setup.py code added to Python translation.
[super-star-trek.git] / src / sst.py
index 380c1a5a67b1c2d2b2333323f786bd308fef53c1..1c7ac6dc0cb3f9b8277bcde3d7d750009ac13c12 100644 (file)
@@ -6,7 +6,7 @@ The FORTRANness still shows in many ways, notably the use of 1-origin index
 an a lot of parallel arrays where a more modern language would use structures
 or objects.
 """
-import os, sys, math, curses, time, atexit, readline
+import os, sys, math, curses, time, atexit, readline, cPickle, random
 
 SSTDOC = "/usr/share/doc/sst/sst.doc"
 
@@ -34,6 +34,26 @@ def distance(c1, c2):        return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y)
 def invalidate(w):     w.x = w.y = 0
 def is_valid(w):       return (w.x != 0 and w.y != 0)
 
+# How to represent features
+IHR = 'R',
+IHK = 'K',
+IHC = 'C',
+IHS = 'S',
+IHSTAR = '*',
+IHP = 'P',
+IHW = '@',
+IHB = 'B',
+IHBLANK = ' ',
+IHDOT = '.',
+IHQUEST = '?',
+IHE = 'E',
+IHF = 'F',
+IHT = 'T',
+IHWEB = '#',
+IHMATER0 = '-',
+IHMATER1 = 'o',
+IHMATER2 = '0'
+
 class coord:
     def __init(self, x=None, y=None):
         self.x = x
@@ -64,26 +84,9 @@ class planet:
         self.pclass = None     # could be ""M", "N", "O", or "destroyed"
         self.crystals = None   # could be "mined", "present", "absent"
         self.known = None      # could be "unknown", "known", "shuttle_down"
-
-# How to represent features
-IHR = 'R',
-IHK = 'K',
-IHC = 'C',
-IHS = 'S',
-IHSTAR = '*',
-IHP = 'P',
-IHW = '@',
-IHB = 'B',
-IHBLANK = ' ',
-IHDOT = '.',
-IHQUEST = '?',
-IHE = 'E',
-IHF = 'F',
-IHT = 'T',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0'
+        self.inhabited         # is it inhabites?
+    def __str__(self):
+        return self.name
 
 NOPLANET = None
 class quadrant:
@@ -117,8 +120,6 @@ class snapshot:
        self.nplankl = None     # destroyed uninhabited planets
        self.nworldkl = None    # destroyed inhabited planets
         self.planets = []      # Planet information
-        for i in range(PLNETMAX):
-            self.planets.append(planet())
         self.date = None       # stardate
        self.remres = None      # remaining resources
        self.remtime = None     # remaining time
@@ -190,6 +191,7 @@ SKILL_EXPERT        = 4
 SKILL_EMERITUS = 5
 
 def damaged(dev):      return (game.damage[dev] != 0.0)
+def communicating():   return not damaged(DRADIO) or game.condition=="docked"
 
 # Define future events 
 FSPY   = 0     # Spy event happens always (no future[] entry)
@@ -222,7 +224,7 @@ class gamestate:
         self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]      # enemy energy levels
         self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]       # enemy distances
         self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]       # average distances
-        self.damage = [0] * NDEVICES   # damage encountered
+        self.damage = [0.0] * NDEVICES # damage encountered
         self.future = [0.0] * NEVENTS  # future events
         for i in range(NEVENTS):
             self.future.append(event())
@@ -395,10 +397,10 @@ def tryexit(look, ienm, loccom, irun):
        # avoid intruding on another commander's territory 
        if ienm == IHC:
            for n in range(1, game.state.remcom+1):
-               if same(game.state.kcmdr[n],iq):
+               if game.state.kcmdr[n] == iq:
                    return False
            # refuse to leave if currently attacking starbase 
-           if same(game.battle, game.quadrant):
+           if game.battle == game.quadrant:
                return False
        # don't leave if over 1000 units of energy 
        if game.kpower[loccom] > 1000.0:
@@ -432,7 +434,7 @@ def tryexit(look, ienm, loccom, irun):
        game.state.kscmdr=iq
     else:
        for n in range(1, game.state.remcom+1):
-           if same(game.state.kcmdr[n], game.quadrant):
+           if game.state.kcmdr[n] == game.quadrant:
                game.state.kcmdr[n]=iq
                break
        game.comhere = False
@@ -624,7 +626,7 @@ def movebaddy(com, loccom, ienm):
     # Put commander in place within same quadrant 
     game.quad[com.x][com.y] = IHDOT
     game.quad[next.x][next.y] = ienm
-    if not same(next, com):
+    if next != com:
        # it moved 
        game.ks[loccom] = next
        game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
@@ -668,14 +670,14 @@ def moveklings():
 
 def movescom(iq, avoid):
     # commander movement helper 
-    if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
+    if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
        game.state.galaxy[iq.x][iq.y].supernova or \
        game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
        return 1
     if avoid:
        # Avoid quadrants with bases if we want to avoid Enterprise 
        for i in range(1, game.state.rembase+1):
-           if same(game.state.baseq[i], iq):
+           if game.state.baseq[i] == iq:
                return True
     if game.justin and not game.iscate:
        return True
@@ -705,12 +707,12 @@ def movescom(iq, avoid):
        sortklings()
     # check for a helpful planet 
     for i in range(game.inplan):
-       if same(game.state.planets[i].w, game.state.kscmdr) and \
-           game.state.planets[i].crystals == present:
+       if game.state.planets[i].w == game.state.kscmdr and \
+           game.state.planets[i].crystals == "present":
            # destroy the planet 
-           game.state.planets[i].pclass = destroyed
+           game.state.planets[i].pclass = "destroyed"
            game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
-           if not damaged(DRADIO) or game.condition == docked:
+           if communicating():
                announce()
                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
                proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
@@ -751,14 +753,14 @@ def supercommander():
        for i2 in range(1, game.state.rembase+1):
            i = basetbl[i2][0]; # bug in original had it not finding nearest
            ibq = game.state.baseq[i]
-           if same(ibq, game.quadrant) or same(ibq, game.battle) or \
+           if ibq == game.quadrant or ibq == game.battle or \
                game.state.galaxy[ibq.x][ibq.y].supernova or \
                game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
                continue
            # if there is a commander, and no other base is appropriate,
            #   we will take the one with the commander
            for j in range(1, game.state.remcom+1):
-               if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
+               if ibq == game.state.kcmdr[j] and ifindit!= 2:
                    ifindit = 2
                    iwhichb = i
                    break
@@ -804,7 +806,7 @@ def supercommander():
     else:
        for i in range(1, game.state.rembase+1):
            ibq = game.state.baseq[i]
-           if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+           if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
                if avoid:
                    return; # no, don't attack base! 
@@ -813,7 +815,7 @@ def supercommander():
                schedule(FSCDBAS, 1.0 +2.0*Rand())
                if is_scheduled(FCDBAS):
                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
-               if damaged(DRADIO) and game.condition != docked:
+               if not communicating():
                    return; # no warning 
                game.iseenit = True
                announce()
@@ -833,7 +835,7 @@ def supercommander():
     # Check for intelligence report 
     if not idebug and \
        (Rand() > 0.2 or \
-        (damaged(DRADIO) and game.condition != docked) or \
+        (not communicating()) or \
         not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
        return
     announce()
@@ -1182,7 +1184,7 @@ def torpedo(course, r, incoming, i, n):
        elif iquad in (IHR, IHK): # Hit a regular enemy 
            # find the enemy 
            for ll in range(1, game.nenhere+1):
-               if same(w, game.ks[ll]):
+               if w == game.ks[ll]:
                    break
            kp = math.fabs(game.kpower[ll])
            h1 = 700.0 + 100.0*Rand() - \
@@ -1226,7 +1228,7 @@ def torpedo(course, r, incoming, i, n):
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
            for ll in range(1, game.state.rembase+1):
-               if same(game.state.baseq[ll], game.quadrant):
+               if game.state.baseq[ll] == game.quadrant:
                    game.state.baseq[ll]=game.state.baseq[game.state.rembase]
                    break
            game.quad[w.x][w.y]=IHDOT
@@ -1566,7 +1568,7 @@ def deadkl(w, type, mv):
        if type == IHC:
            game.comhere = False
            for i in range(1, game.state.remcom+1):
-               if same(game.state.kcmdr[i], game.quadrant):
+               if game.state.kcmdr[i] == game.quadrant:
                    break
            game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
            game.state.kcmdr[game.state.remcom].x = 0
@@ -1594,10 +1596,10 @@ def deadkl(w, type, mv):
        return
     game.recompute()
     # Remove enemy ship from arrays describing local conditions 
-    if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
+    if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
        unschedule(FCDBAS)
     for i in range(1, game.nenhere+1):
-       if same(game.ks[i], w):
+       if game.ks[i] == w:
            break
     game.nenhere -= 1
     if i <= game.nenhere:
@@ -2157,10 +2159,8 @@ def events():
             game.quadrant = game.state.kcmdr[i]
         game.sector = randplace(QUADSIZE)
         crmshp()
-        proutn(_(" is pulled to "))
-        proutn(cramlc(quadrant, game.quadrant))
-        proutn(", ")
-        prout(cramlc(sector, game.sector))
+        prout(_(" is pulled to Quadrant %s, Sector %s") \
+               % (game.quadrant, game.sector))
         if game.resting:
             prout(_("(Remainder of rest/repair period cancelled.)"))
