Restore kill crediting. Required two rebuilds of regression-test loads.
[super-star-trek.git] / sst.py
1 #!/usr/bin/env python
2 """
3 sst.py -- Super Star Trek 2K
4
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973.  Beautiful Python it is not, but it
7 works.  Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
10
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
13 """
14 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
15 import getopt, socket, locale
16
17 # This import only works on Unixes.  The intention is to enable
18 # Ctrl-P, Ctrl-N, and friends in Cmd.
19 try:
20     import readline
21 except ImportError:
22     pass
23
24 # Prevent lossage under Python 3
25 try:
26     my_input = raw_input
27 except NameError:
28     my_input = input
29
30
31 version = "2.1"
32
33 docpath         = (".", "doc/", "/usr/share/doc/sst/")
34
35 def _(st):
36     return gettext.gettext(st)
37
38 GALSIZE         = 8             # Galaxy size in quadrants
39 NINHAB          = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
40 MAXUNINHAB      = 10            # Maximum uninhabited worlds
41 QUADSIZE        = 10            # Quadrant size in sectors
42 BASEMIN         = 2                             # Minimum starbases
43 BASEMAX         = (GALSIZE * GALSIZE // 12)     # Maximum starbases
44 MAXKLGAME       = 127           # Maximum Klingons per game
45 MAXKLQUAD       = 9             # Maximum Klingons per quadrant
46 FULLCREW        = 428           # Crew size. BSD Trek was 387, that's wrong
47 FOREVER         = 1e30          # Time for the indefinite future
48 MAXBURST        = 3             # Max # of torps you can launch in one turn
49 MINCMDR         = 10            # Minimum number of Klingon commanders
50 DOCKFAC         = 0.25          # Repair faster when docked
51 PHASEFAC        = 2.0           # Unclear what this is, it was in the C version
52
53 ALGERON         = 2311          # Date of the Treaty of Algeron
54
55
56 DEFAULT      = -1
57 BLACK        = 0
58 BLUE         = 1
59 GREEN        = 2
60 CYAN         = 3
61 RED          = 4
62 MAGENTA      = 5
63 BROWN        = 6
64 LIGHTGRAY    = 7
65 DARKGRAY     = 8
66 LIGHTBLUE    = 9
67 LIGHTGREEN   = 10
68 LIGHTCYAN    = 11
69 LIGHTRED     = 12
70 LIGHTMAGENTA = 13
71 YELLOW       = 14
72 WHITE        = 15
73
74 class TrekError(Exception):
75     pass
76
77 class JumpOut(Exception):
78     pass
79
80 class Coord:
81     def __init__(self, x=None, y=None):
82         self.i = x
83         self.j = y
84     def valid_quadrant(self):
85         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
86     def valid_sector(self):
87         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
88     def invalidate(self):
89         self.i = self.j = None
90     def is_valid(self):
91         return self.i != None and self.j != None
92     def __eq__(self, other):
93         return other != None and self.i == other.i and self.j == other.j
94     def __ne__(self, other):
95         return other is None or self.i != other.i or self.j != other.j
96     def __add__(self, other):
97         return Coord(self.i+other.i, self.j+other.j)
98     def __sub__(self, other):
99         return Coord(self.i-other.i, self.j-other.j)
100     def __mul__(self, other):
101         return Coord(self.i*other, self.j*other)
102     def __rmul__(self, other):
103         return Coord(self.i*other, self.j*other)
104     def __div__(self, other):
105         return Coord(self.i/other, self.j/other)
106     def __mod__(self, other):
107         return Coord(self.i % other, self.j % other)
108     def __rdiv__(self, other):
109         return Coord(self.i/other, self.j/other)
110     def roundtogrid(self):
111         return Coord(int(round(self.i)), int(round(self.j)))
112     def distance(self, other=None):
113         if not other:
114             other = Coord(0, 0)
115         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
116     def bearing(self):
117         return 1.90985*math.atan2(self.j, self.i)
118     def sgn(self):
119         s = Coord()
120         if self.i == 0:
121             s.i = 0
122         else:
123             s.i = self.i / abs(self.i)
124         if self.j == 0:
125             s.j = 0
126         else:
127             s.j = self.j / abs(self.j)
128         return s
129     def quadrant(self):
130         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
131         return self.roundtogrid() / QUADSIZE
132     def sector(self):
133         return self.roundtogrid() % QUADSIZE
134     def scatter(self):
135         s = Coord()
136         s.i = self.i + randrange(-1, 2)
137         s.j = self.j + randrange(-1, 2)
138         return s
139     def __str__(self):
140         if self.i is None or self.j is None:
141             return "Nowhere"
142         return "%s - %s" % (self.i+1, self.j+1)
143     __repr__ = __str__
144
145 class Thingy(Coord):
146     "Do not anger the Space Thingy!"
147     def __init__(self):
148         Coord.__init__(self)
149         self.angered = False
150     def angry(self):
151         self.angered = True
152     def at(self, q):
153         return (q.i, q.j) == (self.i, self.j)
154
155 class Planet:
156     def __init__(self):
157         self.name = None        # string-valued if inhabited
158         self.quadrant = Coord()        # quadrant located
159         self.pclass = None        # could be ""M", "N", "O", or "destroyed"
160         self.crystals = "absent"# could be "mined", "present", "absent"
161         self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
162         self.inhabited = False        # is it inhabited?
163     def __str__(self):
164         return self.name
165
166 class Quadrant:
167     def __init__(self):
168         self.stars = 0
169         self.planet = None
170         self.starbase = False
171         self.klingons = 0
172         self.romulans = 0
173         self.supernova = False
174         self.charted = False
175         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
176
177 class Page:
178     def __init__(self):
179         self.stars = None
180         self.starbase = False
181         self.klingons = None
182     def __repr__(self):
183         return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
184
185 def fill2d(size, fillfun):
186     "Fill an empty list in 2D."
187     lst = []
188     for i in range(size):
189         lst.append([])
190         for j in range(size):
191             lst[i].append(fillfun(i, j))
192     return lst
193
194 class Snapshot:
195     def __init__(self):
196         self.snap = False        # snapshot taken
197         self.crew = 0           # crew complement
198         self.remkl = 0          # remaining klingons
199         self.nscrem = 0                # remaining super commanders
200         self.starkl = 0         # destroyed stars
201         self.basekl = 0         # destroyed bases
202         self.nromrem = 0        # Romulans remaining
203         self.nplankl = 0        # destroyed uninhabited planets
204         self.nworldkl = 0        # destroyed inhabited planets
205         self.planets = []        # Planet information
206         self.date = 0.0           # stardate
207         self.remres = 0         # remaining resources
208         self.remtime = 0        # remaining time
209         self.baseq = []         # Base quadrant coordinates
210         self.kcmdr = []         # Commander quadrant coordinates
211         self.kscmdr = Coord()        # Supercommander quadrant coordinates
212         # the galaxy
213         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
214         # the starchart
215         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
216
217 class Event:
218     def __init__(self):
219         self.date = None        # A real number
220         self.quadrant = None        # A coord structure
221
222 # game options
223 OPTION_ALL        = 0xffffffff
224 OPTION_TTY        = 0x00000001        # old interface
225 OPTION_CURSES     = 0x00000002        # new interface
226 OPTION_IOMODES    = 0x00000003        # cover both interfaces
227 OPTION_PLANETS    = 0x00000004        # planets and mining
228 OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
229 OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
230 OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
231 OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
232 OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
233 OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
234 OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
235 OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
236 OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
237 OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
238 OPTION_CAPTURE    = 0x00002000        # Enable BSD-Trek capture (Almy, 2013).
239 OPTION_CLOAK      = 0x80004000        # Enable BSD-Trek capture (Almy, 2013).
240 OPTION_PLAIN      = 0x01000000        # user chose plain game
241 OPTION_ALMY       = 0x02000000        # user chose Almy variant
242 OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
243
244 # Define devices
245 DSRSENS         = 0
246 DLRSENS         = 1
247 DPHASER         = 2
248 DPHOTON         = 3
249 DLIFSUP         = 4
250 DWARPEN         = 5
251 DIMPULS         = 6
252 DSHIELD         = 7
253 DRADIO          = 8
254 DSHUTTL         = 9
255 DCOMPTR         = 10
256 DNAVSYS         = 11
257 DTRANSP         = 12
258 DSHCTRL         = 13
259 DDRAY           = 14
260 DDSP            = 15
261 DCLOAK          = 16
262 NDEVICES        = 17        # Number of devices
263
264 SKILL_NONE      = 0
265 SKILL_NOVICE    = 1
266 SKILL_FAIR      = 2
267 SKILL_GOOD      = 3
268 SKILL_EXPERT    = 4
269 SKILL_EMERITUS  = 5
270
271 def damaged(dev):
272     return (game.damage[dev] != 0.0)
273 def communicating():
274     return not damaged(DRADIO) or game.condition=="docked"
275
276 # Define future events
277 FSPY    = 0        # Spy event happens always (no future[] entry)
278                    # can cause SC to tractor beam Enterprise
279 FSNOVA  = 1        # Supernova
280 FTBEAM  = 2        # Commander tractor beams Enterprise
281 FSNAP   = 3        # Snapshot for time warp
282 FBATTAK = 4        # Commander attacks base
283 FCDBAS  = 5        # Commander destroys base
284 FSCMOVE = 6        # Supercommander moves (might attack base)
285 FSCDBAS = 7        # Supercommander destroys base
286 FDSPROB = 8        # Move deep space probe
287 FDISTR  = 9        # Emit distress call from an inhabited world
288 FENSLV  = 10       # Inhabited word is enslaved */
289 FREPRO  = 11       # Klingons build a ship in an enslaved system
290 NEVENTS = 12
291
292 # Abstract out the event handling -- underlying data structures will change
293 # when we implement stateful events
294 def findevent(evtype):
295     return game.future[evtype]
296
297 class Enemy:
298     def __init__(self, etype=None, loc=None, power=None):
299         self.type = etype
300         self.location = Coord()
301         self.kdist = None
302         self.kavgd = None
303         if loc:
304             self.move(loc)
305         self.power = power        # enemy energy level
306         game.enemies.append(self)
307     def move(self, loc):
308         motion = (loc != self.location)
309         if self.location.i is not None and self.location.j is not None:
310             if motion:
311                 if self.type == 'T':
312                     game.quad[self.location.i][self.location.j] = '#'
313                 else:
314                     game.quad[self.location.i][self.location.j] = '.'
315         if loc:
316             self.location = copy.copy(loc)
317             game.quad[self.location.i][self.location.j] = self.type
318             self.kdist = self.kavgd = (game.sector - loc).distance()
319         else:
320             self.location = Coord()
321             self.kdist = self.kavgd = None
322             game.enemies.remove(self)
323         return motion
324     def __repr__(self):
325         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
326
327 class Gamestate:
328     def __init__(self):
329         self.options = None        # Game options
330         self.state = Snapshot()        # A snapshot structure
331         self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
332         self.quad = None        # contents of our quadrant
333         self.damage = [0.0] * NDEVICES        # damage encountered
334         self.future = []        # future events
335         i = NEVENTS
336         while i > 0:
337             i -= 1
338             self.future.append(Event())
339         self.passwd  = None        # Self Destruct password
340         self.enemies = []
341         self.quadrant = None        # where we are in the large
342         self.sector = None        # where we are in the small
343         self.tholian = None        # Tholian enemy object
344         self.base = None        # position of base in current quadrant
345         self.battle = None        # base coordinates being attacked
346         self.plnet = None        # location of planet in quadrant
347         self.gamewon = False        # Finished!
348         self.ididit = False        # action taken -- allows enemy to attack
349         self.alive = False        # we are alive (not killed)
350         self.justin = False        # just entered quadrant
351         self.shldup = False        # shields are up
352         self.shldchg = False        # shield is changing (affects efficiency)
353         self.iscate = False        # super commander is here
354         self.ientesc = False        # attempted escape from supercommander
355         self.resting = False        # rest time
356         self.icraft = False        # Kirk in Galileo
357         self.landed = False        # party on planet (true), on ship (false)
358         self.alldone = False        # game is now finished
359         self.neutz = False        # Romulan Neutral Zone
360         self.isarmed = False        # probe is armed
361         self.inorbit = False        # orbiting a planet
362         self.imine = False        # mining
363         self.icrystl = False        # dilithium crystals aboard
364         self.iseenit = False        # seen base attack report
365         self.thawed = False        # thawed game
366         self.condition = None        # "green", "yellow", "red", "docked", "dead"
367         self.iscraft = None        # "onship", "offship", "removed"
368         self.skill = None        # Player skill level
369         self.inkling = 0        # initial number of klingons
370         self.inbase = 0                # initial number of bases
371         self.incom = 0                # initial number of commanders
372         self.inscom = 0                # initial number of commanders
373         self.inrom = 0                # initial number of commanders
374         self.instar = 0                # initial stars
375         self.intorps = 0        # initial/max torpedoes
376         self.torps = 0                # number of torpedoes
377         self.ship = 0                # ship type -- 'E' is Enterprise
378         self.abandoned = 0        # count of crew abandoned in space
379         self.length = 0                # length of game
380         self.klhere = 0                # klingons here
381         self.casual = 0                # causalties
382         self.nhelp = 0                # calls for help
383         self.nkinks = 0                # count of energy-barrier crossings
384         self.iplnet = None        # planet # in quadrant
385         self.inplan = 0                # initial planets
386         self.irhere = 0                # Romulans in quadrant
387         self.isatb = 0                # =2 if super commander is attacking base
388         self.tourn = None        # tournament number
389         self.nprobes = 0        # number of probes available
390         self.inresor = 0.0        # initial resources
391         self.intime = 0.0        # initial time
392         self.inenrg = 0.0        # initial/max energy
393         self.inshld = 0.0        # initial/max shield
394         self.inlsr = 0.0        # initial life support resources
395         self.indate = 0.0        # initial date
396         self.energy = 0.0        # energy level
397         self.shield = 0.0        # shield level
398         self.warpfac = 0.0        # warp speed
399         self.lsupres = 0.0        # life support reserves
400         self.optime = 0.0        # time taken by current operation
401         self.damfac = 0.0        # damage factor
402         self.lastchart = 0.0        # time star chart was last updated
403         self.cryprob = 0.0        # probability that crystal will work
404         self.probe = None        # object holding probe course info
405         self.height = 0.0        # height of orbit around planet
406         self.score = 0.0        # overall score
407         self.perdate = 0.0        # rate of kills
408         self.idebug = False        # Debugging instrumentation enabled?
409         self.statekscmdr = None # No SuperCommander coordinates yet.
410         self.brigcapacity = 400     # Enterprise brig capacity
411         self.brigfree = 400       # How many klingons can we put in the brig?
412         self.kcaptured = 0      # Total Klingons captured, for scoring.
413         self.iscloaked = False  # Cloaking device on?
414         self.ncviol = 0         # Algreon treaty violations
415         self.isviolreported = False # We have been warned
416     def recompute(self):
417         # Stas thinks this should be (C expression):
418         # game.state.remkl + len(game.state.kcmdr) > 0 ?
419         #        game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
420         # He says the existing expression is prone to divide-by-zero errors
421         # after killing the last klingon when score is shown -- perhaps also
422         # if the only remaining klingon is SCOM.
423         self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
424     def unwon(self):
425         "Are there Klingons remaining?"
426         return self.state.remkl + len(self.state.kcmdr) + self.state.nscrem
427
428 FWON = 0
429 FDEPLETE = 1
430 FLIFESUP = 2
431 FNRG = 3
432 FBATTLE = 4
433 FNEG3 = 5
434 FNOVA = 6
435 FSNOVAED = 7
436 FABANDN = 8
437 FDILITHIUM = 9
438 FMATERIALIZE = 10
439 FPHASER = 11
440 FLOST = 12
441 FMINING = 13
442 FDPLANET = 14
443 FPNOVA = 15
444 FSSC = 16
445 FSTRACTOR = 17
446 FDRAY = 18
447 FTRIBBLE = 19
448 FHOLE = 20
449 FCREW = 21
450 FCLOAK = 22
451
452 def withprob(p):
453     return random.random() < p
454
455 def randrange(*args):
456     return random.randrange(*args)
457
458 def randreal(*args):
459     v = random.random()
460     if len(args) == 1:
461         v *= args[0]                 # from [0, args[0])
462     elif len(args) == 2:
463         v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
464     return v
465
466 # Code from ai.c begins here
467
468 def welcoming(iq):
469     "Would this quadrant welcome another Klingon?"
470     return iq.valid_quadrant() and \
471         not game.state.galaxy[iq.i][iq.j].supernova and \
472         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
473
474 def tryexit(enemy, look, irun):
475     "A bad guy attempts to bug out."
476     iq = Coord()
477     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
478     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
479     if not welcoming(iq):
480         return False
481     if enemy.type == 'R':
482         return False # Romulans cannot escape!
483     if not irun:
484         # avoid intruding on another commander's territory
485         if enemy.type == 'C':
486             if iq in game.state.kcmdr:
487                 return []
488             # refuse to leave if currently attacking starbase
489             if game.battle == game.quadrant:
490                 return []
491         # don't leave if over 1000 units of energy
492         if enemy.power > 1000.0:
493             return []
494     oldloc = copy.copy(enemy.location)
495     # handle local matters related to escape
496     enemy.move(None)
497     game.klhere -= 1
498     if game.condition != "docked":
499         newcnd()
500     # Handle global matters related to escape
501     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
502     game.state.galaxy[iq.i][iq.j].klingons += 1
503     if enemy.type == 'S':
504         game.iscate = False
505         game.ientesc = False
506         game.isatb = 0
507         schedule(FSCMOVE, 0.2777)
508         unschedule(FSCDBAS)
509         game.state.kscmdr = iq
510     else:
511         for cmdr in game.state.kcmdr:
512             if cmdr == game.quadrant:
513                 game.state.kcmdr.append(iq)
514                 break
515     # report move out of quadrant.
516     return [(True, enemy, oldloc, iq)]
517
518 # The bad-guy movement algorithm:
519 #
520 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
521 # If both are operating full strength, force is 1000. If both are damaged,
522 # force is -1000. Having shields down subtracts an additional 1000.
523 #
524 # 2. Enemy has forces equal to the energy of the attacker plus
525 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
526 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
527 #
528 # Attacker Initial energy levels (nominal):
529 # Klingon   Romulan   Commander   Super-Commander
530 # Novice    400        700        1200
531 # Fair      425        750        1250
532 # Good      450        800        1300        1750
533 # Expert    475        850        1350        1875
534 # Emeritus  500        900        1400        2000
535 # VARIANCE   75        200         200         200
536 #
537 # Enemy vessels only move prior to their attack. In Novice - Good games
538 # only commanders move. In Expert games, all enemy vessels move if there
539 # is a commander present. In Emeritus games all enemy vessels move.
540 #
541 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
542 # forces are 1000 greater than Enterprise.
543 #
544 # Agressive action on average cuts the distance between the ship and
545 # the enemy to 1/4 the original.
546 #
547 # 4.  At lower energy advantage, movement units are proportional to the
548 # advantage with a 650 advantage being to hold ground, 800 to move forward
549 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
550 #
551 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
552 # retreat, especially at high skill levels.
553 #
554 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
555
556 def movebaddy(enemy):
557     "Tactical movement for the bad guys."
558     goto = Coord()
559     look = Coord()
560     irun = False
561     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
562     if game.skill >= SKILL_EXPERT:
563         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
564     else:
565         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
566     old_dist = enemy.kdist
567     mdist = int(old_dist + 0.5) # Nearest integer distance
568     # If SC, check with spy to see if should hi-tail it
569     if enemy.type == 'S' and \
570         (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
571         irun = True
572         motion = -QUADSIZE
573     else:
574         # decide whether to advance, retreat, or hold position
575         forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
576         if not game.shldup:
577             forces += 1000 # Good for enemy if shield is down!
578         if not damaged(DPHASER) or not damaged(DPHOTON):
579             if damaged(DPHASER): # phasers damaged
580                 forces += 300.0
581             else:
582                 forces -= 0.2*(game.energy - 2500.0)
583             if damaged(DPHOTON): # photon torpedoes damaged
584                 forces += 300.0
585             else:
586                 forces -= 50.0*game.torps
587         else:
588             # phasers and photon tubes both out!
589             forces += 1000.0
590         motion = 0
591         if forces <= 1000.0 and game.condition != "docked": # Typical situation
592             motion = ((forces + randreal(200))/150.0) - 5.0
593         else:
594             if forces > 1000.0: # Very strong -- move in for kill
595                 motion = (1.0 - randreal())**2 * old_dist + 1.0
596             if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
597                 motion -= game.skill*(2.0-randreal()**2)
598         if game.idebug:
599             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
600         # don't move if no motion
601         if motion == 0:
602             return []
603         # Limit motion according to skill
604         if abs(motion) > game.skill:
605             if motion < 0:
606                 motion = -game.skill
607             else:
608                 motion = game.skill
609     # calculate preferred number of steps
610     nsteps = abs(int(motion))
611     if motion > 0 and nsteps > mdist:
612         nsteps = mdist # don't overshoot
613     if nsteps > QUADSIZE:
614         nsteps = QUADSIZE # This shouldn't be necessary
615     if nsteps < 1:
616         nsteps = 1 # This shouldn't be necessary
617     if game.idebug:
618         proutn("NSTEPS = %d:" % nsteps)
619     # Compute preferred values of delta X and Y
620     m = game.sector - enemy.location
621     if 2.0 * abs(m.i) < abs(m.j):
622         m.i = 0
623     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
624         m.j = 0
625     m = (motion * m).sgn()
626     goto = enemy.location
627     # main move loop
628     for ll in range(nsteps):
629         if game.idebug:
630             proutn(" %d" % (ll+1))
631         # Check if preferred position available
632         look = goto + m
633         if m.i < 0:
634             krawli = 1
635         else:
636             krawli = -1
637         if m.j < 0:
638             krawlj = 1
639         else:
640             krawlj = -1
641         success = False
642         attempts = 0 # Settle mysterious hang problem
643         while attempts < 20 and not success:
644             attempts += 1
645             if look.i < 0 or look.i >= QUADSIZE:
646                 if motion < 0:
647                     return tryexit(enemy, look, irun)
648                 if krawli == m.i or m.j == 0:
649                     break
650                 look.i = goto.i + krawli
651                 krawli = -krawli
652             elif look.j < 0 or look.j >= QUADSIZE:
653                 if motion < 0:
654                     return tryexit(enemy, look, irun)
655                 if krawlj == m.j or m.i == 0:
656                     break
657                 look.j = goto.j + krawlj
658                 krawlj = -krawlj
659             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
660                 # See if enemy should ram ship
661                 if game.quad[look.i][look.j] == game.ship and \
662                     (enemy.type == 'C' or enemy.type == 'S'):
663                     collision(rammed=True, enemy=enemy)
664                     return []
665                 if krawli != m.i and m.j != 0:
666                     look.i = goto.i + krawli
667                     krawli = -krawli
668                 elif krawlj != m.j and m.i != 0:
669                     look.j = goto.j + krawlj
670                     krawlj = -krawlj
671                 else:
672                     break # we have failed
673             else:
674                 success = True
675         if success:
676             goto = look
677             if game.idebug:
678                 proutn(repr(goto))
679         else:
680             break # done early
681     if game.idebug:
682         skip(1)
683     # Enemy moved, but is still in sector
684     return [(False, enemy, old_dist, goto)]
685
686 def moveklings():
687     "Sequence Klingon tactical movement."
688     if game.idebug:
689         prout("== MOVCOM")
690     # Figure out which Klingon is the commander (or Supercommander)
691     # and do move
692     tacmoves = []
693     if game.quadrant in game.state.kcmdr:
694         for enemy in game.enemies:
695             if enemy.type == 'C':
696                 tacmoves += movebaddy(enemy)
697     if game.state.kscmdr == game.quadrant:
698         for enemy in game.enemies:
699             if enemy.type == 'S':
700                 tacmoves += movebaddy(enemy)
701                 break
702     # If skill level is high, move other Klingons and Romulans too!
703     # Move these last so they can base their actions on what the
704     # commander(s) do.
705     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
706         for enemy in game.enemies:
707             if enemy.type in ('K', 'R'):
708                 tacmoves += movebaddy(enemy)
709     return tacmoves
710
711 def movescom(iq, avoid):
712     "Commander movement helper."
713     # Avoid quadrants with bases if we want to avoid Enterprise
714     if not welcoming(iq) or (avoid and iq in game.state.baseq):
715         return False
716     if game.justin and not game.iscate:
717         return False
718     # do the move
719     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
720     game.state.kscmdr = iq
721     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
722     if game.state.kscmdr == game.quadrant:
723         # SC has scooted, remove him from current quadrant
724         game.iscate = False
725         game.isatb = 0
726         game.ientesc = False
727         unschedule(FSCDBAS)
728         for enemy in game.enemies:
729             if enemy.type == 'S':
730                 enemy.move(None)
731         game.klhere -= 1
732         if game.condition != "docked":
733             newcnd()
734         sortenemies()
735     # check for a helpful planet
736     for i in range(game.inplan):
737         if game.state.planets[i].quadrant == game.state.kscmdr and \
738             game.state.planets[i].crystals == "present":
739             # destroy the planet
740             game.state.planets[i].pclass = "destroyed"
741             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
742             if communicating():
743                 announce()
744                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
745                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
746                 prout(_("   by the Super-commander.\""))
747             break
748     return True # looks good!
749
750 def supercommander():
751     "Move the Super Commander."
752     iq = Coord()
753     sc = Coord()
754     ibq = Coord()
755     idelta = Coord()
756     basetbl = []
757     if game.idebug:
758         prout("== SUPERCOMMANDER")
759     # Decide on being active or passive
760     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 \
761             (game.state.date-game.indate) < 3.0)
762     if not game.iscate and avoid:
763         # compute move away from Enterprise
764         idelta = game.state.kscmdr-game.quadrant
765         if idelta.distance() > 2.0:
766             # circulate in space
767             idelta.i = game.state.kscmdr.j-game.quadrant.j
768             idelta.j = game.quadrant.i-game.state.kscmdr.i
769     else:
770         # compute distances to starbases
771         if not game.state.baseq:
772             # nothing left to do
773             unschedule(FSCMOVE)
774             return
775         sc = game.state.kscmdr
776         for (i, base) in enumerate(game.state.baseq):
777             basetbl.append((i, (base - sc).distance()))
778         if game.state.baseq > 1:
779             basetbl.sort(key=lambda x: x[1])
780         # look for nearest base without a commander, no Enterprise, and
781         # without too many Klingons, and not already under attack.
782         ifindit = iwhichb = 0
783         for (i2, base) in enumerate(game.state.baseq):
784             i = basetbl[i2][0]        # bug in original had it not finding nearest
785             if base == game.quadrant or base == game.battle or not welcoming(base):
786                 continue
787             # if there is a commander, and no other base is appropriate,
788             # we will take the one with the commander
789             for cmdr in game.state.kcmdr:
790                 if base == cmdr and ifindit != 2:
791                     ifindit = 2
792                     iwhichb = i
793                     break
794             else:        # no commander -- use this one
795                 ifindit = 1
796                 iwhichb = i
797                 break
798         if ifindit == 0:
799             return # Nothing suitable -- wait until next time
800         ibq = game.state.baseq[iwhichb]
801         # decide how to move toward base
802         idelta = ibq - game.state.kscmdr
803     # Maximum movement is 1 quadrant in either or both axes
804     idelta = idelta.sgn()
805     # try moving in both x and y directions
806     # there was what looked like a bug in the Almy C code here,
807     # but it might be this translation is just wrong.
808     iq = game.state.kscmdr + idelta
809     if not movescom(iq, avoid):
810         # failed -- try some other maneuvers
811         if idelta.i == 0 or idelta.j == 0:
812             # attempt angle move
813             if idelta.i != 0:
814                 iq.j = game.state.kscmdr.j + 1
815                 if not movescom(iq, avoid):
816                     iq.j = game.state.kscmdr.j - 1
817                     movescom(iq, avoid)
818             elif idelta.j != 0:
819                 iq.i = game.state.kscmdr.i + 1
820                 if not movescom(iq, avoid):
821                     iq.i = game.state.kscmdr.i - 1
822                     movescom(iq, avoid)
823         else:
824             # try moving just in x or y
825             iq.j = game.state.kscmdr.j
826             if not movescom(iq, avoid):
827                 iq.j = game.state.kscmdr.j + idelta.j
828                 iq.i = game.state.kscmdr.i
829                 movescom(iq, avoid)
830     # check for a base
831     if len(game.state.baseq) == 0:
832         unschedule(FSCMOVE)
833     else:
834         for ibq in game.state.baseq:
835             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
836                 # attack the base
837                 if avoid:
838                     return # no, don't attack base!
