Small cleanups discovered during Python translation.
[super-star-trek.git] / src / sst.py
index 477c05ab0765159e13f32b2b0b5b7859f5067514..578e3f9a3f9975fdf67ea21a45aae4304eb559fd 100644 (file)
@@ -1,41 +1,34 @@
 """
 sst.py =-- Super Star Trek in Python
 
-Control flow of this translation is pretty much identical to the C version
-(and thus like the ancestral FORTRAN) but the data structures are
-radically different -- the Python code makes heavy use of objects.
+"""
+import os, sys, math, curses
 
-Note that the game.quad, game.snap.galaxy and game.snap.chart members
-are not actually arrays but dictioaries indixed by coord tuples.  Be setting
-the hash of a coord equal to the hash of a literal tuple containing its
-coordinate data, we ensure these can be indexed both ways.
+SSTDOC = "/usr/share/doc/sst/sst.doc"
 
-"""
-import math
+# Stub to be replaced
+def _(str): return str
 
 PHASEFAC       = 2.0
 GALSIZE        = 8
-NINHAB         = GALSIZE * GALSIZE / 2
+NINHAB         = (GALSIZE * GALSIZE / 2)
 MAXUNINHAB     = 10
-PLNETMAB       = NINHAB + MAXUNINHAB
+PLNETMAX       = (NINHAB + MAXUNINHAB)
 QUADSIZE       = 10
-BASEMAX        = 5
-FULLCREW       = 428    # BSD Trek was 387, that's wrong
+BASEMAX        = (GALSIZE * GALSIZE / 12)
 MAXKLGAME      = 127
 MAXKLQUAD      = 9
+FULLCREW       = 428   # BSD Trek was 387, that's wrong 
 FOREVER        = 1e30
 
-# These macros hide the difference between 0-origin and 1-origin addressing.
-# They're a step towards de-FORTRANizing the code.
-def VALID_QUADRANT(x,y): ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y):        ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+# These functions hide the difference between 0-origin and 1-origin addressing.
+def VALID_QUADRANT(x, y):      return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
+def VALID_SECTOR(x, y):        return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
 
-# These types have not been dealt with yet 
-IHQUEST = '?',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0',
+def square(i):         return ((i)*(i))
+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)
 
 class coord:
     def __init(self, x=None, y=None):
@@ -60,698 +53,2010 @@ class coord:
     def __str__(self):
         return "%d - %d" % (self.x, self.y)
 
-class feature:
-    "A feature in the current quadrant (ship, star, black hole, base, etc)." 
-    def __init__(self):
-        self.type = None       # name of feature type
-        self.sector = None     # sector location
-    def distance(self):
-        return self.sector.distance(game.sector)
-    def __str__(self):
-        "This will be overridden by subclasses."
-        return self.name[0]
-    def sectormove(self, dest):
-        "Move this feature within the current quadrant." 
-        if self.sector:
-            game.quad[self.sector] = None
-        game.quad[dest] = self
-        self.sector = dest
-
-class ship(feature):
-    "A starship, frindly or enemy." 
-    def __init__(self, type, power):
-        feature.__init__(self)
-        self.type = type       # klingon, romulan, commander,
-                               # supercommander, tholian,
-                                # enterprise, faerie queene.
-        self.power = power     # power
-        if self.type in ("Klingon", "Commander", "Super-Commander"):
-            game.remkl += 1
-        elif self.type == "Romulan":
-            game.romrem += 1
-    def __del__(self):
-        if self.type in ("Klingon", "Commander", "Super-Commander"):
-            game.remkl -= 1
-        elif self.type == "Romulan":
-            game.romrem -= 1
-
-class space(feature):
-    "Empty space.  Has no state, just knows how to identify iself."
-    def __str__(self):
-        return '*'
-
-class star(feature):
-    "A star.  Has no state, just knows how to identify iself."
-    def __str__(self):
-        return '*'
-
-class planet(feature):
-    "A planet.  May be inhabited or not, may hold dilithium crystals or not."
+class planet:
     def __init(self):
-        feature.__init__(self)
-        self.name = None
-        self.crystals = None   # "absent", "present", or "mined"
-        self.inhabited = False
-        self.known = "unknown" # Other values: "known" and "shuttle down"
-        game.state.planets.append(self)
-    def __del__(self):
-        game.state.planets.remove(self)
-    def __str__(self):
-        if self.inhabited:
-            return '@'
-        else:
-            return 'P'
-
-class web(feature):
-    "A bit of Tholian web.  Has no state, just knows how to identify iself."
-    def __str__(self):
-        return '*'
+        self.name = None       # string-valued if inhabited
+        self.w = coord()       # quadrant located
+        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"
 
-class blackhole(feature):
-    "A black hole.  Has no hair, just knows how to identify iself."
-    def __str__(self):
-        return ' '
-
-class starbase(feature):
-    "Starbases also have no features, just a location."
-    def __init(self, quadrant):
-        feature.__init__(self)
-        self.quadrant = quadrant
-        game.state.bases.append(self)
-    def __del__(self):
-        game.state.bases.remove(self)
-    def __str__(self):
-        return 'B'
+# 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'
 
+NOPLANET = None
 class quadrant:
-    def __init__(self):
+    def __init(self):
         self.stars = None
         self.planet = None
-        self.starbase = None
-        self.klingons = None
-        self.romulans = None
-        self.supernova = None
-        self.charted = None
-        self.status = "secure" # Other valuues: "distressed", "enslaved"
-    def enemies(self):
-        "List enemies in this quadrant."
-        lst = []
-        for feature in self.quad.values:
-            if not isinstance(feature, ship):
-                continue
-            if feature.name not in ("Enterprise", "Faerie Queene"):
-                lst.append(feature)
-        return lst
+       self.starbase = None
+       self.klingons = None
+       self.romulans = None
+       self.supernova = None
+       self.charted = None
+        self.status = None     # Could be "secure", "distressed", "enslaved"
 
 class page:
-    "A chart page.  The starchart is a 2D array of these."
-    def __init__(self):
-       self.stars = None       # Will hold a number
-       self.starbase = None    # Will hold a bool
-       self.klingons = None    # Will hold a number
+    def __init(self):
+       self.stars = None
+       self.starbase = None
+       self.klingons = None
 
 class snapshot:
-    "State of the universe.  The galaxy is a 2D array of these."
-    def __init__(self):
+    def __init(self):
+        self.snap = False      # snapshot taken
         self.crew = None       # crew complement
        self.remkl = None       # remaining klingons
        self.remcom = None      # remaining commanders
        self.nscrem = None      # remaining super commanders
+       self.rembase = None     # remaining bases
        self.starkl = None      # destroyed stars
        self.basekl = None      # destroyed bases
        self.nromrem = None     # Romulans remaining
-       self.nplankl = None     # destroyed uninhabited planets self.nworldkl = None    # destroyed inhabited planets
-        self.planets = [];     # List of planets known
+       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
-        self.bases = []        # Base quadrant coordinates
+       self.remtime = None     # remaining time
+        self.baseq = []        # Base quadrant coordinates
+        for i in range(BASEMAX+1):
+            self.baseq.append(coord())
         self.kcmdr = []        # Commander quadrant coordinates
-        self.kscmdr = None     # Supercommander quadrant coordinates
-        self.galaxy = {}       # Dictionary of quadrant objects
-        self.chart = {}                # Dictionary of page objects
-
-def damaged(dev):
-    return game.damage[dev] != 0.0
+        for i in range(QUADSIZE+1):
+            self.kcmdr.append(coord())
+       self.kscmdr = coord()   # Supercommander quadrant coordinates
+        self.galaxy = []       # The Galaxy (subscript 0 not used)
+        for i in range(GALSIZE+1):
+            self.chart.append([])
+            for j in range(GALSIZE+1):
+                self.galaxy[i].append(quadrant())
+       self.chart = []         # the starchart (subscript 0 not used)
+        for i in range(GALSIZE+1):
+            self.chart.append([])
+            for j in range(GALSIZE+1):
+                self.chart[i].append(page())
 
 class event:
     def __init__(self):
-        self.date = None       # The only mandatory attribute
+        self.date = None       # A real number
+        self.quadrant = None   # A coord structure
+
+# game options 
+OPTION_ALL     = 0xffffffff
+OPTION_TTY     = 0x00000001    # old interface 
+OPTION_CURSES  = 0x00000002    # new interface 
+OPTION_IOMODES = 0x00000003    # cover both interfaces 
+OPTION_PLANETS = 0x00000004    # planets and mining 
+OPTION_THOLIAN = 0x00000008    # Tholians and their webs 
+OPTION_THINGY  = 0x00000010    # Space Thingy can shoot back 
+OPTION_PROBE   = 0x00000020    # deep-space probes 
+OPTION_SHOWME  = 0x00000040    # bracket Enterprise in chart 
+OPTION_RAMMING = 0x00000080    # enemies may ram Enterprise 
+OPTION_MVBADDY = 0x00000100    # more enemies can move 
+OPTION_BLKHOLE = 0x00000200    # black hole may timewarp you 
+OPTION_BASE    = 0x00000400    # bases have good shields 
+OPTION_WORLDS  = 0x00000800    # logic for inhabited worlds 
+OPTION_PLAIN   = 0x01000000    # user chose plain game 
+OPTION_ALMY    = 0x02000000    # user chose Almy variant 
+
+# Define devices 
+DSRSENS        = 0
+DLRSENS        = 1
+DPHASER        = 2
+DPHOTON        = 3
+DLIFSUP        = 4
+DWARPEN        = 5
+DIMPULS        = 6
+DSHIELD        = 7
+DRADIO = 0
+DSHUTTL = 9
+DCOMPTR = 10
+DNAVSYS        = 11
+DTRANSP = 12
+DSHCTRL        = 13
+DDRAY  = 14
+DDSP   = 15
+NDEVICES= 16   # Number of devices
 