             game.resting = False
@@ -2183,22 +2183,19 @@ def events():
         # Code merges here for any commander destroying base 
         # Not perfect, but will have to do 
         # Handle case where base is in same quadrant as starship 
-        if same(game.battle, game.quadrant):
+        if game.battle == game.quadrant:
             game.state.chart[game.battle.x][game.battle.y].starbase = False
             game.quad[game.base.x][game.base.y] = IHDOT
             game.base.x=game.base.y=0
             newcnd()
             skip(1)
             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
-        elif game.state.rembase != 1 and \
-                 (not damaged(DRADIO) or game.condition == "docked"):
+        elif game.state.rembase != 1 and communicating():
             # Get word via subspace radio 
             announce()
             skip(1)
             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
-            proutn(_("   the starbase in "))
-            proutn(cramlc(quadrant, game.battle))
-            prout(_(" has been destroyed by"))
+            proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
             if game.isatb == 2: 
                 prout(_("the Klingon Super-Commander"))
             else:
@@ -2207,7 +2204,7 @@ def events():
         # Remove Starbase from galaxy 
         game.state.galaxy[game.battle.x][game.battle.y].starbase = False
         for i in range(1, game.state.rembase+1):
-            if same(game.state.baseq[i], game.battle):
+            if game.state.baseq[i] == game.battle:
                 game.state.baseq[i] = game.state.baseq[game.state.rembase]
         game.state.rembase -= 1
         if game.isatb == 2:
@@ -2343,9 +2340,9 @@ def events():
            i = 0
            for j in range(1, game.state.rembase+1):
                for k in range(1, game.state.remcom+1):
-                   if same(game.state.baseq[j], game.state.kcmdr[k]) and \
-                       not same(game.state.baseq[j], game.quadrant) and \
-                        not same(game.state.baseq[j], game.state.kscmdr):
+                   if game.state.baseq[j] == game.state.kcmdr[k] and \
+                       not game.state.baseq[j] == game.quadrant and \
+                        not game.state.baseq[j] == game.state.kscmdr:
                        i = 1
                if i == 1:
                    continue
@@ -2361,7 +2358,7 @@ def events():
                postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
            game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
            game.iseenit = False
-           if damaged(DRADIO) and game.condition != "docked": 
+            if not communicating():
                continue # No warning :-( 
            game.iseenit = True
            announce()
@@ -2385,7 +2382,7 @@ def events():
                unschedule(FCDBAS)
                # find the lucky pair 
                for i in range(1, game.state.remcom+1):
-                   if same(game.state.kcmdr[i], game.battle)
+                   if game.state.kcmdr[i] == game.battle
                        break
                if i > game.state.remcom or game.state.rembase == 0 or \
                    not game.state.galaxy[game.battle.x][game.battle.y].starbase:
@@ -2410,7 +2407,7 @@ def events():
                if not VALID_QUADRANT(i, j) or \
                    game.state.galaxy[game.probec.x][game.probec.y].supernova:
                    # Left galaxy or ran into supernova
-                   if not damaged(DRADIO) or game.condition == "docked":
+                    if comunicating():
                        announce()
                        skip(1)
                        proutn(_("Lt. Uhura-  \"The deep space probe "))
@@ -2421,15 +2418,13 @@ def events():
                        prout(".\"")
                    unschedule(FDSPROB)
                    continue
-               if not damaged(DRADIO) or game.condition == "docked":
+                if not communicating():
                    announce()
                    skip(1)
-                   proutn(_("Lt. Uhura-  \"The deep space probe is now in "))
-                   proutn(cramlc(quadrant, game.probec))
-                   prout(".\"")
+                   proutn(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probec)
            pdest = game.state.galaxy[game.probec.x][game.probec.y]
            # Update star chart if Radio is working or have access to radio
-           if not damaged(DRADIO) or game.condition == "docked":
+           if communicating():
                chp = game.state.chart[game.probec.x][game.probec.y]
                chp.klingons = pdest.klingons
                chp.starbase = pdest.starbase
@@ -2452,8 +2447,8 @@ def events():
                # supernova'ed, and which has some Klingons in it
                w = randplace(GALSIZE)
                q = game.state.galaxy[w.x][w.y]
-                if not (same(game.quadrant, w) or q.planet == NOPLANET or \
-                     game.state.planets[q.planet].inhabited == UNINHABITED or \
+                if not (game.quadrant == w or q.planet == NOPLANET or \
+                     not game.state.planets[q.planet].inhabited or \
                      q.supernova or q.status!=secure or q.klingons<=0):
                     break
             else:
@@ -2467,7 +2462,7 @@ def events():
            q.status = distressed
 
            # tell the captain about it if we can 
-           if not damaged(DRADIO) or game.condition == "docked":
+           if communicating():
                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
                         % (q.planet, `w`))
                prout(_("by a Klingon invasion fleet."))
@@ -2487,7 +2482,7 @@ def events():
            ev2.quadrant = ev.quadrant
 
            # report the disaster if we can 
-           if not damaged(DRADIO) or game.condition == "docked":
+           if communicating():
                prout(_("Uhura- We've lost contact with starsystem %s") % \
                         q.planet)
                prout(_("in Quadrant %s.\n") % ev.quadrant)
@@ -2524,14 +2519,14 @@ def events():
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
-           if same(game.quadrant, w):
-               newkling(++game.klhere)
-
+           if game.quadrant == w:
+                game.klhere += 1
+               newkling(game.klhere)
            # recompute time left
             game.recompute()
            # report the disaster if we can 
-           if not damaged(DRADIO) or game.condition == "docked":
-               if same(game.quadrant, w):
+           if communicating():
+               if game.quadrant == w:
                    prout(_("Spock- sensors indicate the Klingons have"))
                    prout(_("launched a warship from %s.") % q.planet)
                else:
@@ -2665,7 +2660,7 @@ def nova(nov):
                    elif iquad == IHB: # Destroy base 
                        game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
                        for i in range(1, game.state.rembase+1):
-                           if same(game.state.baseq[i], game.quadrant)
+                           if game.state.baseq[i] == game.quadrant
                                break
                        game.state.baseq[i] = game.state.baseq[game.state.rembase]
                        game.state.rembase -= 1
@@ -2700,7 +2695,7 @@ def nova(nov):
                        deadkl(scratch,iquad, scratch)
                     elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
                        for ll in range(1, game.nenhere+1):
-                           if same(game.ks[ll], scratch):
+                           if game.ks[ll] == scratch:
                                break
                        game.kpower[ll] -= 800.0 # If firepower is lost, die 
                        if game.kpower[ll] <= 0.0:
@@ -2725,8 +2720,7 @@ def nova(nov):
                            # can't move into something else 
                            skip(1)
                            break
-                       proutn(_(", buffeted to "))
-                       proutn(cramlc(sector, newc))
+                       proutn(_(", buffeted to Sector %s") % newc)
                        game.quad[scratch.x][scratch.y] = IHDOT
                        game.quad[newc.x][newc.y] = iquad
                        game.ks[ll] = newc
@@ -2785,9 +2779,9 @@ def supernova(induced, w=None):
            if ja() == True:
                nq = game.quadrant
 
-    if not same(nq, game.quadrant) or game.justin:
+    if not nq == game.quadrant or game.justin:
        # it isn't here, or we just entered (treat as enroute) 
-       if not damaged(DRADIO) or game.condition == "docked":
+       if communicating():
            skip(1)
            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
@@ -2818,7 +2812,7 @@ def supernova(induced, w=None):
     # destroy any Klingons in supernovaed quadrant 
     kldead = game.state.galaxy[nq.x][nq.y].klingons
     game.state.galaxy[nq.x][nq.y].klingons = 0
-    if same(nq, game.state.kscmdr):
+    if nq == game.state.kscmdr:
        # did in the Supercommander! 
        game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0
        game.iscate = False
@@ -2827,7 +2821,7 @@ def supernova(induced, w=None):
     if game.state.remcom:
        maxloop = game.state.remcom
        for l in range(1, maxloop+1):
-           if same(game.state.kcmdr[l], nq):
+           if game.state.kcmdr[l] == nq:
                game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
                invalidate(game.state.kcmdr[game.state.remcom])
                game.state.remcom -= 1
@@ -2842,14 +2836,14 @@ def supernova(induced, w=None):
     game.state.nromrem -= nrmdead
     # Destroy planets 
     for loop in range(game.inplan):
-       if same(game.state.planets[loop].w, nq):
+       if game.state.planets[loop].w == nq:
            game.state.planets[loop].pclass = destroyed
            npdead += 1
     # Destroy any base in supernovaed quadrant 
     if game.state.rembase:
        maxloop = game.state.rembase
        for loop in range(1, maxloop+1):
-           if same(game.state.baseq[loop], nq):
+           if game.state.baseq[loop] == nq:
                game.state.baseq[loop] = game.state.baseq[game.state.rembase]
                invalidate(game.state.baseq[game.state.rembase])
                game.state.rembase -= 1
@@ -2860,10 +2854,10 @@ def supernova(induced, w=None):
        game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
        game.state.nplankl += npdead
     # mark supernova in galaxy and in star chart 
-    if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked":
+    if game.quadrant == nq or communicating():
        game.state.galaxy[nq.x][nq.y].supernova = True
     # If supernova destroys last Klingons give special message 
-    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant):
+    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
        skip(2)
        if not induced:
            prout(_("Lucky you!"))