839                 game.iseenit = False
840                 game.isatb = 1
841                 schedule(FSCDBAS, randreal(1.0, 3.0))
842                 if is_scheduled(FCDBAS):
843                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
844                 if not communicating():
845                     return # no warning
846                 game.iseenit = True
847                 announce()
848                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
849                       % game.state.kscmdr)
850                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
851                 proutn(_("   It can survive until stardate %d.\"") \
852                        % int(scheduled(FSCDBAS)))
853                 if not game.resting:
854                     return
855                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
856                 if not ja():
857                     return
858                 game.resting = False
859                 game.optime = 0.0 # actually finished
860                 return
861     # Check for intelligence report
862     if not game.idebug and \
863         (withprob(0.8) or \
864          (not communicating()) or \
865          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
866         return
867     announce()
868     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
869     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
870     return
871
872 def movetholian():
873     "Move the Tholian."
874     if not game.tholian or game.justin:
875         return
876     tid = Coord()
877     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
878         tid.i = 0
879         tid.j = QUADSIZE-1
880     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
881         tid.i = QUADSIZE-1
882         tid.j = QUADSIZE-1
883     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
884         tid.i = QUADSIZE-1
885         tid.j = 0
886     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
887         tid.i = 0
888         tid.j = 0
889     else:
890         # something is wrong!
891         game.tholian.move(None)
892         prout("***Internal error: Tholian in a bad spot.")
893         return
894     # do nothing if we are blocked
895     if game.quad[tid.i][tid.j] not in ('.', '#'):
896         return
897     here = copy.copy(game.tholian.location)
898     delta = (tid - game.tholian.location).sgn()
899     # move in x axis
900     while here.i != tid.i:
901         here.i += delta.i
902         if game.quad[here.i][here.j] == '.':
903             game.tholian.move(here)
904     # move in y axis
905     while here.j != tid.j:
906         here.j += delta.j
907         if game.quad[here.i][here.j] == '.':
908             game.tholian.move(here)
909     # check to see if all holes plugged
910     for i in range(QUADSIZE):
911         if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
912             return
913         if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
914             return
915         if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
916             return
917         if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
918             return
919     # All plugged up -- Tholian splits
920     game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
921     dropin(' ')
922     prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
923     game.tholian.move(None)
924     return
925
926 # Code from battle.c begins here
927
928 def cloak():
929     "Change cloaking-device status."
930     if game.ship == 'F':
931         prout(_("Ye Faerie Queene hath no cloaking device."));
932         return
933
934     key = scanner.nexttok()
935
936     if key == "IHREAL":
937         return
938
939     action = None
940     if key == "IHALPHA":
941         if scanner.sees("on"):
942             if game.iscloaked:
943                 prout(_("The cloaking device has already been switched on."))
944                 return
945             action = "CLON"
946         elif scanner.sees("off"):
947             if not game.iscloaked:
948                 prout(_("The cloaking device has already been switched off."))
949                 return
950             action = "CLOFF"
951         else:
952             huh()
953             return
954     else:
955         if not game.iscloaked:
956             proutn(_("Switch cloaking device on? "))
957             if not ja():
958                 return
959             action = "CLON"
960         else:
961             proutn(_("Switch cloaking device off? "))
962             if not ja():
963                 return
964             action = "CLOFF"
965     if action == None:
966         return;
967
968     if action == "CLOFF":
969         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
970             prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
971             if not ja():
972                 return;
973         prout("Engineer Scott- \"Aye, Sir.\"");
974         game.iscloaked = False;
975         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
976             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
977             game.ncviol += 1
978             game.isviolreported = True
979
980             #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
981             return;
982
983     if action == "CLON":
984         if damaged(DCLOAK):
985             prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
986             return;
987
988         if game.condition == "docked":
989             prout(_("You cannot cloak while docked."))
990
991         if game.state.date >= ALGERON and not game.isviolreported:
992             prout(_("Spock- \"Captain, using the cloaking device is a violation"))
993             prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
994             proutn(_("  are you sure this is wise? "))
995             if not ja():
996                 return
997         prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
998         attack(True)
999         prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1000         game.iscloaked = True
1001
1002         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1003             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1004             game.ncviol += 1
1005             game.isviolreported = True
1006
1007 def doshield(shraise):
1008     "Change shield status."
1009     action = "NONE"
1010     game.ididit = False
1011     if shraise:
1012         action = "SHUP"
1013     else:
1014         key = scanner.nexttok()
1015         if key == "IHALPHA":
1016             if scanner.sees("transfer"):
1017                 action = "NRG"
1018             else:
1019                 if damaged(DSHIELD):
1020                     prout(_("Shields damaged and down."))
1021                     return
1022                 if scanner.sees("up"):
1023                     action = "SHUP"
1024                 elif scanner.sees("down"):
1025                     action = "SHDN"
1026         if action == "NONE":
1027             proutn(_("Do you wish to change shield energy? "))
1028             if ja():
1029                 action = "NRG"
1030             elif damaged(DSHIELD):
1031                 prout(_("Shields damaged and down."))
1032                 return
1033             elif game.shldup:
1034                 proutn(_("Shields are up. Do you want them down? "))
1035                 if ja():
1036                     action = "SHDN"
1037                 else:
1038                     scanner.chew()
1039                     return
1040             else:
1041                 proutn(_("Shields are down. Do you want them up? "))
1042                 if ja():
1043                     action = "SHUP"
1044                 else:
1045                     scanner.chew()
1046                     return
1047     if action == "SHUP": # raise shields
1048         if game.shldup:
1049             prout(_("Shields already up."))
1050             return
1051         game.shldup = True
1052         game.shldchg = True
1053         if game.condition != "docked":
1054             game.energy -= 50.0
1055         prout(_("Shields raised."))
1056         if game.energy <= 0:
1057             skip(1)
1058             prout(_("Shields raising uses up last of energy."))
1059             finish(FNRG)
1060             return
1061         game.ididit = True
1062         return
1063     elif action == "SHDN":
1064         if not game.shldup:
1065             prout(_("Shields already down."))
1066             return
1067         game.shldup = False
1068         game.shldchg = True
1069         prout(_("Shields lowered."))
1070         game.ididit = True
1071         return
1072     elif action == "NRG":
1073         while scanner.nexttok() != "IHREAL":
1074             scanner.chew()
1075             proutn(_("Energy to transfer to shields- "))
1076         nrg = scanner.real
1077         scanner.chew()
1078         if nrg == 0:
1079             return
1080         if nrg > game.energy:
1081             prout(_("Insufficient ship energy."))
1082             return
1083         game.ididit = True
1084         if game.shield+nrg >= game.inshld:
1085             prout(_("Shield energy maximized."))
1086             if game.shield+nrg > game.inshld:
1087                 prout(_("Excess energy requested returned to ship energy"))
1088             game.energy -= game.inshld-game.shield
1089             game.shield = game.inshld
1090             return
1091         if nrg < 0.0 and game.energy-nrg > game.inenrg:
1092             # Prevent shield drain loophole
1093             skip(1)
1094             prout(_("Engineering to bridge--"))
1095             prout(_("  Scott here. Power circuit problem, Captain."))
1096             prout(_("  I can't drain the shields."))
1097             game.ididit = False
1098             return
1099         if game.shield+nrg < 0:
1100             prout(_("All shield energy transferred to ship."))
1101             game.energy += game.shield
1102             game.shield = 0.0
1103             return
1104         proutn(_("Scotty- \""))
1105         if nrg > 0:
1106             prout(_("Transferring energy to shields.\""))
1107         else:
1108             prout(_("Draining energy from shields.\""))
1109         game.shield += nrg
1110         game.energy -= nrg
1111         return
1112
1113 def randdevice():
1114     "Choose a device to damage, at random."
1115     weights = (
1116         105,        # DSRSENS: short range scanners        10.5%
1117         105,        # DLRSENS: long range scanners                10.5%
1118         120,        # DPHASER: phasers                        12.0%
1119         120,        # DPHOTON: photon torpedoes                12.0%
1120         25,        # DLIFSUP: life support                         2.5%
1121         65,        # DWARPEN: warp drive                         6.5%
1122         70,        # DIMPULS: impulse engines                 6.5%
1123         145,        # DSHIELD: deflector shields                14.5%
1124         30,        # DRADIO:  subspace radio                 3.0%
1125         45,        # DSHUTTL: shuttle                         4.5%
1126         15,        # DCOMPTR: computer                         1.5%
1127         20,        # NAVCOMP: navigation system                 2.0%
1128         75,        # DTRANSP: transporter                         7.5%
1129         20,        # DSHCTRL: high-speed shield controller  2.0%
1130         10,        # DDRAY: death ray                         1.0%
1131         30,        # DDSP: deep-space probes                 3.0%
1132         0,         # DCLOAK: the cloaking device             0.0
1133     )
1134     assert(sum(weights) == 1000)
1135     idx = randrange(1000)
1136     wsum = 0
1137     for (i, w) in enumerate(weights):
1138         wsum += w
1139         if idx < wsum:
1140             return i
1141     return None        # we should never get here
1142
1143 def collision(rammed, enemy):
1144     "Collision handling for rammong events."
1145     prouts(_("***RED ALERT!  RED ALERT!"))
1146     skip(1)
1147     prout(_("***COLLISION IMMINENT."))
1148     skip(2)
1149     proutn("***")
1150     proutn(crmshp())
1151     hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1152     if rammed:
1153         proutn(_(" rammed by "))
1154     else:
1155         proutn(_(" rams "))
1156     proutn(crmena(False, enemy.type, "sector", enemy.location))
1157     if rammed:
1158         proutn(_(" (original position)"))
1159     skip(1)
1160     deadkl(enemy.location, enemy.type, game.sector)
1161     proutn("***" + crmshp() + " heavily damaged.")
1162     icas = randrange(10, 30)
1163     prout(_("***Sickbay reports %d casualties") % icas)
1164     game.casual += icas
1165     game.state.crew -= icas
1166     # In the pre-SST2K version, all devices got equiprobably damaged,
1167     # which was silly.  Instead, pick up to half the devices at
1168     # random according to our weighting table,
1169     ncrits = randrange(NDEVICES/2)
1170     while ncrits > 0:
1171         ncrits -= 1
1172         dev = randdevice()
1173         if game.damage[dev] < 0:
1174             continue
1175         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1176         # Damage for at least time of travel!
1177         game.damage[dev] += game.optime + extradm
1178     game.shldup = False
1179     prout(_("***Shields are down."))
1180     if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1181         announce()
1182         damagereport()
1183     else:
1184         finish(FWON)
1185     return
1186
1187 def torpedo(origin, bearing, dispersion, number, nburst):
1188     "Let a photon torpedo fly"
1189     if not damaged(DSRSENS) or game.condition == "docked":
1190         setwnd(srscan_window)
1191     else:
1192         setwnd(message_window)
1193     ac = bearing + 0.25*dispersion        # dispersion is a random variable
1194     bullseye = (15.0 - bearing)*0.5235988
1195     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1196     bumpto = Coord(0, 0)
1197     # Loop to move a single torpedo
1198     setwnd(message_window)
1199     for step in range(1, QUADSIZE*2):
1200         if not track.nexttok():
1201             break
1202         w = track.sector()
1203         if not w.valid_sector():
1204             break
1205         iquad = game.quad[w.i][w.j]
1206         tracktorpedo(w, step, number, nburst, iquad)
1207         if iquad == '.':
1208             continue
1209         # hit something
1210         setwnd(message_window)
1211         if not damaged(DSRSENS) or game.condition == "docked":
1212             skip(1)        # start new line after text track
1213         if iquad in ('E', 'F'): # Hit our ship
1214             skip(1)
1215             prout(_("Torpedo hits %s.") % crmshp())
1216             hit = 700.0 + randreal(100) - \
1217                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1218             newcnd() # we're blown out of dock
1219             if game.landed or game.condition == "docked":
1220                 return hit # Cheat if on a planet
1221             # In the C/FORTRAN version, dispersion was 2.5 radians, which
1222             # is 143 degrees, which is almost exactly 4.8 clockface units
1223             displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1224             displacement.nexttok()
1225             bumpto = displacement.sector()
1226             if not bumpto.valid_sector():
1227                 return hit
1228             if game.quad[bumpto.i][bumpto.j] == ' ':
1229                 finish(FHOLE)
1230                 return hit
1231             if game.quad[bumpto.i][bumpto.j] != '.':
1232                 # can't move into object
1233                 return hit
1234             game.sector = bumpto
1235             proutn(crmshp())
1236             game.quad[w.i][w.j] = '.'
1237             game.quad[bumpto.i][bumpto.j] = iquad
1238             prout(_(" displaced by blast to Sector %s ") % bumpto)
1239             for enemy in game.enemies:
1240                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1241             sortenemies()
1242             return None
1243         elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1244             # find the enemy
1245             if iquad in ('C', 'S') and withprob(0.05):
1246                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1247                 prout(_("   torpedo neutralized."))
1248                 return None
1249             for enemy in game.enemies:
1250                 if w == enemy.location:
1251                     kp = math.fabs(enemy.power)
1252                     h1 = 700.0 + randrange(100) - \
1253                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1254                     h1 = math.fabs(h1)
1255                     if kp < h1:
1256                         h1 = kp
1257                     if enemy.power < 0:
1258                         enemy.power -= -h1
1259                     else:
1260                         enemy.power -= h1
1261                     if enemy.power == 0:
1262                         deadkl(w, iquad, w)
1263                         return None
1264                     proutn(crmena(True, iquad, "sector", w))
1265                     displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1266                     displacement.nexttok()
1267                     bumpto = displacement.sector()
1268                     if not bumpto.valid_sector():
1269                         prout(_(" damaged but not destroyed."))
1270                         return
1271                     if game.quad[bumpto.i][bumpto.j] == ' ':
1272                         prout(_(" buffeted into black hole."))
1273                         deadkl(w, iquad, bumpto)
1274                     if game.quad[bumpto.i][bumpto.j] != '.':
1275                         prout(_(" damaged but not destroyed."))
1276                     else:
1277                         prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1278                         enemy.location = bumpto
1279                         game.quad[w.i][w.j] = '.'
1280                         game.quad[bumpto.i][bumpto.j] = iquad
1281                         for enemy in game.enemies:
1282                             enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1283                         sortenemies()
1284                     break
1285             else:
1286                 prout("Internal error, no enemy where expected!")
1287                 raise SystemExit(1)
1288             return None
1289         elif iquad == 'B': # Hit a base
1290             skip(1)
1291             prout(_("***STARBASE DESTROYED.."))
1292             game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1293             game.quad[w.i][w.j] = '.'
1294             game.base.invalidate()
1295             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1296             game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1297             game.state.basekl += 1
1298             newcnd()
1299             return None
1300         elif iquad == 'P': # Hit a planet
1301             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1302             game.state.nplankl += 1
1303             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1304             game.iplnet.pclass = "destroyed"
1305             game.iplnet = None
1306             game.plnet.invalidate()
1307             game.quad[w.i][w.j] = '.'
1308             if game.landed:
1309                 # captain perishes on planet
1310                 finish(FDPLANET)
1311             return None
1312         elif iquad == '@': # Hit an inhabited world -- very bad!
1313             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1314             game.state.nworldkl += 1
1315             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1316             game.iplnet.pclass = "destroyed"
1317             game.iplnet = None
1318             game.plnet.invalidate()
1319             game.quad[w.i][w.j] = '.'
1320             if game.landed:
1321                 # captain perishes on planet
1322                 finish(FDPLANET)
1323             prout(_("The torpedo destroyed an inhabited planet."))
1324             return None
1325         elif iquad == '*': # Hit a star
1326             if withprob(0.9):
1327                 nova(w)
1328             else:
1329                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1330             return None
1331         elif iquad == '?': # Hit a thingy
1332             if not (game.options & OPTION_THINGY) or withprob(0.3):
1333                 skip(1)
1334                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1335                 skip(1)
1336                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1337                 skip(1)
1338                 proutn(_("Mr. Spock-"))
1339                 prouts(_("  \"Fascinating!\""))
1340                 skip(1)
1341                 deadkl(w, iquad, w)
1342             else:
1343                 # Stas Sergeev added the possibility that
1344                 # you can shove the Thingy and piss it off.
1345                 # It then becomes an enemy and may fire at you.
1346                 thing.angry()
1347             return None
1348         elif iquad == ' ': # Black hole
1349             skip(1)
1350             prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1351             return None
1352         elif iquad == '#': # hit the web
1353             skip(1)
1354             prout(_("***Torpedo absorbed by Tholian web."))
1355             return None
1356         elif iquad == 'T':  # Hit a Tholian
1357             h1 = 700.0 + randrange(100) - \
1358                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1359             h1 = math.fabs(h1)
1360             if h1 >= 600:
1361                 game.quad[w.i][w.j] = '.'
1362                 deadkl(w, iquad, w)
1363                 game.tholian = None
1364                 return None
1365             skip(1)
1366             proutn(crmena(True, 'T', "sector", w))
1367             if withprob(0.05):
1368                 prout(_(" survives photon blast."))
1369                 return None
1370             prout(_(" disappears."))
1371             game.tholian.move(None)
1372             game.quad[w.i][w.j] = '#'
1373             dropin(' ')
1374             return None
1375         else: # Problem!
1376             skip(1)
1377             proutn("Don't know how to handle torpedo collision with ")
1378             proutn(crmena(True, iquad, "sector", w))
1379             skip(1)
1380             return None
1381         break
1382     skip(1)
1383     setwnd(message_window)
1384     prout(_("Torpedo missed."))
1385     return None
1386
1387 def fry(hit):
1388     "Critical-hit resolution."
1389     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1390         return
1391     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1392     proutn(_("***CRITICAL HIT--"))
1393     # Select devices and cause damage
1394     cdam = []
1395     while ncrit > 0:
1396         while True:
1397             j = randdevice()
1398             # Cheat to prevent shuttle damage unless on ship
1399             if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1400                 break
1401         cdam.append(j)
1402         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1403         game.damage[j] += extradm
1404         ncrit -= 1
1405     skipcount = 0
1406     for (i, j) in enumerate(cdam):
1407         proutn(device[j])
1408         if skipcount % 3 == 2 and i < len(cdam)-1:
1409             skip(1)
1410         skipcount += 1
1411         if i < len(cdam)-1:
1412             proutn(_(" and "))
1413     prout(_(" damaged."))
1414     if damaged(DSHIELD) and game.shldup:
1415         prout(_("***Shields knocked down."))
1416         game.shldup = False
1417     if damaged(DCLOAK) and game.iscloaked:
1418         prout(_("***Cloaking device rendered inoperative."))
1419         game.iscloaked = False
1420
1421 def attack(torps_ok):
1422     # bad guy attacks us
1423     # torps_ok == False forces use of phasers in an attack
1424     if game.iscloaked:
1425         return
1426     # game could be over at this point, check
1427     if game.alldone:
1428         return
1429     attempt = False
1430     ihurt = False
1431     hitmax = 0.0
1432     hittot = 0.0
1433     chgfac = 1.0
1434     where = "neither"
1435     if game.idebug:
1436         prout("=== ATTACK!")
1437     # Tholian gets to move before attacking
1438     if game.tholian:
1439         movetholian()
1440     # if you have just entered the RNZ, you'll get a warning
1441     if game.neutz: # The one chance not to be attacked
1442         game.neutz = False
1443         return
1444     # commanders get a chance to tac-move towards you
1445     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:
1446         for (bugout, enemy, old, goto) in  moveklings():
1447             if bugout:
1448                 # we know about this if either short or long range
1449                 # sensors are working
1450                 if damaged(DSRSENS) and damaged(DLRSENS) \
1451                        and game.condition != "docked":
1452                     prout(crmena(True, enemy.type, "sector", old) + \
1453                           (_(" escapes to Quadrant %s (and regains strength).") % goto))
1454             else: # Enemy still in-sector
1455                 if enemy.move(goto):
1456                     if not damaged(DSRSENS) or game.condition == "docked":
1457                         proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1458                         if enemy.kdist < old:
1459                             proutn(_(" advances to "))
1460                         else:
1461                             proutn(_(" retreats to "))
1462                         prout("Sector %s." % goto)
1463         sortenemies()
1464     # if no enemies remain after movement, we're done
1465     if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1466         return
1467     # set up partial hits if attack happens during shield status change
1468     pfac = 1.0/game.inshld
1469     if game.shldchg:
1470         chgfac = 0.25 + randreal(0.5)
1471     skip(1)
1472     # message verbosity control
1473     if game.skill <= SKILL_FAIR:
1474         where = "sector"
1475     for enemy in game.enemies:
1476         if enemy.power < 0:
1477             continue        # too weak to attack
1478         # compute hit strength and diminish shield power
1479         r = randreal()
1480         # Increase chance of photon torpedos if docked or enemy energy is low
1481         if game.condition == "docked":
1482             r *= 0.25
1483         if enemy.power < 500:
1484             r *= 0.25
1485         if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1486             continue
1487         # different enemies have different probabilities of throwing a torp
1488         usephasers = not torps_ok or \
1489             (enemy.type == 'K' and r > 0.0005) or \
1490             (enemy.type == 'C' and r > 0.015) or \
1491             (enemy.type == 'R' and r > 0.3) or \
1492             (enemy.type == 'S' and r > 0.07) or \
1493             (enemy.type == '?' and r > 0.05)
1494         if usephasers:            # Enemy uses phasers
1495             if game.condition == "docked":
1496                 continue # Don't waste the effort!
1497             attempt = True # Attempt to attack
1498             dustfac = randreal(0.8, 0.85)
1499             hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1500             enemy.power *= 0.75
1501         else: # Enemy uses photon torpedo
1502             # We should be able to make the bearing() method work here
1503             pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1504             hit = 0
1505             proutn(_("***TORPEDO INCOMING"))
1506             if not damaged(DSRSENS):
1507                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1508             attempt = True
1509             prout("  ")
1510             dispersion = (randreal()+randreal())*0.5 - 0.5
1511             dispersion += 0.002*enemy.power*dispersion
1512             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1513             if game.unwon() == 0:
1514                 finish(FWON) # Klingons did themselves in!
1515             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1516                 return # Supernova or finished
1517             if hit is None:
1518                 continue
1519         # incoming phaser or torpedo, shields may dissipate it
1520         if game.shldup or game.shldchg or game.condition == "docked":
1521             # shields will take hits
1522             propor = pfac * game.shield
1523             if game.condition == "docked":
1524                 propor *= 2.1
1525             if propor < 0.1:
1526                 propor = 0.1
1527             hitsh = propor*chgfac*hit+1.0
1528             absorb = 0.8*hitsh
1529             if absorb > game.shield:
1530                 absorb = game.shield
1531             game.shield -= absorb
1532             hit -= hitsh
1533             # taking a hit blasts us out of a starbase dock
1534             if game.condition == "docked":
1535                 dock(False)
1536             # but the shields may take care of it
1537             if propor > 0.1 and hit < 0.005*game.energy:
1538                 continue
1539         # hit from this opponent got through shields, so take damage
1540         ihurt = True
1541         proutn(_("%d unit hit") % int(hit))
1542         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1543             proutn(_(" on the ") + crmshp())
1544         if not damaged(DSRSENS) and usephasers:
1545             prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1546         skip(1)
1547         # Decide if hit is critical
1548         if hit > hitmax:
1549             hitmax = hit
1550         hittot += hit
1551         fry(hit)
1552         game.energy -= hit
1553     if game.energy <= 0:
1554         # Returning home upon your shield, not with it...
1555         finish(FBATTLE)
1556         return
1557     if not attempt and game.condition == "docked":
1558         prout(_("***Enemies decide against attacking your ship."))
1559     percent = 100.0*pfac*game.shield+0.5
1560     if not ihurt:
1561         # Shields fully protect ship
1562         proutn(_("Enemy attack reduces shield strength to "))
1563     else:
1564         # Emit message if starship suffered hit(s)
1565         skip(1)
1566         proutn(_("Energy left %2d    shields ") % int(game.energy))
1567         if game.shldup:
1568             proutn(_("up "))
1569         elif not damaged(DSHIELD):
1570             proutn(_("down "))
1571         else:
1572             proutn(_("damaged, "))
1573     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1574     # Check if anyone was hurt
1575     if hitmax >= 200 or hittot >= 500:
1576         icas = randrange(int(hittot * 0.015))
1577         if icas >= 2:
1578             skip(1)
1579             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1580             prout(_("   in that last attack.\""))
1581             game.casual += icas
1582             game.state.crew -= icas
1583     # After attack, reset average distance to enemies
1584     for enemy in game.enemies:
1585         enemy.kavgd = enemy.kdist
1586     sortenemies()
1587     return
1588
1589 def deadkl(w, etype, mv):
1590     "Kill a Klingon, Tholian, Romulan, or Thingy."
1591     # Added mv to allow enemy to "move" before dying
1592     proutn(crmena(True, etype, "sector", mv))
1593     # Decide what kind of enemy it is and update appropriately
1594     if etype == 'R':
1595         # Chalk up a Romulan
1596         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1597         game.irhere -= 1
1598         game.state.nromrem -= 1
1599     elif etype == 'T':
1600         # Killed a Tholian
1601         game.tholian = None
1602     elif etype == '?':
1603         # Killed a Thingy
1604         global thing
1605         thing = None
1606     else:
1607         # Killed some type of Klingon
1608         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1609         game.klhere -= 1
1610         if etype == 'C':
1611             game.state.kcmdr.remove(game.quadrant)
1612             unschedule(FTBEAM)
1613             if game.state.kcmdr:
1614                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1615             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1616                 unschedule(FCDBAS)
1617         elif etype ==  'K':
1618             game.state.remkl -= 1
1619         elif etype ==  'S':
1620             game.state.nscrem -= 1
1621             game.state.kscmdr.invalidate()
1622             game.isatb = 0
1623             game.iscate = False
1624             unschedule(FSCMOVE)
1625             unschedule(FSCDBAS)
1626     # For each kind of enemy, finish message to player
1627     prout(_(" destroyed."))
1628     if game.unwon() == 0:
1629         return
1630     game.recompute()
1631     # Remove enemy ship from arrays describing local conditions
1632     for e in game.enemies:
1633         if e.location == w:
1634             e.move(None)
1635             break
1636     return
1637
1638 def targetcheck(w):
1639     "Return None if target is invalid, otherwise return a course angle."
1640     if not w.valid_sector():
1641         huh()
1642         return None
1643     delta = Coord()
1644     # C code this was translated from is wacky -- why the sign reversal?
1645     delta.j = (w.j - game.sector.j)
1646     delta.i = (game.sector.i - w.i)
1647     if delta == Coord(0, 0):
1648         skip(1)
1649         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1650         prout(_("  I recommend an immediate review of"))
1651         prout(_("  the Captain's psychological profile.\""))
1652         scanner.chew()
1653         return None
1654     return delta.bearing()
1655
1656 def torps():
1657     "Launch photon torpedo salvo."
1658     tcourse = []
1659     game.ididit = False
1660     if damaged(DPHOTON):
1661         prout(_("Photon tubes damaged."))
1662         scanner.chew()
1663         return
1664     if game.torps == 0:
1665         prout(_("No torpedoes left."))
1666         scanner.chew()
1667         return
1668     # First, get torpedo count
1669     while True:
1670         scanner.nexttok()
1671         if scanner.token == "IHALPHA":
1672             huh()
1673             return
1674         elif scanner.token == "IHEOL" or not scanner.waiting():
1675             prout(_("%d torpedoes left.") % game.torps)
1676             scanner.chew()
1677             proutn(_("Number of torpedoes to fire- "))
1678             continue        # Go back around to get a number
1679         else: # key == "IHREAL"
1680             n = scanner.int()
1681             if n <= 0: # abort command
1682                 scanner.chew()
1683                 return
1684             if n > MAXBURST:
1685                 scanner.chew()
1686                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1687                 return
1688             if n > game.torps:
1689                 scanner.chew()        # User requested more torps than available
1690                 continue        # Go back around
1691             break        # All is good, go to next stage
1692     # Next, get targets
1693     target = []
1694     for i in range(n):
1695         key = scanner.nexttok()
1696         if i == 0 and key == "IHEOL":
1697             break        # no coordinate waiting, we will try prompting
1698         if i == 1 and key == "IHEOL":
1699             # direct all torpedoes at one target
1700             while i < n:
1701                 target.append(target[0])
1702                 tcourse.append(tcourse[0])
1703                 i += 1
1704             break
1705         scanner.push(scanner.token)
1706         target.append(scanner.getcoord())
1707         if target[-1] is None:
1708             return
1709         tcourse.append(targetcheck(target[-1]))
1710         if tcourse[-1] is None:
1711             return
1712     scanner.chew()
1713     if len(target) == 0:
1714         # prompt for each one
1715         for i in range(n):
1716             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1717             scanner.chew()
1718             target.append(scanner.getcoord())
1719             if target[-1] is None:
1720                 return
1721             tcourse.append(targetcheck(target[-1]))
1722             if tcourse[-1] is None:
1723                 return
1724     game.ididit = True
1725     # Loop for moving <n> torpedoes
1726     for i in range(n):
1727         if game.condition != "docked":
1728             game.torps -= 1
1729         dispersion = (randreal()+randreal())*0.5 -0.5
1730         if math.fabs(dispersion) >= 0.47:
1731             # misfire!
