_GREEN, -1);
3100             curses.init_pair(curses.COLOR_RED,     curses.COLOR_RED, -1);
3101             curses.init_pair(curses.COLOR_CYAN,    curses.COLOR_CYAN, -1);
3102             curses.init_pair(curses.COLOR_WHITE,   curses.COLOR_WHITE, -1);
3103             curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
3104             curses.init_pair(curses.COLOR_BLUE,    curses.COLOR_BLUE, -1);
3105             curses.init_pair(curses.COLOR_YELLOW,  curses.COLOR_YELLOW, -1);
3106         global fullscreen_window, srscan_window, report_window, status_window
3107         global lrscan_window, message_window, prompt_window
3108         (rows, columns)   = stdscr.getmaxyx()
3109         fullscreen_window = stdscr
3110         srscan_window     = curses.newwin(12, 25, 0,       0)
3111         report_window     = curses.newwin(11, 0,  1,       25)
3112         status_window     = curses.newwin(10, 0,  1,       39)
3113         lrscan_window     = curses.newwin(5,  0,  0,       64) 
3114         message_window    = curses.newwin(0,  0,  12,      0)
3115         prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
3116         message_window.scrollok(True)
3117         setwnd(fullscreen_window)
3118
3119 def ioend():
3120     "Wrap up I/O."
3121     if game.options & OPTION_CURSES:
3122         stdscr.keypad(False)
3123         curses.echo()
3124         curses.nocbreak()
3125         curses.endwin()
3126
3127 def waitfor():
3128     "Wait for user action -- OK to do nothing if on a TTY"
3129     if game.options & OPTION_CURSES:
3130         stdscr.getch()
3131
3132 def announce():
3133     skip(1)
3134     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3135     skip(1)
3136
3137 def pause_game():
3138     if game.skill > SKILL_FAIR:
3139         prompt = _("[CONTINUE?]")
3140     else:
3141         prompt = _("[PRESS ENTER TO CONTINUE]")
3142
3143     if game.options & OPTION_CURSES:
3144         drawmaps(0)
3145         setwnd(prompt_window)
3146         prompt_window.clear()
3147         prompt_window.addstr(prompt)
3148         prompt_window.getstr()
3149         prompt_window.clear()
3150         prompt_window.refresh()
3151         setwnd(message_window)
3152     else:
3153         global linecount
3154         sys.stdout.write('\n')
3155         proutn(prompt)
3156         raw_input()
3157         sys.stdout.write('\n' * rows)
3158         linecount = 0
3159
3160 def skip(i):
3161     "Skip i lines.  Pause game if this would cause a scrolling event."
3162     for dummy in range(i):
3163         if game.options & OPTION_CURSES:
3164             (y, x) = curwnd.getyx()
3165             (my, mx) = curwnd.getmaxyx()
3166             if curwnd == message_window and y >= my - 2:
3167                 pause_game()
3168                 clrscr()
3169             else:
3170                 try:
3171                     curwnd.move(y+1, 0)
3172                 except curses.error:
3173                     pass
3174         else:
3175             global linecount
3176             linecount += 1
3177             if rows and linecount >= rows:
3178                 pause_game()
3179             else:
3180                 sys.stdout.write('\n')
3181
3182 def proutn(line):
3183     "Utter a line with no following line feed."
3184     if game.options & OPTION_CURSES:
3185         curwnd.addstr(line)
3186         curwnd.refresh()
3187     else:
3188         sys.stdout.write(line)
3189         sys.stdout.flush()
3190
3191 def prout(line):
3192     proutn(line)
3193     skip(1)
3194
3195 def prouts(line):
3196     "Emit slowly!" 
3197     for c in line:
3198         if not replayfp or replayfp.closed:     # Don't slow down replays
3199             time.sleep(0.03)
3200         proutn(c)
3201         if game.options & OPTION_CURSES:
3202             curwnd.refresh()
3203         else:
3204             sys.stdout.flush()
3205     if not replayfp or replayfp.closed:
3206         time.sleep(0.03)
3207
3208 def cgetline():
3209     "Get a line of input."
3210     if game.options & OPTION_CURSES:
3211         line = curwnd.getstr() + "\n"
3212         curwnd.refresh()
3213     else:
3214         if replayfp and not replayfp.closed:
3215             while True:
3216                 line = replayfp.readline()
3217                 proutn(line)
3218                 if line == '':
3219                     prout("*** Replay finished")
3220                     replayfp.close()
3221                     break
3222                 elif line[0] != "#":
3223                     break
3224         else:
3225             line = raw_input() + "\n"
3226     if logfp:
3227         logfp.write(line)
3228     return line
3229
3230 def setwnd(wnd):
3231     "Change windows -- OK for this to be a no-op in tty mode."
3232     global curwnd
3233     if game.options & OPTION_CURSES:
3234         curwnd = wnd
3235         curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3236
3237 def clreol():
3238     "Clear to end of line -- can be a no-op in tty mode" 
3239     if game.options & OPTION_CURSES:
3240         curwnd.clrtoeol()
3241         curwnd.refresh()
3242
3243 def clrscr():
3244     "Clear screen -- can be a no-op in tty mode."
3245     global linecount
3246     if game.options & OPTION_CURSES:
3247        curwnd.clear()
3248        curwnd.move(0, 0)
3249        curwnd.refresh()
3250     linecount = 0
3251
3252 def textcolor(color=DEFAULT):
3253     if game.options & OPTION_COLOR:
3254         if color == DEFAULT: 
3255             curwnd.attrset(0);
3256         elif color ==  BLACK: 
3257             curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
3258         elif color ==  BLUE: 
3259             curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
3260         elif color ==  GREEN: 
3261             curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
3262         elif color ==  CYAN: 
3263             curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
3264         elif color ==  RED: 
3265             curwnd.attron(curses.color_pair(curses.COLOR_RED));
3266         elif color ==  MAGENTA: 
3267             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
3268         elif color ==  BROWN: 
3269             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
3270         elif color ==  LIGHTGRAY: 
3271             curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
3272         elif color ==  DARKGRAY: 
3273             curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
3274         elif color ==  LIGHTBLUE: 
3275             curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
3276         elif color ==  LIGHTGREEN: 
3277             curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
3278         elif color ==  LIGHTCYAN: 
3279             curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
3280         elif color ==  LIGHTRED: 
3281             curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
3282         elif color ==  LIGHTMAGENTA: 
3283             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
3284         elif color ==  YELLOW: 
3285             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
3286         elif color ==  WHITE:
3287             curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
3288
3289 def highvideo():
3290     if game.options & OPTION_COLOR:
3291         curwnd.attron(curses.A_REVERSE)
3292
3293 #
3294 # Things past this point have policy implications.
3295
3296
3297 def drawmaps(mode):
3298     "Hook to be called after moving to redraw maps."
3299     if game.options & OPTION_CURSES:
3300         if mode == 1:
3301             sensor()
3302         setwnd(srscan_window)
3303         curwnd.move(0, 0)
3304         srscan()
3305         if mode != 2:
3306             setwnd(status_window)
3307             status_window.clear()
3308             status_window.move(0, 0)
3309             setwnd(report_window)
3310             report_window.clear()
3311             report_window.move(0, 0)
3312             status()
3313             setwnd(lrscan_window)
3314             lrscan_window.clear()
3315             lrscan_window.move(0, 0)
3316             lrscan(silent=False)
3317
3318 def put_srscan_sym(w, sym):
3319     "Emit symbol for short-range scan."
3320     srscan_window.move(w.i+1, w.j*2+2)
3321     srscan_window.addch(sym)
3322     srscan_window.refresh()
3323
3324 def boom(w):
3325     "Enemy fall down, go boom."  
3326     if game.options & OPTION_CURSES:
3327         drawmaps(2)
3328         setwnd(srscan_window)
3329         srscan_window.attron(curses.A_REVERSE)
3330         put_srscan_sym(w, game.quad[w.i][w.j])
3331         #sound(500)
3332         #time.sleep(1.0)
3333         #nosound()
3334         srscan_window.attroff(curses.A_REVERSE)
3335         put_srscan_sym(w, game.quad[w.i][w.j])
3336         curses.delay_output(500)
3337         setwnd(message_window) 
3338
3339 def warble():
3340     "Sound and visual effects for teleportation."
3341     if game.options & OPTION_CURSES:
3342         drawmaps(2)
3343         setwnd(message_window)
3344         #sound(50)
3345     prouts("     . . . . .     ")
3346     if game.options & OPTION_CURSES:
3347         #curses.delay_output(1000)
3348         #nosound()
3349         pass
3350
3351 def tracktorpedo(w, step, i, n, iquad):
3352     "Torpedo-track animation." 
3353     if not game.options & OPTION_CURSES:
3354         if step == 1:
3355             if n != 1:
3356                 skip(1)
3357                 proutn(_("Track for torpedo number %d-  ") % (i+1))
3358             else:
3359                 skip(1)
3360                 proutn(_("Torpedo track- "))
3361         elif step==4 or step==9: 
3362             skip(1)
3363         proutn("%s   " % w)
3364     else:
3365         if not damaged(DSRSENS) or game.condition=="docked":
3366             if i != 0 and step == 1:
3367                 drawmaps(2)
3368                 time.sleep(0.4)
3369             if (iquad=='.') or (iquad==' '):
3370                 put_srscan_sym(w, '+')
3371                 #sound(step*10)
3372                 #time.sleep(0.1)
3373                 #nosound()
3374                 put_srscan_sym(w, iquad)
3375             else:
3376                 curwnd.attron(curses.A_REVERSE)
3377                 put_srscan_sym(w, iquad)
3378                 #sound(500)
3379                 #time.sleep(1.0)
3380                 #nosound()
3381                 curwnd.attroff(curses.A_REVERSE)
3382                 put_srscan_sym(w, iquad)
3383         else:
3384             proutn("%s   " % w)
3385
3386 def makechart():
3387     "Display the current galaxy chart."
3388     if game.options & OPTION_CURSES:
3389         setwnd(message_window)
3390         message_window.clear()
3391     chart()
3392     if game.options & OPTION_TTY:
3393         skip(1)
3394
3395 NSYM    = 14
3396
3397 def prstat(txt, data):
3398     proutn(txt)
3399     if game.options & OPTION_CURSES:
3400         skip(1)
3401         setwnd(status_window)
3402     else:
3403         proutn(" " * (NSYM - len(txt)))
3404     proutn(data)
3405     skip(1)
3406     if game.options & OPTION_CURSES:
3407         setwnd(report_window)
3408
3409 # Code from moving.c begins here
3410
3411 def imove(icourse=None, noattack=False):
3412     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3413     w = Coord()
3414
3415     def newquadrant(noattack):
3416         # Leaving quadrant -- allow final enemy attack 
3417         # Don't do it if being pushed by Nova 
3418         if len(game.enemies) != 0 and not noattack:
3419             newcnd()
3420             for enemy in game.enemies:
3421                 finald = (w - enemy.location).distance()
3422                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3423             # Stas Sergeev added the condition
3424             # that attacks only happen if Klingons
3425             # are present and your skill is good.
3426             if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3427                 attack(torps_ok=False)
3428             if game.alldone:
3429                 return
3430         # check for edge of galaxy 
3431         kinks = 0
3432         while True:
3433             kink = False
3434             if icourse.final.i < 0:
3435                 icourse.final.i = -icourse.final.i
3436                 kink = True
3437             if icourse.final.j < 0:
3438                 icourse.final.j = -icourse.final.j
3439                 kink = True
3440             if icourse.final.i >= GALSIZE*QUADSIZE:
3441                 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3442                 kink = True
3443             if icourse.final.j >= GALSIZE*QUADSIZE:
3444                 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3445                 kink = True
3446             if kink:
3447                 kinks += 1
3448             else:
3449                 break
3450         if kinks:
3451             game.nkinks += 1
3452             if game.nkinks == 3:
3453                 # Three strikes -- you're out! 
3454                 finish(FNEG3)
3455                 return
3456             skip(1)
3457             prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3458             prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3459             prout(_("YOU WILL BE DESTROYED."))
3460         # Compute final position in new quadrant 
3461         if trbeam: # Don't bother if we are to be beamed 
3462             return
3463         game.quadrant = icourse.final.quadrant()
3464         game.sector = icourse.final.sector()
3465         skip(1)
3466         prout(_("Entering Quadrant %s.") % game.quadrant)
3467         game.quad[game.sector.i][game.sector.j] = game.ship
3468         newqad()
3469         if game.skill>SKILL_NOVICE:
3470             attack(torps_ok=False)  
3471
3472     def check_collision(h):
3473         iquad = game.quad[h.i][h.j]
3474         if iquad != '.':
3475             # object encountered in flight path 
3476             stopegy = 50.0*icourse.distance/game.optime
3477             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3478                 for enemy in game.enemies:
3479                     if enemy.location == game.sector:
3480                         break
3481                 collision(rammed=False, enemy=enemy)
3482                 return True
3483             elif iquad == ' ':
3484                 skip(1)
3485                 prouts(_("***RED ALERT!  RED ALERT!"))
3486                 skip(1)
3487                 proutn("***" + crmshp())
3488                 proutn(_(" pulled into black hole at Sector %s") % h)
3489                 # Getting pulled into a black hole was certain
3490                 # death in Almy's original.  Stas Sergeev added a
3491                 # possibility that you'll get timewarped instead.
3492                 n=0
3493                 for m in range(NDEVICES):
3494                     if game.damage[m]>0: 
3495                         n += 1
3496                 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3497                 if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
3498                     timwrp()
3499                 else: 
3500                     finish(FHOLE)
3501                 return True
3502             else:
3503                 # something else 
3504                 skip(1)
3505                 proutn(crmshp())
3506                 if iquad == '#':
3507                     prout(_(" encounters Tholian web at %s;") % h)
3508                 else:
3509                     prout(_(" blocked by object at %s;") % h)
3510                 proutn(_("Emergency stop required "))
3511                 prout(_("%2d units of energy.") % int(stopegy))
3512                 game.energy -= stopegy
3513                 if game.energy <= 0:
3514                     finish(FNRG)
3515                 return True
3516         return False
3517
3518     trbeam = False
3519     if game.inorbit:
3520         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3521         game.inorbit = False
3522     # If tractor beam is to occur, don't move full distance 
3523     if game.state.date+game.optime >= scheduled(FTBEAM):
3524         trbeam = True
3525         game.condition = "red"
3526         icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3527         game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3528     # Move out
3529     game.quad[game.sector.i][game.sector.j] = '.'