@@ -4609,7 +4603,7 @@ def abandon():
        prout(_("the Federation in a prisoner-of-war exchange."))
        nb = Rand()*game.state.rembase+1
        # Set up quadrant and position FQ adjacient to base 
-       if not same(game.quadrant, game.state.baseq[nb]):
+       if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
            game.sector.x = game.sector.y = 5
            newqad(True)
@@ -4650,3 +4644,1621 @@ def abandon():
     game.warpfac=5.0
     game.wfacsq=25.0
     return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+    # abort a lengthy operation if an event interrupts it 
+    game.ididit = True
+    events()
+    if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: 
+       return True
+    return False
+
+def survey():
+    # report on (uninhabited) planets in the galaxy 
+    iknow = False
+    skip(1)
+    chew()
+    prout(_("Spock-  \"Planet report follows, Captain.\""))
+    skip(1)
+    for i in range(game.inplan):
+       if game.state.planets[i].pclass == destroyed:
+           continue
+       if (game.state.planets[i].known != "unknown" \
+            and not game.state.planets[i].inhabited) \
+            or idebug:
+           iknow = True
+           if idebug and game.state.planets[i].known=="unknown":
+               proutn("(Unknown) ")
+           proutn(_("Quadrant %s") % game.state.planets[i].w)
+           proutn(_("   class "))
+           proutn(game.state.planets[i].pclass)
+           proutn("   ")
+           if game.state.planets[i].crystals != present:
+               proutn(_("no "))
+           prout(_("dilithium crystals present."))
+           if game.state.planets[i].known=="shuttle_down": 
+               prout(_("    Shuttle Craft Galileo on surface."))
+    if not iknow:
+       prout(_("No information available."))
+
+def orbit():
+    # enter standard orbit 
+    skip(1)
+    chew()
+    if game.inorbit:
+       prout(_("Already in standard orbit."))
+       return
+    if damaged(DWARPEN) and damaged(DIMPULS):
+       prout(_("Both warp and impulse engines damaged."))
+       return
+    if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
+       crmshp()
+       prout(_(" not adjacent to planet."))
+       skip(1)
+       return
+    game.optime = 0.02+0.03*Rand()
+    prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
+    newcnd()
+    if consumeTime():
+       return
+    game.height = (1400.0+7200.0*Rand())
+    prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+    game.inorbit = True
+    game.ididit = True
+
+def sensor():
+    # examine planets in this quadrant 
+    if damaged(DSRSENS):
+       if game.options & OPTION_TTY:
+           prout(_("Short range sensors damaged."))
+       return
+    if not is_valid(game.plnet):
+       if game.options & OPTION_TTY:
+           prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+       return
+    if game.state.planets[game.iplnet].known == "unknown":
+       prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
+       skip(1)
+       prout(_("         Planet at Sector %s is of class %s.") %
+             (sector,game.plnet, game.state.planets[game.iplnet]))
+       if game.state.planets[game.iplnet].known=="shuttle_down": 
+           prout(_("         Sensors show Galileo still on surface."))
+       proutn(_("         Readings indicate"))
+       if game.state.planets[game.iplnet].crystals != present:
+           proutn(_(" no"))
+       prout(_(" dilithium crystals present.\""))
+       if game.state.planets[game.iplnet].known == "unknown":
+           game.state.planets[game.iplnet].known = "known"
+
+def beam():
+    # use the transporter 
+    nrgneed = 0
+    chew()
+    skip(1)
+    if damaged(DTRANSP):
+       prout(_("Transporter damaged."))
+       if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+           skip(1)
+           proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
+           if ja() == True:
+               shuttle()
+       return
+    if not game.inorbit:
+       crmshp()
+       prout(_(" not in standard orbit."))
+       return
+    if game.shldup:
+       prout(_("Impossible to transport through shields."))
+       return
+    if game.state.planets[game.iplnet].known=="unknown":
+       prout(_("Spock-  \"Captain, we have no information on this planet"))
+       prout(_("  and Starfleet Regulations clearly state that in this situation"))
+       prout(_("  you may not go down.\""))
+       return
+    if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+       prout(_("Spock-  \"Captain, I fail to see the logic in"))
+       prout(_("  exploring a planet with no dilithium crystals."))
+       proutn(_("  Are you sure this is wise?\" "))
+       if ja() == False:
+           chew()
+           return
+    if not (game.options & OPTION_PLAIN):
+       nrgneed = 50 * game.skill + game.height / 100.0
+       if nrgneed > game.energy:
+           prout(_("Engineering to bridge--"))
+           prout(_("  Captain, we don't have enough energy for transportation."))
+           return
+       if not game.landed and nrgneed * 2 > game.energy:
+           prout(_("Engineering to bridge--"))
+           prout(_("  Captain, we have enough energy only to transport you down to"))
+           prout(_("  the planet, but there wouldn't be an energy for the trip back."))
+           if game.state.planets[game.iplnet].known == "shuttle_down":
+               prout(_("  Although the Galileo shuttle craft may still be on a surface."))
+           proutn(_("  Are you sure this is wise?\" "))
+           if ja() == False:
+               chew()
+               return
+    if game.landed:
+       # Coming from planet 
+       if game.state.planets[game.iplnet].known=="shuttle_down":
+           proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
+           if ja() == True:
+               chew()
+               return
+           prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+       prout(_("Landing party assembled, ready to beam up."))
+       skip(1)
+       prout(_("Kirk whips out communicator..."))
+       prouts(_("BEEP  BEEP  BEEP"))
+       skip(2)
+       prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
+    else:
+       # Going to planet 
+       prout(_("Scotty-  \"Transporter room ready, Sir.\""))
+       skip(1)
+       prout(_("Kirk and landing party prepare to beam down to planet surface."))
+       skip(1)
+       prout(_("Kirk-  \"Energize.\""))
+    game.ididit = True
+    skip(1)
+    prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
+    skip(2)
+    if Rand() > 0.98:
+       prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+       skip(2)
+       prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
+       finish(FLOST)
+       return
+    prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
+    game.landed = not game.landed
+    game.energy -= nrgneed
+    skip(2)
+    prout(_("Transport complete."))
+    if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+       prout(_("The shuttle craft Galileo is here!"))
+    if not game.landed and game.imine:
+       game.icrystl = True
+       game.cryprob = 0.05
+    game.imine = False
+    return
+
+def mine():
+    # strip-mine a world for dilithium 
+    skip(1)
+    chew()
+    if not game.landed:
+       prout(_("Mining party not on planet."))
+       return
+    if game.state.planets[game.iplnet].crystals == mined:
+       prout(_("This planet has already been strip-mined for dilithium."))
+       return
+    elif game.state.planets[game.iplnet].crystals == absent:
+       prout(_("No dilithium crystals on this planet."))
+       return
+    if game.imine:
+       prout(_("You've already mined enough crystals for this trip."))
+       return
+    if game.icrystl and game.cryprob == 0.05:
+       proutn(_("With all those fresh crystals aboard the "))
+       crmshp()
+       skip(1)
+       prout(_("there's no reason to mine more at this time."))
+       return
+    game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
+    if consumeTime():
+       return
+    prout(_("Mining operation complete."))
+    game.state.planets[game.iplnet].crystals = mined
+    game.imine = game.ididit = True
+
+def usecrystals():
+    # use dilithium crystals 
+    game.ididit = False
+    skip(1)
+    chew()
+    if not game.icrystl:
+       prout(_("No dilithium crystals available."))
+       return
+    if game.energy >= 1000:
+       prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
+       prout(_("  except when Condition Yellow exists."))
+       return
+    prout(_("Spock- \"Captain, I must warn you that loading"))
+    prout(_("  raw dilithium crystals into the ship's power"))
+    prout(_("  system may risk a severe explosion."))
+    proutn(_("  Are you sure this is wise?\" "))
+    if ja() == False:
+       chew()
+       return
+    skip(1)
+    prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
+    prout(_("  Mr. Spock and I will try it.\""))
+    skip(1)
+    prout(_("Spock-  \"Crystals in place, Sir."))
+    prout(_("  Ready to activate circuit.\""))
+    skip(1)
+    prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
+    skip(1)
+    if Rand() <= game.cryprob:
+       prouts(_("  \"Activating now! - - No good!  It's***"))
+       skip(2)
+       prouts(_("***RED ALERT!  RED A*L********************************"))
+       skip(1)
+       stars()
+       prouts(_("******************   KA-BOOM!!!!   *******************"))
+       skip(1)
+       kaboom()
+       return
+    game.energy += 5000.0*(1.0 + 0.9*Rand())
+    prouts(_("  \"Activating now! - - "))
+    prout(_("The instruments"))
+    prout(_("   are going crazy, but I think it's"))
+    prout(_("   going to work!!  Congratulations, Sir!\""))
+    game.cryprob *= 2.0
+    game.ididit = True
+
+def shuttle():
+    # use shuttlecraft for planetary jaunt 
+    chew()
+    skip(1)
+    if damaged(DSHUTTL):
+       if game.damage[DSHUTTL] == -1.0:
+           if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+               prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
+           else:
+               prout(_("Ye Faerie Queene had no shuttle craft."))