1732             dispersion *= randreal(1.2, 2.2)
1733             if n > 0:
1734                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1735             else:
1736                 prouts(_("***TORPEDO MISFIRES."))
1737             skip(1)
1738             if i < n:
1739                 prout(_("  Remainder of burst aborted."))
1740             if withprob(0.2):
1741                 prout(_("***Photon tubes damaged by misfire."))
1742                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1743             break
1744         if game.iscloaked:
1745             dispersion *= 1.2
1746         elif game.shldup or game.condition == "docked":
1747             dispersion *= 1.0 + 0.0001*game.shield
1748         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1749         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1750             return
1751     if game.unwon()<=0:
1752         finish(FWON)
1753
1754 def overheat(rpow):
1755     "Check for phasers overheating."
1756     if rpow > 1500:
1757         checkburn = (rpow-1500.0)*0.00038
1758         if withprob(checkburn):
1759             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1760             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1761
1762 def checkshctrl(rpow):
1763     "Check shield control."
1764     skip(1)
1765     if withprob(0.998):
1766         prout(_("Shields lowered."))
1767         return False
1768     # Something bad has happened
1769     prouts(_("***RED ALERT!  RED ALERT!"))
1770     skip(2)
1771     hit = rpow*game.shield/game.inshld
1772     game.energy -= rpow+hit*0.8
1773     game.shield -= hit*0.2
1774     if game.energy <= 0.0:
1775         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1776         skip(1)
1777         stars()
1778         finish(FPHASER)
1779         return True
1780     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1781     skip(2)
1782     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1783     icas = randrange(int(hit*0.012))
1784     skip(1)
1785     fry(0.8*hit)
1786     if icas:
1787         skip(1)
1788         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1789         prout(_("  %d casualties so far.\"") % icas)
1790         game.casual += icas
1791         game.state.crew -= icas
1792     skip(1)
1793     prout(_("Phaser energy dispersed by shields."))
1794     prout(_("Enemy unaffected."))
1795     overheat(rpow)
1796     return True
1797
1798 def hittem(hits):
1799     "Register a phaser hit on Klingons and Romulans."
1800     w = Coord()
1801     skip(1)
1802     kk = 0
1803     for wham in hits:
1804         if wham == 0:
1805             continue
1806         dustfac = randreal(0.9, 1.0)
1807         hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1808         kpini = game.enemies[kk].power
1809         kp = math.fabs(kpini)
1810         if PHASEFAC*hit < kp:
1811             kp = PHASEFAC*hit
1812         if game.enemies[kk].power < 0:
1813             game.enemies[kk].power -= -kp
1814         else:
1815             game.enemies[kk].power -= kp
1816         kpow = game.enemies[kk].power
1817         w = game.enemies[kk].location
1818         if hit > 0.005:
1819             if not damaged(DSRSENS):
1820                 boom(w)
1821             proutn(_("%d unit hit on ") % int(hit))
1822         else:
1823             proutn(_("Very small hit on "))
1824         ienm = game.quad[w.i][w.j]
1825         if ienm == '?':
1826             thing.angry()
1827         proutn(crmena(False, ienm, "sector", w))
1828         skip(1)
1829         if kpow == 0:
1830             deadkl(w, ienm, w)
1831             if game.unwon()==0:
1832                 finish(FWON)
1833             if game.alldone:
1834                 return
1835             continue
1836         else: # decide whether or not to emasculate klingon
1837             if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1838                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1839                 prout(_("   has just lost its firepower.\""))
1840                 game.enemies[kk].power = -kpow
1841         kk += 1
1842     return
1843
1844 def phasers():
1845     "Fire phasers at bad guys."
1846     hits = []
1847     kz = 0
1848     k = 1
1849     irec = 0 # Cheating inhibitor
1850     ifast = False
1851     no = False
1852     itarg = True
1853     msgflag = True
1854     rpow = 0.0
1855     automode = "NOTSET"
1856     key = ""
1857     skip(1)
1858     # SR sensors and Computer are needed for automode
1859     if damaged(DSRSENS) or damaged(DCOMPTR):
1860         itarg = False
1861     if game.condition == "docked":
1862         prout(_("Phasers can't be fired through base shields."))
1863         scanner.chew()
1864         return
1865     if damaged(DPHASER):
1866         prout(_("Phaser control damaged."))
1867         scanner.chew()
1868         return
1869     if game.shldup:
1870         if damaged(DSHCTRL):
1871             prout(_("High speed shield control damaged."))
1872             scanner.chew()
1873             return
1874         if game.energy <= 200.0:
1875             prout(_("Insufficient energy to activate high-speed shield control."))
1876             scanner.chew()
1877             return
1878         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1879         ifast = True
1880     # Original code so convoluted, I re-did it all
1881     # (That was Tom Almy talking about the C code, I think -- ESR)
1882     while automode == "NOTSET":
1883         key = scanner.nexttok()
1884         if key == "IHALPHA":
1885             if scanner.sees("manual"):
1886                 if len(game.enemies)==0:
1887                     prout(_("There is no enemy present to select."))
1888                     scanner.chew()
1889                     key = "IHEOL"
1890                     automode = "AUTOMATIC"
1891                 else:
1892                     automode = "MANUAL"
1893                     key = scanner.nexttok()
1894             elif scanner.sees("automatic"):
1895                 if (not itarg) and len(game.enemies) != 0:
1896                     automode = "FORCEMAN"
1897                 else:
1898                     if len(game.enemies)==0:
1899                         prout(_("Energy will be expended into space."))
1900                     automode = "AUTOMATIC"
1901                     key = scanner.nexttok()
1902             elif scanner.sees("no"):
1903                 no = True
1904             else:
1905                 huh()
1906                 return
1907         elif key == "IHREAL":
1908             if len(game.enemies)==0:
1909                 prout(_("Energy will be expended into space."))
1910                 automode = "AUTOMATIC"
1911             elif not itarg:
1912                 automode = "FORCEMAN"
1913             else:
1914                 automode = "AUTOMATIC"
1915         else:
1916             # "IHEOL"
1917             if len(game.enemies)==0:
1918                 prout(_("Energy will be expended into space."))
1919                 automode = "AUTOMATIC"
1920             elif not itarg:
1921                 automode = "FORCEMAN"
1922             else:
1923                 proutn(_("Manual or automatic? "))
1924                 scanner.chew()
1925     avail = game.energy
1926     if ifast:
1927         avail -= 200.0
1928     if automode == "AUTOMATIC":
1929         if key == "IHALPHA" and scanner.sees("no"):
1930             no = True
1931             key = scanner.nexttok()
1932         if key != "IHREAL" and len(game.enemies) != 0:
1933             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1934         irec = 0
1935         while True:
1936             scanner.chew()
1937             if not kz:
1938                 for i in range(len(game.enemies)):
1939                     irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1940             kz = 1
1941             proutn(_("%d units required. ") % irec)
1942             scanner.chew()
1943             proutn(_("Units to fire= "))
1944             key = scanner.nexttok()
1945             if key != "IHREAL":
1946                 return
1947             rpow = scanner.real
1948             if rpow > avail:
1949                 proutn(_("Energy available= %.2f") % avail)
1950                 skip(1)
1951                 key = "IHEOL"
1952             if not rpow > avail:
1953                 break
1954         if rpow <= 0:
1955             # chicken out
1956             scanner.chew()
1957             return
1958         key = scanner.nexttok()
1959         if key == "IHALPHA" and scanner.sees("no"):
1960             no = True
1961         if ifast:
1962             game.energy -= 200 # Go and do it!
1963             if checkshctrl(rpow):
1964                 return
1965         scanner.chew()
1966         game.energy -= rpow
1967         extra = rpow
1968         if len(game.enemies):
1969             extra = 0.0
1970             powrem = rpow
1971             for i in range(len(game.enemies)):
1972                 hits.append(0.0)
1973                 if powrem <= 0:
1974                     continue
1975                 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1976                 over = randreal(1.01, 1.06) * hits[i]
1977                 temp = powrem
1978                 powrem -= hits[i] + over
1979                 if powrem <= 0 and temp < hits[i]:
1980                     hits[i] = temp
1981                 if powrem <= 0:
1982                     over = 0.0
1983                 extra += over
1984             if powrem > 0.0:
1985                 extra += powrem
1986             hittem(hits)
1987             game.ididit = True
1988         if extra > 0 and not game.alldone:
1989             if game.tholian:
1990                 proutn(_("*** Tholian web absorbs "))
1991                 if len(game.enemies)>0:
1992                     proutn(_("excess "))
1993                 prout(_("phaser energy."))
1994             else:
1995                 prout(_("%d expended on empty space.") % int(extra))
1996     elif automode == "FORCEMAN":
1997         scanner.chew()
1998         key = "IHEOL"
1999         if damaged(DCOMPTR):
2000             prout(_("Battle computer damaged, manual fire only."))
2001         else:
2002             skip(1)
2003             prouts(_("---WORKING---"))
2004             skip(1)
2005             prout(_("Short-range-sensors-damaged"))
2006             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2007             prout(_("Manual-fire-must-be-used"))
2008             skip(1)
2009     elif automode == "MANUAL":
2010         rpow = 0.0
2011         for k in range(len(game.enemies)):
2012             aim = game.enemies[k].location
2013             ienm = game.quad[aim.i][aim.j]
2014             if msgflag:
2015                 proutn(_("Energy available= %.2f") % (avail-0.006))
2016                 skip(1)
2017                 msgflag = False
2018                 rpow = 0.0
2019             if damaged(DSRSENS) and \
2020                not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2021                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2022                 scanner.chew()
2023                 key = "IHEOL"
2024                 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2025                 k += 1
2026                 continue
2027             if key == "IHEOL":
2028                 scanner.chew()
2029                 if itarg and k > kz:
2030                     irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        randreal(1.01, 1.06) + 1.0
2031                 kz = k
2032                 proutn("(")
2033                 if not damaged(DCOMPTR):
2034                     proutn("%d" % irec)
2035                 else:
2036                     proutn("??")
2037                 proutn(")  ")
2038                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
2039                 key = scanner.nexttok()
2040             if key == "IHALPHA" and scanner.sees("no"):
2041                 no = True
2042                 key = scanner.nexttok()
2043                 continue
2044             if key == "IHALPHA":
2045                 huh()
2046                 return
2047             if key == "IHEOL":
2048                 if k == 1: # Let me say I'm baffled by this
2049                     msgflag = True
2050                 continue
2051             if scanner.real < 0:
2052                 # abort out
2053                 scanner.chew()
2054                 return
2055             hits[k] = scanner.real
2056             rpow += scanner.real
2057             # If total requested is too much, inform and start over
2058             if rpow > avail:
2059                 prout(_("Available energy exceeded -- try again."))
2060                 scanner.chew()
2061                 return
2062             key = scanner.nexttok() # scan for next value
2063             k += 1
2064         if rpow == 0.0:
2065             # zero energy -- abort
2066             scanner.chew()
2067             return
2068         if key == "IHALPHA" and scanner.sees("no"):
2069             no = True
2070         game.energy -= rpow
2071         scanner.chew()
2072         if ifast:
2073             game.energy -= 200.0
2074             if checkshctrl(rpow):
2075                 return
2076         hittem(hits)
2077         game.ididit = True
2078      # Say shield raised or malfunction, if necessary
2079     if game.alldone:
2080         return
2081     if ifast:
2082         skip(1)
2083         if no == 0:
2084             if withprob(0.01):
2085                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2086                 prouts(_("         CLICK   CLICK   POP  . . ."))
2087                 prout(_(" No response, sir!"))
2088                 game.shldup = False
2089             else:
2090                 prout(_("Shields raised."))
2091         else:
2092             game.shldup = False
2093     overheat(rpow)
2094
2095
2096 def capture():
2097     game.ididit = False # Nothing if we fail
2098     game.optime = 0.0;
2099
2100     # Make sure there is room in the brig */
2101     if game.brigfree == 0:
2102         prout(_("Security reports the brig is already full."))
2103         return;
2104
2105     if damaged(DRADIO):
2106         prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2107         return
2108
2109     if damaged(DTRANSP):
2110         prout(_("Scotty- \"Transporter damaged, sir.\""))
2111         return
2112
2113     # find out if there are any at all
2114     if game.klhere < 1:
2115         prout(_("Uhura- \"Getting no response, sir.\""))
2116         return
2117
2118     # if there is more than one Klingon, find out which one */
2119     #   Cruddy, just takes one at random.  Should ask the captain.
2120     #   Nah, just select the weakest one since it is most likely to
2121     #   surrender (Tom Almy mod)
2122     klingons = [e for e in game.enemies if e.type == 'K']
2123     weakest = sorted(klingons, key=lambda e: e.power)[0]
2124     game.optime = 0.05          # This action will take some time
2125     game.ididit = True #  So any others can strike back
2126
2127     # check out that Klingon
2128     # The algorithm isn't that great and could use some more
2129     # intelligent design
2130     # x = 300 + 25*skill;
2131     x = game.energy / (weakest.power * len(klingons))
2132     #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2133     #      % (game.energy, weakest.power, len(klingons))) 
2134     x *= 2.5  # would originally have been equivalent of 1.4,
2135                # but we want command to work more often, more humanely */
2136     #prout(_("Prob = %.4f" % x))
2137     #   x = 100; // For testing, of course!
2138     if x < randreal(100):
2139         # guess what, he surrendered!!! */
2140         prout(_("Klingon captain at %s surrenders.") % weakest.location)
2141         i = randreal(200)
2142         if i > 0:
2143             prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2144         if i > game.brigfree:
2145             prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree))
2146             i = game.brigfree
2147         game.brigfree -= i
2148         prout(_("%d captives taken") % i)
2149         deadkl(weakest.location, weakest.type, game.sector)
2150         if game.unwon()<=0:
2151             finish(FWON)
2152         return
2153
2154         # big surprise, he refuses to surrender */
2155     prout(_("Fat chance, captain!"))
2156
2157 # Code from events.c begins here.
2158
2159 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2160 # event of each type active at any given time.  Mostly these means we can
2161 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2162 # BSD Trek, from which we swiped the idea, can have up to 5.
2163
2164 def unschedule(evtype):
2165     "Remove an event from the schedule."
2166     game.future[evtype].date = FOREVER
2167     return game.future[evtype]
2168
2169 def is_scheduled(evtype):
2170     "Is an event of specified type scheduled."
2171     return game.future[evtype].date != FOREVER
2172
2173 def scheduled(evtype):
2174     "When will this event happen?"
2175     return game.future[evtype].date
2176
2177 def schedule(evtype, offset):
2178     "Schedule an event of specified type."
2179     game.future[evtype].date = game.state.date + offset
2180     return game.future[evtype]
2181
2182 def postpone(evtype, offset):
2183     "Postpone a scheduled event."
2184     game.future[evtype].date += offset
2185
2186 def cancelrest():
2187     "Rest period is interrupted by event."
2188     if game.resting:
2189         skip(1)
2190         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2191         if ja():
2192             game.resting = False
2193             game.optime = 0.0
2194             return True
2195     return False
2196
2197 def events():
2198     "Run through the event queue looking for things to do."
2199     i = 0
2200     fintim = game.state.date + game.optime
2201     yank = 0
2202     ictbeam = False
2203     istract = False
2204     w = Coord()
2205     hold = Coord()
2206     ev = Event()
2207     ev2 = Event()
2208
2209     def tractorbeam(yank):
2210         "Tractor-beaming cases merge here."
2211         announce()
2212         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2213         skip(1)
2214         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2215         # If Kirk & Co. screwing around on planet, handle
2216         atover(True) # atover(true) is Grab
2217         if game.alldone:
2218             return
2219         if game.icraft: # Caught in Galileo?
2220             finish(FSTRACTOR)
2221             return
2222         # Check to see if shuttle is aboard
2223         if game.iscraft == "offship":
2224             skip(1)
2225             if withprob(0.5):
2226                 prout(_("Galileo, left on the planet surface, is captured"))
2227                 prout(_("by aliens and made into a flying McDonald's."))
2228                 game.damage[DSHUTTL] = -10
2229                 game.iscraft = "removed"
2230             else:
2231                 prout(_("Galileo, left on the planet surface, is well hidden."))
2232         if evcode == FSPY:
2233             game.quadrant = game.state.kscmdr
2234         else:
2235             game.quadrant = game.state.kcmdr[i]
2236         game.sector = randplace(QUADSIZE)
2237         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2238                % (game.quadrant, game.sector))
2239         if game.resting:
2240             prout(_("(Remainder of rest/repair period cancelled.)"))
2241             game.resting = False
2242         if not game.shldup:
2243             if not damaged(DSHIELD) and game.shield > 0:
2244                 doshield(shraise=True) # raise shields
2245                 game.shldchg = False
2246             else:
2247                 prout(_("(Shields not currently useable.)"))
2248         newqad()
2249         # Adjust finish time to time of tractor beaming?
2250         # fintim = game.state.date+game.optime
2251         attack(torps_ok=False)
2252         if not game.state.kcmdr:
2253             unschedule(FTBEAM)
2254         else:
2255             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2256
2257     def destroybase():
2258         "Code merges here for any commander destroying a starbase."
2259         # Not perfect, but will have to do
2260         # Handle case where base is in same quadrant as starship
2261         if game.battle == game.quadrant:
2262             game.state.chart[game.battle.i][game.battle.j].starbase = False
2263             game.quad[game.base.i][game.base.j] = '.'
2264             game.base.invalidate()
2265             newcnd()
2266             skip(1)
2267             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2268         elif game.state.baseq and communicating():
2269             # Get word via subspace radio
2270             announce()
2271             skip(1)
2272             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2273             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2274             if game.isatb == 2:
2275                 prout(_("the Klingon Super-Commander"))
2276             else:
2277                 prout(_("a Klingon Commander"))
2278             game.state.chart[game.battle.i][game.battle.j].starbase = False
2279         # Remove Starbase from galaxy
2280         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2281         game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2282         if game.isatb == 2:
2283             # reinstate a commander's base attack
2284             game.battle = hold
2285             game.isatb = 0
2286         else:
2287             game.battle.invalidate()
2288     if game.idebug:
2289         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2290         for i in range(1, NEVENTS):
2291             if   i == FSNOVA:  proutn("=== Supernova       ")
2292             elif i == FTBEAM:  proutn("=== T Beam          ")
2293             elif i == FSNAP:   proutn("=== Snapshot        ")
2294             elif i == FBATTAK: proutn("=== Base Attack     ")
2295             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2296             elif i == FSCMOVE: proutn("=== SC Move         ")
2297             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2298             elif i == FDSPROB: proutn("=== Probe Move      ")
2299             elif i == FDISTR:  proutn("=== Distress Call   ")
2300             elif i == FENSLV:  proutn("=== Enslavement     ")
2301             elif i == FREPRO:  proutn("=== Klingon Build   ")
2302             if is_scheduled(i):
2303                 prout("%.2f" % (scheduled(i)))
2304             else:
2305                 prout("never")
2306     radio_was_broken = damaged(DRADIO)
2307     hold.i = hold.j = 0
2308     while True:
2309         # Select earliest extraneous event, evcode==0 if no events
2310         evcode = FSPY
2311         if game.alldone:
2312             return
2313         datemin = fintim
2314         for l in range(1, NEVENTS):
2315             if game.future[l].date < datemin:
2316                 evcode = l
2317                 if game.idebug:
2318                     prout("== Event %d fires" % evcode)
2319                 datemin = game.future[l].date
2320         xtime = datemin-game.state.date
2321         if game.iscloaked:
2322             game.energy -= xtime*500.0
2323             if game.energy <= 0:
2324                 finish(FNRG)
2325                 return
2326         game.state.date = datemin
2327         # Decrement Federation resources and recompute remaining time
2328         game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2329         game.recompute()
2330         if game.state.remtime <= 0:
2331             finish(FDEPLETE)
2332             return
2333         # Any crew left alive?
2334         if game.state.crew <= 0:
2335             finish(FCREW)
2336             return
2337         # Is life support adequate?
2338         if damaged(DLIFSUP) and game.condition != "docked":
2339             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2340                 finish(FLIFESUP)
2341                 return
2342             game.lsupres -= xtime
2343             if game.damage[DLIFSUP] <= xtime:
2344                 game.lsupres = game.inlsr
2345         # Fix devices
2346         repair = xtime
2347         if game.condition == "docked":
2348             repair /= DOCKFAC
2349         # Don't fix Deathray here
2350         for l in range(NDEVICES):
2351             if game.damage[l] > 0.0 and l != DDRAY:
2352                 if game.damage[l]-repair > 0.0:
2353                     game.damage[l] -= repair
2354                 else:
2355                     game.damage[l] = 0.0
2356         # If radio repaired, update star chart and attack reports
2357         if radio_was_broken and not damaged(DRADIO):
2358             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2359             prout(_("   surveillance reports are coming in."))
2360             skip(1)
2361             if not game.iseenit:
2362                 attackreport(False)
2363                 game.iseenit = True
2364             rechart()
2365             prout(_("   The star chart is now up to date.\""))
2366             skip(1)
2367         # Cause extraneous event EVCODE to occur
2368         game.optime -= xtime
2369         if evcode == FSNOVA: # Supernova
2370             announce()
2371             supernova(None)
2372             schedule(FSNOVA, expran(0.5*game.intime))
2373             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2374                 return
2375         elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2376             if game.state.nscrem == 0 or game.iscloaked or \
2377                 ictbeam or istract or \
2378                 game.condition == "docked" or game.isatb == 1 or game.iscate:
2379                 return
2380             if game.ientesc or \
2381                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2382                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2383                 (damaged(DSHIELD) and \
2384                  (game.energy < 2500 or damaged(DPHASER)) and \
2385                  (game.torps < 5 or damaged(DPHOTON))):
2386                 # Tractor-beam her!
2387                 istract = ictbeam = True
2388                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2389             else:
2390                 return
2391         elif evcode == FTBEAM: # Tractor beam
2392             if not game.state.kcmdr:
2393                 unschedule(FTBEAM)
2394                 continue
2395             i = randrange(len(game.state.kcmdr))
2396             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2397             if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2398                 # Drats! Have to reschedule
2399                 schedule(FTBEAM,
2400                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2401                 continue
2402             ictbeam = True
2403             tractorbeam(yank)
2404         elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2405             game.snapsht = copy.deepcopy(game.state)
2406             game.state.snap = True
2407             schedule(FSNAP, expran(0.5 * game.intime))
2408         elif evcode == FBATTAK: # Commander attacks starbase
2409             if not game.state.kcmdr or not game.state.baseq:
2410                 # no can do
2411                 unschedule(FBATTAK)
2412                 unschedule(FCDBAS)
2413                 continue
2414             ibq = None  # Force battle location to persist past loop
2415             try:
2416                 for ibq in game.state.baseq:
2417                     for cmdr in game.state.kcmdr:
2418                         if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2419                             raise JumpOut
2420                 # no match found -- try later
2421                 schedule(FBATTAK, expran(0.3*game.intime))
2422                 unschedule(FCDBAS)
2423                 continue
2424             except JumpOut:
2425                 pass
2426             # commander + starbase combination found -- launch attack
2427             game.battle = ibq
2428             schedule(FCDBAS, randreal(1.0, 4.0))
2429             if game.isatb: # extra time if SC already attacking
2430                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2431             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2432             game.iseenit = False
2433             if not communicating():
2434                 continue # No warning :-(
2435             game.iseenit = True
2436             announce()
2437             skip(1)
2438             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2439             prout(_("   reports that it is under attack and that it can"))
2440             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2441             if cancelrest():
2442                 return
2443         elif evcode == FSCDBAS: # Supercommander destroys base
2444             unschedule(FSCDBAS)
2445             game.isatb = 2
2446             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2447                 continue # WAS RETURN!
2448             hold = game.battle
2449             game.battle = game.state.kscmdr
2450             destroybase()
2451         elif evcode == FCDBAS: # Commander succeeds in destroying base
2452             if evcode == FCDBAS:
2453                 unschedule(FCDBAS)
2454                 if not game.state.baseq() \
2455                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2456                     game.battle.invalidate()
2457                     continue
2458                 # find the lucky pair
2459                 for cmdr in game.state.kcmdr:
2460                     if cmdr == game.battle:
2461                         break
2462                 else:
2463                     # No action to take after all
2464                     continue
2465             destroybase()
2466         elif evcode == FSCMOVE: # Supercommander moves
2467             schedule(FSCMOVE, 0.2777)
2468             if not game.ientesc and not istract and game.isatb != 1 and \
2469                    (not game.iscate or not game.justin):
2470                 supercommander()
2471         elif evcode == FDSPROB: # Move deep space probe
2472             schedule(FDSPROB, 0.01)
2473             if not game.probe.nexttok():
2474                 if not game.probe.quadrant().valid_quadrant() or \
2475                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2476                     # Left galaxy or ran into supernova
2477                     if communicating():
2478                         announce()
2479                         skip(1)
2480                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2481                         if not game.probe.quadrant().valid_quadrant():
2482                             prout(_("has left the galaxy.\""))
2483                         else:
2484                             prout(_("is no longer transmitting.\""))
2485                     unschedule(FDSPROB)
2486                     continue
2487                 if communicating():
2488                     #announce()
2489                     skip(1)
2490                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2491             pquad = game.probe.quadrant()
2492             pdest = game.state.galaxy[pquad.i][pquad.j]
2493             if communicating():
2494                 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2495                 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2496                 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2497                 pdest.charted = True
2498             game.probe.moves -= 1 # One less to travel
2499             if game.probe.arrived() and game.isarmed and pdest.stars:
2500                 supernova(game.probe)                # fire in the hole!
2501                 unschedule(FDSPROB)
2502                 if game.state.galaxy[pquad.i][pquad.j].supernova:
2503                     return
2504         elif evcode == FDISTR: # inhabited system issues distress call
2505             unschedule(FDISTR)
2506             # try a whole bunch of times to find something suitable
2507             for i in range(100):
2508                 # need a quadrant which is not the current one,
2509                 # which has some stars which are inhabited and
2510                 # not already under attack, which is not
2511                 # supernova'ed, and which has some Klingons in it
2512                 w = randplace(GALSIZE)
2513                 q = game.state.galaxy[w.i][w.j]
2514                 if not (game.quadrant == w or q.planet is None or \
2515                       not q.planet.inhabited or \
2516                       q.supernova or q.status!="secure" or q.klingons<=0):
2517                     break
2518             else:
2519                 # can't seem to find one; ignore this call
2520                 if game.idebug:
2521                     prout("=== Couldn't find location for distress event.")
2522                 continue
2523             # got one!!  Schedule its enslavement
2524             ev = schedule(FENSLV, expran(game.intime))
2525             ev.quadrant = w
2526             q.status = "distressed"
2527             # tell the captain about it if we can
2528             if communicating():
2529                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2530                         % (q.planet, repr(w)))
2531                 prout(_("by a Klingon invasion fleet."))
2532                 if cancelrest():
2533                     return
2534         elif evcode == FENSLV:                # starsystem is enslaved
2535             ev = unschedule(FENSLV)
2536             # see if current distress call still active
2537             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2538             if q.klingons <= 0:
2539                 q.status = "secure"
2540                 continue
2541             q.status = "enslaved"
2542
2543             # play stork and schedule the first baby
2544             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2545             ev2.quadrant = ev.quadrant
2546
2547             # report the disaster if we can
2548             if communicating():
2549                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2550                         q.planet)
2551                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2552         elif evcode == FREPRO:                # Klingon reproduces
2553             # If we ever switch to a real event queue, we'll need to
2554             # explicitly retrieve and restore the x and y.
2555             ev = schedule(FREPRO, expran(1.0 * game.intime))
2556             # see if current distress call still active
2557             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2558             if q.klingons <= 0:
2559                 q.status = "secure"
2560                 continue
2561             if game.state.remkl >= MAXKLGAME:
2562                 continue                # full right now
2563             # reproduce one Klingon
2564             w = ev.quadrant
2565             m = Coord()
2566             if game.klhere >= MAXKLQUAD:
2567                 try:
2568                     # this quadrant not ok, pick an adjacent one
2569                     for m.i in range(w.i - 1, w.i + 2):
2570                         for m.j in range(w.j - 1, w.j + 2):
2571                             if not m.valid_quadrant():
2572                                 continue
2573                             q = game.state.galaxy[m.i][m.j]
2574                             # check for this quad ok (not full & no snova)
2575                             if q.klingons >= MAXKLQUAD or q.supernova:
2576                                 continue
2577                             raise JumpOut
2578                     # search for eligible quadrant failed
2579                     continue
2580                 except JumpOut:
2581                     w = m
2582             # deliver the child
2583             game.state.remkl += 1
2584             q.klingons += 1
2585             if game.quadrant == w:
2586                 game.klhere += 1
2587                 game.enemies.append(newkling())
2588             # recompute time left
2589             game.recompute()
2590             if communicating():
2591                 if game.quadrant == w:
2592                     prout(_("Spock- sensors indicate the Klingons have"))
2593                     prout(_("launched a warship from %s.") % q.planet)
2594                 else:
2595                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2596                     if q.planet != None:
2597                         proutn(_("near %s ") % q.planet)
2598                     prout(_("in Quadrant %s.") % w)
2599
2600 def wait():
2601     "Wait on events."