-class game:
+def damaged(dev):      return (game.damage[dev] != 0.0)
+
+# Define future events 
+FSPY   = 0     # Spy event happens always (no future[] entry)
+               # can cause SC to tractor beam Enterprise
+FSNOVA  = 1    # Supernova
+FTBEAM  = 2    # Commander tractor beams Enterprise
+FSNAP   = 3    # Snapshot for time warp
+FBATTAK = 4    # Commander attacks base
+FCDBAS  = 5    # Commander destroys base
+FSCMOVE = 6    # Supercommander moves (might attack base)
+FSCDBAS = 7    # Supercommander destroys base
+FDSPROB = 8    # Move deep space probe
+FDISTR = 9     # Emit distress call from an inhabited world 
+FENSLV = 10    # Inhabited word is enslaved */
+FREPRO = 11    # Klingons build a ship in an enslaved system
+NEVENTS        = 12
+
+#
+# abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
+# 
+def findevent(evtype): return game.future[evtype]
+
+class gamestate:
     def __init__(self):
-        self.options = []              # List of option strings
-        self.state = snapshot()                # State of the universe
-        self.snapsht = snapshot()      # For backwards timetravel
-        self.quad = {}                 # contents of our quadrant
-        self.kpower = {}               # enemy energy levels
-        self.kdist = {}                        # enemy distances
-        self.kavgd = {}                        # average distances
-        self.damage = {}               # damage encountered
-        self.future = []               # future events
-        self.passwd = None             # Self Destruct password
-        # Coordinate members start here
-       self.enemies = {}                       # enemy sector locations
-       self.quadrant = None            # where we are
-        self.sector = None
-       self.tholian = None             # coordinates of Tholian
-       self.base = None                # position of base in current quadrant
-       self.battle = None              # base coordinates being attacked
-       self.plnet = None               # location of planet in quadrant
-       self.probec = None              # current probe quadrant
-        # Flag members start here
-       self.gamewon = None             # Finished!
-       self.ididit = None              # action taken -- allows enemy to attack
-       self.alive = None               # we are alive (not killed)
-       self.justin = None              # just entered quadrant
-       self.shldup = None              # shields are up
-       self.shldchg = None             # shield changing (affects efficiency)
-       self.comhere = None             # commander here
-       self.ishere = None              # super-commander in quadrant
-       self.iscate = None              # super commander is here
-       self.ientesc = None             # attempted escape from supercommander
-       self.ithere = None              # Tholian is here 
-       self.resting = None             # rest time
-       self.icraft = None              # Kirk in Galileo
-       self.landed = None              # party on planet or on ship
-       self.alldone = None             # game is now finished
-       self.neutz = None               # Romulan Neutral Zone
-       self.isarmed = None             # probe is armed
-       self.inorbit = None             # orbiting a planet
-       self.imine = None               # mining
-       self.icrystl = None             # dilithium crystals aboard
-       self.iseenit = None             # seen base attack report
-       self.thawed = None              # thawed game
-        # String members start here
-        self.condition = None          # green, yellow, red, docked, dead,
-        self.iscraft = None            # onship, offship, removed
-        self.skill = None              # levels: none, novice, fair, good,
-                                       # expert, emeritus
-        # Integer nembers sart here
-       self.inkling = None             # initial number of klingons
-       self.inbase = None              # initial number of bases
-       self.incom = None               # initial number of commanders
-       self.inscom = None              # initial number of commanders
-       self.inrom = None               # initial number of commanders
-       self.instar = None              # initial stars
-       self.intorps = None             # initial/max torpedoes
-       self.torps = None               # number of torpedoes
-       self.ship = None                # ship type -- 'E' is Enterprise
-       self.abandoned = None           # count of crew abandoned in space
-       self.length = None              # length of game
-       self.klhere = None              # klingons here
-       self.casual = None              # causalties
-       self.nhelp = None               # calls for help
-       self.nkinks = None              # count of energy-barrier crossings
-       self.iplnet = None              # planet # in quadrant
-       self.inplan = None              # initial planets
-       self.irhere = None              # Romulans in quadrant
-       self.isatb = None               # =1 if super commander is attacking base
-       self.tourn = None               # tournament number
-       self.proben = None              # number of moves for probe
-       self.nprobes = None             # number of probes available
-        # Float members start here
-       self.inresor = None             # initial resources
-       self.intime = None              # initial time
-       self.inenrg = None              # initial/max energy
-       self.inshld = None              # initial/max shield
-       self.inlsr = None               # initial life support resources
-       self.indate = None              # initial date
-       self.energy = None              # energy level
-       self.shield = None              # shield level
-       self.warpfac = None             # warp speed
-       self.wfacsq = None              # squared warp factor
-       self.lsupres = None             # life support reserves
-       self.dist = None                # movement distance
-       self.direc = None               # movement direction
-       self.optime = None              # time taken by current operation
-       self.docfac = None              # repair factor when docking (constant?)
-       self.damfac = None              # damage factor
-       self.lastchart = None           # time star chart was last updated
-       self.cryprob = None             # probability that crystal will work
-       self.probex = None              # location of probe
-       self.probey = None              #
-       self.probeinx = None            # probe x,y increment
-       self.probeiny = None            #
-       self.height = None              # height of orbit around planet
-
-def communicating():
-    "Are we in communication with Starfleet Command?"
-    return (not damaged("DRADIO")) or game.condition == docked
-
-# Code corresponding to ai.c begins here
-
-def tryexit(look, ship, irun):
-    # a bad guy attempts to bug out of the quadrant
+        self.options = None    # Game options
+        self.state = None      # A snapshot structure
+        self.snapsht = None    # Last snapshot taken for time-travel purposes
+        self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)]    # contents of our quadrant
+        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.future = [0.0] * NEVENTS  # future events
+        for i in range(NEVENTS):
+            self.future.append(event())
+        self.passwd  = None;           # Self Destruct password
+        self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)]       # enemy sector locations
+        self.quadrant = None   # where we are in the large
+        self.sector = None     # where we are in the small
+        self.tholian = None    # coordinates of Tholian
+        self.base = None       # position of base in current quadrant
+        self.battle = None     # base coordinates being attacked
+        self.plnet = None      # location of planet in quadrant
+        self.probec = None     # current probe quadrant
+        self.gamewon = False   # Finished!
+        self.ididit = False    # action taken -- allows enemy to attack
+        self.alive = False     # we are alive (not killed)
+        self.justin = False    # just entered quadrant
+        self.shldup = False    # shields are up
+        self.shldchg = False   # shield is changing (affects efficiency)
+        self.comhere = False   # commander here
+        self.ishere = False    # super-commander in quadrant
+        self.iscate = False    # super commander is here
+        self.ientesc = False   # attempted escape from supercommander
+        self.ithere = False    # Tholian is here 
+        self.resting = False   # rest time
+        self.icraft = False    # Kirk in Galileo
+        self.landed = False    # party on planet (true), on ship (false)
+        self.alldone = False   # game is now finished
+        self.neutz = False     # Romulan Neutral Zone
+        self.isarmed = False   # probe is armed
+        self.inorbit = False   # orbiting a planet
+        self.imine = False     # mining
+        self.icrystl = False   # dilithium crystals aboard
+        self.iseenit = False   # seen base attack report
+        self.thawed = False    # thawed game
+        self.condition = None  # "green", "yellow", "red", "docked", "dead"
+        self.iscraft = None    # "onship", "offship", "removed"
+        self.skill = None      # Player skill level
+        self.inkling = 0       # initial number of klingons
+        self.inbase = 0                # initial number of bases
+        self.incom = 0         # initial number of commanders
+        self.inscom = 0                # initial number of commanders
+        self.inrom = 0         # initial number of commanders
+        self.instar = 0                # initial stars
+        self.intorps = 0       # initial/max torpedoes
+        self.torps = 0         # number of torpedoes
+        self.ship = 0          # ship type -- 'E' is Enterprise
+        self.abandoned = 0     # count of crew abandoned in space
+        self.length = 0                # length of game
+        self.klhere = 0                # klingons here
+        self.casual = 0                # causalties
+        self.nhelp = 0         # calls for help
+        self.nkinks = 0                # count of energy-barrier crossings
+        self.iplnet = 0                # planet # in quadrant
+        self.inplan = 0                # initial planets
+        self.nenhere = 0       # number of enemies in quadrant
+        self.irhere = 0                # Romulans in quadrant
+        self.isatb = 0         # =1 if super commander is attacking base
+        self.tourn = 0         # tournament number
+        self.proben = 0                # number of moves for probe
+        self.nprobes = 0       # number of probes available
+        self.inresor = 0.0     # initial resources
+        self.intime = 0.0      # initial time
+        self.inenrg = 0.0      # initial/max energy
+        self.inshld = 0.0      # initial/max shield
+        self.inlsr = 0.0       # initial life support resources
+        self.indate = 0.0      # initial date
+        self.energy = 0.0      # energy level
+        self.shield = 0.0      # shield level
+        self.warpfac = 0.0     # warp speed
+        self.wfacsq = 0.0      # squared warp factor
+        self.lsupres = 0.0     # life support reserves
+        self.dist = 0.0                # movement distance
+        self.direc = 0.0       # movement direction
+        self.optime = 0.0      # time taken by current operation
+        self.docfac = 0.0      # repair factor when docking (constant?)
+        self.damfac = 0.0      # damage factor
+        self.lastchart = 0.0   # time star chart was last updated
+        self.cryprob = 0.0     # probability that crystal will work
+        self.probex = 0.0      # location of probe
+        self.probey = 0.0      #
+        self.probeinx = 0.0    # probe x,y increment
+        self.probeiny = 0.0    #
+        self.height = 0.0      # height of orbit around planet
+
+# From enumerated type 'feature'
+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'
+
+
+# From enumerated type 'FINTYPE'
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+FHOLE = 20
+FCREW = 21
+
+# From enumerated type 'COLORS'
+DEFAULT = 0
+BLACK = 1
+BLUE = 2
+GREEN = 3
+CYAN = 4
+RED = 5
+MAGENTA = 6
+BROWN = 7
+LIGHTGRAY = 8
+DARKGRAY = 9
+LIGHTBLUE = 10
+LIGHTGREEN = 11
+LIGHTCYAN = 12
+LIGHTRED = 13
+LIGHTMAGENTA = 14
+YELLOW = 15
+WHITE = 16
+
+# Code from ai.c begins here
+
+def tryexit(look, ienm, loccom, irun):
+    # a bad guy attempts to bug out 
     iq = coord()
     iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
     iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
-    if not valid_quadrant(iq) or \
-       game.state.galaxy[iq].supernova or \
-        game.state.galaxy[iq].klingons > MAXKLQUAD-1:
-       return False;   # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
-    if ship.type == "Romulan":
-        return False   # Romulans cannot escape
+    if 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 False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons 
+    if ienm == IHR:
+       return False; # Romulans cannot escape! 
     if not irun:
-       # avoid intruding on another commander's territory
-        if ship.type == "Commander":
-            if iq in gamestate.kcmdr:
-                return False
-           # refuse to leave if currently attacking starbase:
-            if game.battle == game.quadrant:
-                return False;
-       # don't leave if over 1000 units of energy
-        if ship.power > 1000.0:
-            return false;
-    # Print escape message and move out of quadrant.
-    # We know this if either short or long range sensors are working
-    if not damaged("DSRSENS") or not damaged("DLRSENS") or game.condition=="docked":
-       crmena(True, "sector", ship)
-       prout(" escapes to quadrant %s (and regains strength)." % iq)
-    # handle local matters related to escape
-    game.quad[ship.location] = None;
-    if game.condition != "docked":
-        newcnd()
-    # Handle global matters related to escape
-    game.state.galaxy[game.quadrant].klingons -= 1
-    game.state.galaxy[iq].klingons += 1
-    if ship.type == "Super-Commander":
+       # 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):
+                   return False
+           # refuse to leave if currently attacking starbase 
+           if same(game.battle, game.quadrant):
+               return False
+       # don't leave if over 1000 units of energy 
+       if game.kpower[loccom] > 1000.0:
+           return False
+    # print escape message and move out of quadrant.
+    # we know this if either short or long range sensors are working
+    if not damaged(DSRSENS) or not damaged(DLRSENS) or \
+       game.condition == docked:
+       crmena(True, ienm, "sector", game.ks[loccom])
+       prout(_(" escapes to Quadrant %s (and regains strength).") % q)
+    # handle local matters related to escape 
+    game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
+    game.ks[loccom] = game.ks[game.nenhere]
+    game.kavgd[loccom] = game.kavgd[game.nenhere]
+    game.kpower[loccom] = game.kpower[game.nenhere]
+    game.kdist[loccom] = game.kdist[game.nenhere]
+    game.klhere -= 1
+    game.nenhere -= 1
+    if game.condition != docked:
+       newcnd()
+    # Handle global matters related to escape 
+    game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+    game.state.galaxy[iq.x][iq.y].klingons += 1
+    if ienm==IHS:
        game.ishere = False
        game.iscate = False
        game.ientesc = False
        game.isatb = 0
-       schedule("FSCMOVE", 0.2777)
-       unschedule("FSCDBAS")
-       game.state.kscmdr = iq
+       schedule(FSCMOVE, 0.2777)
+       unschedule(FSCDBAS)
+       game.state.kscmdr=iq
     else:
-        for (n, cmdr) in enumerate(game.state.kcmdr):
-            if cmdr == game.quadrant:
-               game.state.kcmdr[n] = iq
+       for n in range(1, game.state.remcom+1):
+           if same(game.state.kcmdr[n], game.quadrant):
+               game.state.kcmdr[n]=iq
                break
        game.comhere = False
-    return True                # successful exit
-
-def sgn(n): n / abs(n)
-
-'''
-Algorithm for moving bad guys:
-
- * Enterprise has "force" based on condition of phaser and photon torpedoes.
- If both are operating full strength, force is 1000. If both are damaged,
- force is -1000. Having shields down subtracts an additional 1000.
-
- * Enemy has forces equal to the energy of the attacker plus
- 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
- 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
-
- Attacker Initial energy levels (nominal):
- Klingon   Romulan   Commander   Super-Commander
- Novice    400        700        1200        
- Fair      425        750        1250
- Good      450        800        1300        1750
- Expert    475        850        1350        1875
- Emeritus  500        900        1400        2000
- VARIANCE   75        200         200         200
-
- Enemy vessels only move prior to their attack. In Novice - Good games
- only commanders move. In Expert games, all enemy vessels move if there
- is a commander present. In Emeritus games all enemy vessels move.
-
- *  If Enterprise is not docked, an agressive action is taken if enemy
- forces are 1000 greater than Enterprise.
-
- Agressive action on average cuts the distance between the ship and
- the enemy to 1/4 the original.
-
- *  At lower energy advantage, movement units are proportional to the
- advantage with a 650 advantage being to hold ground, 800 to move forward
- 1, 950 for two, 150 for back 4, etc. Variance of 100.
+    return True; # success 
 