+       elif game.damage[DSHUTTL] > 0:
+           prout(_("The Galileo is damaged."))
+       else: # game.damage[DSHUTTL] < 0  
+           prout(_("Shuttle craft is now serving Big Macs."))
+       return
+    if not game.inorbit:
+       crmshp()
+       prout(_(" not in standard orbit."))
+       return
+    if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+       prout(_("Shuttle craft not currently available."))
+       return
+    if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+       prout(_("You will have to beam down to retrieve the shuttle craft."))
+       return
+    if game.shldup or game.condition == "docked":
+       prout(_("Shuttle craft cannot pass through shields."))
+       return
+    if game.state.planets[game.iplnet].known=="unknown":
+       prout(_("Spock-  \"Captain, we have no information on this planet"))
+       prout(_("  and Starfleet Regulations clearly state that in this situation"))
+       prout(_("  you may not fly down.\""))
+       return
+    game.optime = 3.0e-5*game.height
+    if game.optime >= 0.8*game.state.remtime:
+       prout(_("First Officer Spock-  \"Captain, I compute that such"))
+       proutn(_("  a maneuver would require approximately %2d%% of our") % \
+              int(100*game.optime/game.state.remtime))
+       prout(_("remaining time."))
+       proutn(_("Are you sure this is wise?\" "))
+       if ja() == False:
+           game.optime = 0.0
+           return
+    if game.landed:
+       # Kirk on planet 
+       if game.iscraft == "onship":
+           # Galileo on ship! 
+           if not damaged(DTRANSP):
+               proutn(_("Spock-  \"Would you rather use the transporter?\" "))
+               if ja() == True:
+                   beam()
+                   return
+               proutn(_("Shuttle crew"))
+           else:
+               proutn(_("Rescue party"))
+           prout(_(" boards Galileo and swoops toward planet surface."))
+           game.iscraft = "offship"
+           skip(1)
+           if consumeTime():
+               return
+           game.state.planets[game.iplnet].known="shuttle_down"
+           prout(_("Trip complete."))
+           return
+       else:
+           # Ready to go back to ship 
+           prout(_("You and your mining party board the"))
+           prout(_("shuttle craft for the trip back to the Enterprise."))
+           skip(1)
+           prouts(_("The short hop begins . . ."))
+           skip(1)
+           game.state.planets[game.iplnet].known="known"
+           game.icraft = True
+           skip(1)
+           game.landed = False
+           if consumeTime():
+               return
+           game.iscraft = "onship"
+           game.icraft = False
+           if game.imine:
+               game.icrystl = True
+               game.cryprob = 0.05
+           game.imine = False
+           prout(_("Trip complete."))
+           return
+    else:
+       # Kirk on ship 
+       # and so is Galileo 
+       prout(_("Mining party assembles in the hangar deck,"))
+       prout(_("ready to board the shuttle craft \"Galileo\"."))
+       skip(1)
+       prouts(_("The hangar doors open; the trip begins."))
+       skip(1)
+       game.icraft = True
+       game.iscraft = "offship"
+       if consumeTime():
+           return
+       game.state.planets[game.iplnet].known = "shuttle_down"
+       game.landed = True
+       game.icraft = False
+       prout(_("Trip complete."))
+       return
+
+def deathray():
+    # use the big zapper 
+    r = Rand()
+       
+    game.ididit = False
+    skip(1)
+    chew()
+    if game.ship != IHE:
+       prout(_("Ye Faerie Queene has no death ray."))
+       return
+    if game.nenhere==0:
+       prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
+       return
+    if damaged(DDRAY):
+       prout(_("Death Ray is damaged."))
+       return
+    prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
+    prout(_("  is highly unpredictible.  Considering the alternatives,"))
+    proutn(_("  are you sure this is wise?\" "))
+    if ja() == False:
+       return
+    prout(_("Spock-  \"Acknowledged.\""))
+    skip(1)
+    game.ididit = True
+    prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
+    skip(1)
+    prout(_("Crew scrambles in emergency preparation."))
+    prout(_("Spock and Scotty ready the death ray and"))
+    prout(_("prepare to channel all ship's power to the device."))
+    skip(1)
+    prout(_("Spock-  \"Preparations complete, sir.\""))
+    prout(_("Kirk-  \"Engage!\""))
+    skip(1)
+    prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
+    skip(1)
+    dprob = .30
+    if game.options & OPTION_PLAIN:
+       dprob = .5
+    if r > dprob:
+       prouts(_("Sulu- \"Captain!  It's working!\""))
+       skip(2)
+       while game.nenhere > 0:
+           deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+       prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
+       if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+           finish(FWON)    
+       if (game.options & OPTION_PLAIN) == 0:
+           prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
+           if Rand() <= 0.05:
+               prout(_("   is still operational.\""))
+           else:
+               prout(_("   has been rendered nonfunctional.\""))
+               game.damage[DDRAY] = 39.95
+       return
+    r = Rand() # Pick failure method 
+    if r <= .30:
+       prouts(_("Sulu- \"Captain!  It's working!\""))
+       skip(1)
+       prouts(_("***RED ALERT!  RED ALERT!"))
+       skip(1)
+       prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+       skip(1)
+       prouts(_("***RED ALERT!  RED A*L********************************"))
+       skip(1)
+       stars()
+       prouts(_("******************   KA-BOOM!!!!   *******************"))
+       skip(1)
+       kaboom()
+       return
+    if r <= .55:
+       prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
+       skip(1)
+       prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
+       skip(1)
+       prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
+       prout(_("  have apparently been transformed into strange mutations."))
+       prout(_("  Vulcans do not seem to be affected."))
+       skip(1)
+       prout(_("Kirk-  \"Raauch!  Raauch!\""))
+       finish(FDRAY)
+       return
+    if r <= 0.75:
+       intj
+       prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
+       skip(2)
+       proutn(_("Spock-  \"I believe the word is"))
+       prouts(_(" *ASTONISHING*"))
+       prout(_(" Mr. Sulu."))
+       for i in range(1, QUADSIZE+1):
+           for j in range(1, QUADSIZE+1):
+               if game.quad[i][j] == IHDOT:
+                   game.quad[i][j] = IHQUEST
+       prout(_("  Captain, our quadrant is now infested with"))
+       prouts(_(" - - - - - -  *THINGS*."))
+       skip(1)
+       prout(_("  I have no logical explanation.\""))
+       return
+    prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
+    skip(1)
+    prout(_("Scotty-  \"There are so many tribbles down here"))
+    prout(_("  in Engineering, we can't move for 'em, Captain.\""))
+    finish(FTRIBBLE)
+    return
+
+# Code from reports.c begins here
+
+def attackreport(curt):
+    # report status of bases under attack 
+    if not curt:
+       if is_scheduled(FCDBAS):
+           prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+           prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+       elif game.isatb == 1:
+           prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+           prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+       else:
+           prout(_("No Starbase is currently under attack."))
+    else:
+        if is_scheduled(FCDBAS):
+           proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+        if game.isatb:
+           proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+       clreol()
+
+def report():
+    # report on general game status 
+    chew()
+    s1 = "" and game.thawed and _("thawed ")
+    s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
+    s3 = (None, _("novice"). _("fair"),
+          _("good"), _("expert"), _("emeritus"))[game.skill]
+    prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
+    if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+       prout(_("No plaque is allowed."))
+    if game.tourn:
+       prout(_("This is tournament game %d.") % game.tourn)
+    prout(_("Your secret password is \"%s\"") % game.passwd)
+    proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)), 
+          (game.inkling + game.incom + game.inscom)))
+    if game.incom - game.state.remcom:
+       prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
+    elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+       prout(_(", but no Commanders."))
+    else:
+       prout(".")
+    if game.skill > SKILL_FAIR:
+       prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+    if game.state.rembase != game.inbase:
+       proutn(_("There "))
+       if game.inbase-game.state.rembase==1:
+           proutn(_("has been 1 base"))
+       else:
+           proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
+       prout(_(" destroyed, %d remaining.") % game.state.rembase)
+    else:
+       prout(_("There are %d bases.") % game.inbase)
+    if communicating() or game.iseenit:
+       # Don't report this if not seen and
+       # either the radio is dead or not at base!
+       attackreport(False)
+       game.iseenit = True
+    if game.casual: 
+       prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+    if game.nhelp:
+       prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
+    if game.ship == IHE:
+       proutn(_("You have "))
+       if game.nprobes:
+           proutn("%d" % (game.nprobes))
+       else:
+           proutn(_("no"))
+       proutn(_(" deep space probe"))
+       if game.nprobes!=1:
+           proutn(_("s"))
+       prout(".")