3530     for m in range(icourse.moves):
3531         icourse.next()
3532         w = icourse.sector()
3533         if icourse.origin.quadrant() != icourse.location.quadrant():
3534             newquadrant(noattack)
3535             break
3536         elif check_collision(icourse, w):
3537             print "Collision detected"
3538             break
3539         else:
3540             game.sector = w
3541     # We're in destination quadrant -- compute new average enemy distances
3542     game.quad[game.sector.i][game.sector.j] = game.ship
3543     if game.enemies:
3544         for enemy in game.enemies:
3545             finald = (w-enemy.location).distance()
3546             enemy.kavgd = 0.5 * (finald + enemy.kdist)
3547             enemy.kdist = finald
3548         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3549         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3550             attack(torps_ok=False)
3551         for enemy in game.enemies:
3552             enemy.kavgd = enemy.kdist
3553     newcnd()
3554     drawmaps(0)
3555     setwnd(message_window)
3556     return
3557
3558 def dock(verbose):
3559     "Dock our ship at a starbase."
3560     scanner.chew()
3561     if game.condition == "docked" and verbose:
3562         prout(_("Already docked."))
3563         return
3564     if game.inorbit:
3565         prout(_("You must first leave standard orbit."))
3566         return
3567     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3568         prout(crmshp() + _(" not adjacent to base."))
3569         return
3570     game.condition = "docked"
3571     if "verbose":
3572         prout(_("Docked."))
3573     game.ididit = True
3574     if game.energy < game.inenrg:
3575         game.energy = game.inenrg
3576     game.shield = game.inshld
3577     game.torps = game.intorps
3578     game.lsupres = game.inlsr
3579     game.state.crew = FULLCREW
3580     if not damaged(DRADIO) and \
3581         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3582         # get attack report from base 
3583         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3584         attackreport(False)
3585         game.iseenit = True
3586
3587 def cartesian(loc1=None, loc2=None):
3588     if loc1 is None:
3589         return game.quadrant * QUADSIZE + game.sector
3590     elif loc2 is None:
3591         return game.quadrant * QUADSIZE + loc1
3592     else:
3593         return loc1 * QUADSIZE + loc2
3594
3595 def getcourse(isprobe):
3596     "Get a course and distance from the user."
3597     key = 0
3598     dquad = copy.copy(game.quadrant)
3599     navmode = "unspecified"
3600     itemp = "curt"
3601     dsect = Coord()
3602     iprompt = False
3603     if game.landed and not isprobe:
3604         prout(_("Dummy! You can't leave standard orbit until you"))
3605         proutn(_("are back aboard the ship."))
3606         scanner.chew()
3607         raise TrekError
3608     while navmode == "unspecified":
3609         if damaged(DNAVSYS):
3610             if isprobe:
3611                 prout(_("Computer damaged; manual navigation only"))
3612             else:
3613                 prout(_("Computer damaged; manual movement only"))
3614             scanner.chew()
3615             navmode = "manual"
3616             key = "IHEOL"
3617             break
3618         key = scanner.next()
3619         if key == "IHEOL":
3620             proutn(_("Manual or automatic- "))
3621             iprompt = True
3622             scanner.chew()
3623         elif key == "IHALPHA":
3624             if scanner.sees("manual"):
3625                 navmode = "manual"
3626                 key = scanner.next()
3627                 break
3628             elif scanner.sees("automatic"):
3629                 navmode = "automatic"
3630                 key = scanner.next()
3631                 break
3632             else:
3633                 huh()
3634                 scanner.chew()
3635                 raise TrekError
3636         else: # numeric 
3637             if isprobe:
3638                 prout(_("(Manual navigation assumed.)"))
3639             else:
3640                 prout(_("(Manual movement assumed.)"))
3641             navmode = "manual"
3642             break
3643     delta = Coord()
3644     if navmode == "automatic":
3645         while key == "IHEOL":
3646             if isprobe:
3647                 proutn(_("Target quadrant or quadrant&sector- "))
3648             else:
3649                 proutn(_("Destination sector or quadrant&sector- "))
3650             scanner.chew()
3651             iprompt = True
3652             key = scanner.next()
3653         if key != "IHREAL":
3654             huh()
3655             raise TrekError
3656         xi = int(round(scanner.real))-1
3657         key = scanner.next()
3658         if key != "IHREAL":
3659             huh()
3660             raise TrekError
3661         xj = int(round(scanner.real))-1
3662         key = scanner.next()
3663         if key == "IHREAL":
3664             # both quadrant and sector specified 
3665             xk = int(round(scanner.real))-1
3666             key = scanner.next()
3667             if key != "IHREAL":
3668                 huh()
3669                 raise TrekError
3670             xl = int(round(scanner.real))-1
3671             dquad.i = xi
3672             dquad.j = xj
3673             dsect.i = xk
3674             dsect.j = xl
3675         else:
3676             # only one pair of numbers was specified
3677             if isprobe:
3678                 # only quadrant specified -- go to center of dest quad 
3679                 dquad.i = xi
3680                 dquad.j = xj
3681                 dsect.j = dsect.i = 4   # preserves 1-origin behavior
3682             else:
3683                 # only sector specified
3684                 dsect.i = xi
3685                 dsect.j = xj
3686             itemp = "normal"
3687         if not dquad.valid_quadrant() or not dsect.valid_sector():
3688             huh()
3689             raise TrekError
3690         skip(1)
3691         if not isprobe:
3692             if itemp > "curt":
3693                 if iprompt:
3694                     prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3695             else:
3696                 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3697         # the actual deltas get computed here
3698         delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3699         delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3700     else: # manual 
3701         while key == "IHEOL":
3702             proutn(_("X and Y displacements- "))
3703             scanner.chew()
3704             iprompt = True
3705             key = scanner.next()
3706         itemp = "verbose"
3707         if key != "IHREAL":
3708             huh()
3709             raise TrekError
3710         delta.j = scanner.real
3711         key = scanner.next()
3712         if key != "IHREAL":
3713             huh()
3714             raise TrekError
3715         delta.i = scanner.real
3716     # Check for zero movement 
3717     if delta.i == 0 and delta.j == 0:
3718         scanner.chew()
3719         raise TrekError
3720     if itemp == "verbose" and not isprobe:
3721         skip(1)
3722         prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3723     scanner.chew()
3724     return course(bearing=delta.bearing(), distance=delta.distance())
3725
3726 class course:
3727     def __init__(self, bearing, distance, origin=None): 
3728         self.distance = distance
3729         self.bearing = bearing
3730         if origin is None:
3731             self.origin = cartesian(game.quadrant, game.sector)
3732         else:
3733             self.origin = origin
3734         # The bearing() code we inherited from FORTRAN is actually computing
3735         # clockface directions!
3736         if self.bearing < 0.0:
3737             self.bearing += 12.0
3738         self.angle = ((15.0 - self.bearing) * 0.5235988)
3739         if origin is None:
3740             self.origin = cartesian(game.quadrant, game.sector)
3741         else:
3742             self.origin = cartesian(game.quadrant, origin)
3743         self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
3744         bigger = max(abs(self.increment.i), abs(self.increment.j))
3745         self.increment /= bigger
3746         self.moves = int(round(10*self.distance*bigger))
3747         self.reset()
3748         self.final = (self.location + self.moves*self.increment).roundtogrid()
3749     def reset(self):
3750         self.location = self.origin
3751         self.step = 0
3752     def arrived(self):
3753         return self.location.roundtogrid() == self.final
3754     def next(self):
3755         "Next step on course."
3756         self.step += 1
3757         self.nextlocation = self.location + self.increment
3758         samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3759         self.location = self.nextlocation
3760         return samequad
3761     def quadrant(self):
3762         return self.location.quadrant()
3763     def sector(self):
3764         return self.location.sector()
3765     def power(self, warp):
3766         return self.distance*(warp**3)*(game.shldup+1)
3767     def time(self, warp):
3768         return 10.0*self.distance/warp**2
3769
3770 def impulse():
3771     "Move under impulse power."
3772     game.ididit = False
3773     if damaged(DIMPULS):
3774         scanner.chew()
3775         skip(1)
3776         prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3777         return
3778     if game.energy > 30.0:
3779         try:
3780             course = getcourse(isprobe=False)
3781         except TrekError:
3782             return
3783         power = 20.0 + 100.0*course.distance
3784     else:
3785         power = 30.0
3786     if power >= game.energy:
3787         # Insufficient power for trip 
3788         skip(1)
3789         prout(_("First Officer Spock- \"Captain, the impulse engines"))
3790         prout(_("require 20.0 units to engage, plus 100.0 units per"))
3791         if game.energy > 30:
3792             proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
3793                      int(0.01 * (game.energy-20.0)-0.05))
3794             prout(_(" quadrants.\""))
3795         else:
3796             prout(_("quadrant.  They are, therefore, useless.\""))
3797         scanner.chew()
3798         return
3799     # Make sure enough time is left for the trip 
3800     game.optime = course.dist/0.095
3801     if game.optime >= game.state.remtime:
3802         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3803         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3804         proutn(_("we dare spend the time?\" "))
3805         if not ja():
3806             return
3807     # Activate impulse engines and pay the cost 
3808     imove(course, noattack=False)
3809     game.ididit = True
3810     if game.alldone:
3811         return
3812     power = 20.0 + 100.0*course.dist
3813     game.energy -= power
3814     game.optime = course.dist/0.095
3815     if game.energy <= 0:
3816         finish(FNRG)
3817     return
3818
3819 def warp(wcourse, involuntary):
3820     "ove under warp drive."
3821     blooey = False; twarp = False
3822     if not involuntary: # Not WARPX entry 
3823         game.ididit = False
3824         if game.damage[DWARPEN] > 10.0:
3825             scanner.chew()
3826             skip(1)
3827             prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3828             return
3829         if damaged(DWARPEN) and game.warpfac > 4.0:
3830             scanner.chew()
3831             skip(1)
3832             prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3833             prout(_("  is repaired, I can only give you warp 4.\""))
3834             return
3835         # Read in course and distance
3836         if wcourse==None:
3837             try:
3838                 wcourse = getcourse(isprobe=False)
3839             except TrekError:
3840                 return
3841         # Make sure starship has enough energy for the trip
3842         # Note: this formula is slightly different from the C version,
3843         # and lets you skate a bit closer to the edge.
3844         if wcourse.power(game.warpfac) >= game.energy:
3845             # Insufficient power for trip 
3846             game.ididit = False
3847             skip(1)
3848             prout(_("Engineering to bridge--"))
3849             if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
3850                 iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
3851                 if iwarp <= 0:
3852                     prout(_("We can't do it, Captain. We don't have enough energy."))
3853                 else:
3854                     proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3855                     if game.shldup:
3856                         prout(",")
3857                         prout(_("if you'll lower the shields."))
3858                     else:
3859                         prout(".")
3860             else:
3861                 prout(_("We haven't the energy to go that far with the shields up."))
3862             return                              
3863         # Make sure enough time is left for the trip 
3864         game.optime = wcourse.time(game.warpfac)
3865         if game.optime >= 0.8*game.state.remtime:
3866             skip(1)
3867             prout(_("First Officer Spock- \"Captain, I compute that such"))
3868             proutn(_("  a trip would require approximately %2.0f") %
3869                    (100.0*game.optime/game.state.remtime))
3870             prout(_(" percent of our"))
3871             proutn(_("  remaining time.  Are you sure this is wise?\" "))
3872             if not ja():
3873                 game.ididit = False
3874                 game.optime=0 
3875                 return
3876     # Entry WARPX 
3877     if game.warpfac > 6.0:
3878         # Decide if engine damage will occur
3879         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
3880         prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
3881         if prob > randreal():
3882             blooey = True
3883             wcourse.distance = randreal(wcourse.distance)
3884         # Decide if time warp will occur 
3885         if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3886             twarp = True
3887         if game.idebug and game.warpfac==10 and not twarp:
3888             blooey = False
3889             proutn("=== Force time warp? ")
3890             if ja():
3891                 twarp = True
3892         if blooey or twarp:
3893             # If time warp or engine damage, check path 
3894             # If it is obstructed, don't do warp or damage
3895             look = wcourse.moves
3896             while look > 0:
3897                 look -= 1
3898                 wcourse.next()
3899                 w = wcourse.sector()
3900                 if not w.valid_sector():
3901                     break
3902                 if game.quad[w.i][w.j] != '.':
3903                     blooey = False
3904                     twarp = False
3905             wcourse.reset()
3906     # Activate Warp Engines and pay the cost 
3907     imove(course, noattack=False)
3908     if game.alldone:
3909         return
3910     game.energy -= wcourse.power(game.warpfac)
3911     if game.energy <= 0:
3912         finish(FNRG)
3913     game.optime = wcourse.time(game.warpfac)
3914     if twarp:
3915         timwrp()
3916     if blooey:
3917         game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3918         skip(1)
3919         prout(_("Engineering to bridge--"))
3920         prout(_("  Scott here.  The warp engines are damaged."))
3921         prout(_("  We'll have to reduce speed to warp 4."))
3922     game.ididit = True
3923     return
3924
3925 def setwarp():
3926     "Change the warp factor."
3927     while True:
3928         key=scanner.next()
3929         if key != "IHEOL":
3930             break
3931         scanner.chew()
3932         proutn(_("Warp factor- "))
3933     if key != "IHREAL":
3934         huh()
3935         return
3936     if game.damage[DWARPEN] > 10.0:
3937         prout(_("Warp engines inoperative."))