- If docked, is reduced by roughly 1.75*game.skill, generally forcing a
- retreat, especially at high skill levels.
+#
+# The bad-guy movement algorithm:
+# 
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+# 
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+# 
+# Attacker Initial energy levels (nominal):
+# Klingon   Romulan   Commander   Super-Commander
+# Novice    400        700        1200        
+# Fair      425        750        1250
+# Good      450        800        1300        1750
+# Expert    475        850        1350        1875
+# Emeritus  500        900        1400        2000
+# VARIANCE   75        200         200         200
+# 
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+# 
+# 3. If Enterprise is not docked, an aggressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+# 
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+# 
+# 4.  At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+# 
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+# 
+# 5.  Motion is limited to skill level, except for SC hi-tailing it out.
+# 
 
- *  Motion is limited to skill level, except for SC hi-tailing it out.
-'''
-
-def movebaddy(ship):
-    # tactical movement for the bad guys
-    bugout = False
-    # This should probably be just game.comhere + game.ishere
+def movebaddy(com, loccom, ienm):
+    # tactical movement for the bad guys 
+    next = coord(); look = coord()
+    irun = False
+    # This should probably be just game.comhere + game.ishere 
     if game.skill >= SKILL_EXPERT:
-        nbaddys = int((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+       nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
     else:
        nbaddys = game.comhere + game.ishere
-    dist1 = ship.distance()
-    mdist = round(dist1 + 0.5)         # Nearest integer distance
-    # If SC, check with spy to see if should high-tail it
-    if ship.type == "Super-Commander" and \
-           (ship.power <= 500.0 or (game.condition==docked and not damaged("DPHOTON"))):
-       bugout = True;
-       motion = -QUADSIZE;
+
+    dist1 = game.kdist[loccom]
+    mdist = int(dist1 + 0.5); # Nearest integer distance 
+
+    # If SC, check with spy to see if should hi-tail it 
+    if ienm==IHS and \
+       (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+       irun = True
+       motion = -QUADSIZE
     else:
-       # decide whether to advance, retreat, or hold position
-       forces = ship.power + 100.0*len(game.quad.enemies()) + 400*(nbaddys-1)
-        if not game.shldup:
-            forces += 1000.0           # Good for enemy if shield is down!
-        if not damaged("DPHASER") or not damaged("DPHOTON"):
-            if damaged(DPHASER):
+       # decide whether to advance, retreat, or hold position 
+       forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+       if not game.shldup:
+           forces += 1000; # Good for enemy if shield is down! 
+       if not damaged(DPHASER) or not damaged(DPHOTON):
+            if damaged(DPHASER): # phasers damaged 
                forces += 300.0
            else:
-               forces -= 0.2*(game.energy - 2500.0);
-           if damaged("DPHOTON"):
+               forces -= 0.2*(game.energy - 2500.0)
+           if damaged(DPHOTON): # photon torpedoes damaged 
                forces += 300.0
            else:
                forces -= 50.0*game.torps
        else:
-           # phasers and photon tubes both out!
+           # phasers and photon tubes both out! 
            forces += 1000.0
-       motion = 0;
-        if forces <= 1000.0 and game.condition != "docked":    # Typical case
+       motion = 0
+        if forces <= 1000.0 and game.condition != "docked": # Typical situation 
            motion = ((forces+200.0*Rand())/150.0) - 5.0
        else:
-            if forces > 1000.0:        # Very strong -- move in for kill
+            if forces > 1000.0: # Very strong -- move in for kill 
                motion = (1.0-square(Rand()))*dist1 + 1.0
-           if game.condition == "docked" and "base" in game.options:
-                 # protected by base -- back off !
-               motion -= game.skill * (2.0-Rand()**2)
+           if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
+               motion -= game.skill*(2.0-square(Rand()))
        if idebug:
-           proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces)
-       # don't move if no motion
-        if motion == 0:
-            return
-       # Limit motion according to skill
-        if abs(motion) > game.skill:
+           proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
+       # don't move if no motion 
+       if motion==0:
+           return
+       # Limit motion according to skill 
+       if abs(motion) > game.skill:
             if motion < 0:
-                motion = -game.kill
+                motion = -game.skill
             else:
                 motion = game.skill
-    # calculate preferred number of steps
-    nsteps = abs(motion)
-    if motion > 0 and nsteps > mdist: # don't overshoot
-        nsteps = mdist
-    if nsteps > QUADSIZE: # This shouldn't be necessary
-        nsteps = QUADSIZE
-    if nsteps < 1:  # This shouldn't be necessary
-        nsteps = 1
+    # calculate preferred number of steps 
+    if motion < 0:
+        msteps = -motion
+    else:
+        msteps = motion
+    if motion > 0 and nsteps > mdist:
+       nsteps = mdist; # don't overshoot 
+    if nsteps > QUADSIZE:
+       nsteps = QUADSIZE; # This shouldn't be necessary 
+    if nsteps < 1:
+       nsteps = 1; # This shouldn't be necessary 
     if idebug:
-       proutn("NSTEPS = %d:", nsteps)
-    # Compute preferred values of delta X and Y
-    me = game.sector - com;
-    if 2.0 * abs(me.x) < abs(me.y):
-        me.x = 0;
-    if 2.0 * abs(me.y) < abs(game.sector.x-com.x):
-        me.y = 0;
-    if me.x != 0: me.x = sgn(me.x*motion)
-    if me.y != 0: me.y = sgn(me.y*motion)
-    next = com;
-    # main move loop
+       proutn("NSTEPS = %d:" % nsteps)
+    # Compute preferred values of delta X and Y 
+    mx = game.sector.x - com.x
+    my = game.sector.y - com.y
+    if 2.0 * abs(mx) < abs(my):
+       mx = 0
+    if 2.0 * abs(my) < abs(game.sector.x-com.x):
+       my = 0
+    if mx != 0:
+        if mx*motion < 0:
+            mx = -1
+        else:
+            mx = 1
+    if my != 0:
+        if my*motion < 0:
+            my = -1
+        else:
+            my = 1
+    next = com
+    # main move loop 
     for ll in range(nsteps):
-        if idebug:
-           proutn(" %d", ll+1)
-       # Check if preferred position available
-       look = next + me
-       krawl = me.sgn()
+       if idebug:
+           proutn(" %d" % (ll+1))
+       # Check if preferred position available 
+       look.x = next.x + mx
+       look.y = next.y + my
+        if mx < 0:
+            krawlx = 1
+        else:
+            krawlx = -1
+        if my < 0:
+            krawly = 1
+        else:
+            krawly = -1
        success = False
-       attempts = 0 # Settle meysterious hang problem
-        while attempts < 20 and not success:
+       attempts = 0; # Settle mysterious hang problem 
+       while attempts < 20 and not success:
             attempts += 1
-            if look.x < 1 or look.x > QUADSIZE:
-                if motion < 0 and tryexit(look, ship, bugout):
+           if look.x < 1 or look.x > QUADSIZE:
+               if motion < 0 and tryexit(look, ienm, loccom, irun):
                    return
-                if krawl.x == me.x or me.y == 0:
-                    break
-               look.x = next.x + krawl.x
-               krawl.x = -krawl.x
+               if krawlx == mx or my == 0:
+                   break
+               look.x = next.x + krawlx
+               krawlx = -krawlx
            elif look.y < 1 or look.y > QUADSIZE:
-                if motion < 0 and tryexit(look, ship, bugout):
-                    return
-                if krawl.y == me.y or me.x == 0:
-                    break
-                look.y = next.y + krawl.y
-                krawl.y = -krawl.y
-           elif "ramming" in game.options and game.quad[look] != IHDOT:
-               # See if we should ram ship
-                if game.quad[look] == game.ship and ienm in (IHC, IHS):
-                   ram(true, ienm, com)
+               if motion < 0 and tryexit(look, ienm, loccom, irun):
+                   return
+               if krawly == my or mx == 0:
+                   break
+               look.y = next.y + krawly
+               krawly = -krawly
+           elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+               # See if we should ram ship 
+               if game.quad[look.x][look.y] == game.ship and \
+                   (ienm == IHC or ienm == IHS):
+                   ram(True, ienm, com)
                    return
-                if krawl.x != me.x and me.y != 0:
+               if krawlx != mx and my != 0:
                    look.x = next.x + krawlx
-                   krawl.x = -krawl.x
-               elif krawly != me.y and me.x != 0:
+                   krawlx = -krawlx
+               elif krawly != my and mx != 0:
                    look.y = next.y + krawly
-                   krawl.y = -krawl.y
+                   krawly = -krawly
                else:
-                    break # we have failed
+                   break; # we have failed 
            else:
-                success = True
-        if success:
+               success = True
+       if success:
            next = look
-            if idebug:
-               proutn(str(next))
+           if idebug:
+               proutn(`next`)
        else:
-            break # done early
+           break; # done early 
+       
     if idebug:
-       prout("")
-    # Put ship in place within same quadrant
-    if next != ship.location:
-       # it moved
-        if not damaged("DSRSENS") or game.condition == "docked":
-           proutn("*** %s from sector %s" % (ship, ship.location))
-            if ship.distance() < dist1:
-                prout(" advances to sector %s" % ship.location)
-            else:
-                prout(" retreats to sector %s" % ship.location)
-        ship.sectormove(next)
-
-def movcom(): 
-    "Allow enemies to move."
-    for enemy in self.quad.enemies():
-        if enemy.type == "Commander":
-            movebaddy(enemy)
-            break
-    for enemy in self.quad.enemies():
-        if enemy.type == "Super-Commander":
-            movebaddy(enemy)
-            break
-    # Ff skill level is high, move other Klingons and Romulans too!
+       skip(1)
+    # 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):
+       # it moved 
+       game.ks[loccom] = next
+       game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
+       if not damaged(DSRSENS) or game.condition == docked:
+           proutn("***")
+           cramen(ienm)
+           proutn(_(" from Sector %s") % com)
+           if game.kdist[loccom] < dist1:
+               proutn(_(" advances to "))
+           else:
+               proutn(_(" retreats to "))
+           prout("Sector %s." % next)
+
+def moveklings():
+    # Klingon tactical movement 
+    if idebug:
+       prout("== MOVCOM")
+    # Figure out which Klingon is the commander (or Supercommander)
+    # and do move
+    if game.comhere:
+       for i in range(1, game.nenhere+1):
+           w = game.ks[i]
+           if game.quad[w.x][w.y] == IHC:
+               movebaddy(w, i, IHC)
+               break
+    if game.ishere:
+       for i in range(1, game.nenhere+1):
+           w = game.ks[i]
+           if game.quad[w.x][w.y] == IHS:
+               movebaddy(w, i, IHS)
+               break
+    # If skill level is high, move other Klingons and Romulans too!
     # Move these last so they can base their actions on what the
     # commander(s) do.
-    if game.skill >= SKILL_EXPERT and "movebaddy" in game.options: 
-        for enemy in self.quad.enemies():
-            if enemy.type in ("Klingon", "Romulan"):
-                movebaddy(enemy)
-                break
+    if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
+       for i in range(1, game.nenhere+1):
+           w = game.ks[i]
+           if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
+               movebaddy(w, i, game.quad[w.x][w.y])
+    sortklings();
 