+    if communicating() and is_scheduled(FDSPROB):
+       if game.isarmed: 
+           proutn(_("An armed deep space probe is in "))
+       else:
+           proutn(_("A deep space probe is in "))
+       prout("Quadrant %s." % game.probec)
+    if game.icrystl:
+       if game.cryprob <= .05:
+           prout(_("Dilithium crystals aboard ship... not yet used."))
+       else:
+           i=0
+           ai = 0.05
+           while game.cryprob > ai:
+               ai *= 2.0
+               i += 1
+           prout(_("Dilithium crystals have been used %d time%s.") % \
+                  (i, (_("s"), "")[i==1]))
+    skip(1)
+       
+def lrscan():
+    # long-range sensor scan 
+    if damaged(DLRSENS):
+       # Now allow base's sensors if docked 
+       if game.condition != "docked":
+           prout(_("LONG-RANGE SENSORS DAMAGED."))
+           return
+       prout(_("Starbase's long-range scan"))
+    else:
+       prout(_("Long-range scan"))
+    for x in range(game.quadrant.x-1, game.quadrant.x+2):
+        proutn(" ")
+        for y in range(game.quadrant.y-1, game.quadrant.y+2):
+           if not VALID_QUADRANT(x, y):
+               proutn("  -1")
+           else:
+               if not damaged(DRADIO):
+                   game.state.galaxy[x][y].charted = True
+               game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+               game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+               game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+               if game.state.galaxy[x][y].supernova: 
+                   proutn(" ***")
+               else:
+                   proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+       prout(" ")
+
+def damagereport():
+    # damage report 
+    jdam = False
+    chew()
+
+    for i in range(NDEVICES):
+       if damaged(i):
+           if not jdam:
+               prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+               prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+               jdam = True
+           prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
+                                               game.damage[i]+0.05,
+                                               game.docfac*game.damage[i]+0.005))
+    if not jdam:
+       prout(_("All devices functional."))
+
+def rechart():
+    # update the chart in the Enterprise's computer from galaxy data 
+    game.lastchart = game.state.date
+    for i in range(1, GALSIZE+1):
+       for j in range(1, GALSIZE+1):
+           if game.state.galaxy[i][j].charted:
+               game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+               game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+               game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
+def chart():
+    # display the star chart  
+    chew()
+    if not damaged(DRADIO):
+       rechart()
+    if game.lastchart < game.state.date and game.condition == "docked":
+       prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
+       rechart()
+
+    prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
+    if game.state.date > game.lastchart:
+       prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+    prout("      1    2    3    4    5    6    7    8")
+    for i in range(1, GALSIZE+1):
+       proutn("%d |" % (i))
+       for j in range(1, GALSIZE+1):
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+               proutn("<")
+           else:
+               proutn(" ")
+           if game.state.galaxy[i][j].supernova:
+               strcpy(buf, "***")
+           elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+               strcpy(buf, ".1.")
+           elif game.state.galaxy[i][j].charted:
+               sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
+           else:
+               strcpy(buf, "...")
+           proutn(buf)
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+               proutn(">")
+           else:
+               proutn(" ")
+       proutn("  |")
+       if i<GALSIZE:
+           skip(1)
+
+def sectscan(goodScan, i, j):
+    # light up an individual dot in a sector 
+    if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+       if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
+           if game.condition   == "red": textcolor(RED)
+           elif game.condition == "green": textcolor(GREEN)
+           elif game.condition == "yellow": textcolor(YELLOW)
+           elif game.condition == "docked": textcolor(CYAN)
+           elif game.condition == "dead": textcolor(BROWN)
+           if game.quad[i][j] != game.ship: 
+               highvideo()
+       proutn("%c " % game.quad[i][j])
+       textcolor(DEFAULT)
+    else:
+       proutn("- ")
+
+def status(req):
+    # print status report lines 
+
+    if not req or req == 1:
+       prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+               % (game.state.date, game.state.remtime))
+    elif not req or req == 2:
+       if game.condition != "docked":
+           newcnd()
+        dam = 0
+       for t in range(0, NDEVICES):
+           if game.damage[t]>0: 
+               dam += 1
+       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+    elif not req or req == 3:
+       prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
+    elif not req or req == 4:
+       if damaged(DLIFSUP):
+           if game.condition == "docked":
+               sprintf(s, _("DAMAGED, Base provides"))
+           else:
+               sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
+       else:
+           sprintf(s, _("ACTIVE"))
+       prstat(_("Life Support"), s)
+    elif not req or req == 5:
+       prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
+    elif not req or req == 6:
+        extra = ""
+        if game.icrystl and (game.options & OPTION_SHOWME):
+            extra = _(" (have crystals)")
+       prstat(_("Energy"), "%.2f%s" % game.energy, extra)
+    elif not req or req == 7:
+       prstat(_("Torpedoes"), "%d" % (game.torps))
+    elif not req or req == 8:
+       if damaged(DSHIELD):
+           strcpy(s, _("DAMAGED,"))
+       elif game.shldup:
+           strcpy(s, _("UP,"))
+       else:
+           strcpy(s, _("DOWN,"))
+       data = _(" %d%% %.1f units") \
+               % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
+       prstat(_("Shields"), s)
+    elif not req or req == 9:
+        prstat(_("Klingons Left"), "%d" \
+               % (game.state.remkl + game.state.remcom + game.state.nscrem))
+    elif not req or req == 10:
+       if game.options & OPTION_WORLDS:
+           plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
+           if plnet != NOPLANET and game.state.planets[plnet].inhabited:
+               prstat(_("Major system"), plnet.name)
+           else:
+               prout(_("Sector is uninhabited"))
+    elif not req or req == 11:
+       attackreport(not req)
+
+def request():
+    requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+    while scan() == IHEOL:
+       proutn(_("Information desired? "))
+    chew()
+    if citem in requests:
+        status(requests.index(citem))
+    else:
+       prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+       prout(("  date, condition, position, lsupport, warpfactor,"))
+       prout(("  energy, torpedoes, shields, klingons, system, time."))
+               
+def srscan():
+    # short-range scan 
+    goodScan=True
+    if damaged(DSRSENS):
+       # Allow base's sensors if docked 
+       if game.condition != "docked":
+           prout(_("   S.R. SENSORS DAMAGED!"))
+           goodScan=False
+       else:
+           prout(_("  [Using Base's sensors]"))
+    else:
+       prout(_("     Short-range scan"))
+    if goodScan and not damaged(DRADIO): 
+       game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
+       game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
+       game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+    prout("    1 2 3 4 5 6 7 8 9 10")
+    if game.condition != "docked":
+       newcnd()
+    for i in range(1, QUADSIZE+1):
+       proutn("%2d  " % (i))
+       for j in range(1, QUADSIZE+1):
+           sectscan(goodScan, i, j)
+       skip(1)
+                       
+                       
+def eta():
+    # use computer to get estimated time of arrival for a warp jump 
+    w1 = coord(); w2 = coord()
+    prompt = False
+    if damaged(DCOMPTR):
+       prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
+       skip(1)
+       return
+    if scan() != IHREAL:
+       prompt = True
+       chew()
+       proutn(_("Destination quadrant and/or sector? "))
+       if scan()!=IHREAL:
+           huh()
+           return
+    w1.y = aaitem +0.5
+    if scan() != IHREAL:
+       huh()
+       return
+    w1.x = aaitem + 0.5
+    if scan() == IHREAL:
+       w2.y = aaitem + 0.5
+       if scan() != IHREAL:
+           huh()
+           return
+       w2.x = aaitem + 0.5
+    else:
+       if game.quadrant.y>w1.x:
+           w2.x = 1
+       else:
+           w2.x=QUADSIZE
+       if game.quadrant.x>w1.y:
+           w2.y = 1
+       else:
+           w2.y=QUADSIZE
+
+    if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+       huh()
+       return
+    game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
+               square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
+    wfl = False
+
+    if prompt:
+       prout(_("Answer \"no\" if you don't know the value:"))
+    while True:
+       chew()
+       proutn(_("Time or arrival date? "))
+       if scan()==IHREAL:
+           ttime = aaitem
+           if ttime > game.state.date:
+               ttime -= game.state.date # Actually a star date
+            twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+            if ttime <= 1e-10 or twarp > 10:
+               prout(_("We'll never make it, sir."))
+               chew()
+               return
+           if twarp < 1.0:
+               twarp = 1.0
+           break
+       chew()
+       proutn(_("Warp factor? "))
+       if scan()== IHREAL:
+           wfl = True
+           twarp = aaitem
+           if twarp<1.0 or twarp > 10.0:
+               huh()
+               return
+           break
+       prout(_("Captain, certainly you can give me one of these."))
+    while True:
+       chew()
+       ttime = (10.0*game.dist)/square(twarp)
+       tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+       if tpower >= game.energy:
+           prout(_("Insufficient energy, sir."))