3938         return
3939     if damaged(DWARPEN) and scanner.real > 4.0:
3940         prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3941         prout(_("  but right now we can only go warp 4.\""))
3942         return
3943     if scanner.real > 10.0:
3944         prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3945         return
3946     if scanner.real < 1.0:
3947         prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3948         return
3949     oldfac = game.warpfac
3950     game.warpfac = scanner.real
3951     if game.warpfac <= oldfac or game.warpfac <= 6.0:
3952         prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3953                int(game.warpfac))
3954         return
3955     if game.warpfac < 8.00:
3956         prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3957         return
3958     if game.warpfac == 10.0:
3959         prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3960         return
3961     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3962     return
3963
3964 def atover(igrab):
3965     "Cope with being tossed out of quadrant by supernova or yanked by beam."
3966     scanner.chew()
3967     # is captain on planet? 
3968     if game.landed:
3969         if damaged(DTRANSP):
3970             finish(FPNOVA)
3971             return
3972         prout(_("Scotty rushes to the transporter controls."))
3973         if game.shldup:
3974             prout(_("But with the shields up it's hopeless."))
3975             finish(FPNOVA)
3976         prouts(_("His desperate attempt to rescue you . . ."))
3977         if withprob(0.5):
3978             prout(_("fails."))
3979             finish(FPNOVA)
3980             return
3981         prout(_("SUCCEEDS!"))
3982         if game.imine:
3983             game.imine = False
3984             proutn(_("The crystals mined were "))
3985             if withprob(0.25):
3986                 prout(_("lost."))
3987             else:
3988                 prout(_("saved."))
3989                 game.icrystl = True
3990     if igrab:
3991         return
3992     # Check to see if captain in shuttle craft 
3993     if game.icraft:
3994         finish(FSTRACTOR)
3995     if game.alldone:
3996         return
3997     # Inform captain of attempt to reach safety 
3998     skip(1)
3999     while True:
4000         if game.justin:
4001             prouts(_("***RED ALERT!  RED ALERT!"))
4002             skip(1)
4003             proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4004             prouts(_("   a supernova."))
4005             skip(2)
4006         prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4007         prout(_("safely out of quadrant."))
4008         if not damaged(DRADIO):
4009             game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4010         # Try to use warp engines 
4011         if damaged(DWARPEN):
4012             skip(1)
4013             prout(_("Warp engines damaged."))
4014             finish(FSNOVAED)
4015             return
4016         game.warpfac = randreal(6.0, 8.0)
4017         prout(_("Warp factor set to %d") % int(game.warpfac))
4018         power = 0.75*game.energy
4019         dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4020         dist = max(dist, randreal(math.sqrt(2)))
4021         bugout = course(bearing=randreal(12), distance=dist)    # How dumb!
4022         game.optime = bugout.time(game.warpfac)
4023         game.justin = False
4024         game.inorbit = False
4025         warp(bugout, involuntary=True)
4026         if not game.justin:
4027             # This is bad news, we didn't leave quadrant. 
4028             if game.alldone:
4029                 return
4030             skip(1)
4031             prout(_("Insufficient energy to leave quadrant."))
4032             finish(FSNOVAED)
4033             return
4034         # Repeat if another snova
4035         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4036             break
4037     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
4038         finish(FWON) # Snova killed remaining enemy. 
4039
4040 def timwrp():
4041     "Let's do the time warp again."
4042     prout(_("***TIME WARP ENTERED."))
4043     if game.state.snap and withprob(0.5):
4044         # Go back in time 
4045         prout(_("You are traveling backwards in time %d stardates.") %
4046               int(game.state.date-game.snapsht.date))
4047         game.state = game.snapsht
4048         game.state.snap = False
4049         if len(game.state.kcmdr):
4050             schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4051             schedule(FBATTAK, expran(0.3*game.intime))
4052         schedule(FSNOVA, expran(0.5*game.intime))
4053         # next snapshot will be sooner 
4054         schedule(FSNAP, expran(0.25*game.state.remtime))
4055                                 
4056         if game.state.nscrem:
4057             schedule(FSCMOVE, 0.2777)       
4058         game.isatb = 0
4059         unschedule(FCDBAS)
4060         unschedule(FSCDBAS)
4061         game.battle.invalidate()
4062         # Make sure Galileo is consistant -- Snapshot may have been taken
4063         # when on planet, which would give us two Galileos! 
4064         gotit = False
4065         for l in range(game.inplan):
4066             if game.state.planets[l].known == "shuttle_down":
4067                 gotit = True
4068                 if game.iscraft == "onship" and game.ship=='E':
4069                     prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
4070                     game.iscraft = "offship"
4071         # Likewise, if in the original time the Galileo was abandoned, but
4072         # was on ship earlier, it would have vanished -- let's restore it.
4073         if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4074             prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
4075             game.iscraft = "onship"
4076         # There used to be code to do the actual reconstrction here,
4077         # but the starchart is now part of the snapshotted galaxy state.
4078         prout(_("Spock has reconstructed a correct star chart from memory"))
4079     else:
4080         # Go forward in time 
4081         game.optime = expran(0.5*game.intime)
4082         prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4083         # cheat to make sure no tractor beams occur during time warp 
4084         postpone(FTBEAM, game.optime)
4085         game.damage[DRADIO] += game.optime
4086     newqad()
4087     events()    # Stas Sergeev added this -- do pending events 
4088
4089 def probe():
4090     "Launch deep-space probe." 
4091     # New code to launch a deep space probe 
4092     if game.nprobes == 0:
4093         scanner.chew()
4094         skip(1)
4095         if game.ship == 'E': 
4096             prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4097         else:
4098             prout(_("Ye Faerie Queene has no deep space probes."))
4099         return
4100     if damaged(DDSP):
4101         scanner.chew()
4102         skip(1)
4103         prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4104         return
4105     if is_scheduled(FDSPROB):
4106         scanner.chew()
4107         skip(1)
4108         if damaged(DRADIO) and game.condition != "docked":
4109             prout(_("Spock-  \"Records show the previous probe has not yet"))
4110             prout(_("   reached its destination.\""))
4111         else:
4112             prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4113         return
4114     key = scanner.next()
4115     if key == "IHEOL":
4116         if game.nprobes == 1:
4117             prout(_("1 probe left."))
4118         else:
4119             prout(_("%d probes left") % game.nprobes)
4120         proutn(_("Are you sure you want to fire a probe? "))
4121         if not ja():
4122             return
4123     game.isarmed = False
4124     if key == "IHALPHA" and scanner.token == "armed":
4125         game.isarmed = True
4126         key = scanner.next()
4127     elif key == "IHEOL":
4128         proutn(_("Arm NOVAMAX warhead? "))
4129         game.isarmed = ja()
4130     elif key == "IHREAL":               # first element of course
4131         scanner.push(scanner.token)
4132     try:
4133         game.probe = getcourse(isprobe=True)
4134     except TrekError:
4135         return
4136     game.nprobes -= 1
4137     schedule(FDSPROB, 0.01) # Time to move one sector
4138     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
4139     game.ididit = True
4140     return
4141
4142 def mayday():
4143     "Yell for help from nearest starbase."
4144     # There's more than one way to move in this game! 
4145     scanner.chew()
4146     # Test for conditions which prevent calling for help 
4147     if game.condition == "docked":
4148         prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
4149         return
4150     if damaged(DRADIO):
4151         prout(_("Subspace radio damaged."))
4152         return
4153     if not game.state.baseq:
4154         prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
4155         return
4156     if game.landed:
4157         prout(_("You must be aboard the %s.") % crmshp())
4158         return
4159     # OK -- call for help from nearest starbase 
4160     game.nhelp += 1
4161     if game.base.i!=0:
4162         # There's one in this quadrant 
4163         ddist = (game.base - game.sector).distance()
4164     else:
4165         ddist = FOREVER
4166         for ibq in game.state.baseq:
4167             xdist = QUADSIZE * (ibq - game.quadrant).distance()
4168             if xdist < ddist:
4169                 ddist = xdist
4170         # Since starbase not in quadrant, set up new quadrant 
4171         game.quadrant = ibq
4172         newqad()
4173     # dematerialize starship 
4174     game.quad[game.sector.i][game.sector.j]='.'
4175     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4176            % (game.quadrant, crmshp()))
4177     game.sector.invalidate()
4178     for m in range(1, 5+1):
4179         w = game.base.scatter() 
4180         if w.valid_sector() and game.quad[w.i][w.j]=='.':
4181             # found one -- finish up 
4182             game.sector = w
4183             break
4184     if not game.sector.is_valid():
4185         prout(_("You have been lost in space..."))
4186         finish(FMATERIALIZE)
4187         return
4188     # Give starbase three chances to rematerialize starship 
4189     probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4190     for m in range(1, 3+1):
4191         if m == 1: proutn(_("1st"))
4192         elif m == 2: proutn(_("2nd"))
4193         elif m == 3: proutn(_("3rd"))
4194         proutn(_(" attempt to re-materialize ") + crmshp())
4195         game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4196         textcolor(RED)
4197         warble()
4198         if randreal() > probf:
4199             break
4200         prout(_("fails."))
4201         textcolor(DEFAULT)
4202         curses.delay_output(500)
4203     if m > 3:
4204         game.quad[game.sector.i][game.sector.j]='?'
4205         game.alive = False
4206         drawmaps(1)
4207         setwnd(message_window)
4208         finish(FMATERIALIZE)
4209         return
4210     game.quad[game.sector.i][game.sector.j]=game.ship
4211     textcolor(GREEN);
4212     prout(_("succeeds."))
4213     textcolor(DEFAULT);
4214     dock(False)
4215     skip(1)
4216     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
4217
4218 def abandon():
4219     "Abandon ship."
4220     scanner.chew()
4221     if game.condition=="docked":
4222         if game.ship!='E':
4223             prout(_("You cannot abandon Ye Faerie Queene."))
4224             return
4225     else:
4226         # Must take shuttle craft to exit 
4227         if game.damage[DSHUTTL]==-1:
4228             prout(_("Ye Faerie Queene has no shuttle craft."))
4229             return
4230         if game.damage[DSHUTTL]<0:
4231             prout(_("Shuttle craft now serving Big Macs."))
4232             return
4233         if game.damage[DSHUTTL]>0:
4234             prout(_("Shuttle craft damaged."))
4235             return
4236         if game.landed:
4237             prout(_("You must be aboard the ship."))
4238             return
4239         if game.iscraft != "onship":
4240             prout(_("Shuttle craft not currently available."))
4241             return
4242         # Emit abandon ship messages 
4243         skip(1)
4244         prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
4245         skip(1)
4246         prouts(_("***ALL HANDS ABANDON SHIP!"))
4247         skip(2)
4248         prout(_("Captain and crew escape in shuttle craft."))
4249         if not game.state.baseq:
4250             # Oops! no place to go... 
4251             finish(FABANDN)
4252             return
4253         q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4254         # Dispose of crew 
4255         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4256             prout(_("Remainder of ship's complement beam down"))
4257             prout(_("to nearest habitable planet."))
4258         elif q.planet != None and not damaged(DTRANSP):
4259             prout(_("Remainder of ship's complement beam down to %s.") %
4260                     q.planet)
4261         else:
4262             prout(_("Entire crew of %d left to die in outer space.") %
4263                     game.state.crew)
4264             game.casual += game.state.crew
4265             game.abandoned += game.state.crew
4266         # If at least one base left, give 'em the Faerie Queene 
4267         skip(1)
4268         game.icrystl = False # crystals are lost 
4269         game.nprobes = 0 # No probes 
4270         prout(_("You are captured by Klingons and released to"))
4271         prout(_("the Federation in a prisoner-of-war exchange."))
4272         nb = randrange(len(game.state.baseq))
4273         # Set up quadrant and position FQ adjacient to base 
4274         if not game.quadrant == game.state.baseq[nb]:
4275             game.quadrant = game.state.baseq[nb]
4276             game.sector.i = game.sector.j = 5
4277             newqad()
4278         while True:
4279             # position next to base by trial and error 
4280             game.quad[game.sector.i][game.sector.j] = '.'
4281             for l in range(QUADSIZE):
4282                 game.sector = game.base.scatter()
4283                 if game.sector.valid_sector() and \
4284                        game.quad[game.sector.i][game.sector.j] == '.':
4285                     break
4286             if l < QUADSIZE+1:
4287                 break # found a spot 
4288             game.sector.i=QUADSIZE/2
4289             game.sector.j=QUADSIZE/2
4290             newqad()
4291     # Get new commission 
4292     game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4293     game.state.crew = FULLCREW
4294     prout(_("Starfleet puts you in command of another ship,"))
4295     prout(_("the Faerie Queene, which is antiquated but,"))
4296     prout(_("still useable."))
4297     if game.icrystl:
4298         prout(_("The dilithium crystals have been moved."))
4299     game.imine = False
4300     game.iscraft = "offship" # Galileo disappears 
4301     # Resupply ship 
4302     game.condition="docked"
4303     for l in range(NDEVICES): 
4304         game.damage[l] = 0.0
4305     game.damage[DSHUTTL] = -1
4306     game.energy = game.inenrg = 3000.0
4307     game.shield = game.inshld = 1250.0
4308     game.torps = game.intorps = 6
4309     game.lsupres=game.inlsr=3.0
4310     game.shldup=False
4311     game.warpfac=5.0
4312     return
4313
4314 # Code from planets.c begins here.
4315
4316 def consumeTime():
4317     "Abort a lengthy operation if an event interrupts it." 
4318     game.ididit = True
4319     events()
4320     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: 
4321         return True
4322     return False
4323
4324 def survey():
4325     "Report on (uninhabited) planets in the galaxy."
4326     iknow = False
4327     skip(1)
4328     scanner.chew()
4329     prout(_("Spock-  \"Planet report follows, Captain.\""))
4330     skip(1)
4331     for i in range(game.inplan):
4332         if game.state.planets[i].pclass == "destroyed":
4333             continue
4334         if (game.state.planets[i].known != "unknown" \
4335             and not game.state.planets[i].inhabited) \
4336             or game.idebug:
4337             iknow = True
4338             if game.idebug and game.state.planets[i].known=="unknown":
4339                 proutn("(Unknown) ")
4340             proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4341             proutn(_("   class "))
4342             proutn(game.state.planets[i].pclass)
4343             proutn("   ")
4344             if game.state.planets[i].crystals != "present":
4345                 proutn(_("no "))
4346             prout(_("dilithium crystals present."))