-def movescom(ship, avoid):
-    # commander movement helper
-    global ipage
-    if game.state.kscmdr == game.quadrant or \
-       game.state.galaxy[iq].supernova or \
-        game.state.galaxy[iq].klingons > MAXKLQUAD-1: 
-       return True
+def movescom(iq, avoid):
+    # commander movement helper 
+    if same(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 base in game.state.starbases:
-            if base.location == ship.location:
+       # 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):
                return True
     if game.justin and not game.iscate:
-        return True
-    # Super-Commander has scooted, Remove him from current quadrant.
-    if game.state.kscmdr == game.quadrant:
-       game.iscate = False
-       game.isatb = 0
-       game.ientesc = False
-       unschedule("FSCDBAS")
-        if game.condition != "docked":
-            newcnd()
-        ship.sectormove(None)
-    # do the actual move
-    game.state.galaxy[game.state.kscmdr].klingons -= 1
+       return True
+    # do the move 
+    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
     game.state.kscmdr = iq
-    game.state.galaxy[game.state.kscmdr].klingons += 1
-    # check for a helpful planet in the destination quadrant
-    for planet in game.state.planets:
-       if planet.location == game.state.kscmdr and planet.crystals=="present":
-           # destroy the planet
-           del planet
-            if communicating():
-                if not ipage:
-                    pause_game(True)
-               ipage = true
-               prout("Lt. Uhura-  \"Captain, Starfleet Intelligence reports")
-               proutn(_("   a planet in "))
-               proutn(cramlc(quadrant, game.state.kscmdr))
-               prout(" has been destroyed")
-               prout("   by the Super-commander.\"")
+    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+    if game.ishere:
+       # SC has scooted, Remove him from current quadrant 
+       game.iscate=False
+       game.isatb=0
+       game.ishere = False
+       game.ientesc = False
+       unschedule(FSCDBAS)
+       for i in range(1, game.nenhere+1):
+           if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+               break
+       game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
+       game.ks[i] = game.ks[game.nenhere]
+       game.kdist[i] = game.kdist[game.nenhere]
+       game.kavgd[i] = game.kavgd[game.nenhere]
+       game.kpower[i] = game.kpower[game.nenhere]
+       game.klhere -= 1
+       game.nenhere -= 1
+       if game.condition!=docked:
+           newcnd()
+       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:
+           # destroy the planet 
+           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:
+               announce()
+               prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
+               proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+               prout(_("   by the Super-commander.\""))
            break
-    return False # looks good!
+    return False; # looks good! 
                        
-def scom():
-    # move the Super Commander
-    if (idebug):
-        prout("== SCOM")
-
-    # Decide on being active or passive
-    passive = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) \
-               or (game.state.date-game.indate) < 3.0)
-    if not game.iscate and passive:
-       # coxmpute move away from Enterprise
-       delta = game.state.kscmdr - game.quadrant
-        if distance(game.state.kscmdr) > 2.0:
-           # circulate in space
-           delta.x = game.state.kscmdr.y-game.quadrant.y
-           delta.y = game.quadrant.x-game.state.kscmdr.x
+def supercommander():
+    # move the Super Commander 
+    iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
+    basetbl = []
+    if idebug:
+       prout("== SUPERCOMMANDER")
+    # Decide on being active or passive 
+    avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+           (game.state.date-game.indate) < 3.0)
+    if not game.iscate and avoid:
+       # compute move away from Enterprise 
+       idelta = game.state.kscmdr-game.quadrant
+       if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+           # circulate in space 
+           idelta.x = game.state.kscmdr.y-game.quadrant.y
+           idelta.y = game.quadrant.x-game.state.kscmdr.x
     else:
-        if len(game.state.bases):
-            unschedule("FSCMOVE")
+       # compute distances to starbases 
+       if game.state.rembase <= 0:
+           # nothing left to do 
+           unschedule(FSCMOVE)
            return
        sc = game.state.kscmdr
-       # compute distances to starbases
-        game.starbases.sort(lambda x, y: cmp(distance(x, game.quadrant), distance(y, game.quadrant)))
+       for i in range(1, game.state.rembase+1):
+           basetbl.append((i, distance(game.state.baseq[i], sc)))
+       if game.state.rembase > 1:
+            basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
        # look for nearest base without a commander, no Enterprise, and
-       # without too many Klingons, and not already under attack.
-        nearest = filter(game.starbases,
-                         lambda x: game.state.galaxy[x].supernova \
-                         and game.state.galaxy[x].klingons <= MAXKLQUAD-1)
-        if game.quadrant in nearest:
-            nearest.remove(game.quadrant)
-        if game.battle in nearest:
-            nearest.remove(game.battle)
-        # if there is a commander, and no other base is appropriate,
-        # we will take the one with the commander
-        nocmd = filter(lambda x: x.location not in game.state.kcmdr, nearest)
-        if len(nocmd):
-            nearest = nocmd
-        ibq = nearest[0]
-        if len(nearest) == 0:
-            return     # Nothing suitable -- wait until next time
-       # decide how to move toward base
-       delta = ibq - game.state.kscmdr
-    # maximum movement is 1 quadrant in either or both axis
-    delta = delta.sgn()
+        # without too many Klingons, and not already under attack. 
+       ifindit = iwhichb = 0
+       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 \
+               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:
+                   ifindit = 2
+                   iwhichb = i
+                   break
+           if j > game.state.remcom: # no commander -- use this one 
+               ifindit = 1
+               iwhichb = i
+               break
+       if ifindit==0:
+           return; # Nothing suitable -- wait until next time
+       ibq = game.state.baseq[iwhichb]
+       # decide how to move toward base 
+       idelta = ibq - game.state.kscmdr
+    # Maximum movement is 1 quadrant in either or both axes 
+    idelta = idelta.sgn()
     # try moving in both x and y directions
-    iq = game.state.kscmdr + delta
-    if movescom(iq, passive):
-       # failed -- try some other maneuvers
-        if delta.x==0 or delta.y==0:
-           # attempt angle move
-            if delta.x != 0:
+    # there was what looked like a bug in the Almy C code here,
+    # but it might be this translation is just wrong.
+    iq = game.state.kscmdr + idelta
+    if movescom(iq, avoid):
+       # failed -- try some other maneuvers 
+       if idelta.x==0 or idelta.y==0:
+           # attempt angle move 
+           if idelta.x != 0:
                iq.y = game.state.kscmdr.y + 1
-                if movescom(iq, passive):
+               if movescom(iq, avoid):
                    iq.y = game.state.kscmdr.y - 1
-                   movescom(iq, passive)
+                   movescom(iq, avoid)
            else:
                iq.x = game.state.kscmdr.x + 1
-                if movescom(iq, passive):
+               if movescom(iq, avoid):
                    iq.x = game.state.kscmdr.x - 1
-                   movescom(iq, passive)
+                   movescom(iq, avoid)
        else:
-           # try moving just in x or y
+           # try moving just in x or y 
            iq.y = game.state.kscmdr.y
-            if movescom(iq, passive):
-               iq.y = game.state.kscmdr.y + delta.y
+           if movescom(iq, avoid):
+               iq.y = game.state.kscmdr.y + idelta.y
                iq.x = game.state.kscmdr.x
-               movescom(iq, passive)
-    # check for a base
-    if len(game.state.bases) == 0:
-       unschedule("FSCMOVE")
+               movescom(iq, avoid)
+    # check for a base 
+    if game.state.rembase == 0:
+       unschedule(FSCMOVE)
     else:
-        for ibq in game.bases:
-            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
-                # attack the base
-                if passive:
-                    return # no, don't attack base!
-                game.iseenit = false
-                game.isatb = 1
-                schedule("FSCDBAS", 1.0 +2.0*Rand())
-                if is_scheduled("FCDBAS"):
-                    postpone("FSCDBAS", scheduled("FCDBAS")-game.state.date)
-                if not communicating():
-                    return # no warning
-                game.iseenit = True
-                if not ipage:
-                    pause_game(true)
-                ipage = True
-                proutn(_("Lt. Uhura-  \"Captain, the starbase in "))
-                proutn(cramlc(quadrant, game.state.kscmdr))
-                skip(1)
-                prout("   reports that it is under attack from the Klingon Super-commander.")
-                proutn("   It can survive until stardate %d.\"",
-                       int(scheduled(FSCDBAS)))
-                if not game.resting:
-                    return
-                prout("Mr. Spock-  \"Captain, shall we cancel the rest period?\"")
-                if ja() == false:
-                    return
-                game.resting = False
-                game.optime = 0.0 # actually finished
-                return
-    # Check for intelligence report
-    if (Rand() > 0.2 or not communicating() or
-        not game.state.galaxy[game.state.kscmdr].charted):
+       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):
+               # attack the base 
+               if avoid:
+                   return; # no, don't attack base! 
+               game.iseenit = False
+               game.isatb = 1
+               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:
+                   return; # no warning 
+               game.iseenit = True
+               announce()
+               prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
+                      % game.state.kscmdr)
+               prout(_("   reports that it is under attack from the Klingon Super-commander."))
+               proutn(_("   It can survive until stardate %d.\"") \
+                       % int(scheduled(FSCDBAS)))
+               if not game.resting:
+                   return
+               prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
+               if ja() == False:
+                   return
+               game.resting = False
+               game.optime = 0.0; # actually finished 
+               return
+    # Check for intelligence report 
+    if not idebug and \
+       (Rand() > 0.2 or \
+        (damaged(DRADIO) and game.condition != docked) or \
+        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
        return
-    if ipage:
-        pause_game(true)
-        ipage = true
+    announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
-    proutn(_("   the Super-commander is in "))
-    proutn(cramlc(quadrant, game.state.kscmdr))
-    prout(".\"")
-    return
+    proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
+    return;
 