+           if not game.shldup or tpower > game.energy*2.0:
+               if not wfl:
+                   return
+               proutn(_("New warp factor to try? "))
+               if scan() == IHREAL:
+                   wfl = True
+                   twarp = aaitem
+                   if twarp<1.0 or twarp > 10.0:
+                       huh()
+                       return
+                   continue
+               else:
+                   chew()
+                   skip(1)
+                   return
+           prout(_("But if you lower your shields,"))
+           proutn(_("remaining"))
+           tpower /= 2
+       else:
+           proutn(_("Remaining"))
+       prout(_(" energy will be %.2f.") % (game.energy-tpower))
+       if wfl:
+           prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+       elif twarp==1.0:
+           prout(_("Any warp speed is adequate."))
+       else:
+           prout(_("Minimum warp needed is %.2f,") % (twarp))
+           prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+       if game.state.remtime < ttime:
+           prout(_("Unfortunately, the Federation will be destroyed by then."))
+       if twarp > 6.0:
+           prout(_("You'll be taking risks at that speed, Captain"))
+       if (game.isatb==1 and game.state.kscmdr == w1 and \
+            scheduled(FSCDBAS)< ttime+game.state.date) or \
+           (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+           prout(_("The starbase there will be destroyed by then."))
+       proutn(_("New warp factor to try? "))
+       if scan() == IHREAL:
+           wfl = True
+           twarp = aaitem
+           if twarp<1.0 or twarp > 10.0:
+               huh()
+               return
+       else:
+           chew()
+           skip(1)
+           return
+                       
+
+#ifdef BSD_BUG_FOR_BUG
+# A visual scan is made in a particular direction of three sectors
+# in the general direction specified.  This takes time, and
+# Klingons can attack you, so it should be done only when sensors
+# are out.  Code swiped from BSD-Trek.  Not presently used, as we
+# automatically display all adjacent sectors on the short-range
+# scan even when short-range sensors are out.
+
+# This struct[] has the delta x, delta y for particular directions
+
+visdelta = (
+    (-1,-1),
+    (-1, 0),
+    (-1, 1),
+    (0,         1),
+    (1,         1),
+    (1,         0),
+    (1,        -1),
+    (0,        -1),
+    (-1,-1),
+    (-1, 0),
+    (-1, 1),
+)
+
+def visual():
+    v = coord()
+    if scan() != IHREAL:
+       chew()
+       proutn(_("Direction? "))
+       if scan()!=IHREAL:
+           huh()
+           return
+    if aaitem < 0.0 or aaitem > 360.0:
+       return
+    co = (aaitem + 22) / 45
+    v = visdelta[co]
+    ix = game.sector.x + v.x
+    iy = game.sector.y + v.y
+    if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
+       co = '?'
+    else:
+       co = game.quad[ix][iy]
+    printf("%d,%d %c " % (ix, iy, co))
+    v += 1
+    ix = game.sector.x + v.x
+    iy = game.sector.y + v.y
+    if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
+       co = '?'
+    else:
+       co = game.quad[ix][iy]
+    printf("%c " % (co))
+    v += 1
+    ix = game.sector.x + v.x
+    iy = game.sector.y + v.y
+    if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
+       co = '?'
+    else:
+       co = game.quad[ix][iy]
+    prout("%c %d,%d\n" % (co, ix, iy))
+    game.optime = 0.5
+    game.ididit = True
+#endif
+
+# Code from setup.c begins here
+
+def filelength(fd):
+    return os.fstat(fd).st_size
+
+def prelim():
+    # issue a historically correct banner 
+    skip(2)
+    prout(_("-SUPER- STAR TREK"))
+    skip(1)
+#ifdef __HISTORICAL__
+#    prout(_("Latest update-21 Sept 78"))
+#    skip(1)
+#endif __HISTORICAL__ 
+
+def freeze(boss):
+    # save game 
+    if boss:
+       citem = "emsave.trk"
+    else:
+        key = scan()
+       if key == IHEOL:
+           proutn(_("File name: "))
+           key = scan()
+       if key != IHALPHA:
+           huh()
+           return
+       chew()
+        if '.' not in citem:
+           citem += ".trk"
+    try:
+        fp = open(citem, "wb")
+    except IOError:
+       prout(_("Can't freeze game as file %s") % citem)
+       return
+    cPickle.dump(game, fp)
+    fp.close()
+
+def thaw():
+    # retrieve saved game 
+    game.passwd[0] = '\0'
+    key = scan()
+    if key == IHEOL:
+       proutn(_("File name: "))
+       key = scan()
+    if key != IHALPHA:
+       huh()
+       return True
+    chew()
+    if '.' not in citem:
+        citem += ".trk"
+    try:
+        fp = open(citem, "rb")
+    except IOError:
+       prout(_("Can't thaw game in %s") % citem)
+       return
+    game = cPickle.load(fp)
+    fp.close()
+    return False
+
+# I used <http://www.memory-alpha.org> to find planets
+# with references in ST:TOS.  Eath and the Alpha Centauri
+# Colony have been omitted.
+# 
+# Some planets marked Class G and P here will be displayed as class M
+# because of the way planets are generated. This is a known bug.
+systnames = (
+    # Federation Worlds 
+    _("Andoria (Fesoan)"),     # several episodes 
+    _("Tellar Prime (Miracht)"),       # TOS: "Journey to Babel" 
+    _("Vulcan (T'Khasi)"),     # many episodes 
+    _("Medusa"),               # TOS: "Is There in Truth No Beauty?" 
+    _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD) 
+    _("Ardana"),               # TOS: "The Cloud Minders" 
+    _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" 
+    _("Gideon"),               # TOS: "The Mark of Gideon" 
+    _("Aldebaran III"),        # TOS: "The Deadly Years" 
+    _("Alpha Majoris I"),      # TOS: "Wolf in the Fold" 
+    _("Altair IV"),            # TOS: "Amok Time 
+    _("Ariannus"),             # TOS: "Let That Be Your Last Battlefield" 
+    _("Benecia"),              # TOS: "The Conscience of the King" 
+    _("Beta Niobe I (Sarpeidon)"),     # TOS: "All Our Yesterdays" 
+    _("Alpha Carinae II"),     # TOS: "The Ultimate Computer" 
+    _("Capella IV (Kohath)"),  # TOS: "Friday's Child" (Class G) 
+    _("Daran V"),              # TOS: "For the World is Hollow and I Have Touched the Sky" 
+    _("Deneb II"),             # TOS: "Wolf in the Fold" ("IV" in BSD) 
+    _("Eminiar VII"),          # TOS: "A Taste of Armageddon" 
+    _("Gamma Canaris IV"),     # TOS: "Metamorphosis" 
+    _("Gamma Tranguli VI (Vaalel)"),   # TOS: "The Apple" 
+    _("Ingraham B"),           # TOS: "Operation: Annihilate" 
+    _("Janus IV"),             # TOS: "The Devil in the Dark" 
+    _("Makus III"),            # TOS: "The Galileo Seven" 
+    _("Marcos XII"),           # TOS: "And the Children Shall Lead", 
+    _("Omega IV"),             # TOS: "The Omega Glory" 
+    _("Regulus V"),            # TOS: "Amok Time 
+    _("Deneva"),               # TOS: "Operation -- Annihilate!" 