4347             if game.state.planets[i].known=="shuttle_down": 
4348                 prout(_("    Shuttle Craft Galileo on surface."))
4349     if not iknow:
4350         prout(_("No information available."))
4351
4352 def orbit():
4353     "Enter standard orbit." 
4354     skip(1)
4355     scanner.chew()
4356     if game.inorbit:
4357         prout(_("Already in standard orbit."))
4358         return
4359     if damaged(DWARPEN) and damaged(DIMPULS):
4360         prout(_("Both warp and impulse engines damaged."))
4361         return
4362     if not game.plnet.is_valid():
4363         prout("There is no planet in this sector.")
4364         return
4365     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4366         prout(crmshp() + _(" not adjacent to planet."))
4367         skip(1)
4368         return
4369     game.optime = randreal(0.02, 0.05)
4370     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
4371     newcnd()
4372     if consumeTime():
4373         return
4374     game.height = randreal(1400, 8600)
4375     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4376     game.inorbit = True
4377     game.ididit = True
4378
4379 def sensor():
4380     "Examine planets in this quadrant."
4381     if damaged(DSRSENS):
4382         if game.options & OPTION_TTY:
4383             prout(_("Short range sensors damaged."))
4384         return
4385     if game.iplnet == None:
4386         if game.options & OPTION_TTY:
4387             prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4388         return
4389     if game.iplnet.known == "unknown":
4390         prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
4391         skip(1)
4392         prout(_("         Planet at Sector %s is of class %s.") %
4393               (game.plnet, game.iplnet.pclass))
4394         if game.iplnet.known=="shuttle_down": 
4395             prout(_("         Sensors show Galileo still on surface."))
4396         proutn(_("         Readings indicate"))
4397         if game.iplnet.crystals != "present":
4398             proutn(_(" no"))
4399         prout(_(" dilithium crystals present.\""))
4400         if game.iplnet.known == "unknown":
4401             game.iplnet.known = "known"
4402     elif game.iplnet.inhabited:
4403         prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
4404         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
4405
4406 def beam():
4407     "Use the transporter."
4408     nrgneed = 0
4409     scanner.chew()
4410     skip(1)
4411     if damaged(DTRANSP):
4412         prout(_("Transporter damaged."))
4413         if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4414             skip(1)
4415             proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
4416             if ja():
4417                 shuttle()
4418         return
4419     if not game.inorbit:
4420         prout(crmshp() + _(" not in standard orbit."))
4421         return
4422     if game.shldup:
4423         prout(_("Impossible to transport through shields."))
4424         return
4425     if game.iplnet.known=="unknown":
4426         prout(_("Spock-  \"Captain, we have no information on this planet"))
4427         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4428         prout(_("  you may not go down.\""))
4429         return
4430     if not game.landed and game.iplnet.crystals=="absent":
4431         prout(_("Spock-  \"Captain, I fail to see the logic in"))
4432         prout(_("  exploring a planet with no dilithium crystals."))
4433         proutn(_("  Are you sure this is wise?\" "))
4434         if not ja():
4435             scanner.chew()
4436             return
4437     if not (game.options & OPTION_PLAIN):
4438         nrgneed = 50 * game.skill + game.height / 100.0
4439         if nrgneed > game.energy:
4440             prout(_("Engineering to bridge--"))
4441             prout(_("  Captain, we don't have enough energy for transportation."))
4442             return
4443         if not game.landed and nrgneed * 2 > game.energy:
4444             prout(_("Engineering to bridge--"))
4445             prout(_("  Captain, we have enough energy only to transport you down to"))
4446             prout(_("  the planet, but there wouldn't be an energy for the trip back."))
4447             if game.iplnet.known == "shuttle_down":
4448                 prout(_("  Although the Galileo shuttle craft may still be on a surface."))
4449             proutn(_("  Are you sure this is wise?\" "))
4450             if not ja():
4451                 scanner.chew()
4452                 return
4453     if game.landed:
4454         # Coming from planet 
4455         if game.iplnet.known=="shuttle_down":
4456             proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
4457             if ja():
4458                 scanner.chew()
4459                 return
4460             prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4461         prout(_("Landing party assembled, ready to beam up."))
4462         skip(1)
4463         prout(_("Kirk whips out communicator..."))
4464         prouts(_("BEEP  BEEP  BEEP"))
4465         skip(2)
4466         prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
4467     else:
4468         # Going to planet 
4469         prout(_("Scotty-  \"Transporter room ready, Sir.\""))
4470         skip(1)
4471         prout(_("Kirk and landing party prepare to beam down to planet surface."))
4472         skip(1)
4473         prout(_("Kirk-  \"Energize.\""))
4474     game.ididit = True
4475     skip(1)
4476     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
4477     skip(2)
4478     if withprob(0.98):
4479         prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4480         skip(2)
4481         prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
4482         finish(FLOST)
4483         return
4484     prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
4485     game.landed = not game.landed
4486     game.energy -= nrgneed
4487     skip(2)
4488     prout(_("Transport complete."))
4489     if game.landed and game.iplnet.known=="shuttle_down":
4490         prout(_("The shuttle craft Galileo is here!"))
4491     if not game.landed and game.imine:
4492         game.icrystl = True
4493         game.cryprob = 0.05
4494     game.imine = False
4495     return
4496
4497 def mine():
4498     "Strip-mine a world for dilithium."
4499     skip(1)
4500     scanner.chew()
4501     if not game.landed:
4502         prout(_("Mining party not on planet."))
4503         return
4504     if game.iplnet.crystals == "mined":
4505         prout(_("This planet has already been strip-mined for dilithium."))
4506         return
4507     elif game.iplnet.crystals == "absent":
4508         prout(_("No dilithium crystals on this planet."))
4509         return
4510     if game.imine:
4511         prout(_("You've already mined enough crystals for this trip."))
4512         return
4513     if game.icrystl and game.cryprob == 0.05:
4514         prout(_("With all those fresh crystals aboard the ") + crmshp())
4515         prout(_("there's no reason to mine more at this time."))
4516         return
4517     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4518     if consumeTime():
4519         return
4520     prout(_("Mining operation complete."))
4521     game.iplnet.crystals = "mined"
4522     game.imine = game.ididit = True
4523
4524 def usecrystals():
4525     "Use dilithium crystals."
4526     game.ididit = False
4527     skip(1)
4528     scanner.chew()
4529     if not game.icrystl:
4530         prout(_("No dilithium crystals available."))
4531         return
4532     if game.energy >= 1000:
4533         prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
4534         prout(_("  except when Condition Yellow exists."))
4535         return
4536     prout(_("Spock- \"Captain, I must warn you that loading"))
4537     prout(_("  raw dilithium crystals into the ship's power"))
4538     prout(_("  system may risk a severe explosion."))
4539     proutn(_("  Are you sure this is wise?\" "))
4540     if not ja():
4541         scanner.chew()
4542         return
4543     skip(1)
4544     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
4545     prout(_("  Mr. Spock and I will try it.\""))
4546     skip(1)
4547     prout(_("Spock-  \"Crystals in place, Sir."))
4548     prout(_("  Ready to activate circuit.\""))
4549     skip(1)
4550     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
4551     skip(1)
4552     if withprob(game.cryprob):
4553         prouts(_("  \"Activating now! - - No good!  It's***"))
4554         skip(2)
4555         prouts(_("***RED ALERT!  RED A*L********************************"))
4556         skip(1)
4557         stars()
4558         prouts(_("******************   KA-BOOM!!!!   *******************"))
4559         skip(1)
4560         kaboom()
4561         return
4562     game.energy += randreal(5000.0, 5500.0)
4563     prouts(_("  \"Activating now! - - "))
4564     prout(_("The instruments"))
4565     prout(_("   are going crazy, but I think it's"))
4566     prout(_("   going to work!!  Congratulations, Sir!\""))
4567     game.cryprob *= 2.0
4568     game.ididit = True
4569
4570 def shuttle():
4571     "Use shuttlecraft for planetary jaunt."
4572     scanner.chew()
4573     skip(1)
4574     if damaged(DSHUTTL):
4575         if game.damage[DSHUTTL] == -1.0:
4576             if game.inorbit and game.iplnet.known == "shuttle_down":
4577                 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4578             else:
4579                 prout(_("Ye Faerie Queene had no shuttle craft."))
4580         elif game.damage[DSHUTTL] > 0:
4581             prout(_("The Galileo is damaged."))
4582         else: # game.damage[DSHUTTL] < 0  
4583             prout(_("Shuttle craft is now serving Big Macs."))
4584         return
4585     if not game.inorbit:
4586         prout(crmshp() + _(" not in standard orbit."))
4587         return
4588     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4589         prout(_("Shuttle craft not currently available."))
4590         return
4591     if not game.landed and game.iplnet.known=="shuttle_down":
4592         prout(_("You will have to beam down to retrieve the shuttle craft."))
4593         return
4594     if game.shldup or game.condition == "docked":
4595         prout(_("Shuttle craft cannot pass through shields."))
4596         return
4597     if game.iplnet.known=="unknown":
4598         prout(_("Spock-  \"Captain, we have no information on this planet"))
4599         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4600         prout(_("  you may not fly down.\""))
4601         return
4602     game.optime = 3.0e-5*game.height
4603     if game.optime >= 0.8*game.state.remtime:
4604         prout(_("First Officer Spock-  \"Captain, I compute that such"))
4605         proutn(_("  a maneuver would require approximately %2d%% of our") % \
4606                int(100*game.optime/game.state.remtime))
4607         prout(_("remaining time."))
4608         proutn(_("Are you sure this is wise?\" "))
4609         if not ja():
4610             game.optime = 0.0
4611             return
4612     if game.landed:
4613         # Kirk on planet 
4614         if game.iscraft == "onship":
4615             # Galileo on ship! 
4616             if not damaged(DTRANSP):
4617                 proutn(_("Spock-  \"Would you rather use the transporter?\" "))
4618                 if ja():
4619                     beam()
4620                     return
4621                 proutn(_("Shuttle crew"))
4622             else:
4623                 proutn(_("Rescue party"))
4624             prout(_(" boards Galileo and swoops toward planet surface."))
4625             game.iscraft = "offship"
4626             skip(1)
4627             if consumeTime():
4628                 return
4629             game.iplnet.known="shuttle_down"
4630             prout(_("Trip complete."))
4631             return
4632         else:
4633             # Ready to go back to ship 
4634             prout(_("You and your mining party board the"))
4635             prout(_("shuttle craft for the trip back to the Enterprise."))
4636             skip(1)
4637             prouts(_("The short hop begins . . ."))
4638             skip(1)
4639             game.iplnet.known="known"
4640             game.icraft = True
4641             skip(1)
4642             game.landed = False
4643             if consumeTime():
4644                 return
4645             game.iscraft = "onship"
4646             game.icraft = False
4647             if game.imine:
4648                 game.icrystl = True
4649                 game.cryprob = 0.05
4650             game.imine = False
4651             prout(_("Trip complete."))
4652             return
4653     else:
4654         # Kirk on ship and so is Galileo 
4655         prout(_("Mining party assembles in the hangar deck,"))
4656         prout(_("ready to board the shuttle craft \"Galileo\"."))
4657         skip(1)
4658         prouts(_("The hangar doors open; the trip begins."))
4659         skip(1)
4660         game.icraft = True
4661         game.iscraft = "offship"
4662         if consumeTime():
4663             return
4664         game.iplnet.known = "shuttle_down"
4665         game.landed = True
4666         game.icraft = False
4667         prout(_("Trip complete."))
4668         return
4669
4670 def deathray():
4671     "Use the big zapper."
4672     game.ididit = False
4673     skip(1)
4674     scanner.chew()
4675     if game.ship != 'E':
4676         prout(_("Ye Faerie Queene has no death ray."))
4677         return
4678     if len(game.enemies)==0:
4679         prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
4680         return
4681     if damaged(DDRAY):
4682         prout(_("Death Ray is damaged."))
4683         return
4684     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
4685     prout(_("  is highly unpredictible.  Considering the alternatives,"))
4686     proutn(_("  are you sure this is wise?\" "))
4687     if not ja():
4688         return
4689     prout(_("Spock-  \"Acknowledged.\""))
4690     skip(1)
4691     game.ididit = True
4692     prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4693     skip(1)
4694     prout(_("Crew scrambles in emergency preparation."))
4695     prout(_("Spock and Scotty ready the death ray and"))
4696     prout(_("prepare to channel all ship's power to the device."))
4697     skip(1)
4698     prout(_("Spock-  \"Preparations complete, sir.\""))
4699     prout(_("Kirk-  \"Engage!\""))
4700     skip(1)
4701     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4702     skip(1)
4703     dprob = 0.30
4704     if game.options & OPTION_PLAIN:
4705         dprob = 0.5
4706     r = randreal()
4707     if r > dprob:
4708         prouts(_("Sulu- \"Captain!  It's working!\""))
4709         skip(2)
4710         while len(game.enemies) > 0:
4711             deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4712         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
4713         if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4714             finish(FWON)    
4715         if (game.options & OPTION_PLAIN) == 0:
4716             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
4717             if withprob(0.05):
4718                 prout(_("   is still operational.\""))
4719             else:
4720                 prout(_("   has been rendered nonfunctional.\""))
4721                 game.damage[DDRAY] = 39.95
4722         return
4723     r = randreal()      # Pick failure method 
4724     if r <= 0.30:
4725         prouts(_("Sulu- \"Captain!  It's working!\""))
4726         skip(1)
4727         prouts(_("***RED ALERT!  RED ALERT!"))
4728         skip(1)
4729         prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4730         skip(1)
4731         prouts(_("***RED ALERT!  RED A*L********************************"))
4732         skip(1)
4733         stars()
4734         prouts(_("******************   KA-BOOM!!!!   *******************"))
4735         skip(1)
4736         kaboom()
4737         return
4738     if r <= 0.55:
4739         prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
4740         skip(1)
4741         prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
4742         skip(1)
4743         prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
4744         prout(_("  have apparently been transformed into strange mutations."))
4745         prout(_("  Vulcans do not seem to be affected."))