2602     game.ididit = False
2603     while True:
2604         key = scanner.nexttok()
2605         if key  != "IHEOL":
2606             break
2607         proutn(_("How long? "))
2608     scanner.chew()
2609     if key != "IHREAL":
2610         huh()
2611         return
2612     origTime = delay = scanner.real
2613     if delay <= 0.0:
2614         return
2615     if delay >= game.state.remtime or len(game.enemies) != 0:
2616         proutn(_("Are you sure? "))
2617         if not ja():
2618             return
2619     # Alternate resting periods (events) with attacks
2620     game.resting = True
2621     while True:
2622         if delay <= 0:
2623             game.resting = False
2624         if not game.resting:
2625             prout(_("%d stardates left.") % int(game.state.remtime))
2626             return
2627         temp = game.optime = delay
2628         if len(game.enemies):
2629             rtime = randreal(1.0, 2.0)
2630             if rtime < temp:
2631                 temp = rtime
2632             game.optime = temp
2633         if game.optime < delay:
2634             attack(torps_ok=False)
2635         if game.alldone:
2636             return
2637         events()
2638         game.ididit = True
2639         if game.alldone:
2640             return
2641         delay -= temp
2642         # Repair Deathray if long rest at starbase
2643         if origTime-delay >= 9.99 and game.condition == "docked":
2644             game.damage[DDRAY] = 0.0
2645         # leave if quadrant supernovas
2646         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2647             break
2648     game.resting = False
2649     game.optime = 0.0
2650
2651 def nova(nov):
2652     "Star goes nova."
2653     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2654     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2655     if withprob(0.05):
2656         # Wow! We've supernova'ed
2657         supernova(game.quadrant)
2658         return
2659     # handle initial nova
2660     game.quad[nov.i][nov.j] = '.'
2661     prout(crmena(False, '*', "sector", nov) + _(" novas."))
2662     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2663     game.state.starkl += 1
2664     # Set up queue to recursively trigger adjacent stars
2665     hits = [nov]
2666     kount = 0
2667     while hits:
2668         offset = Coord()
2669         start = hits.pop()
2670         for offset.i in range(-1, 1+1):
2671             for offset.j in range(-1, 1+1):
2672                 if offset.j == 0 and offset.i == 0:
2673                     continue
2674                 neighbor = start + offset
2675                 if not neighbor.valid_sector():
2676                     continue
2677                 iquad = game.quad[neighbor.i][neighbor.j]
2678                 # Empty space ends reaction
2679                 if iquad in ('.', '?', ' ', 'T', '#'):
2680                     pass
2681                 elif iquad == '*': # Affect another star
2682                     if withprob(0.05):
2683                         # This star supernovas
2684                         supernova(game.quadrant)
2685                         return
2686                     else:
2687                         hits.append(neighbor)
2688                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2689                         game.state.starkl += 1
2690                         proutn(crmena(True, '*', "sector", neighbor))
2691                         prout(_(" novas."))
2692                         game.quad[neighbor.i][neighbor.j] = '.'
2693                         kount += 1
2694                 elif iquad in ('P', '@'): # Destroy planet
2695                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2696                     if iquad == 'P':
2697                         game.state.nplankl += 1
2698                     else:
2699                         game.state.nworldkl += 1
2700                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2701                     game.iplnet.pclass = "destroyed"
2702                     game.iplnet = None
2703                     game.plnet.invalidate()
2704                     if game.landed:
2705                         finish(FPNOVA)
2706                         return
2707                     game.quad[neighbor.i][neighbor.j] = '.'
2708                 elif iquad == 'B': # Destroy base
2709                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2710                     game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2711                     game.base.invalidate()
2712                     game.state.basekl += 1
2713                     newcnd()
2714                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2715                     game.quad[neighbor.i][neighbor.j] = '.'
2716                 elif iquad in ('E', 'F'): # Buffet ship
2717                     prout(_("***Starship buffeted by nova."))
2718                     if game.shldup:
2719                         if game.shield >= 2000.0:
2720                             game.shield -= 2000.0
2721                         else:
2722                             diff = 2000.0 - game.shield
2723                             game.energy -= diff
2724                             game.shield = 0.0
2725                             game.shldup = False
2726                             prout(_("***Shields knocked out."))
2727                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2728                     else:
2729                         game.energy -= 2000.0
2730                     if game.energy <= 0:
2731                         finish(FNOVA)
2732                         return
2733                     # add in course nova contributes to kicking starship
2734                     bump += (game.sector-hits[-1]).sgn()
2735                 elif iquad == 'K': # kill klingon
2736                     deadkl(neighbor, iquad, neighbor)
2737                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2738                     target = None
2739                     for ll in range(len(game.enemies)):
2740                         if game.enemies[ll].location == neighbor:
2741                             target = game.enemies[ll]
2742                             break
2743                     if target is not None:
2744                         target.power -= 800.0 # If firepower is lost, die
2745                         if target.power <= 0.0:
2746                             deadkl(neighbor, iquad, neighbor)
2747                             continue    # neighbor loop
2748                         # Else enemy gets flung by the blast wave
2749                         newc = neighbor + neighbor - hits[-1]
2750                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2751                         if not newc.valid_sector():
2752                             # can't leave quadrant
2753                             skip(1)
2754                             continue
2755                         iquad1 = game.quad[newc.i][newc.j]
2756                         if iquad1 == ' ':
2757                             proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2758                             skip(1)
2759                             deadkl(neighbor, iquad, newc)
2760                             continue
2761                         if iquad1 != '.':
2762                             # can't move into something else
2763                             skip(1)
2764                             continue
2765                         proutn(_(", buffeted to Sector %s") % newc)
2766                         game.quad[neighbor.i][neighbor.j] = '.'
2767                         game.quad[newc.i][newc.j] = iquad
2768                         target.move(newc)
2769     # Starship affected by nova -- kick it away.
2770     dist = kount*0.1
2771     direc = ncourse[3*(bump.i+1)+bump.j+2]
2772     if direc == 0.0:
2773         dist = 0.0
2774     if dist == 0.0:
2775         return
2776     scourse = course(bearing=direc, distance=dist)
2777     game.optime = scourse.time(w=4)
2778     skip(1)
2779     prout(_("Force of nova displaces starship."))
2780     imove(scourse, noattack=True)
2781     game.optime = scourse.time(w=4)
2782     return
2783
2784 def supernova(w):
2785     "Star goes supernova."
2786     num = 0; npdead = 0
2787     if w != None:
2788         nq = copy.copy(w)
2789     else:
2790         # Scheduled supernova -- select star at random.
2791         nstars = 0
2792         nq = Coord()
2793         for nq.i in range(GALSIZE):
2794             for nq.j in range(GALSIZE):
2795                 nstars += game.state.galaxy[nq.i][nq.j].stars
2796         if stars == 0:
2797             return # nothing to supernova exists
2798         num = randrange(nstars) + 1
2799         for nq.i in range(GALSIZE):
2800             for nq.j in range(GALSIZE):
2801                 num -= game.state.galaxy[nq.i][nq.j].stars
2802                 if num <= 0:
2803                     break
2804             if num <=0:
2805                 break
2806         if game.idebug:
2807             proutn("=== Super nova here?")
2808             if ja():
2809                 nq = game.quadrant
2810     if not nq == game.quadrant or game.justin:
2811         # it isn't here, or we just entered (treat as enroute)
2812         if communicating():
2813             skip(1)
2814             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2815             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2816     else:
2817         ns = Coord()
2818         # we are in the quadrant!
2819         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2820         for ns.i in range(QUADSIZE):
2821             for ns.j in range(QUADSIZE):
2822                 if game.quad[ns.i][ns.j]=='*':
2823                     num -= 1
2824                     if num==0:
2825                         break
2826             if num==0:
2827                 break
2828         skip(1)
2829         prouts(_("***RED ALERT!  RED ALERT!"))
2830         skip(1)
2831         prout(_("***Incipient supernova detected at Sector %s") % ns)
2832         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2833             proutn(_("Emergency override attempts t"))
2834             prouts("***************")
2835             skip(1)
2836             stars()
2837             game.alldone = True
2838     # destroy any Klingons in supernovaed quadrant
2839     kldead = game.state.galaxy[nq.i][nq.j].klingons
2840     game.state.galaxy[nq.i][nq.j].klingons = 0
2841     if nq == game.state.kscmdr:
2842         # did in the Supercommander!
2843         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2844         game.iscate = False
2845         unschedule(FSCMOVE)
2846         unschedule(FSCDBAS)
2847     survivors = filter(lambda w: w != nq, game.state.kcmdr)
2848     comkills = len(game.state.kcmdr) - len(survivors)
2849     game.state.kcmdr = survivors
2850     kldead -= comkills
2851     if not game.state.kcmdr:
2852         unschedule(FTBEAM)
2853     game.state.remkl -= kldead
2854     # destroy Romulans and planets in supernovaed quadrant
2855     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2856     game.state.galaxy[nq.i][nq.j].romulans = 0
2857     game.state.nromrem -= nrmdead
2858     # Destroy planets
2859     for loop in range(game.inplan):
2860         if game.state.planets[loop].quadrant == nq:
2861             game.state.planets[loop].pclass = "destroyed"
2862             npdead += 1
2863     # Destroy any base in supernovaed quadrant
2864     game.state.baseq = [x for x in game.state.baseq if x != nq]
2865     # If starship caused supernova, tally up destruction
2866     if w != None:
2867         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2868         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2869         game.state.nplankl += npdead
2870     # mark supernova in galaxy and in star chart
2871     if game.quadrant == nq or communicating():
2872         game.state.galaxy[nq.i][nq.j].supernova = True
2873     # If supernova destroys last Klingons give special message
2874     if game.unwon()==0 and not nq == game.quadrant:
2875         skip(2)
2876         if w is None:
2877             prout(_("Lucky you!"))
2878         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2879         finish(FWON)
2880         return
2881     # if some Klingons remain, continue or die in supernova
2882     if game.alldone:
2883         finish(FSNOVAED)
2884     return
2885
2886 # Code from finish.c ends here.
2887
2888 def selfdestruct():
2889     "Self-destruct maneuver. Finish with a BANG!"
2890     scanner.chew()
2891     if damaged(DCOMPTR):
2892         prout(_("Computer damaged; cannot execute destruct sequence."))
2893         return
2894     prouts(_("---WORKING---")); skip(1)
2895     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2896     prouts("   10"); skip(1)
2897     prouts("       9"); skip(1)
2898     prouts("          8"); skip(1)
2899     prouts("             7"); skip(1)
2900     prouts("                6"); skip(1)
2901     skip(1)
2902     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2903     skip(1)
2904     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2905     skip(1)
2906     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2907     skip(1)
2908     scanner.nexttok()
2909     if game.passwd != scanner.token:
2910         prouts(_("PASSWORD-REJECTED;"))
2911         skip(1)
2912         prouts(_("CONTINUITY-EFFECTED"))
2913         skip(2)
2914         return
2915     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2916     prouts("                   5"); skip(1)
2917     prouts("                      4"); skip(1)
2918     prouts("                         3"); skip(1)
2919     prouts("                            2"); skip(1)
2920     prouts("                              1"); skip(1)
2921     if withprob(0.15):
2922         prouts(_("GOODBYE-CRUEL-WORLD"))
2923         skip(1)
2924     kaboom()
2925
2926 def kaboom():
2927     stars()
2928     if game.ship=='E':
2929         prouts("***")
2930     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2931     skip(1)
2932     stars()
2933     skip(1)
2934     if len(game.enemies) != 0:
2935         whammo = 25.0 * game.energy
2936         for l in range(len(game.enemies)):
2937             if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2938                 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2939     finish(FDILITHIUM)
2940
2941 def killrate():
2942     "Compute our rate of kils over time."
2943     elapsed = game.state.date - game.indate
2944     if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
2945         return 0
2946     else:
2947         starting = (game.inkling + game.incom + game.inscom)
2948         remaining = game.unwon()
2949         return (starting - remaining)/elapsed
2950
2951 def badpoints():
2952     "Compute demerits."
2953     badpt = 5.0*game.state.starkl + \
2954             game.casual + \
2955             10.0*game.state.nplankl + \
2956             300*game.state.nworldkl + \
2957             45.0*game.nhelp +\
2958             100.0*game.state.basekl +\
2959             3.0*game.abandoned +\
2960             100*game.ncviol
2961     if game.ship == 'F':
2962         badpt += 100.0
2963     elif game.ship is None:
2964         badpt += 200.0
2965     return badpt
2966
2967 def finish(ifin):
2968     # end the game, with appropriate notifications
2969     igotit = False
2970     game.alldone = True
2971     skip(3)
2972     prout(_("It is stardate %.1f.") % game.state.date)
2973     skip(1)
2974     if ifin == FWON: # Game has been won
2975         if game.state.nromrem != 0:
2976             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2977                   game.state.nromrem)
2978
2979         prout(_("You have smashed the Klingon invasion fleet and saved"))
2980         prout(_("the Federation."))
2981         if game.alive and game.brigcapacity-game.brigfree > 0:
2982             game.kcaptured += game.brigcapacity-game.brigfree
2983             prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
2984         game.gamewon = True
2985         if game.alive:
2986             badpt = badpoints()
2987             if badpt < 100.0:
2988                 badpt = 0.0        # Close enough!
2989             # killsPerDate >= RateMax
2990             if game.state.date-game.indate < 5.0 or \
2991                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2992                 skip(1)
2993                 prout(_("In fact, you have done so well that Starfleet Command"))
2994                 if game.skill == SKILL_NOVICE:
2995                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2996                 elif game.skill == SKILL_FAIR:
2997                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2998                 elif game.skill == SKILL_GOOD:
2999                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3000                 elif game.skill == SKILL_EXPERT:
3001                     prout(_("promotes you to Commodore Emeritus."))
3002                     skip(1)
3003                     prout(_("Now that you think you're really good, try playing"))
3004                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
3005                 elif game.skill == SKILL_EMERITUS:
3006                     skip(1)
3007                     proutn(_("Computer-  "))
3008                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
3009                     skip(2)
3010                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3011                     skip(1)
3012                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3013                     skip(1)
3014                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3015                     skip(1)
3016                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3017                     skip(1)
3018                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
3019                     skip(2)
3020                     prout(_("Now you can retire and write your own Star Trek game!"))
3021                     skip(1)
3022                 elif game.skill >= SKILL_EXPERT:
3023                     if game.thawed and not game.idebug:
3024                         prout(_("You cannot get a citation, so..."))
3025                     else:
3026                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3027                         scanner.chew()
3028                         if ja():
3029                             igotit = True
3030             # Only grant long life if alive (original didn't!)
3031             skip(1)
3032             prout(_("LIVE LONG AND PROSPER."))
3033         score()
3034         if igotit:
3035             plaque()
3036         return
3037     elif ifin == FDEPLETE: # Federation Resources Depleted
3038         prout(_("Your time has run out and the Federation has been"))
3039         prout(_("conquered.  Your starship is now Klingon property,"))
3040         prout(_("and you are put on trial as a war criminal.  On the"))
3041         proutn(_("basis of your record, you are "))
3042         if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3043             prout(_("acquitted."))
3044             skip(1)
3045             prout(_("LIVE LONG AND PROSPER."))
3046         else:
3047             prout(_("found guilty and"))
3048             prout(_("sentenced to death by slow torture."))
3049             game.alive = False
3050         score()
3051         return
3052     elif ifin == FLIFESUP:
3053         prout(_("Your life support reserves have run out, and"))
3054         prout(_("you die of thirst, starvation, and asphyxiation."))
3055         prout(_("Your starship is a derelict in space."))
3056     elif ifin == FNRG:
3057         prout(_("Your energy supply is exhausted."))
3058         skip(1)
3059         prout(_("Your starship is a derelict in space."))
3060     elif ifin == FBATTLE:
3061         prout(_("The %s has been destroyed in battle.") % crmshp())
3062         skip(1)
3063         prout(_("Dulce et decorum est pro patria mori."))
3064     elif ifin == FNEG3:
3065         prout(_("You have made three attempts to cross the negative energy"))
3066         prout(_("barrier which surrounds the galaxy."))
3067         skip(1)
3068         prout(_("Your navigation is abominable."))
3069         score()
3070     elif ifin == FNOVA:
3071         prout(_("Your starship has been destroyed by a nova."))
3072         prout(_("That was a great shot."))
3073         skip(1)
3074     elif ifin == FSNOVAED:
3075         prout(_("The %s has been fried by a supernova.") % crmshp())
3076         prout(_("...Not even cinders remain..."))
3077     elif ifin == FABANDN:
3078         prout(_("You have been captured by the Klingons. If you still"))
3079         prout(_("had a starbase to be returned to, you would have been"))
3080         prout(_("repatriated and given another chance. Since you have"))
3081         prout(_("no starbases, you will be mercilessly tortured to death."))
3082     elif ifin == FDILITHIUM:
3083         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3084     elif ifin == FMATERIALIZE:
3085         prout(_("Starbase was unable to re-materialize your starship."))
3086         prout(_("Sic transit gloria mundi"))
3087     elif ifin == FPHASER:
3088         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3089     elif ifin == FLOST:
3090         prout(_("You and your landing party have been"))
3091         prout(_("converted to energy, dissipating through space."))
3092     elif ifin == FMINING:
3093         prout(_("You are left with your landing party on"))
3094         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3095         skip(1)
3096         prout(_("They are very fond of \"Captain Kirk\" soup."))
3097         skip(1)
3098         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3099     elif ifin == FDPLANET:
3100         prout(_("You and your mining party perish."))
3101         skip(1)
3102         prout(_("That was a great shot."))
3103         skip(1)
3104     elif ifin == FSSC:
3105         prout(_("The Galileo is instantly annihilated by the supernova."))
3106         prout(_("You and your mining party are atomized."))
3107         skip(1)
3108         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3109         prout(_("joins the Romulans, wreaking terror on the Federation."))
3110     elif ifin == FPNOVA:
3111         prout(_("You and your mining party are atomized."))
3112         skip(1)
3113         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3114         prout(_("joins the Romulans, wreaking terror on the Federation."))
3115     elif ifin == FSTRACTOR:
3116         prout(_("The shuttle craft Galileo is also caught,"))
3117         prout(_("and breaks up under the strain."))
3118         skip(1)
3119         prout(_("Your debris is scattered for millions of miles."))
3120         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3121     elif ifin == FDRAY:
3122         prout(_("The mutants attack and kill Spock."))
3123         prout(_("Your ship is captured by Klingons, and"))
3124         prout(_("your crew is put on display in a Klingon zoo."))
3125     elif ifin == FTRIBBLE:
3126         prout(_("Tribbles consume all remaining water,"))
3127         prout(_("food, and oxygen on your ship."))
3128         skip(1)
3129         prout(_("You die of thirst, starvation, and asphyxiation."))
3130         prout(_("Your starship is a derelict in space."))
3131     elif ifin == FHOLE:
3132         prout(_("Your ship is drawn to the center of the black hole."))
3133         prout(_("You are crushed into extremely dense matter."))
3134     elif ifin == FCLOAK:
3135         game.ncviol += 1
3136         prout(_("You have violated the Treaty of Algeron."))
3137         prout(_("The Romulan Empire can never trust you again."))
3138     elif ifin == FCREW:
3139         prout(_("Your last crew member has died."))
3140     if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3141         prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3142         prout(_("You may have missed some warning messages."))
3143         skip(1)
3144     if game.ship == 'F':
3145         game.ship = None
3146     elif game.ship == 'E':
3147         game.ship = 'F'
3148     game.alive = False
3149     if game.unwon() != 0:
3150         goodies = game.state.remres/game.inresor
3151         baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3152         if goodies/baddies >= randreal(1.0, 1.5):
3153             prout(_("As a result of your actions, a treaty with the Klingon"))
3154             prout(_("Empire has been signed. The terms of the treaty are"))
3155             if goodies/baddies >= randreal(3.0):
3156                 prout(_("favorable to the Federation."))
3157                 skip(1)
3158                 prout(_("Congratulations!"))
3159             else:
3160                 prout(_("highly unfavorable to the Federation."))
3161         else:
3162             prout(_("The Federation will be destroyed."))
3163     else:
3164         prout(_("Since you took the last Klingon with you, you are a"))
3165         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3166         prout(_("statue in your memory. Rest in peace, and try not"))
3167         prout(_("to think about pigeons."))
3168         game.gamewon = True
3169     score()
3170     scanner.chew()      # Clean up leftovers
3171
3172 def score():
3173     "Compute player's score."
3174     timused = game.state.date - game.indate
3175     if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3176         timused = 5.0
3177     game.perdate = killrate()
3178     ithperd = 500*game.perdate + 0.5
3179     iwon = 0
3180     if game.gamewon:
3181         iwon = 100*game.skill
3182     if game.ship == 'E':
3183         klship = 0
3184     elif game.ship == 'F':
3185         klship = 1
3186     else:
3187         klship = 2
3188     game.score = 10*(game.inkling - game.state.remkl) \
3189              + 50*(game.incom - len(game.state.kcmdr)) \
3190              + ithperd + iwon \
3191              + 20*(game.inrom - game.state.nromrem) \
3192              + 200*(game.inscom - game.state.nscrem) \
3193                  - game.state.nromrem \
3194              + 3 * game.kcaptured \
3195              - badpoints()
3196     if not game.alive:
3197         game.score -= 200
3198     skip(2)
3199     prout(_("Your score --"))
3200     if game.inrom - game.state.nromrem:
3201         prout(_("%6d Romulans destroyed                 %5d") %
3202               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3203     if game.state.nromrem and game.gamewon:
3204         prout(_("%6d Romulans captured                  %5d") %
3205               (game.state.nromrem, game.state.nromrem))
3206     if game.inkling - game.state.remkl:
3207         prout(_("%6d ordinary Klingons destroyed        %5d") %
3208               (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3209     if game.incom - len(game.state.kcmdr):
3210         prout(_("%6d Klingon commanders destroyed       %5d") %
3211               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3212     if game.kcaptured:
3213         prout(_("%d Klingons captured                   %5d") %
3214               (game.kcaptured, 3 * game.kcaptured))
3215     if game.inscom - game.state.nscrem:
3216         prout(_("%6d Super-Commander destroyed          %5d") %
3217               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3218     if ithperd:
3219         prout(_("%6.2f Klingons per stardate              %5d") %
3220               (game.perdate, ithperd))
3221     if game.state.starkl:
3222         prout(_("%6d stars destroyed by your action     %5d") %
3223               (game.state.starkl, -5*game.state.starkl))
3224     if game.state.nplankl:
3225         prout(_("%6d planets destroyed by your action   %5d") %
3226               (game.state.nplankl, -10*game.state.nplankl))
3227     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3228         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3229               (game.state.nworldkl, -300*game.state.nworldkl))
3230     if game.state.basekl:
3231         prout(_("%6d bases destroyed by your action     %5d") %
3232               (game.state.basekl, -100*game.state.basekl))
3233     if game.nhelp:
3234         prout(_("%6d calls for help from starbase       %5d") %
3235               (game.nhelp, -45*game.nhelp))
3236     if game.casual:
3237         prout(_("%6d casualties incurred                %5d") %
3238               (game.casual, -game.casual))
3239     if game.abandoned:
3240         prout(_("%6d crew abandoned in space            %5d") %
3241               (game.abandoned, -3*game.abandoned))
3242     if klship:
3243         prout(_("%6d ship(s) lost or destroyed          %5d") %
3244               (klship, -100*klship))
3245     if game.ncviol > 0:
3246         if ncviol == 1:
3247             prout(_("1 Treaty of Algeron violation          -100"))
3248         else:
3249             prout(_("%6d Treaty of Algeron violations       %5d\n") %
3250                   (ncviol, -100*ncviol))
3251     if not game.alive:
3252         prout(_("Penalty for getting yourself killed        -200"))
3253     if game.gamewon:
3254         proutn(_("Bonus for winning "))
3255         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3256         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3257         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3258         elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
3259         elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
3260         prout("           %5d" % iwon)
3261     skip(1)
3262     prout(_("TOTAL SCORE                               %5d") % game.score)
3263
3264 def plaque():
3265     "Emit winner's commemmorative plaque."
3266     skip(2)
3267     while True:
3268         proutn(_("File or device name for your plaque: "))
3269         winner = cgetline()
3270         try:
3271             fp = open(winner, "w")
3272             break
3273         except IOError:
3274             prout(_("Invalid name."))
3275
3276     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3277     winner = cgetline()
3278     # The 38 below must be 64 for 132-column paper
3279     nskip = 38 - len(winner)/2
3280     fp.write("\n\n\n\n")
3281     # --------DRAW ENTERPRISE PICTURE.
3282     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3283     fp.write("                                      EEE                      E  : :                                         :  E\n" )
3284     fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
3285     fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
3286     fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3287     fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
3288     fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
3289     fp.write("                                      EEE           E          E            E  E\n")
3290     fp.write("                                                       E         E          E  E\n")
3291     fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
3292     fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
3293     fp.write("                                                    :E    :                 EEEE       E\n")
3294     fp.write("                                                   .-E   -:-----                       E\n")
3295     fp.write("                                                    :E    :                            E\n")
3296     fp.write("                                                      EE  :                    EEEEEEEE\n")
3297     fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
3298     fp.write("\n\n\n")
3299     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3300     fp.write("\n\n\n\n")
3301     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3302     fp.write("\n")
3303     fp.write(_("                                                Starfleet Command bestows to you\n"))
3304     fp.write("\n")
3305     fp.write("%*s%s\n\n" % (nskip, "", winner))
3306     fp.write(_("                                                           the rank of\n\n"))
3307     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3308     fp.write("                                                          ")
3309     if game.skill ==  SKILL_EXPERT:
3310         fp.write(_(" Expert level\n\n"))
3311     elif game.skill == SKILL_EMERITUS:
3312         fp.write(_("Emeritus level\n\n"))
3313     else:
3314         fp.write(_(" Cheat level\n\n"))
3315     timestring = time.ctime()
3316     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3317              (timestring+4, timestring+20, timestring+11))
3318     fp.write(_("                                                        Your score:  %d\n\n") % game.score)
3319     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
3320     fp.close()
3321
3322 # Code from io.c begins here
3323
3324 rows = linecount = 0        # for paging
3325 stdscr = None
3326 replayfp = None
3327 fullscreen_window = None
3328 srscan_window     = None   # Short range scan
3329 report_window     = None   # Report legends for status window
3330 status_window     = None   # The status window itself
3331 lrscan_window     = None   # Long range scan
3332 message_window    = None   # Main window for scrolling text
3333 prompt_window     = None   # Prompt window at bottom of display
3334 curwnd = None
3335
3336 def iostart():
3337     global stdscr, rows
3338     # for some recent versions of python2, the following enables UTF8
3339     # for the older ones we probably need to set C locale, and python3
3340     # has no problems at all
3341     if sys.version_info[0] < 3:
3342         locale.setlocale(locale.LC_ALL, "")
3343     gettext.bindtextdomain("sst", "/usr/local/share/locale")
3344     gettext.textdomain("sst")
3345     if not (game.options & OPTION_CURSES):
3346         ln_env = os.getenv("LINES")
3347         if ln_env:
3348             rows = ln_env
3349         else:
3350             rows = 25
3351     else:
3352         stdscr = curses.initscr()
3353         stdscr.keypad(True)
3354         curses.nonl()
3355         curses.cbreak()
3356         if game.options & OPTION_COLOR:
3357             curses.start_color()
3358             curses.use_default_colors()
3359             curses.init_pair(curses.COLOR_BLACK,   curses.COLOR_BLACK, -1)
3360             curses.init_pair(curses.COLOR_GREEN,   curses.COLOR_GREEN, -1)
3361             curses.init_pair(curses.COLOR_RED,     curses.COLOR_RED, -1)
3362             curses.init_pair(curses.COLOR_CYAN,    curses.COLOR_CYAN, -1)
3363             curses.init_pair(curses.COLOR_WHITE,   curses.COLOR_WHITE, -1)
3364             curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3365             curses.init_pair(curses.COLOR_BLUE,    curses.COLOR_BLUE, -1)
3366             curses.init_pair(curses.COLOR_YELLOW,  curses.COLOR_YELLOW, -1)
3367         global fullscreen_window, srscan_window, report_window, status_window
3368         global lrscan_window, message_window, prompt_window
3369         (rows, _columns)   = stdscr.getmaxyx()
3370         fullscreen_window = stdscr
3371         srscan_window     = curses.newwin(12, 25, 0,       0)
3372         report_window     = curses.newwin(11, 0,  1,       25)
3373         status_window     = curses.newwin(10, 0,  1,       39)
3374         lrscan_window     = curses.newwin(5,  0,  0,       64)
3375         message_window    = curses.newwin(0,  0,  12,      0)
3376         prompt_window     = curses.newwin(1,  0,  rows-2,  0)
3377         message_window.scrollok(True)
3378         setwnd(fullscreen_window)
3379
3380 def ioend():
3381     "Wrap up I/O."