-def movetho(void):
-    "Move the Tholian (an instance of ship type pointed at by game.tholian)." 
-    if not game.tholian or game.justin:
-        return
-    next = coord()
-    if game.tholian.location.x == 1 and game.tholian.location.y == 1:
-       next.x = 1
-        next.y = QUADSIZE
-    elif game.tholian.location.x == 1 and game.tholian.location.y == QUADSIZE:
-       next.x = next.y = QUADSIZE
-    elif game.tholian.location.x == QUADSIZE and game.tholian.location.y == QUADSIZE:
-       next.x = QUADSIZE
-        next.y = 1
-    elif game.tholian.location.x == QUADSIZE and game.tholian.location.y == 1:
-       next.x = next.y = 1
+def movetholian():
+    # move the Tholian 
+    if not game.ithere or game.justin:
+       return
+
+    if game.tholian.x == 1 and game.tholian.y == 1:
+       idx = 1; idy = QUADSIZE
+    elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
+       idx = QUADSIZE; idy = QUADSIZE
+    elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
+       idx = QUADSIZE; idy = 1
+    elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
+       idx = 1; idy = 1
     else:
-       # something is wrong!
-       game.tholian = None
+       # something is wrong! 
+       game.ithere = False
+       return
+
+    # do nothing if we are blocked 
+    if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
        return
-    # Do nothing if we are blocked
-    if not (isinstance(game.quad[next], space) or isinstance(game.quad[next], web)):
-        return
-    # Now place some web
-    im = (next - game.tholian.location).sgn()
-    if game.tholian.x != next.x:
-       # move in x axis
-       while game.tholian.location.x != next.x:
-           game.tholian.location.x += im.x
-            if isinstance(game.quad[game.tholian.location], space):
-                game.quad[game.tholian.location] = web()
-    elif game.tholian.y != next.y:
-       # move in y axis
-       while game.tholian.y != next.y:
-           game.tholian.y += im.y
-            if isinstance(game.quad[game.tholian.location], space):
-                game.quad[game.tholian.location] = web()
-    # web is done, move ship
-    game.tholian.movesector(next)
-    # check to see if all holes plugged
+    game.quad[game.tholian.x][game.tholian.y] = IHWEB
+
+    if game.tholian.x != idx:
+       # move in x axis 
+       im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
+       while game.tholian.x != idx:
+           game.tholian.x += im
+           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+               game.quad[game.tholian.x][game.tholian.y] = IHWEB
+    elif game.tholian.y != idy:
+       # move in y axis 
+       im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
+       while game.tholian.y != idy:
+           game.tholian.y += im
+           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+               game.quad[game.tholian.x][game.tholian.y] = IHWEB
+    game.quad[game.tholian.x][game.tholian.y] = IHT
+    game.ks[game.nenhere] = game.tholian
+
+    # check to see if all holes plugged 
     for i in range(1, QUADSIZE+1):
-       if (not isinstance(game.quad[(1,i)],web)) and game.quad[(1,i)]!=game.tholian:
-            return
-        if (not isinstance(game.quad[(QUADSIZE,i)],web)) and game.quad[(QUADSIZE,i)]!=game.tholian:
-            return
-        if (not isinstance(game.quad[(i,1)],web)) and game.quad[(i,1)]!=game.tholian:
-            return
-        if (not isinstance(game.quad[(i.QUADSIZE)],web)) and game.quad[(i,QUADSIZE)]!=game.tholian:
-            return
-    # All plugged up -- Tholian splits
-    game.quad[game.tholian] = web()
-    ship.movesector(None)
-    crmena(True, IHT, sector, game.tholian)
-    prout(" completes web.")
-    game.tholian = None
+       if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+           return
+       if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+           return
+       if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+           return
+       if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+           return
+    # All plugged up -- Tholian splits 
+    game.quad[game.tholian.x][game.tholian.y]=IHWEB
+    dropin(IHBLANK)
+    crmena(True, IHT, "sector", game.tholian)
+    prout(_(" completes web."))
+    game.ithere = False
+    game.nenhere -= 1
     return
 