4746         skip(1)
4747         prout(_("Kirk-  \"Raauch!  Raauch!\""))
4748         finish(FDRAY)
4749         return
4750     if r <= 0.75:
4751         prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
4752         skip(2)
4753         proutn(_("Spock-  \"I believe the word is"))
4754         prouts(_(" *ASTONISHING*"))
4755         prout(_(" Mr. Sulu."))
4756         for i in range(QUADSIZE):
4757             for j in range(QUADSIZE):
4758                 if game.quad[i][j] == '.':
4759                     game.quad[i][j] = '?'
4760         prout(_("  Captain, our quadrant is now infested with"))
4761         prouts(_(" - - - - - -  *THINGS*."))
4762         skip(1)
4763         prout(_("  I have no logical explanation.\""))
4764         return
4765     prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
4766     skip(1)
4767     prout(_("Scotty-  \"There are so many tribbles down here"))
4768     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
4769     finish(FTRIBBLE)
4770     return
4771
4772 # Code from reports.c begins here
4773
4774 def attackreport(curt):
4775     "eport status of bases under attack."
4776     if not curt:
4777         if is_scheduled(FCDBAS):
4778             prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4779             prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4780         elif game.isatb == 1:
4781             prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4782             prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4783         else:
4784             prout(_("No Starbase is currently under attack."))
4785     else:
4786         if is_scheduled(FCDBAS):
4787             proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4788         if game.isatb:
4789             proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4790         clreol()
4791
4792 def report():
4793     # report on general game status 
4794     scanner.chew()
4795     s1 = (game.thawed and _("thawed ")) or ""
4796     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4797     s3 = (None, _("novice"), _("fair"),
4798           _("good"), _("expert"), _("emeritus"))[game.skill]
4799     prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4800     if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4801         prout(_("No plaque is allowed."))
4802     if game.tourn:
4803         prout(_("This is tournament game %d.") % game.tourn)
4804     prout(_("Your secret password is \"%s\"") % game.passwd)
4805     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)), 
4806            (game.inkling + game.incom + game.inscom)))
4807     if game.incom - len(game.state.kcmdr):
4808         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4809     elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4810         prout(_(", but no Commanders."))
4811     else:
4812         prout(".")
4813     if game.skill > SKILL_FAIR:
4814         prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4815     if len(game.state.baseq) != game.inbase:
4816         proutn(_("There "))
4817         if game.inbase-len(game.state.baseq)==1:
4818             proutn(_("has been 1 base"))
4819         else:
4820             proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4821         prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4822     else:
4823         prout(_("There are %d bases.") % game.inbase)
4824     if communicating() or game.iseenit:
4825         # Don't report this if not seen and
4826         # either the radio is dead or not at base!
4827         attackreport(False)
4828         game.iseenit = True
4829     if game.casual: 
4830         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4831     if game.nhelp:
4832         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
4833     if game.ship == 'E':
4834         proutn(_("You have "))
4835         if game.nprobes:
4836             proutn("%d" % (game.nprobes))
4837         else:
4838             proutn(_("no"))
4839         proutn(_(" deep space probe"))
4840         if game.nprobes!=1:
4841             proutn(_("s"))
4842         prout(".")
4843     if communicating() and is_scheduled(FDSPROB):
4844         if game.isarmed: 
4845             proutn(_("An armed deep space probe is in "))
4846         else:
4847             proutn(_("A deep space probe is in "))
4848         prout("Quadrant %s." % game.probec)
4849     if game.icrystl:
4850         if game.cryprob <= .05:
4851             prout(_("Dilithium crystals aboard ship... not yet used."))
4852         else:
4853             i=0
4854             ai = 0.05
4855             while game.cryprob > ai:
4856                 ai *= 2.0
4857                 i += 1
4858             prout(_("Dilithium crystals have been used %d time%s.") % \
4859                   (i, (_("s"), "")[i==1]))
4860     skip(1)
4861         
4862 def lrscan(silent):
4863     "Long-range sensor scan."
4864     if damaged(DLRSENS):
4865         # Now allow base's sensors if docked 
4866         if game.condition != "docked":
4867             if not silent:
4868                 prout(_("LONG-RANGE SENSORS DAMAGED."))
4869             return
4870         if not silent:
4871             prout(_("Starbase's long-range scan"))
4872     elif not silent:
4873         prout(_("Long-range scan"))
4874     for x in range(game.quadrant.i-1, game.quadrant.i+2):
4875         if not silent:
4876             proutn(" ")
4877         for y in range(game.quadrant.j-1, game.quadrant.j+2):
4878             if not Coord(x, y).valid_quadrant():
4879                 if not silent:
4880                     proutn("  -1")
4881             else:
4882                 if not damaged(DRADIO):
4883                     game.state.galaxy[x][y].charted = True
4884                 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4885                 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4886                 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4887                 if not silent and game.state.galaxy[x][y].supernova: 
4888                     proutn(" ***")
4889                 elif not silent:
4890                     proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4891         if not silent:
4892             prout(" ")
4893
4894 def damagereport():
4895     "Damage report."
4896     jdam = False
4897     scanner.chew()
4898     for i in range(NDEVICES):
4899         if damaged(i):
4900             if not jdam:
4901                 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4902                 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4903                 jdam = True
4904             prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
4905                                                game.damage[i]+0.05,
4906                                                DOCKFAC*game.damage[i]+0.005))
4907     if not jdam:
4908         prout(_("All devices functional."))
4909
4910 def rechart():
4911     "Update the chart in the Enterprise's computer from galaxy data."
4912     game.lastchart = game.state.date
4913     for i in range(GALSIZE):
4914         for j in range(GALSIZE):
4915             if game.state.galaxy[i][j].charted:
4916                 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4917                 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4918                 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4919
4920 def chart():
4921     "Display the star chart."
4922     scanner.chew()
4923     if (game.options & OPTION_AUTOSCAN):
4924         lrscan(silent=True)
4925     if not damaged(DRADIO):
4926         rechart()
4927     if game.lastchart < game.state.date and game.condition == "docked":
4928         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
4929         rechart()
4930     prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
4931     if game.state.date > game.lastchart:
4932         prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4933     prout("      1    2    3    4    5    6    7    8")
4934     for i in range(GALSIZE):
4935         proutn("%d |" % (i+1))
4936         for j in range(GALSIZE):
4937             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4938                 proutn("<")
4939             else:
4940                 proutn(" ")
4941             if game.state.galaxy[i][j].supernova:
4942                 show = "***"
4943             elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4944                 show = ".1."
4945             elif game.state.galaxy[i][j].charted:
4946                 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4947             else:
4948                 show = "..."
4949             proutn(show)
4950             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4951                 proutn(">")
4952             else:
4953                 proutn(" ")
4954         proutn("  |")
4955         if i<GALSIZE:
4956             skip(1)
4957
4958 def sectscan(goodScan, i, j):
4959     "Light up an individual dot in a sector."
4960     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4961         textcolor({"green":GREEN,
4962                    "yellow":YELLOW,
4963                    "red":RED,
4964                    "docked":CYAN,
4965                    "dead":BROWN}[game.condition]) 
4966         if game.quad[i][j] != game.ship: 
4967             highvideo();
4968         proutn("%c " % game.quad[i][j])
4969         textcolor(DEFAULT)
4970     else:
4971         proutn("- ")
4972
4973 def status(req=0):
4974     "Emit status report lines"
4975     if not req or req == 1:
4976         prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4977                % (game.state.date, game.state.remtime))
4978     if not req or req == 2:
4979         if game.condition != "docked":
4980             newcnd()
4981         prstat(_("Condition"), _("%s, %i DAMAGES") % \
4982                (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4983     if not req or req == 3:
4984         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4985     if not req or req == 4:
4986         if damaged(DLIFSUP):
4987             if game.condition == "docked":
4988                 s = _("DAMAGED, Base provides")
4989             else:
4990                 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4991         else:
4992             s = _("ACTIVE")
4993         prstat(_("Life Support"), s)
4994     if not req or req == 5:
4995         prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4996     if not req or req == 6:
4997         extra = ""
4998         if game.icrystl and (game.options & OPTION_SHOWME):
4999             extra = _(" (have crystals)")
5000         prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5001     if not req or req == 7:
5002         prstat(_("Torpedoes"), "%d" % (game.torps))
5003     if not req or req == 8:
5004         if damaged(DSHIELD):
5005             s = _("DAMAGED,")
5006         elif game.shldup:
5007             s = _("UP,")
5008         else:
5009             s = _("DOWN,")
5010         data = _(" %d%% %.1f units") \
5011                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5012         prstat(_("Shields"), s+data)
5013     if not req or req == 9:
5014         prstat(_("Klingons Left"), "%d" \
5015                % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5016     if not req or req == 10:
5017         if game.options & OPTION_WORLDS:
5018             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5019             if plnet and plnet.inhabited:
5020                 prstat(_("Major system"), plnet.name)
5021             else:
5022                 prout(_("Sector is uninhabited"))
5023     elif not req or req == 11:
5024         attackreport(not req)
5025
5026 def request():
5027     "Request specified status data, a historical relic from slow TTYs."
5028     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5029     while scanner.next() == "IHEOL":
5030         proutn(_("Information desired? "))
5031     scanner.chew()
5032     if scanner.token in requests:
5033         status(requests.index(scanner.token))
5034     else:
5035         prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5036         prout(("  date, condition, position, lsupport, warpfactor,"))
5037         prout(("  energy, torpedoes, shields, klingons, system, time."))
5038                 
5039 def srscan():
5040     "Short-range scan." 
5041     goodScan=True
5042     if damaged(DSRSENS):
5043         # Allow base's sensors if docked 
5044         if game.condition != "docked":
5045             prout(_("   S.R. SENSORS DAMAGED!"))
5046             goodScan=False
5047         else:
5048             prout(_("  [Using Base's sensors]"))
5049     else:
5050         prout(_("     Short-range scan"))
5051     if goodScan and not damaged(DRADIO): 
5052         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5053         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5054         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5055         game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5056     prout("    1 2 3 4 5 6 7 8 9 10")
5057     if game.condition != "docked":
5058         newcnd()
5059     for i in range(QUADSIZE):
5060         proutn("%2d  " % (i+1))
5061         for j in range(QUADSIZE):
5062             sectscan(goodScan, i, j)
5063         skip(1)
5064                 
5065 def eta():
5066     "Use computer to get estimated time of arrival for a warp jump."
5067     w1 = Coord(); w2 = Coord()
5068     prompt = False
5069     if damaged(DCOMPTR):
5070         prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5071         skip(1)
5072         return
5073     if scanner.next() != "IHREAL":
5074         prompt = True
5075         scanner.chew()
5076         proutn(_("Destination quadrant and/or sector? "))
5077         if scanner.next()!="IHREAL":
5078             huh()
5079             return
5080     w1.j = int(scanner.real-0.5)
5081     if scanner.next() != "IHREAL":
5082         huh()
5083         return
5084     w1.i = int(scanner.real-0.5)
5085     if scanner.next() == "IHREAL":
5086         w2.j = int(scanner.real-0.5)
5087         if scanner.next() != "IHREAL":
5088             huh()
5089             return
5090         w2.i = int(scanner.real-0.5)
5091     else:
5092         if game.quadrant.j>w1.i:
5093             w2.i = 0
5094         else:
5095             w2.i=QUADSIZE-1
5096         if game.quadrant.i>w1.j:
5097             w2.j = 0
5098         else:
5099             w2.j=QUADSIZE-1
5100     if not w1.valid_quadrant() or not w2.valid_sector():
5101         huh()
5102         return
5103     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5104                 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5105     wfl = False
5106     if prompt:
5107         prout(_("Answer \"no\" if you don't know the value:"))
5108     while True:
5109         scanner.chew()
5110         proutn(_("Time or arrival date? "))
5111         if scanner.next()=="IHREAL":
5112             ttime = scanner.real
5113             if ttime > game.state.date:
5114                 ttime -= game.state.date # Actually a star date
5115             twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5116             if ttime <= 1e-10 or twarp > 10:
5117                 prout(_("We'll never make it, sir."))
5118                 scanner.chew()
5119                 return
5120             if twarp < 1.0:
5121                 twarp = 1.0
5122             break
5123         scanner.chew()
5124         proutn(_("Warp factor? "))
5125         if scanner.next()== "IHREAL":
5126             wfl = True
5127             twarp = scanner.real
5128             if twarp<1.0 or twarp > 10.0:
5129                 huh()
5130                 return
5131             break
5132         prout(_("Captain, certainly you can give me one of these."))
5133     while True:
5134         scanner.chew()
5135         ttime = (10.0*dist)/twarp**2
5136         tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5137         if tpower >= game.energy:
5138             prout(_("Insufficient energy, sir."))
5139             if not game.shldup or tpower > game.energy*2.0:
5140                 if not wfl:
5141                     return
5142                 proutn(_("New warp factor to try? "))
5143                 if scanner.next() == "IHREAL":
5144                     wfl = True
5145                     twarp = scanner.real
5146                     if twarp<1.0 or twarp > 10.0:
5147                         huh()
5148                         return
5149                     continue
5150                 else:
5151                     scanner.chew()
5152                     skip(1)
5153                     return
5154             prout(_("But if you lower your shields,"))
5155             proutn(_("remaining"))
5156             tpower /= 2
5157         else:
5158             proutn(_("Remaining"))
5159         prout(_(" energy will be %.2f.") % (game.energy-tpower))
5160         if wfl:
5161             prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5162         elif twarp==1.0:
5163             prout(_("Any warp speed is adequate."))
5164         else:
5165             prout(_("Minimum warp needed is %.2f,") % (twarp))
5166             prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5167         if game.state.remtime < ttime:
5168             prout(_("Unfortunately, the Federation will be destroyed by then."))
5169         if twarp > 6.0:
5170             prout(_("You'll be taking risks at that speed, Captain"))
5171         if (game.isatb==1 and game.state.kscmdr == w1 and \
5172              scheduled(FSCDBAS)< ttime+game.state.date) or \
5173             (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5174             prout(_("The starbase there will be destroyed by then."))