3382     if game.options & OPTION_CURSES:
3383         stdscr.keypad(False)
3384         curses.echo()
3385         curses.nocbreak()
3386         curses.endwin()
3387
3388 def waitfor():
3389     "Wait for user action -- OK to do nothing if on a TTY"
3390     if game.options & OPTION_CURSES:
3391         stdscr.getch()
3392
3393 def announce():
3394     skip(1)
3395     prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3396     skip(1)
3397
3398 def pause_game():
3399     if game.skill > SKILL_FAIR:
3400         prompt = _("[CONTINUE?]")
3401     else:
3402         prompt = _("[PRESS ENTER TO CONTINUE]")
3403
3404     if game.options & OPTION_CURSES:
3405         drawmaps(0)
3406         setwnd(prompt_window)
3407         prompt_window.clear()
3408         prompt_window.addstr(prompt)
3409         prompt_window.getstr()
3410         prompt_window.clear()
3411         prompt_window.refresh()
3412         setwnd(message_window)
3413     else:
3414         global linecount
3415         sys.stdout.write('\n')
3416         proutn(prompt)
3417         if not replayfp:
3418             my_input()
3419         sys.stdout.write('\n' * rows)
3420         linecount = 0
3421
3422 def skip(i):
3423     "Skip i lines.  Pause game if this would cause a scrolling event."
3424     for _dummy in range(i):
3425         if game.options & OPTION_CURSES:
3426             (y, _x) = curwnd.getyx()
3427             try:
3428                 curwnd.move(y+1, 0)
3429             except curses.error:
3430                 pass
3431         else:
3432             global linecount
3433             linecount += 1
3434             if rows and linecount >= rows:
3435                 pause_game()
3436             else:
3437                 sys.stdout.write('\n')
3438
3439 def proutn(proutntline):
3440     "Utter a line with no following line feed."
3441     if game.options & OPTION_CURSES:
3442         (y, x) = curwnd.getyx()
3443         (my, _mx) = curwnd.getmaxyx()
3444         if curwnd == message_window and y >= my - 2:
3445             pause_game()
3446             clrscr()
3447         # Uncomment this to debug curses problems
3448         if logfp:
3449             logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3450         curwnd.addstr(proutntline)
3451         curwnd.refresh()
3452     else:
3453         sys.stdout.write(proutntline)
3454         sys.stdout.flush()
3455
3456 def prout(proutline):
3457     proutn(proutline)
3458     skip(1)
3459
3460 def prouts(proutsline):
3461     "Emit slowly!"
3462     for c in proutsline:
3463         if not replayfp or replayfp.closed:        # Don't slow down replays
3464             time.sleep(0.03)
3465         proutn(c)
3466         if game.options & OPTION_CURSES:
3467             curwnd.refresh()
3468         else:
3469             sys.stdout.flush()
3470     if not replayfp or replayfp.closed:
3471         time.sleep(0.03)
3472
3473 def cgetline():
3474     "Get a line of input."
3475     if game.options & OPTION_CURSES:
3476         linein = curwnd.getstr() + "\n"
3477         curwnd.refresh()
3478     else:
3479         if replayfp and not replayfp.closed:
3480             while True:
3481                 linein = replayfp.readline()
3482                 proutn(linein)
3483                 if linein == '':
3484                     prout("*** Replay finished")
3485                     replayfp.close()
3486                     break
3487                 elif linein[0] != "#":
3488                     break
3489         else:
3490             try:
3491                 linein = my_input() + "\n"
3492             except EOFError:
3493                 prout("")
3494                 sys.exit(0)
3495     if logfp:
3496         logfp.write(linein)
3497     return linein
3498
3499 def setwnd(wnd):
3500     "Change windows -- OK for this to be a no-op in tty mode."
3501     global curwnd
3502     if game.options & OPTION_CURSES:
3503         # Uncomment this to debug curses problems
3504         if logfp:
3505             if wnd == fullscreen_window:
3506                 legend = "fullscreen"
3507             elif wnd == srscan_window:
3508                 legend = "srscan"
3509             elif wnd == report_window:
3510                 legend = "report"
3511             elif wnd == status_window:
3512                 legend = "status"
3513             elif wnd == lrscan_window:
3514                 legend = "lrscan"
3515             elif wnd == message_window:
3516                 legend = "message"
3517             elif wnd == prompt_window:
3518                 legend = "prompt"
3519             else:
3520                 legend = "unknown"
3521             logfp.write("#curses: setwnd(%s)\n" % legend)
3522         curwnd = wnd
3523         # Some curses implementations get confused when you try this.
3524         try:
3525             curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3526         except curses.error:
3527             pass
3528
3529 def clreol():
3530     "Clear to end of line -- can be a no-op in tty mode"
3531     if game.options & OPTION_CURSES:
3532         curwnd.clrtoeol()
3533         curwnd.refresh()
3534
3535 def clrscr():
3536     "Clear screen -- can be a no-op in tty mode."
3537     global linecount
3538     if game.options & OPTION_CURSES:
3539         curwnd.clear()
3540         curwnd.move(0, 0)
3541         curwnd.refresh()
3542     linecount = 0
3543
3544 def textcolor(color=DEFAULT):
3545     if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3546         if color == DEFAULT:
3547             curwnd.attrset(0)
3548         elif color ==  BLACK:
3549             curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3550         elif color ==  BLUE:
3551             curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3552         elif color ==  GREEN:
3553             curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3554         elif color ==  CYAN:
3555             curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3556         elif color ==  RED:
3557             curwnd.attron(curses.color_pair(curses.COLOR_RED))
3558         elif color ==  MAGENTA:
3559             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3560         elif color ==  BROWN:
3561             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3562         elif color ==  LIGHTGRAY:
3563             curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3564         elif color ==  DARKGRAY:
3565             curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3566         elif color ==  LIGHTBLUE:
3567             curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3568         elif color ==  LIGHTGREEN:
3569             curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3570         elif color ==  LIGHTCYAN:
3571             curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3572         elif color ==  LIGHTRED:
3573             curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3574         elif color ==  LIGHTMAGENTA:
3575             curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3576         elif color ==  YELLOW:
3577             curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3578         elif color ==  WHITE:
3579             curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3580
3581 def highvideo():
3582     if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3583         curwnd.attron(curses.A_REVERSE)
3584
3585 #
3586 # Things past this point have policy implications.
3587 #
3588
3589 def drawmaps(mode):
3590     "Hook to be called after moving to redraw maps."
3591     if game.options & OPTION_CURSES:
3592         if mode == 1:
3593             sensor()
3594         setwnd(srscan_window)
3595         curwnd.move(0, 0)
3596         srscan()
3597         if mode != 2:
3598             setwnd(status_window)
3599             status_window.clear()
3600             status_window.move(0, 0)
3601             setwnd(report_window)
3602             report_window.clear()
3603             report_window.move(0, 0)
3604             status()
3605             setwnd(lrscan_window)
3606             lrscan_window.clear()
3607             lrscan_window.move(0, 0)
3608             lrscan(silent=False)
3609
3610 def put_srscan_sym(w, sym):
3611     "Emit symbol for short-range scan."
3612     srscan_window.move(w.i+1, w.j*2+2)
3613     srscan_window.addch(sym)
3614     srscan_window.refresh()
3615
3616 def boom(w):
3617     "Enemy fall down, go boom."
3618     if game.options & OPTION_CURSES:
3619         drawmaps(0)
3620         setwnd(srscan_window)
3621         srscan_window.attron(curses.A_REVERSE)
3622         put_srscan_sym(w, game.quad[w.i][w.j])
3623         #sound(500)
3624         #time.sleep(1.0)
3625         #nosound()
3626         srscan_window.attroff(curses.A_REVERSE)
3627         put_srscan_sym(w, game.quad[w.i][w.j])
3628         curses.delay_output(500)
3629         setwnd(message_window)
3630
3631 def warble():
3632     "Sound and visual effects for teleportation."
3633     if game.options & OPTION_CURSES:
3634         drawmaps(2)
3635         setwnd(message_window)
3636         #sound(50)
3637     prouts("     . . . . .     ")
3638     if game.options & OPTION_CURSES:
3639         #curses.delay_output(1000)
3640         #nosound()
3641         pass
3642
3643 def tracktorpedo(w, step, i, n, iquad):
3644     "Torpedo-track animation."
3645     if not game.options & OPTION_CURSES:
3646         if step == 1:
3647             if n != 1:
3648                 skip(1)
3649                 proutn(_("Track for torpedo number %d-  ") % (i+1))
3650             else:
3651                 skip(1)
3652                 proutn(_("Torpedo track- "))
3653         elif step==4 or step==9:
3654             skip(1)
3655         proutn("%s   " % w)
3656     else:
3657         if not damaged(DSRSENS) or game.condition=="docked":
3658             if i != 0 and step == 1:
3659                 drawmaps(2)
3660                 time.sleep(0.4)
3661             if (iquad=='.') or (iquad==' '):
3662                 put_srscan_sym(w, '+')
3663                 #sound(step*10)
3664                 #time.sleep(0.1)
3665                 #nosound()
3666                 put_srscan_sym(w, iquad)
3667             else:
3668                 curwnd.attron(curses.A_REVERSE)
3669                 put_srscan_sym(w, iquad)
3670                 #sound(500)
3671                 #time.sleep(1.0)
3672                 #nosound()
3673                 curwnd.attroff(curses.A_REVERSE)
3674                 put_srscan_sym(w, iquad)
3675         else:
3676             proutn("%s   " % w)
3677
3678 def makechart():
3679     "Display the current galaxy chart."
3680     if game.options & OPTION_CURSES:
3681         setwnd(message_window)
3682         message_window.clear()
3683     chart()
3684     if game.options & OPTION_TTY:
3685         skip(1)
3686
3687 NSYM        = 14
3688
3689 def prstat(txt, data):
3690     proutn(txt)
3691     if game.options & OPTION_CURSES:
3692         skip(1)
3693         setwnd(status_window)
3694     else:
3695         proutn(" " * (NSYM - len(txt)))
3696     proutn(data)
3697     skip(1)
3698     if game.options & OPTION_CURSES:
3699         setwnd(report_window)
3700
3701 # Code from moving.c begins here
3702
3703 def imove(icourse=None, noattack=False):
3704     "Movement execution for warp, impulse, supernova, and tractor-beam events."
3705     w = Coord()
3706
3707     def newquadrant(noattack):
3708         # Leaving quadrant -- allow final enemy attack
3709         # Don't set up attack if being pushed by nova or cloaked
3710         if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3711             newcnd()
3712             for enemy in game.enemies:
3713                 finald = (w - enemy.location).distance()
3714                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3715             # Stas Sergeev added the condition
3716             # that attacks only happen if Klingons
3717             # are present and your skill is good.
3718             if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3719                 attack(torps_ok=False)
3720             if game.alldone:
3721                 return
3722         # check for edge of galaxy
3723         kinks = 0
3724         while True:
3725
3726
3727             kink = False
3728             if icourse.final.i < 0:
3729                 icourse.final.i = -icourse.final.i
3730                 kink = True
3731             if icourse.final.j < 0:
3732                 icourse.final.j = -icourse.final.j
3733                 kink = True
3734             if icourse.final.i >= GALSIZE*QUADSIZE:
3735                 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3736                 kink = True
3737             if icourse.final.j >= GALSIZE*QUADSIZE:
3738                 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3739                 kink = True
3740             if kink:
3741                 kinks += 1
3742             else:
3743                 break
3744         if kinks:
3745             game.nkinks += 1
3746             if game.nkinks == 3:
3747                 # Three strikes -- you're out!
3748                 finish(FNEG3)
3749                 return
3750             skip(1)
3751             prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3752             prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
3753             prout(_("YOU WILL BE DESTROYED."))
3754         # Compute final position in new quadrant
3755         if trbeam: # Don't bother if we are to be beamed
3756             return
3757         game.quadrant = icourse.final.quadrant()
3758         game.sector = icourse.final.sector()
3759         skip(1)
3760         prout(_("Entering Quadrant %s.") % game.quadrant)
3761         game.quad[game.sector.i][game.sector.j] = game.ship
3762         newqad()
3763         if game.skill>SKILL_NOVICE:
3764             attack(torps_ok=False)
3765
3766     def check_collision(h):
3767         iquad = game.quad[h.i][h.j]
3768         if iquad != '.':
3769             # object encountered in flight path
3770             stopegy = 50.0*icourse.distance/game.optime
3771             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3772                 for enemy in game.enemies:
3773                     if enemy.location == game.sector:
3774                         collision(rammed=False, enemy=enemy)
3775                         return True
3776                 # This should not happen
3777                 prout(_("Which way did he go?"))
3778                 return False
3779             elif iquad == ' ':
3780                 skip(1)
3781                 prouts(_("***RED ALERT!  RED ALERT!"))
3782                 skip(1)
3783                 proutn("***" + crmshp())
3784                 proutn(_(" pulled into black hole at Sector %s") % h)
3785                 # Getting pulled into a black hole was certain
3786                 # death in Almy's original.  Stas Sergeev added a
3787                 # possibility that you'll get timewarped instead.
3788                 n=0
3789                 for m in range(NDEVICES):
3790                     if game.damage[m]>0:
3791                         n += 1
3792                 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3793                 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3794                     timwrp()
3795                 else:
3796                     finish(FHOLE)
3797                 return True
3798             else:
3799                 # something else
3800                 skip(1)
3801                 proutn(crmshp())
3802                 if iquad == '#':
3803                     prout(_(" encounters Tholian web at %s;") % h)
3804                 else:
3805                     prout(_(" blocked by object at %s;") % h)
3806                 proutn(_("Emergency stop required "))
3807                 prout(_("%2d units of energy.") % int(stopegy))
3808                 game.energy -= stopegy
3809                 if game.energy <= 0:
3810                     finish(FNRG)
3811                 return True
3812         return False
3813
3814     trbeam = False
3815     if game.inorbit:
3816         prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3817         game.inorbit = False
3818     # If tractor beam is to occur, don't move full distance
3819     if game.state.date+game.optime >= scheduled(FTBEAM):
3820         if game.iscloaked:
3821             # We can't be tractor beamed if cloaked,
3822             # so move the event into the future
3823             postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3824             pass
3825         else:
3826             trbeam = True
3827             game.condition = "red"
3828             icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3829             game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3830     # Move out
3831     game.quad[game.sector.i][game.sector.j] = '.'
3832     for _m in range(icourse.moves):
3833         icourse.nexttok()
3834         w = icourse.sector()
3835         if icourse.origin.quadrant() != icourse.location.quadrant():
3836             newquadrant(noattack)
3837             break
3838         elif check_collision(w):
3839             print("Collision detected")
3840             break
3841         else:
3842             game.sector = w
3843     # We're in destination quadrant -- compute new average enemy distances
3844     game.quad[game.sector.i][game.sector.j] = game.ship
3845     if game.enemies:
3846         for enemy in game.enemies:
3847             finald = (w-enemy.location).distance()
3848             enemy.kavgd = 0.5 * (finald + enemy.kdist)
3849             enemy.kdist = finald
3850         sortenemies()
3851         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3852             attack(torps_ok=False)
3853         for enemy in game.enemies:
3854             enemy.kavgd = enemy.kdist
3855     newcnd()
3856     drawmaps(0)
3857     setwnd(message_window)
3858     return
3859
3860 def dock(verbose):
3861     "Dock our ship at a starbase."
3862     scanner.chew()
3863     if game.condition == "docked" and verbose:
3864         prout(_("Already docked."))
3865         return
3866     if game.inorbit:
3867         prout(_("You must first leave standard orbit."))
3868         return
3869     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3870         prout(crmshp() + _(" not adjacent to base."))
3871         return
3872     if game.iscloaked:
3873         prout(_("You cannot dock while cloaked."))
3874         return
3875     game.condition = "docked"
3876     if verbose:
3877         prout(_("Docked."))
3878     game.ididit = True
3879     if game.energy < game.inenrg:
3880         game.energy = game.inenrg
3881     game.shield = game.inshld
3882     game.torps = game.intorps
3883     game.lsupres = game.inlsr
3884     game.state.crew = FULLCREW
3885     if game.brigcapacity-game.brigfree > 0:
3886         prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3887         game.kcaptured += game.brigcapacity-game.brigfree
3888         game.brigfree = game.brigcapacity
3889     if communicating() and \
3890         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3891         # get attack report from base
3892         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3893         attackreport(False)
3894         game.iseenit = True
3895
3896 def cartesian(loc1=None, loc2=None):
3897     if loc1 is None:
3898         return game.quadrant * QUADSIZE + game.sector
3899     elif loc2 is None:
3900         return game.quadrant * QUADSIZE + loc1
3901     else:
3902         return loc1 * QUADSIZE + loc2
3903
3904 def getcourse(isprobe):
3905     "Get a course and distance from the user."
3906     key = ""
3907     dquad = copy.copy(game.quadrant)
3908     navmode = "unspecified"
3909     itemp = "curt"
3910     dsect = Coord()
3911     iprompt = False
3912     if game.landed and not isprobe:
3913         prout(_("Dummy! You can't leave standard orbit until you"))
3914         proutn(_("are back aboard the ship."))
3915         scanner.chew()
3916         raise TrekError
3917     while navmode == "unspecified":
3918         if damaged(DNAVSYS):
3919             if isprobe:
3920                 prout(_("Computer damaged; manual navigation only"))
3921             else:
3922                 prout(_("Computer damaged; manual movement only"))
3923             scanner.chew()
3924             navmode = "manual"
3925             key = "IHEOL"
3926             break
3927         key = scanner.nexttok()
3928         if key == "IHEOL":
3929             proutn(_("Manual or automatic- "))
3930             iprompt = True
3931             scanner.chew()
3932         elif key == "IHALPHA":
3933             if scanner.sees("manual"):
3934                 navmode = "manual"
3935                 key = scanner.nexttok()
3936                 break
3937             elif scanner.sees("automatic"):
3938                 navmode = "automatic"
3939                 key = scanner.nexttok()
3940                 break
3941             else:
3942                 huh()
3943                 scanner.chew()
3944                 raise TrekError
3945         else: # numeric
3946             if isprobe:
3947                 prout(_("(Manual navigation assumed.)"))
3948             else:
3949                 prout(_("(Manual movement assumed.)"))
3950             navmode = "manual"
3951             break
3952     delta = Coord()
3953     if navmode == "automatic":
3954         while key == "IHEOL":
3955             if isprobe:
3956                 proutn(_("Target quadrant or quadrant&sector- "))
3957             else:
3958                 proutn(_("Destination sector or quadrant&sector- "))
3959             scanner.chew()
3960             iprompt = True
3961             key = scanner.nexttok()
3962         if key != "IHREAL":
3963             huh()
3964             raise TrekError
3965         xi = int(round(scanner.real))-1
3966         key = scanner.nexttok()
3967         if key != "IHREAL":
3968             huh()
3969             raise TrekError
3970         xj = int(round(scanner.real))-1
3971         key = scanner.nexttok()
3972         if key == "IHREAL":
3973             # both quadrant and sector specified
3974             xk = int(round(scanner.real))-1
3975             key = scanner.nexttok()
3976             if key != "IHREAL":
3977                 huh()
3978                 raise TrekError
3979             xl = int(round(scanner.real))-1
3980             dquad.i = xi
3981             dquad.j = xj
3982             dsect.i = xk
3983             dsect.j = xl
3984         else:
3985             # only one pair of numbers was specified
3986             if isprobe:
3987                 # only quadrant specified -- go to center of dest quad
3988                 dquad.i = xi
3989                 dquad.j = xj
3990                 dsect.j = dsect.i = 4        # preserves 1-origin behavior
3991             else:
3992                 # only sector specified
3993                 dsect.i = xi
3994                 dsect.j = xj
3995             itemp = "normal"
3996         if not dquad.valid_quadrant() or not dsect.valid_sector():
3997             huh()
3998             raise TrekError
3999         skip(1)
4000         if not isprobe:
4001             if itemp > "curt":
4002                 if iprompt:
4003                     prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4004             else:
4005                 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4006         # the actual deltas get computed here
4007         delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4008         delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4009     else: # manual
4010         while key == "IHEOL":
4011             proutn(_("X and Y displacements- "))
4012             scanner.chew()
4013             iprompt = True
4014             key = scanner.nexttok()
4015         itemp = "verbose"
4016         if key != "IHREAL":
4017             huh()
4018             raise TrekError
4019         delta.j = scanner.real
4020         key = scanner.nexttok()
4021         if key != "IHREAL":
4022             huh()
4023             raise TrekError
4024         delta.i = scanner.real
4025     # Check for zero movement
4026     if delta.i == 0 and delta.j == 0:
4027         scanner.chew()
4028         raise TrekError
4029     if itemp == "verbose" and not isprobe:
4030         skip(1)
4031         prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4032     scanner.chew()
4033     return course(bearing=delta.bearing(), distance=delta.distance())
4034
4035 class course:
4036     def __init__(self, bearing, distance, origin=None):
4037         self.distance = distance
4038         self.bearing = bearing
4039         if origin is None:
4040             self.origin = cartesian(game.quadrant, game.sector)
4041         else:
4042             self.origin = origin
4043         # The bearing() code we inherited from FORTRAN is actually computing
4044         # clockface directions!
4045         if self.bearing < 0.0:
4046             self.bearing += 12.0
4047         self.angle = ((15.0 - self.bearing) * 0.5235988)
4048         self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4049         bigger = max(abs(self.increment.i), abs(self.increment.j))
4050         self.increment /= bigger
4051         self.moves = int(round(10*self.distance*bigger))
4052         self.reset()
4053         self.final = (self.location + self.moves*self.increment).roundtogrid()
4054         self.location = self.origin
4055         self.nextlocation = None
4056     def reset(self):
4057         self.location = self.origin
4058         self.step = 0
4059     def arrived(self):
4060         return self.location.roundtogrid() == self.final
4061     def nexttok(self):
4062         "Next step on course."
4063         self.step += 1
4064         self.nextlocation = self.location + self.increment
4065         samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4066         self.location = self.nextlocation
4067         return samequad
4068     def quadrant(self):
4069         return self.location.quadrant()
4070     def sector(self):
4071         return self.location.sector()
4072     def power(self, w):
4073         return self.distance*(w**3)*(game.shldup+1)
4074     def time(self, w):
4075         return 10.0*self.distance/w**2
4076
4077 def impulse():
4078     "Move under impulse power."
4079     game.ididit = False
4080     if damaged(DIMPULS):
4081         scanner.chew()
4082         skip(1)
4083         prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4084         return
4085     if game.energy > 30.0:
4086         try:
4087             icourse = getcourse(isprobe=False)
4088         except TrekError:
4089             return
4090         power = 20.0 + 100.0*icourse.distance
4091     else:
4092         power = 30.0
4093     if power >= game.energy:
4094         # Insufficient power for trip
4095         skip(1)
4096         prout(_("First Officer Spock- \"Captain, the impulse engines"))
4097         prout(_("require 20.0 units to engage, plus 100.0 units per"))
4098         if game.energy > 30:
4099             proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
4100                    int(0.01 * (game.energy-20.0)-0.05))
4101             prout(_(" quadrants.\""))
4102         else:
4103             prout(_("quadrant.  They are, therefore, useless.\""))
4104         scanner.chew()
4105         return
4106     # Make sure enough time is left for the trip
4107     game.optime = icourse.distance/0.095
4108     if game.optime >= game.state.remtime:
4109         prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4110         prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4111         proutn(_("we dare spend the time?\" "))
4112         if not ja():
4113             return
4114     # Activate impulse engines and pay the cost
4115     imove(icourse, noattack=False)
4116     game.ididit = True
4117     if game.alldone:
4118         return
4119     power = 20.0 + 100.0*icourse.distance
4120     game.energy -= power
4121     game.optime = icourse.distance/0.095
4122     if game.energy <= 0:
4123         finish(FNRG)
4124     return
4125
4126 def warp(wcourse, involuntary):
4127     "ove under warp drive."
4128     blooey = False; twarp = False
4129     if not involuntary: # Not WARPX entry
4130         game.ididit = False
4131         if game.iscloaked:
4132             scanner.chew()
4133             skip(1)
4134             prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4135             return
4136         if game.damage[DWARPEN] > 10.0:
4137             scanner.chew()
4138             skip(1)
4139             prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4140             return
4141         if damaged(DWARPEN) and game.warpfac > 4.0:
4142             scanner.chew()
4143             skip(1)
4144             prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4145             prout(_("  is repaired, I can only give you warp 4.\""))
4146             return
4147                # Read in course and distance
4148         if wcourse is None:
4149             try:
4150                 wcourse = getcourse(isprobe=False)
4151             except TrekError:
4152                 return
4153         # Make sure starship has enough energy for the trip
4154         # Note: this formula is slightly different from the C version,
4155         # and lets you skate a bit closer to the edge.
4156         if wcourse.power(game.warpfac) >= game.energy:
4157             # Insufficient power for trip
4158             game.ididit = False
4159             skip(1)
4160             prout(_("Engineering to bridge--"))
4161             if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4162                 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4163                 if iwarp <= 0:
4164                     prout(_("We can't do it, Captain. We don't have enough energy."))
4165                 else:
4166                     proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4167                     if game.shldup:
4168                         prout(",")
4169                         prout(_("if you'll lower the shields."))
4170                     else:
4171                         prout(".")
4172             else:
4173                 prout(_("We haven't the energy to go that far with the shields up."))
4174             return
4175         # Make sure enough time is left for the trip
4176         game.optime = wcourse.time(game.warpfac)
4177         if game.optime >= 0.8*game.state.remtime:
4178             skip(1)
4179             prout(_("First Officer Spock- \"Captain, I compute that such"))
4180             proutn(_("  a trip would require approximately %2.0f") %
4181                    (100.0*game.optime/game.state.remtime))
4182             prout(_(" percent of our"))
4183             proutn(_("  remaining time.  Are you sure this is wise?\" "))
4184             if not ja():
4185                 game.ididit = False
4186                 game.optime=0
4187                 return
4188     # Entry WARPX
4189     if game.warpfac > 6.0:
4190         # Decide if engine damage will occur
4191         # ESR: Seems wrong. Probability of damage goes *down* with distance?
4192         prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4193         if prob > randreal():
4194             blooey = True
4195             wcourse.distance = randreal(wcourse.distance)
4196         # Decide if time warp will occur
4197         if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4198             twarp = True
4199         if game.idebug and game.warpfac==10 and not twarp:
4200             blooey = False
4201             proutn("=== Force time warp? ")
4202             if ja():
4203                 twarp = True
4204         if blooey or twarp:
4205             # If time warp or engine damage, check path
4206             # If it is obstructed, don't do warp or damage
4207             look = wcourse.moves
4208             while look > 0:
4209                 look -= 1
4210                 wcourse.nexttok()
4211                 w = wcourse.sector()
4212                 if not w.valid_sector():
4213                     break
4214                 if game.quad[w.i][w.j] != '.':
4215                     blooey = False
4216                     twarp = False
4217             wcourse.reset()
4218     # Activate Warp Engines and pay the cost
4219     imove(wcourse, noattack=False)
4220     if game.alldone:
4221         return
4222     game.energy -= wcourse.power(game.warpfac)
4223     if game.energy <= 0:
4224         finish(FNRG)
4225     game.optime = wcourse.time(game.warpfac)
4226     if twarp:
4227         timwrp()
4228     if blooey:
4229         game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4230         skip(1)
4231         prout(_("Engineering to bridge--"))
4232         prout(_("  Scott here.  The warp engines are damaged."))
4233         prout(_("  We'll have to reduce speed to warp 4."))
4234     game.ididit = True
4235     return
4236
4237 def setwarp():
4238     "Change the warp factor."
4239     while True:
4240         key=scanner.nexttok()
4241         if key != "IHEOL":
4242             break
4243         scanner.chew()
4244         proutn(_("Warp factor- "))
4245     if key != "IHREAL":
4246         huh()
4247         return
4248     if game.damage[DWARPEN] > 10.0:
4249         prout(_("Warp engines inoperative."))
4250         return
4251     if damaged(DWARPEN) and scanner.real > 4.0:
4252         prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4253         prout(_("  but right now we can only go warp 4.\""))
4254         return
4255     if scanner.real > 10.0:
4256         prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4257         return
4258     if scanner.real < 1.0:
4259         prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4260         return
4261     oldfac = game.warpfac
4262     game.warpfac = scanner.real
4263     if game.warpfac <= oldfac or game.warpfac <= 6.0:
4264         prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4265               int(game.warpfac))
4266         return
4267     if game.warpfac < 8.00:
4268         prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4269         return
4270     if game.warpfac == 10.0:
4271         prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4272         return
4273     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4274     return
4275
4276 def atover(igrab):
4277     "Cope with being tossed out of quadrant by supernova or yanked by beam."