+    # Worlds from BSD Trek 
+    _("Rigel II"),             # TOS: "Shore Leave" ("III" in BSD) 
+    _("Beta III"),             # TOS: "The Return of the Archons" 
+    _("Triacus"),              # TOS: "And the Children Shall Lead", 
+    _("Exo III"),              # TOS: "What Are Little Girls Made Of?" (Class P) 
+#      # Others 
+#    _("Hansen's Planet"),     # TOS: "The Galileo Seven" 
+#    _("Taurus IV"),           # TOS: "The Galileo Seven" (class G) 
+#    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" 
+#    _("Izar"),                        # TOS: "Whom Gods Destroy" 
+#    _("Tiburon"),             # TOS: "The Way to Eden" 
+#    _("Merak II"),            # TOS: "The Cloud Minders" 
+#    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel" 
+#    _("Iotia"),               # TOS: "A Piece of the Action" 
+)
+
+device = (
+       _("S. R. Sensors"), \
+       _("L. R. Sensors"), \
+       _("Phasers"), \
+       _("Photon Tubes"), \
+       _("Life Support"), \
+       _("Warp Engines"), \
+       _("Impulse Engines"), \
+       _("Shields"), \
+       _("Subspace Radio"), \
+       _("Shuttle Craft"), \
+       _("Computer"), \
+       _("Navigation System"), \
+       _("Transporter"), \
+       _("Shield Control"), \
+       _("Death Ray"), \
+       _("D. S. Probe"), \
+)
+
+def setup(needprompt):
+    # prepare to play, set up cosmos 
+    intj, krem, klumper
+    w = coord()
+
+    #  Decide how many of everything
+    if choose(needprompt):
+       return # frozen game
+    # Prepare the Enterprise
+    game.alldone = game.gamewon = False
+    game.ship = IHE
+    game.state.crew = FULLCREW
+    game.energy = game.inenrg = 5000.0
+    game.shield = game.inshld = 2500.0
+    game.shldchg = False
+    game.shldup = False
+    game.inlsr = 4.0
+    game.lsupres = 4.0
+    game.quadrant = randplace(GALSIZE)
+    game.sector = randplace(QUADSIZE)
+    game.torps = game.intorps = 10
+    game.nprobes = int(3.0*Rand() + 2.0)       # Give them 2-4 of these
+    game.warpfac = 5.0
+    game.wfacsq = game.warpfac * game.warpfac
+    for i in range(0, NDEVICES): 
+       game.damage[i] = 0.0
+    # Set up assorted game parameters
+    invalidate(game.battle)
+    game.state.date = game.indate = 100.0*int(31.0*Rand()+20.0)
+    game.nkinks = game.nhelp = game.casual = game.abandoned = 0
+    game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
+    game.isatb = game.state.nplankl = 0
+    game.state.starkl = game.state.basekl = 0
+    game.iscraft = "onship"
+    game.landed = False
+    game.alive = True
+    game.docfac = 0.25
+    for i in range(1, GALSIZE+1):
+       for j in range(1, GALSIZE+1):
+           quad = game.state.galaxy[i][j]
+           quad.charted = 0
+           quad.planet = NOPLANET
+           quad.romulans = 0
+           quad.klingons = 0
+           quad.starbase = False
+           quad.supernova = False
+           quad.status = "secure"
+    # Initialize times for extraneous events
+    schedule(FSNOVA, expran(0.5 * game.intime))
+    schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
+    schedule(FSNAP, 1.0 + Rand()) # Force an early snapshot
+    schedule(FBATTAK, expran(0.3*game.intime))
+    unschedule(FCDBAS)
+    if game.state.nscrem:
+       schedule(FSCMOVE, 0.2777)
+    else:
+       unschedule(FSCMOVE)
+    unschedule(FSCDBAS)
+    unschedule(FDSPROB)
+    if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+       schedule(FDISTR, expran(1.0 + game.intime))
+    else:
+       unschedule(FDISTR)
+    unschedule(FENSLV)
+    unschedule(FREPRO)
+    # Starchart is functional but we've never seen it
+    game.lastchart = FOREVER
+    # Put stars in the galaxy
+    game.instar = 0
+    for i in range(1, GALSIZE+1):
+       for j in range(1, GALSIZE+1):
+           k = Rand()*9.0 + 1.0
+           game.instar += k
+           game.state.galaxy[i][j].stars = k
+    # Locate star bases in galaxy
+    for i in range(1, game.inbase+1):
+        while True:
+            while True:
+                w = randplace(GALSIZE)
+                if not game.state.galaxy[w.x][w.y].starbase:
+                    break
+           contflag = False
+            # C version: for (j = i-1; j > 0; j--)
+            # so it did them in the opposite order.
+            for j in range(i):
+               # Improved placement algorithm to spread out bases 
+               distq = w.distance(baseq[j])
+               if distq < 6.0*(BASEMAX+1-game.inbase) and Rand() < 0.75:
+                   contflag = True
+                   if idebug:
+                       prout("=== Abandoning base #%d at %s" % (i, w))
+                   break
+               elif distq < 6.0 * (BASEMAX+1-game.inbase):
+                   if idebug:
+                       prout("=== Saving base #%d, close to #%d" % (i, j))
+            if not contflag:
+                break
+       game.state.baseq[i] = w
+       game.state.galaxy[w.x][w.y].starbase = True
+       game.state.chart[w.x][w.y].starbase = True
+    # Position ordinary Klingon Battle Cruisers
+    krem = game.inkling
+    klumper = 0.25*game.skill*(9.0-game.length)+1.0
+    if klumper > MAXKLQUAD: 
+       klumper = MAXKLQUAD
+    while True:
+       r = Rand()
+       klump = (1.0 - r*r)*klumper
+       if klump > krem:
+           klump = krem
+       krem -= klump
+        while True:
+            w = randplace(GALSIZE)
+            if not game.state.galaxy[w.x][w.y].supernova and \
+               game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+                break
+       game.state.galaxy[w.x][w.y].klingons += klump
+        if krem <= 0:
+            break
+    # Position Klingon Commander Ships
+    for i in range(1, game.incom+1):
+        while True:
+            w = randplace(GALSIZE)
+           if (game.state.galaxy[w.x][w.y].klingons or Rand()>=0.75) and \
+                  not game.state.galaxy[w.x][w.y].supernova and \
+                  game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
+                   not w in game.state.kcmdr[:i]:
+                break
+       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.kcmdr[i] = w
+    # Locate planets in galaxy
+    for i in range(game.inplan):
+        while True:
+            w = randplace(GALSIZE) 
+            if game.state.galaxy[w.x][w.y].planet == NOPLANET:
+                break
+        new = planet()
+       new.w = w
+        new.crystals = "absent"
+       if (game.options & OPTION_WORLDS) and i < NINHAB:
+           new.pclass = "M"    # All inhabited planets are class M
+           new.crystals = "absent"
+           new.known = "known"
+            new.name = systnames[i]
+           new.inhabited = True
+       else:
+           new.pclass = ("M", "N", "O")[Rand()*3.0]
+            if Rand()*1.5:             # 1 in 3 chance of crystals
+                new.crystals = "present"
+           new.known = "unknown"
+           new.inhabited = False
+       game.state.galaxy[w.x][w.y].planet = new
+        game.state.plnets.append(new)
+    # Locate Romulans
+    for i in range(1, game.state.nromrem+1):
+       w = randplace(GALSIZE)
+       game.state.galaxy[w.x][w.y].romulans += 1
+    # Locate the Super Commander
+    if game.state.nscrem > 0:
+        while True:
+            w = randplace(GALSIZE)
+            if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MXKLQUAD:
+                break
+       game.state.kscmdr = w
+       game.state.galaxy[w.x][w.y].klingons += 1
+    # Place thing (in tournament game, thingx == -1, don't want one!)
+    if thing.x != -1:
+       thing = randplace(GALSIZE)
+    else:
+       invalidate(thing)
+    skip(2)
+    game.state.snap = False
+    if game.skill == SKILL_NOVICE:
+       prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+       prout(_("a deadly Klingon invasion force. As captain of the United"))
+       prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+       prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+       prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+       prout(_("your mission.  As you proceed you may be given more time."))
+       skip(1)
+       prout(_("You will have %d supporting starbases.") % (game.inbase))
+       proutn(_("Starbase locations-  "))
+    else:
+       prout(_("Stardate %d.") % int(game.state.date))
+       skip(1)
+       prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+       prout(_("An unknown number of Romulans."))
+       if game.state.nscrem:
+           prout(_("And one (GULP) Super-Commander."))
+       prout(_("%d stardates.") % int(game.intime))
+       proutn(_("%d starbases in ") % game.inbase)
+    for i in range(1, game.inbase+1):
+       proutn(`game.state.baseq[i]`)
+       proutn("  ")
+    skip(2)
+    proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
+    proutn(_(" Sector %s") % game.sector)
+    skip(2)
+    prout(_("Good Luck!"))
+    if game.state.nscrem:
+       prout(_("  YOU'LL NEED IT."))
+    waitfor()
+    newqad(False)
+    if game.nenhere - iqhere-game.ithere:
+       game.shldup = True
+    if game.neutz:     # bad luck to start in a Romulan Neutral Zone
+       attack(False)
+
+def choose(needprompt):
+    # choose your game type 
+    while True:
+       game.tourn = 0
+       game.thawed = False
+       game.skill = SKILL_NONE
+       game.length = 0
+       if needprompt: # Can start with command line options 
+           proutn(_("Would you like a regular, tournament, or saved game? "))
+       scan()
+       if len(citem)==0: # Try again
+           continue
+        if isit("tournament"):
+           while scan() == IHEOL:
+               proutn(_("Type in tournament number-"))
+           if aaitem == 0:
+               chew()
+               continue # We don't want a blank entry
+           game.tourn = int(aaitem)
+           thing.x = -1
+           random.seed(aaitem)
+           break
+        if isit("saved") or isit("frozen"):
+           if thaw():
+               continue
+           chew()
+           if game.passwd == None:
+               continue
+           if not game.alldone:
+               game.thawed = True # No plaque if not finished
+           report()
+           waitfor()
+           return True
+        if isit("regular"):
+           break
+       proutn(_("What is \""))
+       proutn(citem)
+       prout("\"?")
+       chew()
+    while game.length==0 or game.skill==SKILL_NONE:
+       if scan() == IHALPHA:
+            if isit("short"):
+               game.length = 1
+           elif isit("medium"):
+               game.length = 2
+           elif isit("long"):
+               game.length = 4
+           elif isit("novice"):
+               game.skill = SKILL_NOVICE
+           elif isit("fair"):
+               game.skill = SKILL_FAIR
+           elif isit("good"):
+               game.skill = SKILL_GOOD
+           elif isit("expert"):
+               game.skill = SKILL_EXPERT
+           elif isit("emeritus"):
+               game.skill = SKILL_EMERITUS
+           else:
+               proutn(_("What is \""))
+               proutn(citem)
+               prout("\"?")
+       else:
+           chew()
+           if game.length==0:
+               proutn(_("Would you like a Short, Medium, or Long game? "))
+           elif game.skill == SKILL_NONE:
+               proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+    # Choose game options -- added by ESR for SST2K
+    if scan() != IHALPHA:
+       chew()
+       proutn(_("Choose your game style (or just press enter): "))
+       scan()
+    if isit("plain"):
+       # Approximates the UT FORTRAN version.