+# Code from battle.c begins here
+
+def doshield(shraise):
+    # change shield status 
+    action = "NONE"
+    game.ididit = False
+    if shraise:
+       action = "SHUP"
+    else:
+       key = scan()
+       if key == IHALPHA:
+           if isit("transfer"):
+               action = "NRG"
+           else:
+               chew()
+               if damaged(DSHIELD):
+                   prout(_("Shields damaged and down."))
+                   return
+               if isit("up"):
+                   action = "SHUP"
+               elif isit("down"):
+                   action = "SHDN"
+       if action=="NONE":
+           proutn(_("Do you wish to change shield energy? "))
+           if ja() == True:
+               proutn(_("Energy to transfer to shields- "))
+               action = "NRG"
+           elif damaged(DSHIELD):
+               prout(_("Shields damaged and down."))
+               return
+           elif game.shldup:
+               proutn(_("Shields are up. Do you want them down? "))
+               if ja() == True:
+                   action = "SHDN"
+               else:
+                   chew()
+                   return
+           else:
+               proutn(_("Shields are down. Do you want them up? "))
+               if ja() == True:
+                   action = "SHUP"
+               else:
+                   chew()
+                   return    
+    if action == "SHUP": # raise shields 
+       if game.shldup:
+           prout(_("Shields already up."))
+           return
+       game.shldup = True
+       game.shldchg = True
+       if game.condition != "docked":
+           game.energy -= 50.0
+       prout(_("Shields raised."))
+       if game.energy <= 0:
+           skip(1)
+           prout(_("Shields raising uses up last of energy."))
+           finish(FNRG)
+           return
+       game.ididit=True
+       return
+    elif action == "SHDN":
+       if not game.shldup:
+           prout(_("Shields already down."))
+           return
+       game.shldup=False
+       game.shldchg=True
+       prout(_("Shields lowered."))
+       game.ididit = True
+       return
+    elif action == "NRG":
+       while scan() != IHREAL:
+           chew()
+           proutn(_("Energy to transfer to shields- "))
+       chew()
+       if aaitem==0:
+           return
+       if aaitem > game.energy:
+           prout(_("Insufficient ship energy."))
+           return
+       game.ididit = True
+       if game.shield+aaitem >= game.inshld:
+           prout(_("Shield energy maximized."))
+           if game.shield+aaitem > game.inshld:
+               prout(_("Excess energy requested returned to ship energy"))
+           game.energy -= game.inshld-game.shield
+           game.shield = game.inshld
+           return
+       if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+           # Prevent shield drain loophole 
+           skip(1)
+           prout(_("Engineering to bridge--"))
+           prout(_("  Scott here. Power circuit problem, Captain."))
+           prout(_("  I can't drain the shields."))
+           game.ididit = False
+           return
+       if game.shield+aaitem < 0:
+           prout(_("All shield energy transferred to ship."))
+           game.energy += game.shield
+           game.shield = 0.0
+           return
+       proutn(_("Scotty- \""))
+       if aaitem > 0:
+           prout(_("Transferring energy to shields.\""))
+       else:
+           prout(_("Draining energy from shields.\""))
+       game.shield += aaitem
+       game.energy -= aaitem
+       return
+
+def randdevice():
+    # choose a device to damage, at random. 
+    #
+    # Quoth Eric Allman in the code of BSD-Trek:
+    # "Under certain conditions you can get a critical hit.  This
+    # sort of hit damages devices.  The probability that a given
+    # device is damaged depends on the device.  Well protected
+    # devices (such as the computer, which is in the core of the
+    # ship and has considerable redundancy) almost never get
+    # damaged, whereas devices which are exposed (such as the
+    # warp engines) or which are particularly delicate (such as
+    # the transporter) have a much higher probability of being
+    # damaged."
+    # 
+    # This is one place where OPTION_PLAIN does not restore the
+    # original behavior, which was equiprobable damage across
+    # all devices.  If we wanted that, we'd return NDEVICES*Rand()
+    # and have done with it.  Also, in the original game, DNAVYS
+    # and DCOMPTR were the same device. 
+    # 
+    # Instead, we use a table of weights similar to the one from BSD Trek.
+    # BSD doesn't have the shuttle, shield controller, death ray, or probes. 
+    # We don't have a cloaking device.  The shuttle got the allocation
+    # for the cloaking device, then we shaved a half-percent off
+    # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+    # 
+    weights = (
+       105,    # DSRSENS: short range scanners 10.5% 
+       105,    # DLRSENS: long range scanners          10.5% 
+       120,    # DPHASER: phasers                      12.0% 
+       120,    # DPHOTON: photon torpedoes             12.0% 
+       25,     # DLIFSUP: life support          2.5% 
+       65,     # DWARPEN: warp drive                    6.5% 
+       70,     # DIMPULS: impulse engines               6.5% 
+       145,    # DSHIELD: deflector shields            14.5% 
+       30,     # DRADIO:  subspace radio                3.0% 
+       45,     # DSHUTTL: shuttle                       4.5% 
+       15,     # DCOMPTR: computer                      1.5% 
+       20,     # NAVCOMP: navigation system             2.0% 
+       75,     # DTRANSP: transporter                   7.5% 
+       20,     # DSHCTRL: high-speed shield controller 2.0% 
+       10,     # DDRAY: death ray                       1.0% 
+       30,     # DDSP: deep-space probes                3.0% 
+    )
+    idx = Rand() * 1000.0      # weights must sum to 1000 
+    sum = 0
+    for (i, w) in enumerate(weights):
+       sum += w
+       if idx < sum:
+           return i
+    return None;       # we should never get here
+
+def ram(ibumpd, ienm, w):
+    # make our ship ram something 
+    prouts(_("***RED ALERT!  RED ALERT!"))
+    skip(1)
+    prout(_("***COLLISION IMMINENT."))
+    skip(2)
+    proutn("***")
+    crmshp()
+    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
+    if ibumpd:
+        proutn(_(" rammed by "))
+    else:
+        proutn(_(" rams "))
+    crmena(False, ienm, sector, w)
+    if ibumpd:
+       proutn(_(" (original position)"))
+    skip(1)
+    deadkl(w, ienm, game.sector)
+    proutn("***")
+    crmshp()
+    prout(_(" heavily damaged."))
+    icas = 10.0+20.0*Rand()
+    prout(_("***Sickbay reports %d casualties"), icas)
+    game.casual += icas
+    game.state.crew -= icas
+    #
+    # In the pre-SST2K version, all devices got equiprobably damaged,
+    # which was silly.  Instead, pick up to half the devices at
+    # random according to our weighting table,
+    # 
+    ncrits = Rand() * (NDEVICES/2)
+    for m in range(ncrits):
+       dev = randdevice()
+       if game.damage[dev] < 0:
+           continue
+       extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+       # Damage for at least time of travel! 
+       game.damage[dev] += game.optime + extradm
+    game.shldup = False
+    prout(_("***Shields are down."))
+    if game.state.remkl + game.state.remcom + game.state.nscrem:
+       announce()
+       damagereport()
+    else:
+       finish(FWON)
+    return;
+
+def torpedo(course, r, incoming, i, n):
+    # let a photon torpedo fly 
+    iquad = 0
+    shoved = False
+    ac = course + 0.25*r
+    angle = (15.0-ac)*0.5235988
+    bullseye = (15.0 - course)*0.5235988
+    deltax = -math.sin(angle);
+    deltay = math.cos(angle);
+    x = incoming.x; y = incoming.y
+    w = coord(); jw = coord()
+    w.x = w.y = jw.x = jw.y = 0
+    bigger = max(math.fabs(deltax), math.fabs(deltay))
+    deltax /= bigger
+    deltay /= bigger
+    if not damaged(DSRSENS) or game.condition=="docked":
+       setwnd(srscan_window)
+    else: 
+       setwnd(message_window)
+    # Loop to move a single torpedo 
+    for l in range(1, 15+1):
+       x += deltax
+       w.x = x + 0.5
+       y += deltay
+       w.y = y + 0.5
+       if not VALID_SECTOR(w.x, w.y):
+           break
+       iquad=game.quad[w.x][w.y]
+       tracktorpedo(w, l, i, n, iquad)
+       if iquad==IHDOT:
+           continue
+       # hit something 
+       setwnd(message_window)
+       if damaged(DSRSENS) and not game.condition=="docked":
+           skip(1);    # start new line after text track 
+       if iquad in (IHE, IHF): # Hit our ship 
+           skip(1)
+           proutn(_("Torpedo hits "))
+           crmshp()
+           prout(".")
+           hit = 700.0 + 100.0*Rand() - \
+               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+           newcnd(); # we're blown out of dock 
+           # We may be displaced. 
+           if game.landed or game.condition=="docked":
+               return hit # Cheat if on a planet 
+           ang = angle + 2.5*(Rand()-0.5)
+           temp = math.fabs(math.sin(ang))
+           if math.fabs(math.cos(ang)) > temp:
+               temp = math.fabs(math.cos(ang))
+           xx = -math.sin(ang)/temp
+           yy = math.cos(ang)/temp
+           jw.x=w.x+xx+0.5
+           jw.y=w.y+yy+0.5
+           if not VALID_SECTOR(jw.x, jw.y):
+               return hit
+           if game.quad[jw.x][jw.y]==IHBLANK:
+               finish(FHOLE)
+               return hit
+           if game.quad[jw.x][jw.y]!=IHDOT:
+               # can't move into object 
+               return hit
+           game.sector = jw
+           crmshp()
+           shoved = True
+       elif iquad in (IHC, IHS): # Hit a commander 
+           if Rand() <= 0.05:
+               crmena(True, iquad, sector, w)
+               prout(_(" uses anti-photon device;"))
+               prout(_("   torpedo neutralized."))
+               return None
+       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]):
+                   break
+           kp = math.fabs(game.kpower[ll])
+           h1 = 700.0 + 100.0*Rand() - \
+               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+           h1 = math.fabs(h1)
+           if kp < h1:
+               h1 = kp
+            if game.kpower[ll] < 0:
+                game.kpower[ll] -= -h1
+            else:
+                game.kpower[ll] -= h1
+           if game.kpower[ll] == 0:
+               deadkl(w, iquad, w)
+               return None
+           crmena(True, iquad, "sector", w)
+           # If enemy damaged but not destroyed, try to displace 
+           ang = angle + 2.5*(Rand()-0.5)
+           temp = math.fabs(math.sin(ang))
+           if math.fabs(math.cos(ang)) > temp:
+               temp = math.fabs(math.cos(ang))
+           xx = -math.sin(ang)/temp
+           yy = math.cos(ang)/temp
+           jw.x=w.x+xx+0.5
+           jw.y=w.y+yy+0.5
+           if not VALID_SECTOR(jw.x, jw.y):
+               prout(_(" damaged but not destroyed."))
+               return
+           if game.quad[jw.x][jw.y]==IHBLANK:
+               prout(_(" buffeted into black hole."))
+               deadkl(w, iquad, jw)
+               return None
+           if game.quad[jw.x][jw.y]!=IHDOT:
+               # can't move into object 
+               prout(_(" damaged but not destroyed."))
+               return None
+           proutn(_(" damaged--"))
+           game.ks[ll] = jw
+           shoved = True
+           break
+       elif iquad == IHB: # Hit a base 
+           skip(1)
+           prout(_("***STARBASE DESTROYED.."))
+           for ll in range(1, game.state.rembase+1):
+               if same(game.state.baseq[ll], game.quadrant):
+                   game.state.baseq[ll]=game.state.baseq[game.state.rembase]
+                   break
+           game.quad[w.x][w.y]=IHDOT
+           game.state.rembase -= 1
+           game.base.x=game.base.y=0
+           game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
+           game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+           game.state.basekl += 1
+           newcnd()
+           return None
+       elif iquad == IHP: # Hit a planet 
+           crmena(True, iquad, sector, w)
+           prout(_(" destroyed."))
+           game.state.nplankl += 1
+           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+           game.state.planets[game.iplnet].pclass = destroyed
+           game.iplnet = 0
+           invalidate(game.plnet)
+           game.quad[w.x][w.y] = IHDOT
+           if game.landed:
+               # captain perishes on planet 
+               finish(FDPLANET)
+           return None
+       elif iquad == IHW: # Hit an inhabited world -- very bad! 
+           crmena(True, iquad, sector, w)
+           prout(_(" destroyed."))
+           game.state.nworldkl += 1
+           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+           game.state.planets[game.iplnet].pclass = destroyed
+           game.iplnet = 0
+           invalidate(game.plnet)
+           game.quad[w.x][w.y] = IHDOT
+           if game.landed:
+               # captain perishes on planet 
+               finish(FDPLANET)
+           prout(_("You have just destroyed an inhabited planet."))