4278     scanner.chew()
4279     # is captain on planet?
4280     if game.landed:
4281         if damaged(DTRANSP):
4282             finish(FPNOVA)
4283             return
4284         prout(_("Scotty rushes to the transporter controls."))
4285         if game.shldup:
4286             prout(_("But with the shields up it's hopeless."))
4287             finish(FPNOVA)
4288         prouts(_("His desperate attempt to rescue you . . ."))
4289         if withprob(0.5):
4290             prout(_("fails."))
4291             finish(FPNOVA)
4292             return
4293         prout(_("SUCCEEDS!"))
4294         if game.imine:
4295             game.imine = False
4296             proutn(_("The crystals mined were "))
4297             if withprob(0.25):
4298                 prout(_("lost."))
4299             else:
4300                 prout(_("saved."))
4301                 game.icrystl = True
4302     if igrab:
4303         return
4304     # Check to see if captain in shuttle craft
4305     if game.icraft:
4306         finish(FSTRACTOR)
4307     if game.alldone:
4308         return
4309     # Inform captain of attempt to reach safety
4310     skip(1)
4311     while True:
4312         if game.justin:
4313             prouts(_("***RED ALERT!  RED ALERT!"))
4314             skip(1)
4315             proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4316             prouts(_("   a supernova."))
4317             skip(2)
4318         prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4319         prout(_("safely out of quadrant."))
4320         if not damaged(DRADIO):
4321             game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4322         # Try to use warp engines
4323         if damaged(DWARPEN):
4324             skip(1)
4325             prout(_("Warp engines damaged."))
4326             finish(FSNOVAED)
4327             return
4328         game.warpfac = randreal(6.0, 8.0)
4329         prout(_("Warp factor set to %d") % int(game.warpfac))
4330         power = 0.75*game.energy
4331         dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4332         dist = max(dist, randreal(math.sqrt(2)))
4333         bugout = course(bearing=randreal(12), distance=dist)        # How dumb!
4334         game.optime = bugout.time(game.warpfac)
4335         game.justin = False
4336         game.inorbit = False
4337         warp(bugout, involuntary=True)
4338         if not game.justin:
4339             # This is bad news, we didn't leave quadrant.
4340             if game.alldone:
4341                 return
4342             skip(1)
4343             prout(_("Insufficient energy to leave quadrant."))
4344             finish(FSNOVAED)
4345             return
4346         # Repeat if another snova
4347         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4348             break
4349     if game.unwon()==0:
4350         finish(FWON) # Snova killed remaining enemy.
4351
4352 def timwrp():
4353     "Let's do the time warp again."
4354     prout(_("***TIME WARP ENTERED."))
4355     if game.state.snap and withprob(0.5):
4356         # Go back in time
4357         prout(_("You are traveling backwards in time %d stardates.") %
4358               int(game.state.date-game.snapsht.date))
4359         game.state = game.snapsht
4360         game.state.snap = False
4361         if len(game.state.kcmdr):
4362             schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4363             schedule(FBATTAK, expran(0.3*game.intime))
4364         schedule(FSNOVA, expran(0.5*game.intime))
4365         # next snapshot will be sooner
4366         schedule(FSNAP, expran(0.25*game.state.remtime))
4367
4368         if game.state.nscrem:
4369             schedule(FSCMOVE, 0.2777)
4370         game.isatb = 0
4371         unschedule(FCDBAS)
4372         unschedule(FSCDBAS)
4373         game.battle.invalidate()
4374         # Make sure Galileo is consistant -- Snapshot may have been taken
4375         # when on planet, which would give us two Galileos!
4376         gotit = False
4377         for l in range(game.inplan):
4378             if game.state.planets[l].known == "shuttle_down":
4379                 gotit = True
4380                 if game.iscraft == "onship" and game.ship=='E':
4381                     prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
4382                     game.iscraft = "offship"
4383         # Likewise, if in the original time the Galileo was abandoned, but
4384         # was on ship earlier, it would have vanished -- let's restore it.
4385         if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4386             prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
4387             game.iscraft = "onship"
4388         # There used to be code to do the actual reconstrction here,
4389         # but the starchart is now part of the snapshotted galaxy state.
4390         prout(_("Spock has reconstructed a correct star chart from memory"))
4391     else:
4392         # Go forward in time
4393         game.optime = expran(0.5*game.intime)
4394         prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4395         # cheat to make sure no tractor beams occur during time warp
4396         postpone(FTBEAM, game.optime)
4397         game.damage[DRADIO] += game.optime
4398     newqad()
4399     events()        # Stas Sergeev added this -- do pending events
4400
4401 def probe():
4402     "Launch deep-space probe."
4403     # New code to launch a deep space probe
4404     if game.nprobes == 0:
4405         scanner.chew()
4406         skip(1)
4407         if game.ship == 'E':
4408             prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4409         else:
4410             prout(_("Ye Faerie Queene has no deep space probes."))
4411         return
4412     if damaged(DDSP):
4413         scanner.chew()
4414         skip(1)
4415         prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4416         return
4417     if is_scheduled(FDSPROB):
4418         scanner.chew()
4419         skip(1)
4420         if damaged(DRADIO) and game.condition != "docked":
4421             prout(_("Spock-  \"Records show the previous probe has not yet"))
4422             prout(_("   reached its destination.\""))
4423         else:
4424             prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4425         return
4426     key = scanner.nexttok()
4427     if key == "IHEOL":
4428         if game.nprobes == 1:
4429             prout(_("1 probe left."))
4430         else:
4431             prout(_("%d probes left") % game.nprobes)
4432         proutn(_("Are you sure you want to fire a probe? "))
4433         if not ja():
4434             return
4435     game.isarmed = False
4436     if key == "IHALPHA" and scanner.token == "armed":
4437         game.isarmed = True
4438         key = scanner.nexttok()
4439     elif key == "IHEOL":
4440         proutn(_("Arm NOVAMAX warhead? "))
4441         game.isarmed = ja()
4442     elif key == "IHREAL":                # first element of course
4443         scanner.push(scanner.token)
4444     try:
4445         game.probe = getcourse(isprobe=True)
4446     except TrekError:
4447         return
4448     game.nprobes -= 1
4449     schedule(FDSPROB, 0.01) # Time to move one sector
4450     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
4451     game.ididit = True
4452     return
4453
4454 def mayday():
4455     "Yell for help from nearest starbase."
4456     # There's more than one way to move in this game!
4457     scanner.chew()
4458     # Test for conditions which prevent calling for help
4459     if game.condition == "docked":
4460         prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
4461         return
4462     if damaged(DRADIO):
4463         prout(_("Subspace radio damaged."))
4464         return
4465     if not game.state.baseq:
4466         prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
4467         return
4468     if game.landed:
4469         prout(_("You must be aboard the %s.") % crmshp())
4470         return
4471     # OK -- call for help from nearest starbase
4472     game.nhelp += 1
4473     if game.base.i!=0:
4474         # There's one in this quadrant
4475         ddist = (game.base - game.sector).distance()
4476     else:
4477         ibq = None      # Force base-quadrant game to persist past loop
4478         ddist = FOREVER
4479         for ibq in game.state.baseq:
4480             xdist = QUADSIZE * (ibq - game.quadrant).distance()
4481             if xdist < ddist:
4482                 ddist = xdist
4483         if ibq is None:
4484             prout(_("No starbases remain. You are alone in a hostile galaxy."))
4485             return
4486         # Since starbase not in quadrant, set up new quadrant
4487         game.quadrant = ibq
4488         newqad()
4489     # dematerialize starship
4490     game.quad[game.sector.i][game.sector.j]='.'
4491     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4492            % (game.quadrant, crmshp()))
4493     game.sector.invalidate()
4494     for m in range(1, 5+1):
4495         w = game.base.scatter()
4496         if w.valid_sector() and game.quad[w.i][w.j]=='.':
4497             # found one -- finish up
4498             game.sector = w
4499             break
4500     if not game.sector.is_valid():
4501         prout(_("You have been lost in space..."))
4502         finish(FMATERIALIZE)
4503         return
4504     # Give starbase three chances to rematerialize starship
4505     probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4506     for m in range(1, 3+1):
4507         if m == 1: proutn(_("1st"))
4508         elif m == 2: proutn(_("2nd"))
4509         elif m == 3: proutn(_("3rd"))
4510         proutn(_(" attempt to re-materialize ") + crmshp())
4511         game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4512         textcolor(RED)
4513         warble()
4514         if randreal() > probf:
4515             break
4516         prout(_("fails."))
4517         textcolor(DEFAULT)
4518         curses.delay_output(500)
4519     if m > 3:
4520         game.quad[game.sector.i][game.sector.j]='?'
4521         game.alive = False
4522         drawmaps(1)
4523         setwnd(message_window)
4524         finish(FMATERIALIZE)
4525         return
4526     game.quad[game.sector.i][game.sector.j]=game.ship
4527     textcolor(GREEN)
4528     prout(_("succeeds."))
4529     textcolor(DEFAULT)
4530     dock(False)
4531     skip(1)
4532     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
4533
4534 def abandon():
4535     "Abandon ship."
4536     scanner.chew()
4537     if game.condition=="docked":
4538         if game.ship!='E':
4539             prout(_("You cannot abandon Ye Faerie Queene."))
4540             return
4541     else:
4542         # Must take shuttle craft to exit
4543         if game.damage[DSHUTTL]==-1:
4544             prout(_("Ye Faerie Queene has no shuttle craft."))
4545             return
4546         if game.damage[DSHUTTL]<0:
4547             prout(_("Shuttle craft now serving Big Macs."))
4548             return
4549         if game.damage[DSHUTTL]>0:
4550             prout(_("Shuttle craft damaged."))
4551             return
4552         if game.landed:
4553             prout(_("You must be aboard the ship."))
4554             return
4555         if game.iscraft != "onship":
4556             prout(_("Shuttle craft not currently available."))
4557             return
4558         # Emit abandon ship messages
4559         skip(1)
4560         prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
4561         skip(1)
4562         prouts(_("***ALL HANDS ABANDON SHIP!"))
4563         skip(2)
4564         prout(_("Captain and crew escape in shuttle craft."))
4565         if not game.state.baseq:
4566             # Oops! no place to go...
4567             finish(FABANDN)
4568             return
4569         q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4570         # Dispose of crew
4571         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4572             prout(_("Remainder of ship's complement beam down"))
4573             prout(_("to nearest habitable planet."))
4574         elif q.planet != None and not damaged(DTRANSP):
4575             prout(_("Remainder of ship's complement beam down to %s.") %
4576                   q.planet)
4577         else:
4578             prout(_("Entire crew of %d left to die in outer space.") %
4579                   game.state.crew)
4580             game.casual += game.state.crew
4581             game.abandoned += game.state.crew
4582         # If at least one base left, give 'em the Faerie Queene
4583         skip(1)
4584         game.icrystl = False # crystals are lost
4585         game.nprobes = 0 # No probes
4586         prout(_("You are captured by Klingons and released to"))
4587         prout(_("the Federation in a prisoner-of-war exchange."))
4588         nb = randrange(len(game.state.baseq))
4589         # Set up quadrant and position FQ adjacient to base
4590         if not game.quadrant == game.state.baseq[nb]:
4591             game.quadrant = game.state.baseq[nb]
4592             game.sector.i = game.sector.j = 5
4593             newqad()
4594         while True:
4595             # position next to base by trial and error
4596             game.quad[game.sector.i][game.sector.j] = '.'
4597             l = QUADSIZE
4598             for l in range(QUADSIZE):
4599                 game.sector = game.base.scatter()
4600                 if game.sector.valid_sector() and \
4601                        game.quad[game.sector.i][game.sector.j] == '.':
4602                     break
4603             if l < QUADSIZE:
4604                 break # found a spot
4605             game.sector.i=QUADSIZE/2
4606             game.sector.j=QUADSIZE/2
4607             newqad()
4608     # Get new commission
4609     game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4610     game.state.crew = FULLCREW
4611     prout(_("Starfleet puts you in command of another ship,"))
4612     prout(_("the Faerie Queene, which is antiquated but,"))
4613     prout(_("still useable."))
4614     if game.icrystl:
4615         prout(_("The dilithium crystals have been moved."))
4616     game.imine = False
4617     game.iscraft = "offship" # Galileo disappears
4618     # Resupply ship
4619     game.condition="docked"
4620     for l in range(NDEVICES):
4621         game.damage[l] = 0.0
4622     game.damage[DSHUTTL] = -1
4623     game.energy = game.inenrg = 3000.0
4624     game.shield = game.inshld = 1250.0
4625     game.torps = game.intorps = 6
4626     game.lsupres=game.inlsr=3.0
4627     game.shldup=False
4628     game.warpfac=5.0
4629     game.brigfree = game.brigcapacity = 300
4630     return
4631
4632 # Code from planets.c begins here.
4633
4634 def consumeTime():
4635     "Abort a lengthy operation if an event interrupts it."
4636     game.ididit = True
4637     events()
4638     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4639         return True
4640     return False
4641
4642 def survey():
4643     "Report on (uninhabited) planets in the galaxy."
4644     iknow = False
4645     skip(1)
4646     scanner.chew()
4647     prout(_("Spock-  \"Planet report follows, Captain.\""))
4648     skip(1)
4649     for i in range(game.inplan):
4650         if game.state.planets[i].pclass == "destroyed":
4651             continue
4652         if (game.state.planets[i].known != "unknown" \
4653             and not game.state.planets[i].inhabited) \
4654             or game.idebug:
4655             iknow = True
4656             if game.idebug and game.state.planets[i].known=="unknown":
4657                 proutn("(Unknown) ")
4658             proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4659             proutn(_("   class "))
4660             proutn(game.state.planets[i].pclass)
4661             proutn("   ")
4662             if game.state.planets[i].crystals != "present":
4663                 proutn(_("no "))
4664             prout(_("dilithium crystals present."))
4665             if game.state.planets[i].known=="shuttle_down":
4666                 prout(_("    Shuttle Craft Galileo on surface."))
4667     if not iknow:
4668         prout(_("No information available."))
4669
4670 def orbit():
4671     "Enter standard orbit."
4672     skip(1)
4673     scanner.chew()
4674     if game.inorbit:
4675         prout(_("Already in standard orbit."))
4676         return
4677     if damaged(DWARPEN) and damaged(DIMPULS):
4678         prout(_("Both warp and impulse engines damaged."))
4679         return
4680     if not game.plnet.is_valid():
4681         prout("There is no planet in this sector.")
4682         return
4683     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4684         prout(crmshp() + _(" not adjacent to planet."))
4685         skip(1)
4686         return
4687     game.optime = randreal(0.02, 0.05)
4688     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
4689     newcnd()
4690     if consumeTime():
4691         return
4692     game.height = randreal(1400, 8600)
4693     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4694     game.inorbit = True
4695     game.ididit = True
4696
4697 def sensor():
4698     "Examine planets in this quadrant."
4699     if damaged(DSRSENS):
4700         if game.options & OPTION_TTY:
4701             prout(_("Short range sensors damaged."))
4702         return
4703     if game.iplnet is None:
4704         if game.options & OPTION_TTY:
4705             prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4706         return
4707     if game.iplnet.known == "unknown":
4708         prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
4709         skip(1)
4710         prout(_("         Planet at Sector %s is of class %s.") %
4711               (game.plnet, game.iplnet.pclass))
4712         if game.iplnet.known=="shuttle_down":
4713             prout(_("         Sensors show Galileo still on surface."))
4714         proutn(_("         Readings indicate"))
4715         if game.iplnet.crystals != "present":
4716             proutn(_(" no"))
4717         prout(_(" dilithium crystals present.\""))
4718         if game.iplnet.known == "unknown":
4719             game.iplnet.known = "known"
4720     elif game.iplnet.inhabited:
4721         prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
4722         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
4723
4724 def beam():
4725     "Use the transporter."
4726     nrgneed = 0
4727     scanner.chew()
4728     skip(1)
4729     if damaged(DTRANSP):
4730         prout(_("Transporter damaged."))
4731         if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4732             skip(1)
4733             proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
4734             if ja():
4735                 shuttle()
4736         return
4737     if not game.inorbit:
4738         prout(crmshp() + _(" not in standard orbit."))
4739         return
4740     if game.shldup:
4741         prout(_("Impossible to transport through shields."))
4742         return
4743     if game.iplnet.known=="unknown":
4744         prout(_("Spock-  \"Captain, we have no information on this planet"))
4745         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4746         prout(_("  you may not go down.\""))
4747         return
4748     if not game.landed and game.iplnet.crystals=="absent":
4749         prout(_("Spock-  \"Captain, I fail to see the logic in"))
4750         prout(_("  exploring a planet with no dilithium crystals."))
4751         proutn(_("  Are you sure this is wise?\" "))
4752         if not ja():
4753             scanner.chew()
4754             return
4755     if not (game.options & OPTION_PLAIN):
4756         nrgneed = 50 * game.skill + game.height / 100.0
4757         if nrgneed > game.energy:
4758             prout(_("Engineering to bridge--"))
4759             prout(_("  Captain, we don't have enough energy for transportation."))
4760             return
4761         if not game.landed and nrgneed * 2 > game.energy:
4762             prout(_("Engineering to bridge--"))
4763             prout(_("  Captain, we have enough energy only to transport you down to"))
4764             prout(_("  the planet, but there wouldn't be an energy for the trip back."))
4765             if game.iplnet.known == "shuttle_down":
4766                 prout(_("  Although the Galileo shuttle craft may still be on a surface."))
4767             proutn(_("  Are you sure this is wise?\" "))
4768             if not ja():
4769                 scanner.chew()
4770                 return
4771     if game.landed:
4772         # Coming from planet
4773         if game.iplnet.known=="shuttle_down":
4774             proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
4775             if ja():
4776                 scanner.chew()
4777                 return
4778             prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4779         prout(_("Landing party assembled, ready to beam up."))
4780         skip(1)
4781         prout(_("Kirk whips out communicator..."))
4782         prouts(_("BEEP  BEEP  BEEP"))
4783         skip(2)
4784         prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
4785     else:
4786         # Going to planet
4787         prout(_("Scotty-  \"Transporter room ready, Sir.\""))
4788         skip(1)
4789         prout(_("Kirk and landing party prepare to beam down to planet surface."))
4790         skip(1)
4791         prout(_("Kirk-  \"Energize.\""))
4792     game.ididit = True
4793     skip(1)
4794     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
4795     skip(2)
4796     if not withprob(0.98):
4797         prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4798         skip(2)
4799         prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
4800         finish(FLOST)
4801         return
4802     prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
4803     game.landed = not game.landed
4804     game.energy -= nrgneed
4805     skip(2)
4806     prout(_("Transport complete."))
4807     if game.landed and game.iplnet.known=="shuttle_down":
4808         prout(_("The shuttle craft Galileo is here!"))
4809     if not game.landed and game.imine:
4810         game.icrystl = True
4811         game.cryprob = 0.05
4812     game.imine = False
4813     return
4814
4815 def mine():
4816     "Strip-mine a world for dilithium."
4817     skip(1)
4818     scanner.chew()
4819     if not game.landed:
4820         prout(_("Mining party not on planet."))
4821         return
4822     if game.iplnet.crystals == "mined":
4823         prout(_("This planet has already been strip-mined for dilithium."))
4824         return
4825     elif game.iplnet.crystals == "absent":
4826         prout(_("No dilithium crystals on this planet."))
4827         return
4828     if game.imine:
4829         prout(_("You've already mined enough crystals for this trip."))
4830         return
4831     if game.icrystl and game.cryprob == 0.05:
4832         prout(_("With all those fresh crystals aboard the ") + crmshp())
4833         prout(_("there's no reason to mine more at this time."))
4834         return
4835     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4836     if consumeTime():
4837         return
4838     prout(_("Mining operation complete."))
4839     game.iplnet.crystals = "mined"
4840     game.imine = game.ididit = True
4841
4842 def usecrystals():
4843     "Use dilithium crystals."
4844     game.ididit = False
4845     skip(1)
4846     scanner.chew()
4847     if not game.icrystl:
4848         prout(_("No dilithium crystals available."))
4849         return
4850     if game.energy >= 1000:
4851         prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
4852         prout(_("  except when Condition Yellow exists."))
4853         return
4854     prout(_("Spock- \"Captain, I must warn you that loading"))
4855     prout(_("  raw dilithium crystals into the ship's power"))
4856     prout(_("  system may risk a severe explosion."))
4857     proutn(_("  Are you sure this is wise?\" "))
4858     if not ja():
4859         scanner.chew()
4860         return
4861     skip(1)
4862     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
4863     prout(_("  Mr. Spock and I will try it.\""))
4864     skip(1)
4865     prout(_("Spock-  \"Crystals in place, Sir."))
4866     prout(_("  Ready to activate circuit.\""))
4867     skip(1)
4868     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
4869     skip(1)
4870     if withprob(game.cryprob):
4871         prouts(_("  \"Activating now! - - No good!  It's***"))
4872         skip(2)
4873         prouts(_("***RED ALERT!  RED A*L********************************"))
4874         skip(1)
4875         stars()
4876         prouts(_("******************   KA-BOOM!!!!   *******************"))
4877         skip(1)
4878         kaboom()
4879         return
4880     game.energy += randreal(5000.0, 5500.0)
4881     prouts(_("  \"Activating now! - - "))
4882     prout(_("The instruments"))
4883     prout(_("   are going crazy, but I think it's"))
4884     prout(_("   going to work!!  Congratulations, Sir!\""))
4885     game.cryprob *= 2.0
4886     game.ididit = True
4887
4888 def shuttle():
4889     "Use shuttlecraft for planetary jaunt."
4890     scanner.chew()
4891     skip(1)
4892     if damaged(DSHUTTL):
4893         if game.damage[DSHUTTL] == -1.0:
4894             if game.inorbit and game.iplnet.known == "shuttle_down":
4895                 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4896             else:
4897                 prout(_("Ye Faerie Queene had no shuttle craft."))
4898         elif game.damage[DSHUTTL] > 0:
4899             prout(_("The Galileo is damaged."))
4900         else: # game.damage[DSHUTTL] < 0
4901             prout(_("Shuttle craft is now serving Big Macs."))
4902         return
4903     if not game.inorbit:
4904         prout(crmshp() + _(" not in standard orbit."))
4905         return
4906     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4907         prout(_("Shuttle craft not currently available."))
4908         return
4909     if not game.landed and game.iplnet.known=="shuttle_down":
4910         prout(_("You will have to beam down to retrieve the shuttle craft."))
4911         return
4912     if game.shldup or game.condition == "docked":
4913         prout(_("Shuttle craft cannot pass through shields."))
4914         return
4915     if game.iplnet.known=="unknown":
4916         prout(_("Spock-  \"Captain, we have no information on this planet"))
4917         prout(_("  and Starfleet Regulations clearly state that in this situation"))
4918         prout(_("  you may not fly down.\""))
4919         return
4920     game.optime = 3.0e-5*game.height
4921     if game.optime >= 0.8*game.state.remtime:
4922         prout(_("First Officer Spock-  \"Captain, I compute that such"))
4923         proutn(_("  a maneuver would require approximately %2d%% of our") % \
4924                int(100*game.optime/game.state.remtime))
4925         prout(_("remaining time."))
4926         proutn(_("Are you sure this is wise?\" "))
4927         if not ja():
4928             game.optime = 0.0
4929             return
4930     if game.landed:
4931         # Kirk on planet
4932         if game.iscraft == "onship":
4933             # Galileo on ship!
4934             if not damaged(DTRANSP):
4935                 proutn(_("Spock-  \"Would you rather use the transporter?\" "))
4936                 if ja():
4937                     beam()
4938                     return
4939                 proutn(_("Shuttle crew"))
4940             else:
4941                 proutn(_("Rescue party"))
4942             prout(_(" boards Galileo and swoops toward planet surface."))
4943             game.iscraft = "offship"
4944             skip(1)
4945             if consumeTime():
4946                 return
4947             game.iplnet.known="shuttle_down"
4948             prout(_("Trip complete."))
4949             return
4950         else:
4951             # Ready to go back to ship
4952             prout(_("You and your mining party board the"))
4953             prout(_("shuttle craft for the trip back to the Enterprise."))
4954             skip(1)
4955             prouts(_("The short hop begins . . ."))
4956             skip(1)
4957             game.iplnet.known="known"
4958             game.icraft = True
4959             skip(1)
4960             game.landed = False
4961             if consumeTime():
4962                 return
4963             game.iscraft = "onship"
4964             game.icraft = False
4965             if game.imine:
4966                 game.icrystl = True
4967                 game.cryprob = 0.05
4968             game.imine = False
4969             prout(_("Trip complete."))
4970             return
4971     else:
4972         # Kirk on ship and so is Galileo
4973         prout(_("Mining party assembles in the hangar deck,"))
4974         prout(_("ready to board the shuttle craft \"Galileo\"."))
4975         skip(1)
4976         prouts(_("The hangar doors open; the trip begins."))
4977         skip(1)
4978         game.icraft = True
4979         game.iscraft = "offship"
4980         if consumeTime():
4981             return
4982         game.iplnet.known = "shuttle_down"
4983         game.landed = True
4984         game.icraft = False
4985         prout(_("Trip complete."))
4986         return
4987
4988 def deathray():
4989     "Use the big zapper."
4990     game.ididit = False
4991     skip(1)
4992     scanner.chew()
4993     if game.ship != 'E':
4994         prout(_("Ye Faerie Queene has no death ray."))
4995         return
4996     if len(game.enemies)==0:
4997         prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
4998         return
4999     if damaged(DDRAY):
5000         prout(_("Death Ray is damaged."))
5001         return
5002     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
5003     prout(_("  is highly unpredictible.  Considering the alternatives,"))
5004     proutn(_("  are you sure this is wise?\" "))
5005     if not ja():
5006         return
5007     prout(_("Spock-  \"Acknowledged.\""))
5008     skip(1)
5009     game.ididit = True
5010     prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5011     skip(1)
5012     prout(_("Crew scrambles in emergency preparation."))
5013     prout(_("Spock and Scotty ready the death ray and"))
5014     prout(_("prepare to channel all ship's power to the device."))
5015     skip(1)
5016     prout(_("Spock-  \"Preparations complete, sir.\""))
5017     prout(_("Kirk-  \"Engage!\""))
5018     skip(1)
5019     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5020     skip(1)
5021     dprob = 0.30
5022     if game.options & OPTION_PLAIN:
5023         dprob = 0.5
5024     r = randreal()
5025     if r > dprob:
5026         prouts(_("Sulu- \"Captain!  It's working!\""))
5027         skip(2)
5028         while len(game.enemies) > 0:
5029             deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
5030         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
5031         if game.unwon() == 0:
5032             finish(FWON)
5033         if (game.options & OPTION_PLAIN) == 0:
5034             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
5035             if withprob(0.05):
5036                 prout(_("   is still operational.\""))
5037             else:
5038                 prout(_("   has been rendered nonfunctional.\""))
5039                 game.damage[DDRAY] = 39.95
5040         return
5041     r = randreal()        # Pick failure method
5042     if r <= 0.30:
5043         prouts(_("Sulu- \"Captain!  It's working!\""))
5044         skip(1)
5045         prouts(_("***RED ALERT!  RED ALERT!"))
5046         skip(1)
5047         prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5048         skip(1)
5049         prouts(_("***RED ALERT!  RED A*L********************************"))
5050         skip(1)
5051         stars()
5052         prouts(_("******************   KA-BOOM!!!!   *******************"))
5053         skip(1)
5054         kaboom()
5055         return
5056     if r <= 0.55:
5057         prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
5058         skip(1)
5059         prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
5060         skip(1)
5061         prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
5062         prout(_("  have apparently been transformed into strange mutations."))
5063         prout(_("  Vulcans do not seem to be affected."))
5064         skip(1)
5065         prout(_("Kirk-  \"Raauch!  Raauch!\""))
5066         finish(FDRAY)
5067         return
5068     if r <= 0.75:
5069         prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
5070         skip(2)
5071         proutn(_("Spock-  \"I believe the word is"))
5072         prouts(_(" *ASTONISHING*"))
5073         prout(_(" Mr. Sulu."))
5074         for i in range(QUADSIZE):
5075             for j in range(QUADSIZE):
5076                 if game.quad[i][j] == '.':
5077                     game.quad[i][j] = '?'
5078         prout(_("  Captain, our quadrant is now infested with"))
5079         prouts(_(" - - - - - -  *THINGS*."))
5080         skip(1)
5081         prout(_("  I have no logical explanation.\""))
5082         return
5083     prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
5084     skip(1)
5085     prout(_("Scotty-  \"There are so many tribbles down here"))
5086     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
5087     finish(FTRIBBLE)
5088     return
5089
5090 # Code from reports.c begins here
5091
5092 def attackreport(curt):
5093     "eport status of bases under attack."