5175         proutn(_("New warp factor to try? "))
5176         if scanner.next() == "IHREAL":
5177             wfl = True
5178             twarp = scanner.real
5179             if twarp<1.0 or twarp > 10.0:
5180                 huh()
5181                 return
5182         else:
5183             scanner.chew()
5184             skip(1)
5185             return
5186
5187 # Code from setup.c begins here
5188
5189 def prelim():
5190     "Issue a historically correct banner."
5191     skip(2)
5192     prout(_("-SUPER- STAR TREK"))
5193     skip(1)
5194 # From the FORTRAN original
5195 #    prout(_("Latest update-21 Sept 78"))
5196 #    skip(1)
5197
5198 def freeze(boss):
5199     "Save game."
5200     if boss:
5201         scanner.push("emsave.trk")
5202     key = scanner.next()
5203     if key == "IHEOL":
5204         proutn(_("File name: "))
5205         key = scanner.next()
5206     if key != "IHALPHA":
5207         huh()
5208         return
5209     scanner.chew()
5210     if '.' not in scanner.token:
5211         scanner.token += ".trk"
5212     try:
5213         fp = open(scanner.token, "wb")
5214     except IOError:
5215         prout(_("Can't freeze game as file %s") % scanner.token)
5216         return
5217     cPickle.dump(game, fp)
5218     fp.close()
5219
5220 def thaw():
5221     "Retrieve saved game."
5222     global game
5223     game.passwd[0] = '\0'
5224     key = scanner.next()
5225     if key == "IHEOL":
5226         proutn(_("File name: "))
5227         key = scanner.next()
5228     if key != "IHALPHA":
5229         huh()
5230         return True
5231     scanner.chew()
5232     if '.' not in scanner.token:
5233         scanner.token += ".trk"
5234     try:
5235         fp = open(scanner.token, "rb")
5236     except IOError:
5237         prout(_("Can't thaw game in %s") % scanner.token)
5238         return
5239     game = cPickle.load(fp)
5240     fp.close()
5241     return False
5242
5243 # I used <http://www.memory-alpha.org> to find planets
5244 # with references in ST:TOS.  Earth and the Alpha Centauri
5245 # Colony have been omitted.
5246
5247 # Some planets marked Class G and P here will be displayed as class M
5248 # because of the way planets are generated. This is a known bug.
5249 systnames = (
5250     # Federation Worlds 
5251     _("Andoria (Fesoan)"),      # several episodes 
5252     _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel" 
5253     _("Vulcan (T'Khasi)"),      # many episodes 
5254     _("Medusa"),                # TOS: "Is There in Truth No Beauty?" 
5255     _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) 
5256     _("Ardana"),                # TOS: "The Cloud Minders" 
5257     _("Catulla (Cendo-Prae)"),  # TOS: "The Way to Eden" 
5258     _("Gideon"),                # TOS: "The Mark of Gideon" 
5259     _("Aldebaran III"),         # TOS: "The Deadly Years" 
5260     _("Alpha Majoris I"),       # TOS: "Wolf in the Fold" 
5261     _("Altair IV"),             # TOS: "Amok Time 
5262     _("Ariannus"),              # TOS: "Let That Be Your Last Battlefield" 
5263     _("Benecia"),               # TOS: "The Conscience of the King" 
5264     _("Beta Niobe I (Sarpeidon)"),      # TOS: "All Our Yesterdays" 
5265     _("Alpha Carinae II"),      # TOS: "The Ultimate Computer" 
5266     _("Capella IV (Kohath)"),   # TOS: "Friday's Child" (Class G) 
5267     _("Daran V"),               # TOS: "For the World is Hollow and I Have Touched the Sky" 
5268     _("Deneb II"),              # TOS: "Wolf in the Fold" ("IV" in BSD) 
5269     _("Eminiar VII"),           # TOS: "A Taste of Armageddon" 
5270     _("Gamma Canaris IV"),      # TOS: "Metamorphosis" 
5271     _("Gamma Tranguli VI (Vaalel)"),    # TOS: "The Apple" 
5272     _("Ingraham B"),            # TOS: "Operation: Annihilate" 
5273     _("Janus IV"),              # TOS: "The Devil in the Dark" 
5274     _("Makus III"),             # TOS: "The Galileo Seven" 
5275     _("Marcos XII"),            # TOS: "And the Children Shall Lead", 
5276     _("Omega IV"),              # TOS: "The Omega Glory" 
5277     _("Regulus V"),             # TOS: "Amok Time 
5278     _("Deneva"),                # TOS: "Operation -- Annihilate!" 
5279     # Worlds from BSD Trek 
5280     _("Rigel II"),              # TOS: "Shore Leave" ("III" in BSD) 
5281     _("Beta III"),              # TOS: "The Return of the Archons" 
5282     _("Triacus"),               # TOS: "And the Children Shall Lead", 
5283     _("Exo III"),               # TOS: "What Are Little Girls Made Of?" (Class P) 
5284 #       # Others 
5285 #    _("Hansen's Planet"),      # TOS: "The Galileo Seven" 
5286 #    _("Taurus IV"),            # TOS: "The Galileo Seven" (class G) 
5287 #    _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" 
5288 #    _("Izar"),                 # TOS: "Whom Gods Destroy" 
5289 #    _("Tiburon"),              # TOS: "The Way to Eden" 
5290 #    _("Merak II"),             # TOS: "The Cloud Minders" 
5291 #    _("Coridan (Desotriana)"), # TOS: "Journey to Babel" 
5292 #    _("Iotia"),                # TOS: "A Piece of the Action" 
5293 )
5294
5295 device = (
5296         _("S. R. Sensors"), \
5297         _("L. R. Sensors"), \
5298         _("Phasers"), \
5299         _("Photon Tubes"), \
5300         _("Life Support"), \
5301         _("Warp Engines"), \
5302         _("Impulse Engines"), \
5303         _("Shields"), \
5304         _("Subspace Radio"), \
5305         _("Shuttle Craft"), \
5306         _("Computer"), \
5307         _("Navigation System"), \
5308         _("Transporter"), \
5309         _("Shield Control"), \
5310         _("Death Ray"), \
5311         _("D. S. Probe"), \
5312 )
5313
5314 def setup():
5315     "Prepare to play, set up cosmos."
5316     w = Coord()
5317     #  Decide how many of everything
5318     if choose():
5319         return # frozen game
5320     # Prepare the Enterprise
5321     game.alldone = game.gamewon = game.shldchg = game.shldup = False
5322     game.ship = 'E'
5323     game.state.crew = FULLCREW
5324     game.energy = game.inenrg = 5000.0
5325     game.shield = game.inshld = 2500.0
5326     game.inlsr = 4.0
5327     game.lsupres = 4.0
5328     game.quadrant = randplace(GALSIZE)
5329     game.sector = randplace(QUADSIZE)
5330     game.torps = game.intorps = 10
5331     game.nprobes = randrange(2, 5)
5332     game.warpfac = 5.0
5333     for i in range(NDEVICES): 
5334         game.damage[i] = 0.0
5335     # Set up assorted game parameters
5336     game.battle = Coord()
5337     game.state.date = game.indate = 100.0 * randreal(20, 51)
5338     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5339     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5340     game.isatb = game.state.nplankl = 0
5341     game.state.starkl = game.state.basekl = 0
5342     game.iscraft = "onship"
5343     game.landed = False
5344     game.alive = True
5345     # Starchart is functional but we've never seen it
5346     game.lastchart = FOREVER
5347     # Put stars in the galaxy
5348     game.instar = 0
5349     for i in range(GALSIZE):
5350         for j in range(GALSIZE):
5351             k = randrange(1, QUADSIZE**2/10+1)
5352             game.instar += k
5353             game.state.galaxy[i][j].stars = k
5354     # Locate star bases in galaxy
5355     for i in range(game.inbase):
5356         while True:
5357             while True:
5358                 w = randplace(GALSIZE)
5359                 if not game.state.galaxy[w.i][w.j].starbase:
5360                     break
5361             contflag = False
5362             # C version: for (j = i-1; j > 0; j--)
5363             # so it did them in the opposite order.
5364             for j in range(1, i):
5365                 # Improved placement algorithm to spread out bases
5366                 distq = (w - game.state.baseq[j]).distance()
5367                 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5368                     contflag = True
5369                     if game.idebug:
5370                         prout("=== Abandoning base #%d at %s" % (i, w))
5371                     break
5372                 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5373                     if game.idebug:
5374                         prout("=== Saving base #%d, close to #%d" % (i, j))
5375             if not contflag:
5376                 break
5377         game.state.baseq.append(w)
5378         game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5379     # Position ordinary Klingon Battle Cruisers
5380     krem = game.inkling
5381     klumper = 0.25*game.skill*(9.0-game.length)+1.0
5382     if klumper > MAXKLQUAD: 
5383         klumper = MAXKLQUAD
5384     while True:
5385         r = randreal()
5386         klump = (1.0 - r*r)*klumper
5387         if klump > krem:
5388             klump = krem
5389         krem -= klump
5390         while True:
5391             w = randplace(GALSIZE)
5392             if not game.state.galaxy[w.i][w.j].supernova and \
5393                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5394                 break
5395         game.state.galaxy[w.i][w.j].klingons += int(klump)
5396         if krem <= 0:
5397             break
5398     # Position Klingon Commander Ships
5399     for i in range(game.incom):
5400         while True:
5401             w = randplace(GALSIZE)
5402             if not welcoming(w) or w in game.state.kcmdr:
5403                 continue
5404             if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5405                 break
5406         game.state.galaxy[w.i][w.j].klingons += 1
5407         game.state.kcmdr.append(w)
5408     # Locate planets in galaxy
5409     for i in range(game.inplan):
5410         while True:
5411             w = randplace(GALSIZE) 
5412             if game.state.galaxy[w.i][w.j].planet == None:
5413                 break
5414         new = Planet()
5415         new.quadrant = w
5416         new.crystals = "absent"
5417         if (game.options & OPTION_WORLDS) and i < NINHAB:
5418             new.pclass = "M"    # All inhabited planets are class M
5419             new.crystals = "absent"
5420             new.known = "known"
5421             new.name = systnames[i]
5422             new.inhabited = True
5423         else:
5424             new.pclass = ("M", "N", "O")[randrange(0, 3)]
5425             if withprob(0.33):
5426                 new.crystals = "present"
5427             new.known = "unknown"
5428             new.inhabited = False
5429         game.state.galaxy[w.i][w.j].planet = new
5430         game.state.planets.append(new)
5431     # Locate Romulans
5432     for i in range(game.state.nromrem):
5433         w = randplace(GALSIZE)
5434         game.state.galaxy[w.i][w.j].romulans += 1
5435     # Place the Super-Commander if needed
5436     if game.state.nscrem > 0:
5437         while True:
5438             w = randplace(GALSIZE)
5439             if welcoming(w):
5440                 break
5441         game.state.kscmdr = w
5442         game.state.galaxy[w.i][w.j].klingons += 1
5443     # Initialize times for extraneous events
5444     schedule(FSNOVA, expran(0.5 * game.intime))
5445     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5446     schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5447     schedule(FBATTAK, expran(0.3*game.intime))
5448     unschedule(FCDBAS)
5449     if game.state.nscrem:
5450         schedule(FSCMOVE, 0.2777)
5451     else:
5452         unschedule(FSCMOVE)
5453     unschedule(FSCDBAS)
5454     unschedule(FDSPROB)
5455     if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5456         schedule(FDISTR, expran(1.0 + game.intime))
5457     else:
5458         unschedule(FDISTR)
5459     unschedule(FENSLV)
5460     unschedule(FREPRO)
5461     # Place thing (in tournament game, we don't want one!)
5462     # New in SST2K: never place the Thing near a starbase.
5463     # This makes sense and avoids a special case in the old code.
5464     global thing
5465     if game.tourn is None:
5466         while True:
5467             thing = randplace(GALSIZE)
5468             if thing not in game.state.baseq:
5469                 break
5470     skip(2)
5471     game.state.snap = False
5472     if game.skill == SKILL_NOVICE:
5473         prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5474         prout(_("a deadly Klingon invasion force. As captain of the United"))
5475         prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5476         prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5477         prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5478         prout(_("your mission.  As you proceed you may be given more time."))
5479         skip(1)
5480         prout(_("You will have %d supporting starbases.") % (game.inbase))
5481         proutn(_("Starbase locations-  "))
5482     else:
5483         prout(_("Stardate %d.") % int(game.state.date))
5484         skip(1)
5485         prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5486         prout(_("An unknown number of Romulans."))
5487         if game.state.nscrem:
5488             prout(_("And one (GULP) Super-Commander."))
5489         prout(_("%d stardates.") % int(game.intime))
5490         proutn(_("%d starbases in ") % game.inbase)
5491     for i in range(game.inbase):
5492         proutn(`game.state.baseq[i]`)
5493         proutn("  ")
5494     skip(2)
5495     proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5496     proutn(_(" Sector %s") % game.sector)
5497     skip(2)
5498     prout(_("Good Luck!"))
5499     if game.state.nscrem:
5500         prout(_("  YOU'LL NEED IT."))
5501     waitfor()
5502     newqad()
5503     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5504         game.shldup = True
5505     if game.neutz:      # bad luck to start in a Romulan Neutral Zone
5506         attack(torps_ok=False)
5507
5508 def choose():
5509     "Choose your game type."