+           prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+           return None
+       elif iquad == IHSTAR: # Hit a star 
+           if Rand() > 0.10:
+               nova(w)
+               return None
+           crmena(True, IHSTAR, sector, w)
+           prout(_(" unaffected by photon blast."))
+           return None
+       elif iquad == IHQUEST: # Hit a thingy 
+           if not (game.options & OPTION_THINGY) or Rand()>0.7:
+               skip(1)
+               prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+               skip(1)
+               prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
+               skip(1)
+               proutn(_("Mr. Spock-"))
+               prouts(_("  \"Fascinating!\""))
+               skip(1)
+               deadkl(w, iquad, w)
+           else:
+               #
+               # Stas Sergeev added the possibility that
+               # you can shove the Thingy and piss it off.
+               # It then becomes an enemy and may fire at you.
+               # 
+               iqengry = True
+               shoved = True
+           return None
+       elif iquad == IHBLANK: # Black hole 
+           skip(1)
+           crmena(True, IHBLANK, sector, w)
+           prout(_(" swallows torpedo."))
+           return None
+       elif iquad == IHWEB: # hit the web 
+           skip(1)
+           prout(_("***Torpedo absorbed by Tholian web."))
+           return None
+       elif iquad == IHT:  # Hit a Tholian 
+           h1 = 700.0 + 100.0*Rand() - \
+               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+           h1 = math.fabs(h1)
+           if h1 >= 600:
+               game.quad[w.x][w.y] = IHDOT
+               game.ithere = False
+               deadkl(w, iquad, w)
+               return None
+           skip(1)
+           crmena(True, IHT, sector, w)
+           if Rand() > 0.05:
+               prout(_(" survives photon blast."))
+               return None
+           prout(_(" disappears."))
+           game.quad[w.x][w.y] = IHWEB
+           game.ithere = False
+           game.nenhere -= 1
+           dropin(IHBLANK)
+           return None
+        else: # Problem!
+           skip(1)
+           proutn("Don't know how to handle torpedo collision with ")
+           crmena(True, iquad, sector, w)
+           skip(1)
+           return None
+       break
+    if curwnd!=message_window:
+       setwnd(message_window)
+    if shoved:
+       game.quad[w.x][w.y]=IHDOT
+       game.quad[jw.x][jw.y]=iquad
+       prout(_(" displaced by blast to %s "), cramlc(sector, jw))
+       for ll in range(1, game.nenhere+1):
+           game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
+       sortklings()
+       return None
+    skip(1)
+    prout(_("Torpedo missed."))
+    return None;
+
+def fry(hit):
+    # critical-hit resolution 
+    ktr=1
+    # a critical hit occured 
+    if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+       return
+
+    ncrit = 1.0 + hit/(500.0+100.0*Rand())
+    proutn(_("***CRITICAL HIT--"))
+    # Select devices and cause damage
+    cdam = []
+    for loop1 in range(ncrit):
+        while True:
+           j = randdevice()
+           # Cheat to prevent shuttle damage unless on ship 
+            if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
+                break
+       cdam.append(j)
+       extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
+       game.damage[j] += extradm
+       if loop1 > 0:
+            for loop2 in range(loop1):
+                if j == cdam[loop2]:
+                    break
+           if loop2 < loop1:
+               continue
+           ktr += 1
+           if ktr==3:
+               skip(1)
+           proutn(_(" and "))
+       proutn(device[j])
+    prout(_(" damaged."))
+    if damaged(DSHIELD) and game.shldup:
+       prout(_("***Shields knocked down."))
+       game.shldup=False
+
+def attack(torps_ok):
+    # bad guy attacks us 
+    # torps_ok == false forces use of phasers in an attack 
+    atackd = False; attempt = False; ihurt = False;
+    hitmax=0.0; hittot=0.0; chgfac=1.0
+    jay = coord()
+    where = "neither"
+
+    # game could be over at this point, check 
+    if game.alldone:
+       return
+
+    if idebug:
+       prout("=== ATTACK!")
+
+    # Tholian gewts to move before attacking 
+    if game.ithere:
+       movetholian()
+
+    # if you have just entered the RNZ, you'll get a warning 
+    if game.neutz: # The one chance not to be attacked 
+       game.neutz = False
+       return
+
+    # commanders get a chance to tac-move towards you 
+    if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+       moveklings()
+
+    # if no enemies remain after movement, we're done 
+    if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+       return
+
+    # set up partial hits if attack happens during shield status change 
+    pfac = 1.0/game.inshld
+    if game.shldchg:
+       chgfac = 0.25+0.5*Rand()
+
+    skip(1)
+
+    # message verbosity control 
+    if game.skill <= SKILL_FAIR:
+       where = "sector"
+
+    for loop in range(1, game.nenhere+1):
+       if game.kpower[loop] < 0:
+           continue;   # too weak to attack 
+       # compute hit strength and diminish shield power 
+       r = Rand()
+       # Increase chance of photon torpedos if docked or enemy energy low 
+       if game.condition == "docked":
+           r *= 0.25
+       if game.kpower[loop] < 500:
+           r *= 0.25; 
+       jay = game.ks[loop]
+       iquad = game.quad[jay.x][jay.y]
+       if iquad==IHT or (iquad==IHQUEST and not iqengry):
+           continue
+       # different enemies have different probabilities of throwing a torp 
+       usephasers = not torps_ok or \
+           (iquad == IHK and r > 0.0005) or \
+           (iquad==IHC and r > 0.015) or \
+           (iquad==IHR and r > 0.3) or \
+           (iquad==IHS and r > 0.07) or \
+           (iquad==IHQUEST and r > 0.05)
+       if usephasers:      # Enemy uses phasers 
+           if game.condition == "docked":
+               continue; # Don't waste the effort! 
+           attempt = True; # Attempt to attack 
+           dustfac = 0.8+0.05*Rand()
+           hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
+           game.kpower[loop] *= 0.75
+       else: # Enemy uses photon torpedo 
+           course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+           hit = 0
+           proutn(_("***TORPEDO INCOMING"))
+           if not damaged(DSRSENS):
+               proutn(_(" From "))
+               crmena(False, iquad, where, jay)
+           attempt = True
+           prout("  ")
+           r = (Rand()+Rand())*0.5 -0.5
+           r += 0.002*game.kpower[loop]*r
+           hit = torpedo(course, r, jay, 1, 1)
+           if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+               finish(FWON); # Klingons did themselves in! 
+           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+               return; # Supernova or finished 
+           if hit == None:
+               continue
+       # incoming phaser or torpedo, shields may dissipate it 
+       if game.shldup or game.shldchg or game.condition=="docked":
+           # shields will take hits 
+           propor = pfac * game.shield
+            if game.condition =="docked":
+                propr *= 2.1
+           if propor < 0.1:
+               propor = 0.1
+           hitsh = propor*chgfac*hit+1.0
+           absorb = 0.8*hitsh
+           if absorb > game.shield:
+               absorb = game.shield
+           game.shield -= absorb
+           hit -= hitsh
+           # taking a hit blasts us out of a starbase dock 
+           if game.condition == "docked":
+               dock(False)
+           # but the shields may take care of it 
+           if propor > 0.1 and hit < 0.005*game.energy:
+               continue
+       # hit from this opponent got through shields, so take damage 
+       ihurt = True
+       proutn(_("%d unit hit") % int(hit))
+       if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+           proutn(_(" on the "))
+           crmshp()
+       if not damaged(DSRSENS) and usephasers:
+           proutn(_(" from "))
+           crmena(False, iquad, where, jay)
+       skip(1)
+       # Decide if hit is critical 
+       if hit > hitmax:
+           hitmax = hit
+       hittot += hit
+       fry(hit)
+       game.energy -= hit
+    if game.energy <= 0:
+       # Returning home upon your shield, not with it... 
+       finish(FBATTLE)
+       return
+    if not attempt and game.condition == "docked":
+       prout(_("***Enemies decide against attacking your ship."))
+    if not atackd:
+       return
+    percent = 100.0*pfac*game.shield+0.5
+    if not ihurt:
+       # Shields fully protect ship 
+       proutn(_("Enemy attack reduces shield strength to "))
+    else:
+       # Print message if starship suffered hit(s) 
+       skip(1)
+       proutn(_("Energy left %2d    shields ") % int(game.energy))
+       if game.shldup:
+           proutn(_("up "))
+       elif not damaged(DSHIELD):
+           proutn(_("down "))
+       else:
+           proutn(_("damaged, "))
+    prout(_("%d%%,   torpedoes left %d"), percent, game.torps)
+    # Check if anyone was hurt 
+    if hitmax >= 200 or hittot >= 500:
+       icas= hittot*Rand()*0.015
+       if icas >= 2:
+           skip(1)
+           prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
+           prout(_("   in that last attack.\""))
+           game.casual += icas
+           game.state.crew -= icas
+    # After attack, reset average distance to enemies 
+    for loop in range(1, game.nenhere+1):
+       game.kavgd[loop] = game.kdist[loop]
+    sortklings()
+    return;
+               
+def deadkl(w, type, mv):
+    # kill a Klingon, Tholian, Romulan, or Thingy 
+    # Added mv to allow enemy to "move" before dying 
+
+    crmena(True, type, sector, mv)
+    # Decide what kind of enemy it is and update appropriately 
+    if type == IHR:
+       # chalk up a Romulan 
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+       game.irhere -= 1
+       game.state.nromrem -= 1
+    elif type == IHT:
+       # Killed a Tholian 
+       game.ithere = False
+    elif type == IHQUEST:
+       # Killed a Thingy 
+       iqhere = iqengry = False
+       invalidate(thing)
+    else:
+       # Some type of a Klingon 
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+       game.klhere -= 1
+       if type == IHC:
+           game.comhere = False
+           for i in range(1, game.state.remcom+1):
+               if same(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
+           game.state.kcmdr[game.state.remcom].y = 0
+           game.state.remcom -= 1
+           unschedule(FTBEAM)
+           if game.state.remcom != 0:
+               schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+       elif type ==  IHK:
+           game.state.remkl -= 1
+       elif type ==  IHS:
+           game.state.nscrem -= 1
+           game.ishere = False
+           game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+           game.iscate = False
+           unschedule(FSCMOVE)
+           unschedule(FSCDBAS)
+       else:
+           prout("*** Internal error, deadkl() called on %s\n" % type)
+
+    # For each kind of enemy, finish message to player 
+    prout(_(" destroyed."))
+    game.quad[w.x][w.y] = IHDOT
+    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+       return
+
+    game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
+
+    # Remove enemy ship from arrays describing local conditions 
+    if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
+       unschedule(FCDBAS)
+    for i in range(1, game.nenhere+1):
+       if same(game.ks[i], w):
+           break
+    game.nenhere -= 1
+    if i <= game.nenhere:
+        for j in range(i, game.nenhere+1):
+           game.ks[j] = game.ks[j+1]
+           game.kpower[j] = game.kpower[j+1]
+           game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
+    game.ks[game.nenhere+1].x = 0
+    game.ks[game.nenhere+1].x = 0
+    game.kdist[game.nenhere+1] = 0
+    game.kavgd[game.nenhere+1] = 0
+    game.kpower[game.nenhere+1] = 0
+    return;
+
+def targetcheck(x, y):
+    # Return None if target is invalid 
+    if not VALID_SECTOR(x, y):
+       huh()
+       return None
+    deltx = 0.1*(y - game.sector.y)
+    delty = 0.1*(x - game.sector.x)
+    if deltx==0 and delty== 0:
+       skip(1)
+       prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
+       prout(_("  I recommend an immediate review of"))
+       prout(_("  the Captain's psychological profile.\""))
+       chew()
+       return None
+    return 1.90985932*math.atan2(deltx, delty)
+
+def photon():
+    # launch photon torpedo 
+    game.ididit = False
+    if damaged(DPHOTON):
+       prout(_("Photon tubes damaged."))
+       chew()
+       return
+    if game.torps == 0:
+       prout(_("No torpedoes left."))
+       chew()
+       return
+    key = scan()
+    while True:
+       if key == IHALPHA:
+           huh()
+           return
+       elif key == IHEOL:
+           prout(_("%d torpedoes left."), game.torps)
+           proutn(_("Number of torpedoes to fire- "))
+           key = scan()
+       else: # key == IHREAL  {
+           n = aaitem + 0.5