+       game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+       game.options |= OPTION_PLAIN
+    elif isit("almy"):
+       # Approximates Tom Almy's version.
+       game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+       game.options |= OPTION_ALMY
+    elif isit("fancy"):
+       pass
+    elif len(citem):
+        proutn(_("What is \"%s\"?") % citem)
+    setpassword()
+    if game.passwd == "debug":
+       idebug = True
+       fputs("=== Debug mode enabled\n", sys.stdout)
+
+    # Use parameters to generate initial values of things
+    game.damfac = 0.5 * game.skill
+    game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0)
+    game.inbase = game.state.rembase
+    game.inplan = 0
+    if game.options & OPTION_PLANETS:
+       game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand()
+    if game.options & OPTION_WORLDS:
+       game.inplan += NINHAB
+    game.state.nromrem = game.inrom = (2.0+Rand())*game.skill
+    game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
+    game.state.remtime = 7.0 * game.length
+    game.intime = game.state.remtime
+    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15)
+    game.incom = game.skill + 0.0625*game.inkling*Rand()
+    game.state.remcom = min(10, game.incom)
+    game.incom = game.state.remcom
+    game.state.remres = (game.inkling+4*game.incom)*game.intime
+    game.inresor = game.state.remres
+    if game.inkling > 50:
+        game.state.rembase += 1
+       game.inbase = game.state.rembase
+    return False
+
+def dropin(iquad):
+    # drop a feature on a random dot in the current quadrant 
+    w = coord()
+    while True:
+        w = randplace(QUADSIZE)
+        if game.quad[w.x][w.y] == IHDOT:
+            break
+    game.quad[w.x][w.y] = iquad
+    return w
+
+def newcnd():
+    # update our alert status 
+    game.condition = "green"
+    if game.energy < 1000.0:
+       game.condition = "yellow"
+    if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+       game.condition = "red"
+    if not game.alive:
+       game.condition="dead"
+
+def newkling(i):
+    # drop new Klingon into current quadrant 
+    pi = dropin(IHK)
+    game.ks[i] = pi
+    game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
+    game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill
+    return pi
+
+def newqad(shutup):
+    # set up a new state of quadrant, for when we enter or re-enter it 
+    w = coord()
+    game.justin = True
+    invalidate(game.base)
+    game.klhere = 0
+    game.comhere = False
+    invalidate(game.plnet)
+    game.ishere = False
+    game.irhere = 0
+    game.iplnet = 0
+    game.nenhere = 0
+    game.neutz = False
+    game.inorbit = False
+    game.landed = False
+    game.ientesc = False
+    game.ithere = False
+    iqhere = False
+    iqengry = False
+    game.iseenit = False
+    if game.iscate:
+       # Attempt to escape Super-commander, so tbeam back!
+       game.iscate = False
+       game.ientesc = True
+    # Clear quadrant
+    for i in range(1, QUADSIZE+1):
+       for j in range(1, QUADSIZE+1):
+           game.quad[i][j] = IHDOT
+    q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+    # cope with supernova
+    if q.supernova:
+       return
+    game.klhere = q.klingons
+    game.irhere = q.romulans
+    game.nenhere = game.klhere + game.irhere
+
+    # Position Starship
+    game.quad[game.sector.x][game.sector.y] = game.ship
+
+    if q.klingons:
+       w.x = w.y = 0   # quiet a gcc warning 
+       # Position ordinary Klingons
+       for i in range(1, game.klhere+1):
+           w = newkling(i)
+       # If we need a commander, promote a Klingon
+       for i in range(1, game.state.remcom+1):
+           if same(game.state.kcmdr[i], game.quadrant):
+               break
+                       
+       if i <= game.state.remcom:
+           game.quad[w.x][w.y] = IHC
+           game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill
+           game.comhere = True
+
+       # If we need a super-commander, promote a Klingon
+       if same(game.quadrant, game.state.kscmdr):
+           game.quad[game.ks[1].x][game.ks[1].y] = IHS
+           game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill
+           game.iscate = (game.state.remkl > 1)
+           game.ishere = True
+    # Put in Romulans if needed
+    for i in range(game.klhere+1, game.nenhere+1):
+       w = dropin(IHR)
+       game.ks[i] = w
+       game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
+       game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill
+    # If quadrant needs a starbase, put it in
+    if q.starbase:
+       game.base = dropin(IHB)
+       
+    # If quadrant needs a planet, put it in
+    if q.planet != NOPLANET:
+       game.iplnet = q.planet
+       if game.state.planets[q.planet].inhabited == UNINHABITED:
+           game.plnet = dropin(IHP)
+       else:
+           game.plnet = dropin(IHW)
+    # Check for condition
+    newcnd()
+    # And finally the stars
+    for i in range(1, q.stars+1): 
+       dropin(IHSTAR)
+
+    # Check for RNZ
+    if game.irhere > 0 and game.klhere == 0:
+       game.neutz = True
+       if not damaged(DRADIO):
+           skip(1)
+           prout(_("LT. Uhura- \"Captain, an urgent message."))
+           prout(_("  I'll put it on audio.\"  CLICK"))
+           skip(1)
+           prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+           prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+
+    if shutup==0:
+       # Put in THING if needed
+       if same(thing, game.quadrant):
+           w = dropin(IHQUEST)
+           thing = randplace(GALSIZE)
+           game.nenhere += 1
+           iqhere = True
+           game.ks[game.nenhere] = w
+           game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
+               distance(game.sector, w)
+           game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill
+           if not damaged(DSRSENS):
+               skip(1)
+               prout(_("Mr. Spock- \"Captain, this is most unusual."))
+               prout(_("    Please examine your short-range scan.\""))
+
+    # Decide if quadrant needs a Tholian; lighten up if skill is low 
+    if game.options & OPTION_THOLIAN:
+       if (game.skill < SKILL_GOOD and Rand() <= 0.02) or \
+           (game.skill == SKILL_GOOD and Rand() <= 0.05) or \
+            (game.skill > SKILL_GOOD and Rand() <= 0.08):
+            while True:
+               game.tholian.x = random.choice((1, QUADSIZE))
+               game.tholian.y = random.choice((1, QUADSIZE))
+                if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
+                    break
+           game.quad[game.tholian.x][game.tholian.y] = IHT
+           game.ithere = True
+           game.nenhere += 1
+           game.ks[game.nenhere] = game.tholian
+           game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
+               distance(game.sector, game.tholian)
+           game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill
+           # Reserve unoccupied corners 
+           if game.quad[1][1]==IHDOT:
+               game.quad[1][1] = 'X'
+           if game.quad[1][QUADSIZE]==IHDOT:
+               game.quad[1][QUADSIZE] = 'X'
+           if game.quad[QUADSIZE][1]==IHDOT:
+               game.quad[QUADSIZE][1] = 'X'
+           if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
+               game.quad[QUADSIZE][QUADSIZE] = 'X'
+    sortklings()
+
+    # Put in a few black holes
+    for i in range(1, 3+1):
+       if Rand() > 0.5: 
+           dropin(IHBLANK)
+
+    # Take out X's in corners if Tholian present
+    if game.ithere:
+       if game.quad[1][1]=='X':
+           game.quad[1][1] = IHDOT
+       if game.quad[1][QUADSIZE]=='X':
+           game.quad[1][QUADSIZE] = IHDOT
+       if game.quad[QUADSIZE][1]=='X':
+           game.quad[QUADSIZE][1] = IHDOT
+       if game.quad[QUADSIZE][QUADSIZE]=='X':
+           game.quad[QUADSIZE][QUADSIZE] = IHDOT
+
+def sortklings():
+    # sort Klingons by distance from us 
+    # The author liked bubble sort. So we will use it. :-(
+    if game.nenhere-iqhere-game.ithere < 2:
+       return
+    while True:
+       sw = False
+       for j in range(1, game.nenhere):
+           if game.kdist[j] > game.kdist[j+1]:
+               sw = True
+               t = game.kdist[j]
+               game.kdist[j] = game.kdist[j+1]
+               game.kdist[j+1] = t
+               t = game.kavgd[j]
+               game.kavgd[j] = game.kavgd[j+1]
+               game.kavgd[j+1] = t
+               k = game.ks[j].x
+               game.ks[j].x = game.ks[j+1].x
+               game.ks[j+1].x = k
+               k = game.ks[j].y
+               game.ks[j].y = game.ks[j+1].y
+               game.ks[j+1].y = k
+               t = game.kpower[j]
+               game.kpower[j] = game.kpower[j+1]
+               game.kpower[j+1] = t
+        if not sw:
+            break
+
+def setpassword():
+    # set the self-destruct password 
+    if game.options & OPTION_PLAIN:
+       while True:
+           chew()
+           proutn(_("Please type in a secret password- "))
+           scan()
+           game.passwd = citem
+           if game.passwd != None:
+               break
+    else:
+        game.passwd = ""
+        for i in range(3):
+           game.passwd[i] += chr(97+int(Rand()*25))