5094     if not curt:
5095         if is_scheduled(FCDBAS):
5096             prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5097             prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5098         elif game.isatb == 1:
5099             prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5100             prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5101         else:
5102             prout(_("No Starbase is currently under attack."))
5103     else:
5104         if is_scheduled(FCDBAS):
5105             proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5106         if game.isatb:
5107             proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5108         clreol()
5109
5110 def report():
5111     # report on general game status
5112     scanner.chew()
5113     s1 = (game.thawed and _("thawed ")) or ""
5114     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5115     s3 = (None, _("novice"), _("fair"),
5116           _("good"), _("expert"), _("emeritus"))[game.skill]
5117     prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5118     if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5119         prout(_("No plaque is allowed."))
5120     if game.tourn:
5121         prout(_("This is tournament game %d.") % game.tourn)
5122     prout(_("Your secret password is \"%s\"") % game.passwd)
5123     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5124                                                       (game.inkling + game.incom + game.inscom)))
5125     if game.incom - len(game.state.kcmdr):
5126         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5127     elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5128         prout(_(", but no Commanders."))
5129     else:
5130         prout(".")
5131     if game.skill > SKILL_FAIR:
5132         prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5133     if len(game.state.baseq) != game.inbase:
5134         proutn(_("There "))
5135         if game.inbase-len(game.state.baseq)==1:
5136             proutn(_("has been 1 base"))
5137         else:
5138             proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5139         prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5140     else:
5141         prout(_("There are %d bases.") % game.inbase)
5142     if communicating() or game.iseenit:
5143         # Don't report this if not seen and
5144         # either the radio is dead or not at base!
5145         attackreport(False)
5146         game.iseenit = True
5147     if game.casual:
5148         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5149     if game.brigcapacity != game.brigfree:
5150         embriggened = brigcapacity-brigfree
5151         if embriggened == 1:
5152             prout(_("1 Klingon in brig"))
5153         else:
5154             prout(_("%d Klingons in brig.") %  embriggened)
5155         if game.kcaptured == 0:
5156             pass
5157         elif game.kcaptured == 1:
5158             prout(_("1 captured Klingon turned in to Starfleet."))
5159         else:
5160             prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5161     if game.nhelp:
5162         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
5163     if game.ship == 'E':
5164         proutn(_("You have "))
5165         if game.nprobes:
5166             proutn("%d" % (game.nprobes))
5167         else:
5168             proutn(_("no"))
5169         proutn(_(" deep space probe"))
5170         if game.nprobes!=1:
5171             proutn(_("s"))
5172         prout(".")
5173     if communicating() and is_scheduled(FDSPROB):
5174         if game.isarmed:
5175             proutn(_("An armed deep space probe is in "))
5176         else:
5177             proutn(_("A deep space probe is in "))
5178         prout("Quadrant %s." % game.probe.quadrant())
5179     if game.icrystl:
5180         if game.cryprob <= .05:
5181             prout(_("Dilithium crystals aboard ship... not yet used."))
5182         else:
5183             i=0
5184             ai = 0.05
5185             while game.cryprob > ai:
5186                 ai *= 2.0
5187                 i += 1
5188             prout(_("Dilithium crystals have been used %d time%s.") % \
5189                   (i, (_("s"), "")[i==1]))
5190     skip(1)
5191
5192 def lrscan(silent):
5193     "Long-range sensor scan."
5194     if damaged(DLRSENS):
5195         # Now allow base's sensors if docked
5196         if game.condition != "docked":
5197             if not silent:
5198                 prout(_("LONG-RANGE SENSORS DAMAGED."))
5199             return
5200         if not silent:
5201             prout(_("Starbase's long-range scan"))
5202     elif not silent:
5203         prout(_("Long-range scan"))
5204     for x in range(game.quadrant.i-1, game.quadrant.i+2):
5205         if not silent:
5206             proutn(" ")
5207         for y in range(game.quadrant.j-1, game.quadrant.j+2):
5208             if not Coord(x, y).valid_quadrant():
5209                 if not silent:
5210                     proutn("  -1")
5211             else:
5212                 if not damaged(DRADIO):
5213                     game.state.galaxy[x][y].charted = True
5214                 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5215                 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5216                 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5217                 if not silent and game.state.galaxy[x][y].supernova:
5218                     proutn(" ***")
5219                 elif not silent:
5220                     proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5221         if not silent:
5222             prout(" ")
5223
5224 def damagereport():
5225     "Damage report."
5226     jdam = False
5227     scanner.chew()
5228     for i in range(NDEVICES):
5229         if damaged(i):
5230             if not jdam:
5231                 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5232                 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5233                 jdam = True
5234             prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
5235                                                game.damage[i]+0.05,
5236                                                DOCKFAC*game.damage[i]+0.005))
5237     if not jdam:
5238         prout(_("All devices functional."))
5239
5240 def rechart():
5241     "Update the chart in the Enterprise's computer from galaxy data."
5242     game.lastchart = game.state.date
5243     for i in range(GALSIZE):
5244         for j in range(GALSIZE):
5245             if game.state.galaxy[i][j].charted:
5246                 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5247                 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5248                 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5249
5250 def chart():
5251     "Display the star chart."
5252     scanner.chew()
5253     if (game.options & OPTION_AUTOSCAN):
5254         lrscan(silent=True)
5255     if communicating():
5256         rechart()
5257     if game.lastchart < game.state.date and game.condition == "docked":
5258         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
5259         rechart()
5260     prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
5261     if game.state.date > game.lastchart:
5262         prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5263     prout("      1    2    3    4    5    6    7    8")
5264     for i in range(GALSIZE):
5265         proutn("%d |" % (i+1))
5266         for j in range(GALSIZE):
5267             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5268                 proutn("<")
5269             else:
5270                 proutn(" ")
5271             if game.state.galaxy[i][j].supernova:
5272                 show = "***"
5273             elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5274                 show = ".1."
5275             elif game.state.galaxy[i][j].charted:
5276                 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5277             else:
5278                 show = "..."
5279             proutn(show)
5280             if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5281                 proutn(">")
5282             else:
5283                 proutn(" ")
5284         proutn("  |")
5285         if i<GALSIZE:
5286             skip(1)
5287
5288 def sectscan(goodScan, i, j):
5289     "Light up an individual dot in a sector."
5290     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5291         if game.quad[i][j] in ('E', 'F'):
5292             if game.iscloaked:
5293                 highvideo()
5294             textcolor({"green":GREEN,
5295                        "yellow":YELLOW,
5296                        "red":RED,
5297                        "docked":CYAN,
5298                        "dead":BROWN}[game.condition])
5299         else:
5300             textcolor({'?':LIGHTMAGENTA,
5301                        'K':LIGHTRED,
5302                        'S':LIGHTRED,
5303                        'C':LIGHTRED,
5304                        'R':LIGHTRED,
5305                        'T':LIGHTRED,
5306                        }.get(game.quad[i][j], DEFAULT))
5307         proutn("%c " % game.quad[i][j])
5308         textcolor(DEFAULT)
5309     else:
5310         proutn("- ")
5311
5312 def status(req=0):
5313     "Emit status report lines"
5314     if not req or req == 1:
5315         prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5316                % (game.state.date, game.state.remtime))
5317     if not req or req == 2:
5318         if game.condition != "docked":
5319             newcnd()
5320         prstat(_("Condition"), _("%s, %i DAMAGES") % \
5321                (game.condition.upper(), sum([x > 0 for x in game.damage])))
5322         if game.iscloaked:
5323             prout(_(", CLOAKED"))
5324     if not req or req == 3:
5325         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5326     if not req or req == 4:
5327         if damaged(DLIFSUP):
5328             if game.condition == "docked":
5329                 s = _("DAMAGED, Base provides")
5330             else:
5331                 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5332         else:
5333             s = _("ACTIVE")
5334         prstat(_("Life Support"), s)
5335     if not req or req == 5:
5336         prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5337     if not req or req == 6:
5338         extra = ""
5339         if game.icrystl and (game.options & OPTION_SHOWME):
5340             extra = _(" (have crystals)")
5341         prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5342     if not req or req == 7:
5343         prstat(_("Torpedoes"), "%d" % (game.torps))
5344     if not req or req == 8:
5345         if damaged(DSHIELD):
5346             s = _("DAMAGED,")
5347         elif game.shldup:
5348             s = _("UP,")
5349         else:
5350             s = _("DOWN,")
5351         data = _(" %d%% %.1f units") \
5352                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5353         prstat(_("Shields"), s+data)
5354     if not req or req == 9:
5355         prstat(_("Klingons Left"), "%d" % game.unwon())
5356     if not req or req == 10:
5357         if game.options & OPTION_WORLDS:
5358             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5359             if plnet and plnet.inhabited:
5360                 prstat(_("Major system"), plnet.name)
5361             else:
5362                 prout(_("Sector is uninhabited"))
5363     elif not req or req == 11:
5364         attackreport(not req)
5365
5366 def request():
5367     "Request specified status data, a historical relic from slow TTYs."
5368     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5369     while scanner.nexttok() == "IHEOL":
5370         proutn(_("Information desired? "))
5371     scanner.chew()
5372     if scanner.token in requests:
5373         status(requests.index(scanner.token))
5374     else:
5375         prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5376         prout(("  date, condition, position, lsupport, warpfactor,"))
5377         prout(("  energy, torpedoes, shields, klingons, system, time."))
5378
5379 def srscan():
5380     "Short-range scan."
5381     goodScan=True
5382     if damaged(DSRSENS):
5383         # Allow base's sensors if docked
5384         if game.condition != "docked":
5385             prout(_("   S.R. SENSORS DAMAGED!"))
5386             goodScan=False
5387         else:
5388             prout(_("  [Using Base's sensors]"))
5389     else:
5390         prout(_("     Short-range scan"))
5391     if goodScan and communicating():
5392         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5393         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5394         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5395         game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5396     prout("    1 2 3 4 5 6 7 8 9 10")
5397     if game.condition != "docked":
5398         newcnd()
5399     for i in range(QUADSIZE):
5400         proutn("%2d  " % (i+1))
5401         for j in range(QUADSIZE):
5402             sectscan(goodScan, i, j)
5403         skip(1)
5404
5405 def eta():
5406     "Use computer to get estimated time of arrival for a warp jump."
5407     w1 = Coord(); w2 = Coord()
5408     prompt = False
5409     if damaged(DCOMPTR):
5410         prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5411         skip(1)
5412         return
5413     if scanner.nexttok() != "IHREAL":
5414         prompt = True
5415         scanner.chew()
5416         proutn(_("Destination quadrant and/or sector? "))
5417         if scanner.nexttok()!="IHREAL":
5418             huh()
5419             return
5420     w1.j = int(scanner.real-0.5)
5421     if scanner.nexttok() != "IHREAL":
5422         huh()
5423         return
5424     w1.i = int(scanner.real-0.5)
5425     if scanner.nexttok() == "IHREAL":
5426         w2.j = int(scanner.real-0.5)
5427         if scanner.nexttok() != "IHREAL":
5428             huh()
5429             return
5430         w2.i = int(scanner.real-0.5)
5431     else:
5432         if game.quadrant.j>w1.i:
5433             w2.i = 0
5434         else:
5435             w2.i=QUADSIZE-1
5436         if game.quadrant.i>w1.j:
5437             w2.j = 0
5438         else:
5439             w2.j=QUADSIZE-1
5440     if not w1.valid_quadrant() or not w2.valid_sector():
5441         huh()
5442         return
5443     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5444                      (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5445     wfl = False
5446     if prompt:
5447         prout(_("Answer \"no\" if you don't know the value:"))
5448     while True:
5449         scanner.chew()
5450         proutn(_("Time or arrival date? "))
5451         if scanner.nexttok()=="IHREAL":
5452             ttime = scanner.real
5453             if ttime > game.state.date:
5454                 ttime -= game.state.date # Actually a star date
5455             twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5456             if ttime <= 1e-10 or twarp > 10:
5457                 prout(_("We'll never make it, sir."))
5458                 scanner.chew()
5459                 return
5460             if twarp < 1.0:
5461                 twarp = 1.0
5462             break
5463         scanner.chew()
5464         proutn(_("Warp factor? "))
5465         if scanner.nexttok()== "IHREAL":
5466             wfl = True
5467             twarp = scanner.real
5468             if twarp<1.0 or twarp > 10.0:
5469                 huh()
5470                 return
5471             break
5472         prout(_("Captain, certainly you can give me one of these."))
5473     while True:
5474         scanner.chew()
5475         ttime = (10.0*dist)/twarp**2
5476         tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5477         if tpower >= game.energy:
5478             prout(_("Insufficient energy, sir."))
5479             if not game.shldup or tpower > game.energy*2.0:
5480                 if not wfl:
5481                     return
5482                 proutn(_("New warp factor to try? "))
5483                 if scanner.nexttok() == "IHREAL":
5484                     wfl = True
5485                     twarp = scanner.real
5486                     if twarp<1.0 or twarp > 10.0:
5487                         huh()
5488                         return
5489                     continue
5490                 else:
5491                     scanner.chew()
5492                     skip(1)
5493                     return
5494             prout(_("But if you lower your shields,"))
5495             proutn(_("remaining"))
5496             tpower /= 2
5497         else:
5498             proutn(_("Remaining"))
5499         prout(_(" energy will be %.2f.") % (game.energy-tpower))
5500         if wfl:
5501             prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5502         elif twarp==1.0:
5503             prout(_("Any warp speed is adequate."))
5504         else:
5505             prout(_("Minimum warp needed is %.2f,") % (twarp))
5506             prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5507         if game.state.remtime < ttime:
5508             prout(_("Unfortunately, the Federation will be destroyed by then."))
5509         if twarp > 6.0:
5510             prout(_("You'll be taking risks at that speed, Captain"))
5511         if (game.isatb==1 and game.state.kscmdr == w1 and \
5512              scheduled(FSCDBAS)< ttime+game.state.date) or \
5513             (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5514             prout(_("The starbase there will be destroyed by then."))
5515         proutn(_("New warp factor to try? "))
5516         if scanner.nexttok() == "IHREAL":
5517             wfl = True
5518             twarp = scanner.real
5519             if twarp<1.0 or twarp > 10.0:
5520                 huh()
5521                 return
5522         else:
5523             scanner.chew()
5524             skip(1)
5525             return
5526
5527 # Code from setup.c begins here
5528
5529 def prelim():
5530     "Issue a historically correct banner."
5531     skip(2)
5532     prout(_("-SUPER- STAR TREK"))
5533     skip(1)
5534 # From the FORTRAN original
5535 #    prout(_("Latest update-21 Sept 78"))
5536 #    skip(1)
5537
5538 def freeze(boss):
5539     "Save game."
5540     if boss:
5541         scanner.push("emsave.trk")
5542     key = scanner.nexttok()
5543     if key == "IHEOL":
5544         proutn(_("File name: "))
5545         key = scanner.nexttok()
5546     if key != "IHALPHA":
5547         huh()
5548         return
5549     if '.' not in scanner.token:
5550         scanner.token += ".trk"
5551     try:
5552         fp = open(scanner.token, "wb")
5553     except IOError:
5554         prout(_("Can't freeze game as file %s") % scanner.token)
5555         return
5556     pickle.dump(game, fp)
5557     fp.close()
5558     scanner.chew()
5559
5560 def thaw():
5561     "Retrieve saved game."
5562     global game
5563     game.passwd = None
5564     key = scanner.nexttok()
5565     if key == "IHEOL":
5566         proutn(_("File name: "))
5567         key = scanner.nexttok()
5568     if key != "IHALPHA":
5569         huh()
5570         return True
5571     if '.' not in scanner.token:
5572         scanner.token += ".trk"
5573     try:
5574         fp = open(scanner.token, "rb")
5575     except IOError:
5576         prout(_("Can't thaw game in %s") % scanner.token)
5577         return
5578     game = pickle.load(fp)
5579     fp.close()
5580     scanner.chew()
5581     return False
5582
5583 # I used <http://www.memory-alpha.org> to find planets
5584 # with references in ST:TOS.  Earth and the Alpha Centauri
5585 # Colony have been omitted.
5586 #
5587 # Some planets marked Class G and P here will be displayed as class M
5588 # because of the way planets are generated. This is a known bug.
5589 systnames = (
5590     # Federation Worlds
5591     _("Andoria (Fesoan)"),        # several episodes
5592     _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel"
5593     _("Vulcan (T'Khasi)"),        # many episodes
5594     _("Medusa"),                # TOS: "Is There in Truth No Beauty?"
5595     _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD)
5596     _("Ardana"),                # TOS: "The Cloud Minders"
5597     _("Catulla (Cendo-Prae)"),        # TOS: "The Way to Eden"
5598     _("Gideon"),                # TOS: "The Mark of Gideon"
5599     _("Aldebaran III"),                # TOS: "The Deadly Years"
5600     _("Alpha Majoris I"),        # TOS: "Wolf in the Fold"
5601     _("Altair IV"),                # TOS: "Amok Time
5602     _("Ariannus"),                # TOS: "Let That Be Your Last Battlefield"
5603     _("Benecia"),                # TOS: "The Conscience of the King"
5604     _("Beta Niobe I (Sarpeidon)"),        # TOS: "All Our Yesterdays"
5605     _("Alpha Carinae II"),        # TOS: "The Ultimate Computer"
5606     _("Capella IV (Kohath)"),        # TOS: "Friday's Child" (Class G)
5607     _("Daran V"),                # TOS: "For the World is Hollow and I Have Touched the Sky"
5608     _("Deneb II"),                # TOS: "Wolf in the Fold" ("IV" in BSD)
5609     _("Eminiar VII"),                # TOS: "A Taste of Armageddon"
5610     _("Gamma Canaris IV"),        # TOS: "Metamorphosis"
5611     _("Gamma Tranguli VI (Vaalel)"),        # TOS: "The Apple"
5612     _("Ingraham B"),                # TOS: "Operation: Annihilate"
5613     _("Janus IV"),                # TOS: "The Devil in the Dark"
5614     _("Makus III"),                # TOS: "The Galileo Seven"
5615     _("Marcos XII"),                # TOS: "And the Children Shall Lead",
5616     _("Omega IV"),                # TOS: "The Omega Glory"
5617     _("Regulus V"),                # TOS: "Amok Time
5618     _("Deneva"),                # TOS: "Operation -- Annihilate!"
5619     # Worlds from BSD Trek
5620     _("Rigel II"),                # TOS: "Shore Leave" ("III" in BSD)
5621     _("Beta III"),                # TOS: "The Return of the Archons"
5622     _("Triacus"),                # TOS: "And the Children Shall Lead",
5623     _("Exo III"),                # TOS: "What Are Little Girls Made Of?" (Class P)
5624     #        # Others
5625     #    _("Hansen's Planet"),        # TOS: "The Galileo Seven"
5626     #    _("Taurus IV"),                # TOS: "The Galileo Seven" (class G)
5627     #    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5628     #    _("Izar"),                        # TOS: "Whom Gods Destroy"
5629     #    _("Tiburon"),                # TOS: "The Way to Eden"
5630     #    _("Merak II"),                # TOS: "The Cloud Minders"
5631     #    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel"
5632     #    _("Iotia"),                # TOS: "A Piece of the Action"
5633 )
5634
5635 device = (
5636     _("S. R. Sensors"), \
5637     _("L. R. Sensors"), \
5638     _("Phasers"), \
5639     _("Photon Tubes"), \
5640     _("Life Support"), \
5641     _("Warp Engines"), \
5642     _("Impulse Engines"), \
5643     _("Shields"), \
5644     _("Subspace Radio"), \
5645     _("Shuttle Craft"), \
5646     _("Computer"), \
5647     _("Navigation System"), \
5648     _("Transporter"), \
5649     _("Shield Control"), \
5650     _("Death Ray"), \
5651     _("D. S. Probe"), \
5652     _("Cloaking Device"), \
5653 )
5654
5655 def setup():
5656     "Prepare to play, set up cosmos."
5657     w = Coord()
5658     #  Decide how many of everything
5659     if choose():
5660         return # frozen game
5661     # Prepare the Enterprise
5662     game.alldone = game.gamewon = game.shldchg = game.shldup = False
5663     game.ship = 'E'
5664     game.state.crew = FULLCREW
5665     game.energy = game.inenrg = 5000.0
5666     game.shield = game.inshld = 2500.0
5667     game.inlsr = 4.0
5668     game.lsupres = 4.0
5669     game.quadrant = randplace(GALSIZE)
5670     game.sector = randplace(QUADSIZE)
5671     game.torps = game.intorps = 10
5672     game.nprobes = randrange(2, 5)
5673     game.warpfac = 5.0
5674     for i in range(NDEVICES):
5675         game.damage[i] = 0.0
5676     # Set up assorted game parameters
5677     game.battle = Coord()
5678     game.state.date = game.indate = 100.0 * randreal(20, 51)
5679     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5680     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5681     game.isatb = game.state.nplankl = 0
5682     game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5683     game.iscraft = "onship"
5684     game.landed = False
5685     game.alive = True
5686
5687     # the galaxy
5688     game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5689     # the starchart
5690     game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5691
5692     game.state.planets = []      # Planet information
5693     game.state.baseq = []      # Base quadrant coordinates
5694     game.state.kcmdr = []      # Commander quadrant coordinates
5695     game.statekscmdr = Coord() # Supercommander quadrant coordinates
5696
5697     # Starchart is functional but we've never seen it
5698     game.lastchart = FOREVER
5699     # Put stars in the galaxy
5700     game.instar = 0
5701     for i in range(GALSIZE):
5702         for j in range(GALSIZE):
5703             # Can't have more stars per quadrant than fit in one decimal digit,
5704             # if we do the chart representation will break.
5705             k = randrange(1, min(10, QUADSIZE**2/10))
5706             game.instar += k
5707             game.state.galaxy[i][j].stars = k
5708     # Locate star bases in galaxy
5709     if game.idebug:
5710         prout("=== Allocating %d bases" % game.inbase)
5711     for i in range(game.inbase):
5712         while True:
5713             while True:
5714                 w = randplace(GALSIZE)
5715                 if not game.state.galaxy[w.i][w.j].starbase:
5716                     break
5717             contflag = False
5718             # C version: for (j = i-1; j > 0; j--)
5719             # so it did them in the opposite order.
5720             for j in range(1, i):
5721                 # Improved placement algorithm to spread out bases
5722                 distq = (w - game.state.baseq[j]).distance()
5723                 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5724                     contflag = True
5725                     if game.idebug:
5726                         prout("=== Abandoning base #%d at %s" % (i, w))
5727                     break
5728                 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5729                     if game.idebug:
5730                         prout("=== Saving base #%d, close to #%d" % (i, j))
5731             if not contflag:
5732                 break
5733         if game.idebug:
5734             prout("=== Placing base #%d in quadrant %s" % (i, w))
5735         game.state.baseq.append(w)
5736         game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5737     # Position ordinary Klingon Battle Cruisers
5738     krem = game.inkling
5739     klumper = 0.25*game.skill*(9.0-game.length)+1.0
5740     if klumper > MAXKLQUAD:
5741         klumper = MAXKLQUAD
5742     while True:
5743         r = randreal()
5744         klump = (1.0 - r*r)*klumper
5745         if klump > krem:
5746             klump = krem
5747         krem -= klump
5748         while True:
5749             w = randplace(GALSIZE)
5750             if not game.state.galaxy[w.i][w.j].supernova and \
5751                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5752                 break
5753         game.state.galaxy[w.i][w.j].klingons += int(klump)
5754         if krem <= 0:
5755             break
5756     # Position Klingon Commander Ships
5757     for i in range(game.incom):
5758         while True:
5759             w = randplace(GALSIZE)
5760             if not welcoming(w) or w in game.state.kcmdr:
5761                 continue
5762             if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5763                 break
5764         game.state.galaxy[w.i][w.j].klingons += 1
5765         game.state.kcmdr.append(w)
5766     # Locate planets in galaxy
5767     for i in range(game.inplan):
5768         while True:
5769             w = randplace(GALSIZE)
5770             if game.state.galaxy[w.i][w.j].planet is None:
5771                 break
5772         new = Planet()
5773         new.quadrant = w
5774         new.crystals = "absent"
5775         if (game.options & OPTION_WORLDS) and i < NINHAB:
5776             new.pclass = "M"        # All inhabited planets are class M
5777             new.crystals = "absent"
5778             new.known = "known"
5779             new.name = systnames[i]
5780             new.inhabited = True
5781         else:
5782             new.pclass = ("M", "N", "O")[randrange(0, 3)]
5783             if withprob(0.33):
5784                 new.crystals = "present"
5785             new.known = "unknown"
5786             new.inhabited = False
5787         game.state.galaxy[w.i][w.j].planet = new
5788         game.state.planets.append(new)
5789     # Locate Romulans
5790     for i in range(game.state.nromrem):
5791         w = randplace(GALSIZE)
5792         game.state.galaxy[w.i][w.j].romulans += 1
5793     # Place the Super-Commander if needed
5794     if game.state.nscrem > 0:
5795         while True:
5796             w = randplace(GALSIZE)
5797             if welcoming(w):
5798                 break
5799         game.state.kscmdr = w
5800         game.state.galaxy[w.i][w.j].klingons += 1
5801     # Initialize times for extraneous events
5802     schedule(FSNOVA, expran(0.5 * game.intime))
5803     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5804     schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5805     schedule(FBATTAK, expran(0.3*game.intime))
5806     unschedule(FCDBAS)
5807     if game.state.nscrem:
5808         schedule(FSCMOVE, 0.2777)
5809     else:
5810         unschedule(FSCMOVE)
5811     unschedule(FSCDBAS)
5812     unschedule(FDSPROB)
5813     if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5814         schedule(FDISTR, expran(1.0 + game.intime))
5815     else:
5816         unschedule(FDISTR)
5817     unschedule(FENSLV)
5818     unschedule(FREPRO)
5819     # Place thing (in tournament game, we don't want one!)
5820     # New in SST2K: never place the Thing near a starbase.
5821     # This makes sense and avoids a special case in the old code.
5822     global thing
5823     if game.tourn is None:
5824         while True:
5825             thing = randplace(GALSIZE)
5826             if thing not in game.state.baseq:
5827                 break
5828     skip(2)
5829     game.state.snap = False
5830     if game.skill == SKILL_NOVICE:
5831         prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5832         prout(_("a deadly Klingon invasion force. As captain of the United"))
5833         prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5834         prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5835         prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5836         prout(_("your mission.  As you proceed you may be given more time."))
5837         skip(1)
5838         prout(_("You will have %d supporting starbases.") % (game.inbase))
5839         proutn(_("Starbase locations-  "))
5840     else:
5841         prout(_("Stardate %d.") % int(game.state.date))
5842         skip(1)
5843         prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5844         prout(_("An unknown number of Romulans."))
5845         if game.state.nscrem:
5846             prout(_("And one (GULP) Super-Commander."))
5847         prout(_("%d stardates.") % int(game.intime))
5848         proutn(_("%d starbases in ") % game.inbase)
5849     for i in range(game.inbase):
5850         proutn(repr(game.state.baseq[i]))
5851         proutn("  ")
5852     skip(2)
5853     proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5854     proutn(_(" Sector %s") % game.sector)
5855     skip(2)
5856     prout(_("Good Luck!"))
5857     if game.state.nscrem:
5858         prout(_("  YOU'LL NEED IT."))
5859     waitfor()
5860     clrscr()
5861     setwnd(message_window)
5862     newqad()
5863     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5864         game.shldup = True
5865     if game.neutz:        # bad luck to start in a Romulan Neutral Zone
5866         attack(torps_ok=False)
5867
5868 def choose():
5869     "Choose your game type."
5870     while True:
5871         game.tourn = game.length = 0
5872         game.thawed = False
5873         game.skill = SKILL_NONE
5874         # Do not chew here, we want to use command-line tokens
5875         if not scanner.inqueue: # Can start with command line options
5876             proutn(_("Would you like a regular, tournament, or saved game? "))
5877         scanner.nexttok()
5878         if scanner.sees("tournament"):
5879             while scanner.nexttok() == "IHEOL":
5880                 proutn(_("Type in tournament number-"))
5881             if scanner.real == 0:
5882                 scanner.chew()
5883                 continue # We don't want a blank entry
5884             game.tourn = int(round(scanner.real))
5885             random.seed(scanner.real)
5886             if logfp:
5887                 logfp.write("# random.seed(%d)\n" % scanner.real)
5888             break
5889         if scanner.sees("saved") or scanner.sees("frozen"):
5890             if thaw():
5891                 continue
5892             scanner.chew()
5893             if game.passwd is None:
5894                 continue
5895             if not game.alldone:
5896                 game.thawed = True # No plaque if not finished
5897             report()
5898             waitfor()
5899             return True
5900         if scanner.sees("regular"):
5901             break
5902         proutn(_("What is \"%s\"? ") % scanner.token)
5903         scanner.chew()
5904     while game.length==0 or game.skill==SKILL_NONE:
5905         if scanner.nexttok() == "IHALPHA":
5906             if scanner.sees("short"):
5907                 game.length = 1
5908             elif scanner.sees("medium"):
5909                 game.length = 2
5910             elif scanner.sees("long"):
5911                 game.length = 4
5912             elif scanner.sees("novice"):
5913                 game.skill = SKILL_NOVICE
5914             elif scanner.sees("fair"):
5915                 game.skill = SKILL_FAIR
5916             elif scanner.sees("good"):
5917                 game.skill = SKILL_GOOD
5918             elif scanner.sees("expert"):
5919                 game.skill = SKILL_EXPERT
5920             elif scanner.sees("emeritus"):
5921                 game.skill = SKILL_EMERITUS
5922             else:
5923                 proutn(_("What is \""))
5924                 proutn(scanner.token)
5925                 prout("\"?")