5510     while True:
5511         game.tourn = game.length = 0
5512         game.thawed = False
5513         game.skill = SKILL_NONE
5514         if not scanner.inqueue: # Can start with command line options 
5515             proutn(_("Would you like a regular, tournament, or saved game? "))
5516         scanner.next()
5517         if scanner.sees("tournament"):
5518             while scanner.next() == "IHEOL":
5519                 proutn(_("Type in tournament number-"))
5520             if scanner.real == 0:
5521                 scanner.chew()
5522                 continue # We don't want a blank entry
5523             game.tourn = int(round(scanner.real))
5524             random.seed(scanner.real)
5525             if logfp:
5526                 logfp.write("# random.seed(%d)\n" % scanner.real)
5527             break
5528         if scanner.sees("saved") or scanner.sees("frozen"):
5529             if thaw():
5530                 continue
5531             scanner.chew()
5532             if game.passwd == None:
5533                 continue
5534             if not game.alldone:
5535                 game.thawed = True # No plaque if not finished
5536             report()
5537             waitfor()
5538             return True
5539         if scanner.sees("regular"):
5540             break
5541         proutn(_("What is \"%s\"?") % scanner.token)
5542         scanner.chew()
5543     while game.length==0 or game.skill==SKILL_NONE:
5544         if scanner.next() == "IHALPHA":
5545             if scanner.sees("short"):
5546                 game.length = 1
5547             elif scanner.sees("medium"):
5548                 game.length = 2
5549             elif scanner.sees("long"):
5550                 game.length = 4
5551             elif scanner.sees("novice"):
5552                 game.skill = SKILL_NOVICE
5553             elif scanner.sees("fair"):
5554                 game.skill = SKILL_FAIR
5555             elif scanner.sees("good"):
5556                 game.skill = SKILL_GOOD
5557             elif scanner.sees("expert"):
5558                 game.skill = SKILL_EXPERT
5559             elif scanner.sees("emeritus"):
5560                 game.skill = SKILL_EMERITUS
5561             else:
5562                 proutn(_("What is \""))
5563                 proutn(scanner.token)
5564                 prout("\"?")
5565         else:
5566             scanner.chew()
5567             if game.length==0:
5568                 proutn(_("Would you like a Short, Medium, or Long game? "))
5569             elif game.skill == SKILL_NONE:
5570                 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5571     # Choose game options -- added by ESR for SST2K
5572     if scanner.next() != "IHALPHA":
5573         scanner.chew()
5574         proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5575         scanner.next()
5576     if scanner.sees("plain"):
5577         # Approximates the UT FORTRAN version.
5578         game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5579         game.options |= OPTION_PLAIN
5580     elif scanner.sees("almy"):
5581         # Approximates Tom Almy's version.
5582         game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5583         game.options |= OPTION_ALMY
5584     elif scanner.sees("fancy") or scanner.sees("\n"):
5585         pass
5586     elif len(scanner.token):
5587         proutn(_("What is \"%s\"?") % scanner.token)
5588     game.options &=~ OPTION_COLOR
5589     setpassword()
5590     if game.passwd == "debug":
5591         game.idebug = True
5592         prout("=== Debug mode enabled.")
5593     # Use parameters to generate initial values of things
5594     game.damfac = 0.5 * game.skill
5595     game.inbase = randrange(BASEMIN, BASEMAX+1)
5596     game.inplan = 0
5597     if game.options & OPTION_PLANETS:
5598         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5599     if game.options & OPTION_WORLDS:
5600         game.inplan += int(NINHAB)
5601     game.state.nromrem = game.inrom = randrange(2 *game.skill)
5602     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5603     game.state.remtime = 7.0 * game.length
5604     game.intime = game.state.remtime
5605     game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5606     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5607     game.state.remres = (game.inkling+4*game.incom)*game.intime
5608     game.inresor = game.state.remres
5609     if game.inkling > 50:
5610         game.state.inbase += 1
5611     return False
5612
5613 def dropin(iquad=None):
5614     "Drop a feature on a random dot in the current quadrant."
5615     while True:
5616         w = randplace(QUADSIZE)
5617         if game.quad[w.i][w.j] == '.':
5618             break
5619     if iquad is not None:
5620         game.quad[w.i][w.j] = iquad
5621     return w
5622
5623 def newcnd():
5624     "Update our alert status."
5625     game.condition = "green"
5626     if game.energy < 1000.0:
5627         game.condition = "yellow"
5628     if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5629         game.condition = "red"
5630     if not game.alive:
5631         game.condition="dead"
5632
5633 def newkling():
5634     "Drop new Klingon into current quadrant."
5635     return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5636
5637 def newqad():
5638     "Set up a new state of quadrant, for when we enter or re-enter it."
5639     game.justin = True
5640     game.iplnet = None
5641     game.neutz = game.inorbit = game.landed = False
5642     game.ientesc = game.iseenit = False
5643     # Create a blank quadrant
5644     game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5645     if game.iscate:
5646         # Attempt to escape Super-commander, so tbeam back!
5647         game.iscate = False
5648         game.ientesc = True
5649     q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5650     # cope with supernova
5651     if q.supernova:
5652         return
5653     game.klhere = q.klingons
5654     game.irhere = q.romulans
5655     # Position Starship
5656     game.quad[game.sector.i][game.sector.j] = game.ship
5657     game.enemies = []
5658     if q.klingons:
5659         # Position ordinary Klingons
5660         for i in range(game.klhere):
5661             newkling()
5662         # If we need a commander, promote a Klingon
5663         for cmdr in game.state.kcmdr:
5664             if cmdr == game.quadrant:
5665                 e = game.enemies[game.klhere-1]
5666                 game.quad[e.location.i][e.location.j] = 'C'
5667                 e.power = randreal(950,1350) + 50.0*game.skill
5668                 break   
5669         # If we need a super-commander, promote a Klingon
5670         if game.quadrant == game.state.kscmdr:
5671             e = game.enemies[0]
5672             game.quad[e.location.i][e.location.j] = 'S'
5673             e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
5674             game.iscate = (game.state.remkl > 1)
5675     # Put in Romulans if needed
5676     for i in range(q.romulans):
5677         Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5678     # If quadrant needs a starbase, put it in
5679     if q.starbase:
5680         game.base = dropin('B')
5681     # If quadrant needs a planet, put it in
5682     if q.planet:
5683         game.iplnet = q.planet
5684         if not q.planet.inhabited:
5685             game.plnet = dropin('P')
5686         else:
5687             game.plnet = dropin('@')
5688     # Check for condition
5689     newcnd()
5690     # Check for RNZ
5691     if game.irhere > 0 and game.klhere == 0:
5692         game.neutz = True
5693         if not damaged(DRADIO):
5694             skip(1)
5695             prout(_("LT. Uhura- \"Captain, an urgent message."))
5696             prout(_("  I'll put it on audio.\"  CLICK"))
5697             skip(1)
5698             prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5699             prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5700     # Put in THING if needed
5701     if thing == game.quadrant:
5702         Enemy(type='?', loc=dropin(),
5703                   power=randreal(6000,6500.0)+250.0*game.skill)
5704         if not damaged(DSRSENS):
5705             skip(1)
5706             prout(_("Mr. Spock- \"Captain, this is most unusual."))
5707             prout(_("    Please examine your short-range scan.\""))
5708     # Decide if quadrant needs a Tholian; lighten up if skill is low 
5709     if game.options & OPTION_THOLIAN:
5710         if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5711             (game.skill == SKILL_GOOD and withprob(0.05)) or \
5712             (game.skill > SKILL_GOOD and withprob(0.08)):
5713             w = Coord()
5714             while True:
5715                 w.i = withprob(0.5) * (QUADSIZE-1)
5716                 w.j = withprob(0.5) * (QUADSIZE-1)
5717                 if game.quad[w.i][w.j] == '.':
5718                     break
5719             game.tholian = Enemy(type='T', loc=w,
5720                                  power=randrange(100, 500) + 25.0*game.skill)
5721             # Reserve unoccupied corners 
5722             if game.quad[0][0]=='.':
5723                 game.quad[0][0] = 'X'
5724             if game.quad[0][QUADSIZE-1]=='.':
5725                 game.quad[0][QUADSIZE-1] = 'X'
5726             if game.quad[QUADSIZE-1][0]=='.':
5727                 game.quad[QUADSIZE-1][0] = 'X'
5728             if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5729                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5730     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5731     # And finally the stars
5732     for i in range(q.stars):
5733         dropin('*')
5734     # Put in a few black holes
5735     for i in range(1, 3+1):
5736         if withprob(0.5): 
5737             dropin(' ')
5738     # Take out X's in corners if Tholian present
5739     if game.tholian:
5740         if game.quad[0][0]=='X':
5741             game.quad[0][0] = '.'
5742         if game.quad[0][QUADSIZE-1]=='X':
5743             game.quad[0][QUADSIZE-1] = '.'
5744         if game.quad[QUADSIZE-1][0]=='X':
5745             game.quad[QUADSIZE-1][0] = '.'
5746         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5747             game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5748
5749 def setpassword():
5750     "Set the self-destruct password."
5751     if game.options & OPTION_PLAIN:
5752         while True:
5753             scanner.chew()
5754             proutn(_("Please type in a secret password- "))
5755             scanner.next()
5756             game.passwd = scanner.token
5757             if game.passwd != None:
5758                 break
5759     else:
5760         game.passwd = ""
5761         game.passwd += chr(ord('a')+randrange(26))
5762         game.passwd += chr(ord('a')+randrange(26))
5763         game.passwd += chr(ord('a')+randrange(26))
5764
5765 # Code from sst.c begins here
5766
5767 commands = {
5768     "SRSCAN":           OPTION_TTY,
5769     "STATUS":           OPTION_TTY,
5770     "REQUEST":          OPTION_TTY,
5771     "LRSCAN":           OPTION_TTY,
5772     "PHASERS":          0,
5773     "TORPEDO":          0,
5774     "PHOTONS":          0,
5775     "MOVE":             0,
5776     "SHIELDS":          0,
5777     "DOCK":             0,
5778     "DAMAGES":          0,
5779     "CHART":            0,
5780     "IMPULSE":          0,
5781     "REST":             0,
5782     "WARP":             0,
5783     "SCORE":            0,
5784     "SENSORS":          OPTION_PLANETS,
5785     "ORBIT":            OPTION_PLANETS,
5786     "TRANSPORT":        OPTION_PLANETS,
5787     "MINE":             OPTION_PLANETS,
5788     "CRYSTALS":         OPTION_PLANETS,
5789     "SHUTTLE":          OPTION_PLANETS,
5790     "PLANETS":          OPTION_PLANETS,
5791     "REPORT":           0,
5792     "COMPUTER":         0,
5793     "COMMANDS":         0,
5794     "EMEXIT":           0,
5795     "PROBE":            OPTION_PROBE,
5796     "SAVE":             0,
5797     "FREEZE":           0,      # Synonym for SAVE
5798     "ABANDON":          0,
5799     "DESTRUCT":         0,
5800     "DEATHRAY":         0,
5801     "DEBUG":            0,
5802     "MAYDAY":           0,
5803     "SOS":              0,      # Synonym for MAYDAY
5804     "CALL":             0,      # Synonym for MAYDAY
5805     "QUIT":             0,
5806     "HELP":             0,
5807 }
5808
5809 def listCommands():
5810     "Generate a list of legal commands."
5811     prout(_("LEGAL COMMANDS ARE:"))
5812     emitted = 0
5813     for key in commands:
5814         if not commands[key] or (commands[key] & game.options):
5815             proutn("%-12s " % key)
5816             emitted += 1
5817             if emitted % 5 == 4:
5818                 skip(1)
5819     skip(1)
5820
5821 def helpme():
5822     "Browse on-line help."
5823     key = scanner.next()
5824     while True:
5825         if key == "IHEOL":
5826             setwnd(prompt_window)
5827             proutn(_("Help on what command? "))
5828             key = scanner.next()
5829         setwnd(message_window)
5830         if key == "IHEOL":
5831             return
5832         if scanner.token.upper() in commands or scanner.token == "ABBREV":
5833             break
5834         skip(1)
5835         listCommands()
5836         key = "IHEOL"
5837         scanner.chew()
5838         skip(1)
5839     cmd = scanner.token.upper()
5840     for directory in docpath:
5841         try:
5842             fp = open(os.path.join(directory, "sst.doc"), "r")
5843             break
5844         except IOError:
5845             pass
5846     else:
5847         prout(_("Spock-  \"Captain, that information is missing from the"))
5848         prout(_("   computer. You need to find sst.doc and put it somewhere"))
5849         proutn(_("   in these directories: %s") % ":".join(docpath))
5850         prout(".\"")
5851         # This used to continue: "You need to find SST.DOC and put 
5852         # it in the current directory."
5853         return
5854     while True:
5855         linebuf = fp.readline()
5856         if linebuf == '':
5857             prout(_("Spock- \"Captain, there is no information on that command.\""))
5858             fp.close()
5859             return
5860         if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5861             linebuf = linebuf[3:].strip()
5862             if cmd.upper() == linebuf:
5863                 break
5864     skip(1)
5865     prout(_("Spock- \"Captain, I've found the following information:\""))
5866     skip(1)
5867     while True:
5868         linebuf = fp.readline()
5869         if "******" in linebuf:
5870             break
5871         proutn(linebuf)
5872     fp.close()
5873
5874 def makemoves():
5875     "Command-interpretation loop."