5926         else:
5927             scanner.chew()
5928             if game.length==0:
5929                 proutn(_("Would you like a Short, Medium, or Long game? "))
5930             elif game.skill == SKILL_NONE:
5931                 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5932     # Choose game options -- added by ESR for SST2K
5933     if scanner.nexttok() != "IHALPHA":
5934         scanner.chew()
5935         proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5936         scanner.nexttok()
5937     if scanner.sees("plain"):
5938         # Approximates the UT FORTRAN version.
5939         game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
5940         game.options |= OPTION_PLAIN
5941     elif scanner.sees("almy"):
5942         # Approximates Tom Almy's version.
5943         game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5944         game.options |= OPTION_ALMY
5945     elif scanner.sees("fancy") or scanner.sees("\n"):
5946         pass
5947     elif len(scanner.token):
5948         proutn(_("What is \"%s\"?") % scanner.token)
5949     setpassword()
5950     if game.passwd == "debug":
5951         game.idebug = True
5952         prout("=== Debug mode enabled.")
5953     # Use parameters to generate initial values of things
5954     game.damfac = 0.5 * game.skill
5955     game.inbase = randrange(BASEMIN, BASEMAX+1)
5956     game.inplan = 0
5957     if game.options & OPTION_PLANETS:
5958         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5959     if game.options & OPTION_WORLDS:
5960         game.inplan += int(NINHAB)
5961     game.state.nromrem = game.inrom = randrange(2 * game.skill)
5962     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5963     game.state.remtime = 7.0 * game.length
5964     game.intime = game.state.remtime
5965     game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5966     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5967     game.state.remres = (game.inkling+4*game.incom)*game.intime
5968     game.inresor = game.state.remres
5969     if game.inkling > 50:
5970         game.inbase += 1
5971     return False
5972
5973 def dropin(iquad=None):
5974     "Drop a feature on a random dot in the current quadrant."
5975     while True:
5976         w = randplace(QUADSIZE)
5977         if game.quad[w.i][w.j] == '.':
5978             break
5979     if iquad is not None:
5980         game.quad[w.i][w.j] = iquad
5981     return w
5982
5983 def newcnd():
5984     "Update our alert status."
5985     game.condition = "green"
5986     if game.energy < 1000.0:
5987         game.condition = "yellow"
5988     if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5989         game.condition = "red"
5990     if not game.alive:
5991         game.condition="dead"
5992
5993 def newkling():
5994     "Drop new Klingon into current quadrant."
5995     return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5996
5997 def sortenemies():
5998     "Sort enemies by distance so 'nearest' is meaningful."
5999     game.enemies.sort(key=lambda x: x.kdist)
6000
6001 def newqad():
6002     "Set up a new state of quadrant, for when we enter or re-enter it."
6003     game.justin = True
6004     game.iplnet = None
6005     game.neutz = game.inorbit = game.landed = False
6006     game.ientesc = game.iseenit = game.isviolreported = False
6007     # Create a blank quadrant
6008     game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6009     if game.iscate:
6010         # Attempt to escape Super-commander, so tbeam back!
6011         game.iscate = False
6012         game.ientesc = True
6013     q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6014     # cope with supernova
6015     if q.supernova:
6016         return
6017     game.klhere = q.klingons
6018     game.irhere = q.romulans
6019     # Position Starship
6020     game.quad[game.sector.i][game.sector.j] = game.ship
6021     game.enemies = []
6022     if q.klingons:
6023         # Position ordinary Klingons
6024         for _i in range(game.klhere):
6025             newkling()
6026         # If we need a commander, promote a Klingon
6027         for cmdr in game.state.kcmdr:
6028             if cmdr == game.quadrant:
6029                 e = game.enemies[game.klhere-1]
6030                 game.quad[e.location.i][e.location.j] = 'C'
6031                 e.power = randreal(950,1350) + 50.0*game.skill
6032                 break
6033         # If we need a super-commander, promote a Klingon
6034         if game.quadrant == game.state.kscmdr:
6035             e = game.enemies[0]
6036             game.quad[e.location.i][e.location.j] = 'S'
6037             e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
6038             game.iscate = (game.state.remkl > 1)
6039     # Put in Romulans if needed
6040     for _i in range(q.romulans):
6041         Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6042     # If quadrant needs a starbase, put it in
6043     if q.starbase:
6044         game.base = dropin('B')
6045     # If quadrant needs a planet, put it in
6046     if q.planet:
6047         game.iplnet = q.planet
6048         if not q.planet.inhabited:
6049             game.plnet = dropin('P')
6050         else:
6051             game.plnet = dropin('@')
6052     # Check for condition
6053     newcnd()
6054     # Check for RNZ
6055     if game.irhere > 0 and game.klhere == 0:
6056         game.neutz = True
6057         if not damaged(DRADIO):
6058             skip(1)
6059             prout(_("LT. Uhura- \"Captain, an urgent message."))
6060             prout(_("  I'll put it on audio.\"  CLICK"))
6061             skip(1)
6062             prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6063             prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6064     # Put in THING if needed
6065     if thing == game.quadrant:
6066         Enemy(etype='?', loc=dropin(),
6067               power=randreal(6000,6500.0)+250.0*game.skill)
6068         if not damaged(DSRSENS):
6069             skip(1)
6070             prout(_("Mr. Spock- \"Captain, this is most unusual."))
6071             prout(_("    Please examine your short-range scan.\""))
6072     # Decide if quadrant needs a Tholian; lighten up if skill is low
6073     if game.options & OPTION_THOLIAN:
6074         if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6075             (game.skill == SKILL_GOOD and withprob(0.05)) or \
6076             (game.skill > SKILL_GOOD and withprob(0.08)):
6077             w = Coord()
6078             while True:
6079                 w.i = withprob(0.5) * (QUADSIZE-1)
6080                 w.j = withprob(0.5) * (QUADSIZE-1)
6081                 if game.quad[w.i][w.j] == '.':
6082                     break
6083             game.tholian = Enemy(etype='T', loc=w,
6084                                  power=randrange(100, 500) + 25.0*game.skill)
6085             # Reserve unoccupied corners
6086             if game.quad[0][0]=='.':
6087                 game.quad[0][0] = 'X'
6088             if game.quad[0][QUADSIZE-1]=='.':
6089                 game.quad[0][QUADSIZE-1] = 'X'
6090             if game.quad[QUADSIZE-1][0]=='.':
6091                 game.quad[QUADSIZE-1][0] = 'X'
6092             if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6093                 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6094     sortenemies()
6095     # And finally the stars
6096     for _i in range(q.stars):
6097         dropin('*')
6098     # Put in a few black holes
6099     for _i in range(1, 3+1):
6100         if withprob(0.5):
6101             dropin(' ')
6102     # Take out X's in corners if Tholian present
6103     if game.tholian:
6104         if game.quad[0][0]=='X':
6105             game.quad[0][0] = '.'
6106         if game.quad[0][QUADSIZE-1]=='X':
6107             game.quad[0][QUADSIZE-1] = '.'
6108         if game.quad[QUADSIZE-1][0]=='X':
6109             game.quad[QUADSIZE-1][0] = '.'
6110         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6111             game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6112
6113 def setpassword():
6114     "Set the self-destruct password."
6115     if game.options & OPTION_PLAIN:
6116         while True:
6117             scanner.chew()
6118             proutn(_("Please type in a secret password- "))
6119             scanner.nexttok()
6120             game.passwd = scanner.token
6121             if game.passwd != None:
6122                 break
6123     else:
6124         game.passwd = ""
6125         game.passwd += chr(ord('a')+randrange(26))
6126         game.passwd += chr(ord('a')+randrange(26))
6127         game.passwd += chr(ord('a')+randrange(26))
6128
6129 # Code from sst.c begins here
6130
6131 commands = [
6132     ("SRSCAN",           OPTION_TTY),
6133     ("STATUS",           OPTION_TTY),
6134     ("REQUEST",          OPTION_TTY),
6135     ("LRSCAN",           OPTION_TTY),
6136     ("PHASERS",          0),
6137     ("TORPEDO",          0),
6138     ("PHOTONS",          0),
6139     ("MOVE",             0),
6140     ("SHIELDS",          0),
6141     ("DOCK",             0),
6142     ("DAMAGES",          0),
6143     ("CHART",            0),
6144     ("IMPULSE",          0),
6145     ("REST",             0),
6146     ("WARP",             0),
6147     ("SENSORS",          OPTION_PLANETS),
6148     ("ORBIT",            OPTION_PLANETS),
6149     ("TRANSPORT",        OPTION_PLANETS),
6150     ("MINE",             OPTION_PLANETS),
6151     ("CRYSTALS",         OPTION_PLANETS),
6152     ("SHUTTLE",          OPTION_PLANETS),
6153     ("PLANETS",          OPTION_PLANETS),
6154     ("REPORT",           0),
6155     ("COMPUTER",         0),
6156     ("COMMANDS",         0),
6157     ("EMEXIT",           0),
6158     ("PROBE",            OPTION_PROBE),
6159     ("SAVE",             0),
6160     ("FREEZE",           0),        # Synonym for SAVE
6161     ("ABANDON",          0),
6162     ("DESTRUCT",         0),
6163     ("DEATHRAY",         0),
6164     ("CAPTURE",          OPTION_CAPTURE),
6165     ("CLOAK",            OPTION_CLOAK),
6166     ("DEBUG",            0),
6167     ("MAYDAY",           0),
6168     ("SOS",              0),        # Synonym for MAYDAY
6169     ("CALL",             0),        # Synonym for MAYDAY
6170     ("QUIT",             0),
6171     ("HELP",             0),
6172     ("SCORE",            0),
6173     ("",                 0),
6174 ]
6175
6176 def listCommands():
6177     "Generate a list of legal commands."
6178     prout(_("LEGAL COMMANDS ARE:"))
6179     emitted = 0
6180     for (key, opt) in commands:
6181         if not opt or (opt & game.options):
6182             proutn("%-12s " % key)
6183             emitted += 1
6184             if emitted % 5 == 4:
6185                 skip(1)
6186     skip(1)
6187
6188 def helpme():
6189     "Browse on-line help."
6190     key = scanner.nexttok()
6191     while True:
6192         if key == "IHEOL":
6193             setwnd(prompt_window)
6194             proutn(_("Help on what command? "))
6195             key = scanner.nexttok()
6196         setwnd(message_window)
6197         if key == "IHEOL":
6198             return
6199         cmds = [x[0] for x in commands]
6200         if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6201             break
6202         skip(1)
6203         listCommands()
6204         key = "IHEOL"
6205         scanner.chew()
6206         skip(1)
6207     cmd = scanner.token.upper()
6208     for directory in docpath:
6209         try:
6210             fp = open(os.path.join(directory, "sst.doc"), "r")
6211             break
6212         except IOError:
6213             pass
6214     else:
6215         prout(_("Spock-  \"Captain, that information is missing from the"))
6216         prout(_("   computer. You need to find sst.doc and put it somewhere"))
6217         proutn(_("   in these directories: %s") % ":".join(docpath))
6218         prout(".\"")
6219         # This used to continue: "You need to find SST.DOC and put
6220         # it in the current directory."
6221         return
6222     while True:
6223         linebuf = fp.readline()
6224         if linebuf == '':
6225             prout(_("Spock- \"Captain, there is no information on that command.\""))
6226             fp.close()
6227             return
6228         if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6229             linebuf = linebuf[3:].strip()
6230             if cmd.upper() == linebuf:
6231                 break
6232     skip(1)
6233     prout(_("Spock- \"Captain, I've found the following information:\""))
6234     skip(1)
6235     while True:
6236         linebuf = fp.readline()
6237         if "******" in linebuf:
6238             break
6239         proutn(linebuf)
6240     fp.close()
6241
6242 def makemoves():
6243     "Command-interpretation loop."
6244     def checkviol():
6245         if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6246             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6247             game.ncviol += 1
6248             game.isviolreported = True
6249     while True:         # command loop
6250         drawmaps(1)
6251         while True:        # get a command
6252             hitme = False
6253             game.optime = game.justin = False
6254             scanner.chew()
6255             setwnd(prompt_window)
6256             clrscr()
6257             proutn("COMMAND> ")
6258             if scanner.nexttok() == "IHEOL":
6259                 if game.options & OPTION_CURSES:
6260                     makechart()
6261                 continue
6262             elif scanner.token == "":
6263                 continue
6264             game.ididit = False
6265             clrscr()
6266             setwnd(message_window)
6267             clrscr()
6268             abandon_passed = False
6269             cmd = ""    # Force cmd to persist after loop
6270             opt = 0     # Force opt to persist after loop
6271             for (cmd, opt) in commands:
6272                 # commands after ABANDON cannot be abbreviated
6273                 if cmd == "ABANDON":
6274                     abandon_passed = True
6275                 if cmd == scanner.token.upper() or (not abandon_passed \
6276                         and cmd.startswith(scanner.token.upper())):
6277                     break
6278             if cmd == "":
6279                 listCommands()
6280                 continue
6281             elif opt and not (opt & game.options):
6282                 huh()
6283             else:
6284                 break
6285         if game.options & OPTION_CURSES:
6286             prout("COMMAND> %s" % cmd)
6287         if cmd == "SRSCAN":                # srscan
6288             srscan()
6289         elif cmd == "STATUS":                # status
6290             status()
6291         elif cmd == "REQUEST":                # status request
6292             request()
6293         elif cmd == "LRSCAN":                # long range scan
6294             lrscan(silent=False)
6295         elif cmd == "PHASERS":                # phasers
6296             phasers()
6297             if game.ididit:
6298                 checkviol()
6299                 hitme = True
6300         elif cmd in ("TORPEDO", "PHOTONS"):        # photon torpedos
6301             torps()
6302             if game.ididit:
6303                 checkviol()
6304                 hitme = True
6305         elif cmd == "MOVE":                # move under warp
6306             warp(wcourse=None, involuntary=False)
6307         elif cmd == "SHIELDS":                # shields
6308             doshield(shraise=False)
6309             if game.ididit:
6310                 hitme = True
6311                 game.shldchg = False
6312         elif cmd == "DOCK":                # dock at starbase
6313             dock(True)
6314             if game.ididit:
6315                 attack(torps_ok=False)
6316         elif cmd == "DAMAGES":                # damage reports
6317             damagereport()
6318         elif cmd == "CHART":                # chart
6319             makechart()
6320         elif cmd == "IMPULSE":                # impulse
6321             impulse()
6322         elif cmd == "REST":                # rest
6323             wait()
6324             if game.ididit:
6325                 hitme = True
6326         elif cmd == "WARP":                # warp
6327             setwarp()
6328         elif cmd == "SENSORS":                # sensors
6329             sensor()
6330         elif cmd == "ORBIT":                # orbit
6331             orbit()
6332             if game.ididit:
6333                 hitme = True
6334         elif cmd == "TRANSPORT":                # transport "beam"
6335             beam()
6336         elif cmd == "MINE":                # mine
6337             mine()
6338             if game.ididit:
6339                 hitme = True
6340         elif cmd == "CRYSTALS":                # crystals
6341             usecrystals()
6342             if game.ididit:
6343                 hitme = True
6344         elif cmd == "SHUTTLE":                # shuttle
6345             shuttle()
6346             if game.ididit:
6347                 hitme = True
6348         elif cmd == "PLANETS":                # Planet list
6349             survey()
6350         elif cmd == "REPORT":                # Game Report
6351             report()
6352         elif cmd == "COMPUTER":                # use COMPUTER!
6353             eta()
6354         elif cmd == "COMMANDS":
6355             listCommands()
6356         elif cmd == "EMEXIT":                # Emergency exit
6357             clrscr()                        # Hide screen
6358             freeze(True)                # forced save
6359             raise SystemExit(1)                # And quick exit
6360         elif cmd == "PROBE":
6361             probe()                        # Launch probe
6362             if game.ididit:
6363                 hitme = True
6364         elif cmd == "ABANDON":                # Abandon Ship
6365             abandon()
6366         elif cmd == "DESTRUCT":                # Self Destruct
6367             selfdestruct()
6368         elif cmd == "SAVE":                # Save Game
6369             freeze(False)
6370             clrscr()
6371             if game.skill > SKILL_GOOD:
6372                 prout(_("WARNING--Saved games produce no plaques!"))
6373         elif cmd == "DEATHRAY":                # Try a desparation measure
6374             deathray()
6375             if game.ididit:
6376                 hitme = True
6377         elif cmd == "CAPTURE":
6378             capture()
6379         elif cmd == "CLOAK":
6380             cloak()
6381         elif cmd == "DEBUGCMD":                # What do we want for debug???
6382             debugme()
6383         elif cmd == "MAYDAY":                # Call for help
6384             mayday()
6385             if game.ididit:
6386                 hitme = True
6387         elif cmd == "QUIT":
6388             game.alldone = True                # quit the game
6389         elif cmd == "HELP":
6390             helpme()                        # get help
6391         elif cmd == "SCORE":
6392             score()                         # see current score
6393         while True:
6394             if game.alldone:
6395                 break                # Game has ended
6396             if game.optime != 0.0:
6397                 events()
6398                 if game.alldone:
6399                     break        # Events did us in
6400             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6401                 atover(False)
6402                 continue
6403             if hitme and not game.justin:
6404                 attack(torps_ok=True)
6405                 if game.alldone:
6406                     break
6407                 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6408                     atover(False)
6409                     hitme = True
6410                     continue
6411             break
6412         if game.alldone:
6413             break
6414     if game.idebug:
6415         prout("=== Ending")
6416
6417 def cramen(ch):
6418     "Emit the name of an enemy or feature."
6419     if   ch == 'R': s = _("Romulan")
6420     elif ch == 'K': s = _("Klingon")
6421     elif ch == 'C': s = _("Commander")
6422     elif ch == 'S': s = _("Super-commander")
6423     elif ch == '*': s = _("Star")
6424     elif ch == 'P': s = _("Planet")
6425     elif ch == 'B': s = _("Starbase")
6426     elif ch == ' ': s = _("Black hole")
6427     elif ch == 'T': s = _("Tholian")
6428     elif ch == '#': s = _("Tholian web")
6429     elif ch == '?': s = _("Stranger")
6430     elif ch == '@': s = _("Inhabited World")
6431     else: s = "Unknown??"
6432     return s
6433
6434 def crmena(loud, enemy, loctype, w):
6435     "Emit the name of an enemy and his location."
6436     buf = ""
6437     if loud:
6438         buf += "***"
6439     buf += cramen(enemy) + _(" at ")
6440     if loctype == "quadrant":
6441         buf += _("Quadrant ")
6442     elif loctype == "sector":
6443         buf += _("Sector ")
6444     return buf + repr(w)
6445
6446 def crmshp():
6447     "Emit our ship name."
6448     return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6449
6450 def stars():
6451     "Emit a line of stars"
6452     prouts("******************************************************")
6453     skip(1)
6454
6455 def expran(avrage):
6456     return -avrage*math.log(1e-7 + randreal())
6457
6458 def randplace(size):
6459     "Choose a random location."
6460     w = Coord()
6461     w.i = randrange(size)
6462     w.j = randrange(size)
6463     return w
6464
6465 class sstscanner:
6466     def __init__(self):
6467         self.type = None
6468         self.token = None
6469         self.real = 0.0
6470         self.inqueue = []
6471     def nexttok(self):
6472         # Get a token from the user
6473         self.real = 0.0
6474         self.token = ''
6475         # Fill the token quue if nothing here
6476         while not self.inqueue:
6477             sline = cgetline()
6478             if curwnd==prompt_window:
6479                 clrscr()
6480                 setwnd(message_window)
6481                 clrscr()
6482             if sline == '':
6483                 return None
6484             if not sline:
6485                 continue
6486             else:
6487                 self.inqueue = sline.lstrip().split() + ["\n"]
6488         # From here on in it's all looking at the queue
6489         self.token = self.inqueue.pop(0)
6490         if self.token == "\n":
6491             self.type = "IHEOL"
6492             return "IHEOL"
6493         try:
6494             self.real = float(self.token)
6495             self.type = "IHREAL"
6496             return "IHREAL"
6497         except ValueError:
6498             pass
6499         # Treat as alpha
6500         self.token = self.token.lower()
6501         self.type = "IHALPHA"
6502         self.real = None
6503         return "IHALPHA"
6504     def append(self, tok):
6505         self.inqueue.append(tok)
6506     def push(self, tok):
6507         self.inqueue.insert(0, tok)
6508     def waiting(self):
6509         return self.inqueue
6510     def chew(self):
6511         # Demand input for next scan
6512         self.inqueue = []
6513         self.real = self.token = None
6514     def sees(self, s):
6515         # compares s to item and returns true if it matches to the length of s
6516         return s.startswith(self.token)
6517     def int(self):
6518         # Round token value to nearest integer
6519         return int(round(self.real))
6520     def getcoord(self):
6521         s = Coord()
6522         self.nexttok()
6523         if self.type != "IHREAL":
6524             huh()
6525             return None
6526         s.i = self.int()-1
6527         self.nexttok()
6528         if self.type != "IHREAL":
6529             huh()
6530             return None
6531         s.j = self.int()-1
6532         return s
6533     def __repr__(self):
6534         return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6535
6536 def ja():
6537     "Yes-or-no confirmation."
6538     scanner.chew()
6539     while True:
6540         scanner.nexttok()
6541         if scanner.token == 'y':
6542             return True
6543         if scanner.token == 'n':
6544             return False
6545         scanner.chew()
6546         proutn(_("Please answer with \"y\" or \"n\": "))
6547
6548 def huh():
6549     "Complain about unparseable input."
6550     scanner.chew()
6551     skip(1)
6552     prout(_("Beg your pardon, Captain?"))
6553
6554 def debugme():
6555     "Access to the internals for debugging."
6556     proutn("Reset levels? ")
6557     if ja():
6558         if game.energy < game.inenrg:
6559             game.energy = game.inenrg
6560         game.shield = game.inshld
6561         game.torps = game.intorps
6562         game.lsupres = game.inlsr
6563     proutn("Reset damage? ")
6564     if ja():
6565         for i in range(NDEVICES):
6566             if game.damage[i] > 0.0:
6567                 game.damage[i] = 0.0
6568     proutn("Toggle debug flag? ")
6569     if ja():
6570         game.idebug = not game.idebug
6571         if game.idebug:
6572             prout("Debug output ON")
6573         else:
6574             prout("Debug output OFF")
6575     proutn("Cause selective damage? ")
6576     if ja():
6577         for i in range(NDEVICES):
6578             proutn("Kill %s?" % device[i])
6579             scanner.chew()
6580             key = scanner.nexttok()
6581             if key == "IHALPHA" and scanner.sees("y"):
6582                 game.damage[i] = 10.0
6583     proutn("Examine/change events? ")
6584     if ja():
6585         ev = Event()
6586         w = Coord()
6587         legends = {
6588             FSNOVA:  "Supernova       ",
6589             FTBEAM:  "T Beam          ",
6590             FSNAP:   "Snapshot        ",
6591             FBATTAK: "Base Attack     ",
6592             FCDBAS:  "Base Destroy    ",
6593             FSCMOVE: "SC Move         ",
6594             FSCDBAS: "SC Base Destroy ",
6595             FDSPROB: "Probe Move      ",
6596             FDISTR:  "Distress Call   ",
6597             FENSLV:  "Enslavement     ",
6598             FREPRO:  "Klingon Build   ",
6599         }
6600         for i in range(1, NEVENTS):
6601             proutn(legends[i])
6602             if is_scheduled(i):
6603                 proutn("%.2f" % (scheduled(i)-game.state.date))
6604                 if i == FENSLV or i == FREPRO:
6605                     ev = findevent(i)
6606                     proutn(" in %s" % ev.quadrant)
6607             else:
6608                 proutn("never")
6609             proutn("? ")
6610             scanner.chew()
6611             key = scanner.nexttok()
6612             if key == 'n':
6613                 unschedule(i)
6614                 scanner.chew()
6615             elif key == "IHREAL":
6616                 ev = schedule(i, scanner.real)
6617                 if i == FENSLV or i == FREPRO:
6618                     scanner.chew()
6619                     proutn("In quadrant- ")
6620                     key = scanner.nexttok()
6621                     # "IHEOL" says to leave coordinates as they are
6622                     if key != "IHEOL":
6623                         if key != "IHREAL":
6624                             prout("Event %d canceled, no x coordinate." % (i))
6625                             unschedule(i)
6626                             continue
6627                         w.i = int(round(scanner.real))
6628                         key = scanner.nexttok()
6629                         if key != "IHREAL":
6630                             prout("Event %d canceled, no y coordinate." % (i))
6631                             unschedule(i)
6632                             continue
6633                         w.j = int(round(scanner.real))
6634                         ev.quadrant = w
6635         scanner.chew()
6636     proutn("Induce supernova here? ")
6637     if ja():
6638         game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6639         atover(True)
6640
6641 if __name__ == '__main__':
6642     try:
6643         #global line, thing, game
6644         game = None
6645         thing = Thingy()
6646         game = Gamestate()
6647         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6648         if os.getenv("TERM"):
6649             game.options |= OPTION_CURSES
6650         else:
6651             game.options |= OPTION_TTY
6652         seed = int(time.time())
6653         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6654         replay = False
6655         for (switch, val) in options:
6656             if switch == '-r':
6657                 try:
6658                     replayfp = open(val, "r")
6659                 except IOError:
6660                     sys.stderr.write("sst: can't open replay file %s\n" % val)
6661                     raise SystemExit(1)
6662                 try:
6663                     line = replayfp.readline().strip()
6664                     (leader, __, seed) = line.split()
6665                     seed = eval(seed)
6666                     sys.stderr.write("sst2k: seed set to %s\n" % seed)
6667                     line = replayfp.readline().strip()
6668                     arguments += line.split()[2:]
6669                     replay = True
6670                 except ValueError:
6671                     sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6672                     raise SystemExit(1)
6673                 game.options |= OPTION_TTY
6674                 game.options &=~ OPTION_CURSES
6675             elif switch == '-s':
6676                 seed = int(val)
6677             elif switch == '-t':
6678                 game.options |= OPTION_TTY
6679                 game.options &=~ OPTION_CURSES
6680             elif switch == '-x':
6681                 game.idebug = True
6682             elif switch == '-V':
6683                 print("SST2K", version)
6684                 raise SystemExit(0)
6685             else:
6686                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6687                 raise SystemExit(1)
6688         # where to save the input in case of bugs
6689         if "TMPDIR" in os.environ:
6690             tmpdir = os.environ['TMPDIR']
6691         else:
6692             tmpdir = "/tmp"
6693         try:
6694             logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6695         except IOError:
6696             sys.stderr.write("sst: warning, can't open logfile\n")
6697             sys.exit(1)
6698         if logfp:
6699             logfp.write("# seed %s\n" % seed)
6700             logfp.write("# options %s\n" % " ".join(arguments))
6701             logfp.write("# SST2K version %s\n" % version)
6702             logfp.write("# recorded by %s@%s on %s\n" % \
6703                     (getpass.getuser(),socket.gethostname(),time.ctime()))
6704         random.seed(seed)
6705         scanner = sstscanner()
6706         for arg in arguments:
6707             scanner.append(arg)
6708         try:
6709             iostart()
6710             while True: # Play a game
6711                 setwnd(fullscreen_window)
6712                 clrscr()
6713                 prelim()
6714                 setup()
6715                 if game.alldone:
6716                     score()
6717                     game.alldone = False
6718                 else:
6719                     makemoves()
6720                 if replay:
6721                     break
6722                 skip(1)
6723                 stars()
6724                 skip(1)
6725                 if game.tourn and game.alldone:
6726                     proutn(_("Do you want your score recorded?"))
6727                     if ja():
6728                         scanner.chew()
6729                         scanner.push("\n")
6730                         freeze(False)
6731                 scanner.chew()
6732                 proutn(_("Do you want to play again? "))
6733                 if not ja():
6734                     break
6735             skip(1)
6736             prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6737         finally:
6738             ioend()
6739         raise SystemExit(0)
6740     except KeyboardInterrupt:
6741         if logfp:
6742             logfp.close()
6743         print("")
6744
6745 # End.