5876     clrscr()
5877     setwnd(message_window)
5878     while True:         # command loop 
5879         drawmaps(1)
5880         while True:     # get a command 
5881             hitme = False
5882             game.optime = game.justin = False
5883             scanner.chew()
5884             setwnd(prompt_window)
5885             clrscr()
5886             proutn("COMMAND> ")
5887             if scanner.next() == "IHEOL":
5888                 if game.options & OPTION_CURSES:
5889                     makechart()
5890                 continue
5891             elif scanner.token == "":
5892                 continue
5893             game.ididit = False
5894             clrscr()
5895             setwnd(message_window)
5896             clrscr()
5897             candidates = filter(lambda x: x.startswith(scanner.token.upper()),
5898                                 commands)
5899             if len(candidates) == 1:
5900                 cmd = candidates[0]
5901                 break
5902             elif candidates and not (game.options & OPTION_PLAIN):
5903                 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
5904             else:
5905                 listCommands()
5906                 continue
5907         if cmd == "SRSCAN":             # srscan
5908             srscan()
5909         elif cmd == "STATUS":           # status
5910             status()
5911         elif cmd == "REQUEST":          # status request 
5912             request()
5913         elif cmd == "LRSCAN":           # long range scan
5914             lrscan(silent=False)
5915         elif cmd == "PHASERS":          # phasers
5916             phasers()
5917             if game.ididit:
5918                 hitme = True
5919         elif cmd in ("TORPEDO", "PHOTONS"):     # photon torpedos
5920             torps()
5921             if game.ididit:
5922                 hitme = True
5923         elif cmd == "MOVE":             # move under warp
5924             warp(wcourse=None, involuntary=False)
5925         elif cmd == "SHIELDS":          # shields
5926             doshield(shraise=False)
5927             if game.ididit:
5928                 hitme = True
5929                 game.shldchg = False
5930         elif cmd == "DOCK":             # dock at starbase
5931             dock(True)
5932             if game.ididit:
5933                 attack(torps_ok=False)          
5934         elif cmd == "DAMAGES":          # damage reports
5935             damagereport()
5936         elif cmd == "CHART":            # chart
5937             makechart()
5938         elif cmd == "IMPULSE":          # impulse
5939             impulse()
5940         elif cmd == "REST":             # rest
5941             wait()
5942             if game.ididit:
5943                 hitme = True
5944         elif cmd == "WARP":             # warp
5945             setwarp()
5946         elif cmd == "SCORE":            # score
5947             score()
5948         elif cmd == "SENSORS":          # sensors
5949             sensor()
5950         elif cmd == "ORBIT":            # orbit
5951             orbit()
5952             if game.ididit:
5953                 hitme = True
5954         elif cmd == "TRANSPORT":                # transport "beam"
5955             beam()
5956         elif cmd == "MINE":             # mine
5957             mine()
5958             if game.ididit:
5959                 hitme = True
5960         elif cmd == "CRYSTALS":         # crystals
5961             usecrystals()
5962             if game.ididit:
5963                 hitme = True
5964         elif cmd == "SHUTTLE":          # shuttle
5965             shuttle()
5966             if game.ididit:
5967                 hitme = True
5968         elif cmd == "PLANETS":          # Planet list
5969             survey()
5970         elif cmd == "REPORT":           # Game Report 
5971             report()
5972         elif cmd == "COMPUTER":         # use COMPUTER!
5973             eta()
5974         elif cmd == "COMMANDS":
5975             listCommands()
5976         elif cmd == "EMEXIT":           # Emergency exit
5977             clrscr()                    # Hide screen
5978             freeze(True)                # forced save
5979             raise SystemExit,1          # And quick exit
5980         elif cmd == "PROBE":
5981             probe()                     # Launch probe
5982             if game.ididit:
5983                 hitme = True
5984         elif cmd == "ABANDON":          # Abandon Ship
5985             abandon()
5986         elif cmd == "DESTRUCT":         # Self Destruct
5987             selfdestruct()
5988         elif cmd == "SAVE":             # Save Game
5989             freeze(False)
5990             clrscr()
5991             if game.skill > SKILL_GOOD:
5992                 prout(_("WARNING--Saved games produce no plaques!"))
5993         elif cmd == "DEATHRAY":         # Try a desparation measure
5994             deathray()
5995             if game.ididit:
5996                 hitme = True
5997         elif cmd == "DEBUGCMD":         # What do we want for debug???
5998             debugme()
5999         elif cmd == "MAYDAY":           # Call for help
6000             mayday()
6001             if game.ididit:
6002                 hitme = True
6003         elif cmd == "QUIT":
6004             game.alldone = True         # quit the game
6005         elif cmd == "HELP":
6006             helpme()                    # get help
6007         while True:
6008             if game.alldone:
6009                 break           # Game has ended
6010             if game.optime != 0.0:
6011                 events()
6012                 if game.alldone:
6013                     break       # Events did us in
6014             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6015                 atover(False)
6016                 continue
6017             if hitme and not game.justin:
6018                 attack(torps_ok=True)
6019                 if game.alldone:
6020                     break
6021                 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6022                     atover(False)
6023                     hitme = True
6024                     continue
6025             break
6026         if game.alldone:
6027             break
6028     if game.idebug:
6029         prout("=== Ending")
6030
6031 def cramen(type):
6032     "Emit the name of an enemy or feature." 
6033     if   type == 'R': s = _("Romulan")
6034     elif type == 'K': s = _("Klingon")
6035     elif type == 'C': s = _("Commander")
6036     elif type == 'S': s = _("Super-commander")
6037     elif type == '*': s = _("Star")
6038     elif type == 'P': s = _("Planet")
6039     elif type == 'B': s = _("Starbase")
6040     elif type == ' ': s = _("Black hole")
6041     elif type == 'T': s = _("Tholian")
6042     elif type == '#': s = _("Tholian web")
6043     elif type == '?': s = _("Stranger")
6044     elif type == '@': s = _("Inhabited World")
6045     else: s = "Unknown??"
6046     return s
6047
6048 def crmena(stars, enemy, loctype, w):
6049     "Emit the name of an enemy and his location."
6050     buf = ""
6051     if stars:
6052         buf += "***"
6053     buf += cramen(enemy) + _(" at ")
6054     if loctype == "quadrant":
6055         buf += _("Quadrant ")
6056     elif loctype == "sector":
6057         buf += _("Sector ")
6058     return buf + `w`
6059
6060 def crmshp():
6061     "Emit our ship name." 
6062     return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6063
6064 def stars():
6065     "Emit a line of stars" 
6066     prouts("******************************************************")
6067     skip(1)
6068
6069 def expran(avrage):
6070     return -avrage*math.log(1e-7 + randreal())
6071
6072 def randplace(size):
6073     "Choose a random location."
6074     w = Coord()
6075     w.i = randrange(size) 
6076     w.j = randrange(size)
6077     return w
6078
6079 class sstscanner:
6080     def __init__(self):
6081         self.type = None
6082         self.token = None
6083         self.real = 0.0
6084         self.inqueue = []
6085     def next(self):
6086         # Get a token from the user
6087         self.real = 0.0
6088         self.token = ''
6089         # Fill the token quue if nothing here
6090         while not self.inqueue:
6091             line = cgetline()
6092             if curwnd==prompt_window:
6093                 clrscr()
6094                 setwnd(message_window)
6095                 clrscr()
6096             if line == '':
6097                 return None
6098             if not line:
6099                 continue
6100             else:
6101                 self.inqueue = line.lstrip().split() + ["\n"]
6102         # From here on in it's all looking at the queue
6103         self.token = self.inqueue.pop(0)
6104         if self.token == "\n":
6105             self.type = "IHEOL"
6106             return "IHEOL"
6107         try:
6108             self.real = float(self.token)
6109             self.type = "IHREAL"
6110             return "IHREAL"
6111         except ValueError:
6112             pass
6113         # Treat as alpha
6114         self.token = self.token.lower()
6115         self.type = "IHALPHA"
6116         self.real = None
6117         return "IHALPHA"
6118     def append(self, tok):
6119         self.inqueue.append(tok)
6120     def push(self, tok):
6121         self.inqueue.insert(0, tok)
6122     def waiting(self):
6123         return self.inqueue
6124     def chew(self):
6125         # Demand input for next scan
6126         self.inqueue = []
6127         self.real = self.token = None
6128     def sees(self, s):
6129         # compares s to item and returns true if it matches to the length of s
6130         return s.startswith(self.token)
6131     def int(self):
6132         # Round token value to nearest integer
6133         return int(round(scanner.real))
6134     def getcoord(self):
6135         s = Coord()
6136         scanner.next()
6137         if scanner.type != "IHREAL":
6138             huh()
6139             return None
6140         s.i = scanner.int()-1
6141         scanner.next()
6142         if scanner.type != "IHREAL":
6143             huh()
6144             return None
6145         s.j = scanner.int()-1
6146         return s
6147     def __repr__(self):
6148         return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6149
6150 def ja():
6151     "Yes-or-no confirmation."
6152     scanner.chew()
6153     while True:
6154         scanner.next()
6155         if scanner.token == 'y':
6156             return True
6157         if scanner.token == 'n':
6158             return False
6159         scanner.chew()
6160         proutn(_("Please answer with \"y\" or \"n\": "))
6161
6162 def huh():
6163     "Complain about unparseable input."
6164     scanner.chew()
6165     skip(1)
6166     prout(_("Beg your pardon, Captain?"))
6167
6168 def debugme():
6169     "Access to the internals for debugging."
6170     proutn("Reset levels? ")
6171     if ja():
6172         if game.energy < game.inenrg:
6173             game.energy = game.inenrg
6174         game.shield = game.inshld
6175         game.torps = game.intorps
6176         game.lsupres = game.inlsr
6177     proutn("Reset damage? ")
6178     if ja():
6179         for i in range(NDEVICES): 
6180             if game.damage[i] > 0.0: 
6181                 game.damage[i] = 0.0
6182     proutn("Toggle debug flag? ")
6183     if ja():
6184         game.idebug = not game.idebug
6185         if game.idebug:
6186             prout("Debug output ON")        
6187         else:
6188             prout("Debug output OFF")
6189     proutn("Cause selective damage? ")
6190     if ja():
6191         for i in range(NDEVICES):
6192             proutn("Kill %s?" % device[i])
6193             scanner.chew()
6194             key = scanner.next()
6195             if key == "IHALPHA" and scanner.sees("y"):
6196                 game.damage[i] = 10.0
6197     proutn("Examine/change events? ")
6198     if ja():
6199         ev = Event()
6200         w = Coord()
6201         legends = {
6202             FSNOVA:  "Supernova       ",
6203             FTBEAM:  "T Beam          ",
6204             FSNAP:   "Snapshot        ",
6205             FBATTAK: "Base Attack     ",
6206             FCDBAS:  "Base Destroy    ",
6207             FSCMOVE: "SC Move         ",
6208             FSCDBAS: "SC Base Destroy ",
6209             FDSPROB: "Probe Move      ",
6210             FDISTR:  "Distress Call   ",
6211             FENSLV:  "Enslavement     ",
6212             FREPRO:  "Klingon Build   ",
6213         }
6214         for i in range(1, NEVENTS):
6215             proutn(legends[i])
6216             if is_scheduled(i):
6217                 proutn("%.2f" % (scheduled(i)-game.state.date))
6218                 if i == FENSLV or i == FREPRO:
6219                     ev = findevent(i)
6220                     proutn(" in %s" % ev.quadrant)
6221             else:
6222                 proutn("never")
6223             proutn("? ")
6224             scanner.chew()
6225             key = scanner.next()
6226             if key == 'n':
6227                 unschedule(i)
6228                 scanner.chew()
6229             elif key == "IHREAL":
6230                 ev = schedule(i, scanner.real)
6231                 if i == FENSLV or i == FREPRO:
6232                     scanner.chew()
6233                     proutn("In quadrant- ")
6234                     key = scanner.next()
6235                     # "IHEOL" says to leave coordinates as they are 
6236                     if key != "IHEOL":
6237                         if key != "IHREAL":
6238                             prout("Event %d canceled, no x coordinate." % (i))
6239                             unschedule(i)
6240                             continue
6241                         w.i = int(round(scanner.real))
6242                         key = scanner.next()
6243                         if key != "IHREAL":
6244                             prout("Event %d canceled, no y coordinate." % (i))
6245                             unschedule(i)
6246                             continue
6247                         w.j = int(round(scanner.real))
6248                         ev.quadrant = w
6249         scanner.chew()
6250     proutn("Induce supernova here? ")
6251     if ja():
6252         game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6253         atover(True)
6254
6255 if __name__ == '__main__':
6256     import getopt, socket
6257     try:
6258         global line, thing, game
6259         game = None
6260         thing = Coord()
6261         thing.angry = False
6262         game = Gamestate()
6263         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6264         if os.getenv("TERM"):
6265             game.options |= OPTION_CURSES
6266         else:
6267             game.options |= OPTION_TTY
6268         seed = int(time.time())
6269         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6270         for (switch, val) in options:
6271             if switch == '-r':
6272                 try:
6273                     replayfp = open(val, "r")
6274                 except IOError:
6275                     sys.stderr.write("sst: can't open replay file %s\n" % val)
6276                     raise SystemExit, 1
6277                 try:
6278                     line = replayfp.readline().strip()
6279                     (leader, key, seed) = line.split()
6280                     seed = eval(seed)
6281                     sys.stderr.write("sst2k: seed set to %s\n" % seed)
6282                     line = replayfp.readline().strip()
6283                     arguments += line.split()[2:]
6284                 except ValueError:
6285                     sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6286                     raise SystemExit(1)
6287                 game.options |= OPTION_TTY
6288                 game.options &=~ OPTION_CURSES
6289             elif switch == '-s':
6290                 seed = int(val)
6291             elif switch == '-t':
6292                 game.options |= OPTION_TTY
6293                 game.options &=~ OPTION_CURSES
6294             elif switch == '-x':
6295                 game.idebug = True
6296             elif switch == '-V':
6297                 print "SST2K", version
6298                 raise SystemExit, 0 
6299             else:
6300                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6301                 raise SystemExit, 1
6302         # where to save the input in case of bugs
6303         if "TMPDIR" in os.environ:
6304             tmpdir = os.environ['TMPDIR']
6305         else:
6306             tmpdir = "/tmp"
6307         try:
6308             logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6309         except IOError:
6310             sys.stderr.write("sst: warning, can't open logfile\n")
6311             sys.exit(1)
6312         if logfp:
6313             logfp.write("# seed %s\n" % seed)
6314             logfp.write("# options %s\n" % " ".join(arguments))
6315             logfp.write("# recorded by %s@%s on %s\n" % \
6316                     (getpass.getuser(),socket.gethostname(),time.ctime()))
6317         random.seed(seed)
6318         scanner = sstscanner()
6319         map(scanner.append, arguments)
6320         try:
6321             iostart()
6322             while True: # Play a game 
6323                 setwnd(fullscreen_window)
6324                 clrscr()
6325                 prelim()
6326                 setup()
6327                 if game.alldone:
6328                     score()
6329                     game.alldone = False
6330                 else:
6331                     makemoves()
6332                 skip(1)
6333                 stars()
6334                 skip(1)
6335                 if game.tourn and game.alldone:
6336                     proutn(_("Do you want your score recorded?"))
6337                     if ja():
6338                         scanner.chew()
6339                         scanner.push("\n")
6340                         freeze(False)
6341                 scanner.chew()
6342                 proutn(_("Do you want to play again? "))
6343                 if not ja():
6344                     break
6345             skip(1)
6346             prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6347         finally:
6348             ioend()
6349         raise SystemExit, 0
6350     except KeyboardInterrupt:
6351         if logfp:
6352             logfp.close()
6353         print ""