+           if n <= 0: # abort command 
+               chew()
+               return
+           if n > 3:
+               chew()
+               prout(_("Maximum of 3 torpedoes per burst."))
+               key = IHEOL
+               return
+           if n <= game.torps:
+               break
+           chew()
+           key = IHEOL
+    for i in range(1, n+1):
+       key = scan()
+       if i==1 and key == IHEOL:
+           break;      # we will try prompting 
+       if i==2 and key == IHEOL:
+           # direct all torpedoes at one target 
+           while i <= n:
+               targ[i][1] = targ[1][1]
+               targ[i][2] = targ[1][2]
+               course[i] = course[1]
+               i += 1
+           break
+       if key != IHREAL:
+           huh()
+           return
+       targ[i][1] = aaitem
+       key = scan()
+       if key != IHREAL:
+           huh()
+           return
+       targ[i][2] = aaitem
+       course[i] = targetcheck(targ[i][1], targ[i][2])
+        if course[i] == None:
+           return
+    chew()
+    if i == 1 and key == IHEOL:
+       # prompt for each one 
+       for i in range(1, n+1):
+           proutn(_("Target sector for torpedo number %d- "), i)
+           key = scan()
+           if key != IHREAL:
+               huh()
+               return
+           targ[i][1] = aaitem
+           key = scan()
+           if key != IHREAL:
+               huh()
+               return
+           targ[i][2] = aaitem
+           chew()
+            course[i] = targetcheck(targ[i][1], targ[i][2])
+            if course[i] == None:
+                return
+    game.ididit = True
+    # Loop for moving <n> torpedoes 
+    for i in range(1, n+1):
+       if game.condition != "docked":
+           game.torps -= 1
+       r = (Rand()+Rand())*0.5 -0.5
+       if math.fabs(r) >= 0.47:
+           # misfire! 
+           r = (Rand()+1.2) * r
+           if n>1:
+               prouts(_("***TORPEDO NUMBER %d MISFIRES"), i)
+           else:
+               prouts(_("***TORPEDO MISFIRES."))
+           skip(1)
+           if i < n:
+               prout(_("  Remainder of burst aborted."))
+           if Rand() <= 0.2:
+               prout(_("***Photon tubes damaged by misfire."))
+               game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+           break
+       if game.shldup or game.condition == "docked":
+           r *= 1.0 + 0.0001*game.shield
+       torpedo(course[i], r, game.sector, i, n)
+       if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           return
+    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+       finish(FWON);
+
+def overheat(rpow):
+    # check for phasers overheating 
+    if rpow > 1500:
+       chekbrn = (rpow-1500.)*0.00038
+       if Rand() <= chekbrn:
+           prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
+           game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+
+def checkshctrl(rpow):
+    # check shield control 
+       
+    skip(1)
+    if Rand() < 0.998:
+       prout(_("Shields lowered."))
+       return False
+    # Something bad has happened 
+    prouts(_("***RED ALERT!  RED ALERT!"))
+    skip(2)
+    hit = rpow*game.shield/game.inshld
+    game.energy -= rpow+hit*0.8
+    game.shield -= hit*0.2
+    if game.energy <= 0.0:
+       prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
+       skip(1)
+       stars()
+       finish(FPHASER)
+       return True
+    prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
+    skip(2)
+    prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
+    icas = hit*Rand()*0.012
+    skip(1)
+    fry(0.8*hit)
+    if icas:
+       skip(1)
+       prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
+       prout(_("  %d casualties so far.\""), icas)
+       game.casual += icas
+       game.state.crew -= icas
+    skip(1)
+    prout(_("Phaser energy dispersed by shields."))
+    prout(_("Enemy unaffected."))
+    overheat(rpow)
+    return True;
+
+def hittem(doublehits):
+    # register a phaser hit on Klingons and Romulans 
+    nenhr2=game.nenhere; kk=1
+    w = coord()
+    skip(1)
+    for k in range(1, nenhr2+1):
+        wham = hits[k]
+       if wham==0:
+           continue
+       dustfac = 0.9 + 0.01*Rand()
+       hit = wham*math.pow(dustfac,game.kdist[kk])
+       kpini = game.kpower[kk]
+       kp = math.fabs(kpini)
+       if PHASEFAC*hit < kp:
+           kp = PHASEFAC*hit
+        if game.kpower[kk] < 0:
+            game.kpower[kk] -= -kp
+        else:
+            game.kpower[kk] -= kp
+       kpow = game.kpower[kk]
+       w = game.ks[kk]
+       if hit > 0.005:
+           if not damaged(DSRSENS):
+               boom(w)
+           proutn(_("%d unit hit on ") % int(hit))
+       else:
+           proutn(_("Very small hit on "))
+       ienm = game.quad[w.x][w.y]
+       if ienm==IHQUEST:
+           iqengry = True
+       crmena(False, ienm, "sector", w)
+       skip(1)
+       if kpow == 0:
+           deadkl(w, ienm, w)
+           if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+               finish(FWON);           
+           if game.alldone:
+               return
+           kk -= 1; # don't do the increment 
+       else: # decide whether or not to emasculate klingon 
+           if kpow > 0 and Rand() >= 0.9 and \
+               kpow <= ((0.4 + 0.4*Rand())*kpini):
+               prout(_("***Mr. Spock-  \"Captain, the vessel at %s"),
+                     cramlc(sector, w))
+               prout(_("   has just lost its firepower.\""))
+               game.kpower[kk] = -kpow
+        kk += 1
+    return;
+
+def phasers():
+    # fire phasers 
+    hits = []; rpow=0
+    kz = 0; k = 1; irec=0 # Cheating inhibitor 
+    ifast = False; no = False; itarg = True; msgflag = True
+    automode = "NOTSET"
+    key=0
+
+    skip(1)
+    # SR sensors and Computer are needed fopr automode 
+    if damaged(DSRSENS) or damaged(DCOMPTR):
+       itarg = False
+    if game.condition == "docked":
+       prout(_("Phasers can't be fired through base shields."))
+       chew()
+       return
+    if damaged(DPHASER):
+       prout(_("Phaser control damaged."))
+       chew()
+       return
+    if game.shldup:
+       if damaged(DSHCTRL):
+           prout(_("High speed shield control damaged."))
+           chew()
+           return
+       if game.energy <= 200.0:
+           prout(_("Insufficient energy to activate high-speed shield control."))
+           chew()
+           return
+       prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
+       ifast = True
+               
+    # Original code so convoluted, I re-did it all 
+    while automode=="NOTSET":
+       key=scan()
+       if key == IHALPHA:
+           if isit("manual"):
+               if game.nenhere==0:
+                   prout(_("There is no enemy present to select."))
+                   chew()
+                   key = IHEOL
+                   automode="AUTOMATIC"
+               else:
+                   automode = "MANUAL"
+                   key = scan()
+           elif isit("automatic"):
+               if (not itarg) and game.nenhere != 0:
+                   automode = "FORCEMAN"
+               else:
+                   if game.nenhere==0:
+                       prout(_("Energy will be expended into space."))
+                   automode = "AUTOMATIC"
+                   key = scan()
+           elif isit("no"):
+               no = True
+           else:
+               huh()
+               return
+       elif key == IHREAL:
+           if game.nenhere==0:
+               prout(_("Energy will be expended into space."))
+               automode = "AUTOMATIC"
+           elif not itarg:
+               automode = "FORCEMAN"
+           else:
+               automode = "AUTOMATIC"
+       else:
+           # IHEOL 
+           if game.nenhere==0:
+               prout(_("Energy will be expended into space."))
+               automode = "AUTOMATIC"
+           elif not itarg:
+               automode = "FORCEMAN"
+           else: 
+               proutn(_("Manual or automatic? "))                      
+    avail = game.energy
+    if ifast:
+        avail -= 200.0
+    if automode == "AUTOMATIC":
+       if key == IHALPHA and isit("no"):
+           no = True
+           key = scan()
+       if key != IHREAL and game.nenhere != 0:
+           prout(_("Phasers locked on target. Energy available: %.2f"),
+                 avail)
+       irec=0
+        while True:
+           chew()
+           if not kz:
+               for i in range(1, game.nenhere+1):
+                   irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
+           kz=1
+           proutn(_("%d units required. "), irec)
+           chew()
+           proutn(_("Units to fire= "))
+           key = scan()
+           if key!=IHREAL:
+               return
+           rpow = aaitem
+           if rpow > avail:
+               proutn(_("Energy available= %.2f") % avail)
+               skip(1)
+               key = IHEOL
+            if not rpow > avail:
+                break
+       if rpow<=0:
+           # chicken out 
+           chew()
+           return
+        key=scan()
+       if key == IHALPHA and isit("no"):
+           no = True
+       if ifast:
+           game.energy -= 200; # Go and do it! 
+           if checkshctrl(rpow):
+               return
+       chew()
+       game.energy -= rpow
+       extra = rpow
+       if game.nenhere:
+           extra = 0.0
+           powrem = rpow
+           for i in range(1, game.nenhere+1):
+               hits[i] = 0.0
+               if powrem <= 0:
+                   continue
+               hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
+               over = (0.01 + 0.05*Rand())*hits[i]
+               temp = powrem
+               powrem -= hits[i] + over
+               if powrem <= 0 and temp < hits[i]:
+                   hits[i] = temp
+               if powrem <= 0:
+                   over = 0.0
+               extra += over
+           if powrem > 0.0:
+               extra += powrem
+           hittem(hits)
+           game.ididit = True
+       if extra > 0 and not game.alldone:
+           if game.ithere:
+               proutn(_("*** Tholian web absorbs "))
+               if game.nenhere>0:
+                   proutn(_("excess "))
+               prout(_("phaser energy."))
+           else:
+               prout(_("%d expended on empty space."), int(extra))
+    elif automode == "FORCEMAN":
+       chew()
+       key = IHEOL
+       if damaged(DCOMPTR):
+           prout(_("Battle computer damaged, manual fire only."))
+       else:
+           skip(1)
+           prouts(_("---WORKING---"))
+           skip(1)
+           prout(_("Short-range-sensors-damaged"))
+           prout(_("Insufficient-data-for-automatic-phaser-fire"))
+           prout(_("Manual-fire-must-be-used"))
+           skip(1)
+    elif automode == "MANUAL":
+       rpow = 0.0
+        for k in range(1, game.nenhere+1):
+           aim = game.ks[k]
+           ienm = game.quad[aim.x][aim.y]
+           if msgflag:
+               proutn(_("Energy available= %.2f") % avail-0.006)
+               skip(1)
+               msgflag = False
+               rpow = 0.0
+           if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
+               (ienm == IHC or ienm == IHS):
+               cramen(ienm)
+               prout(_(" can't be located without short range scan."))
+               chew()
+               key = IHEOL
+               hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
+               k += 1
+               continue
+           if key == IHEOL:
+               chew()
+               if itarg and k > kz:
+                   irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
+               kz = k
+               proutn("(")
+               if not damaged(DCOMPTR):
+                   proutn("%d", irec)
+               else:
+                   proutn("??")
+               proutn(")  ")
+               proutn(_("units to fire at "))
+               crmena(False, ienm, sector, aim)
+               proutn("-  ")
+               key = scan()
+           if key == IHALPHA and isit("no"):
+               no = True
+               key = scan()
+               continue
+           if key == IHALPHA:
+               huh()
+               return
+           if key == IHEOL:
+               if k==1: # Let me say I'm baffled by this 
+                   msgflag = True
+               continue
+           if aaitem < 0:
+               # abort out 
+               chew()
+               return
+           hits[k] = aaitem
+           rpow += aaitem
+           # If total requested is too much, inform and start over 
+            if rpow > avail:
+               prout(_("Available energy exceeded -- try again."))
+               chew()
+               return
+           key = scan(); # scan for next value 
+           k += 1
+       if rpow == 0.0:
+           # zero energy -- abort 
+           chew()
+           return
+       if key == IHALPHA and isit("no"):
+           no = True
+       game.energy -= rpow
+       chew()
+       if ifast:
+           game.energy -= 200.0
+           if checkshctrl(rpow):
+               return
+       hittem(hits)
+       game.ididit = True
+     # Say shield raised or malfunction, if necessary 
+    if game.alldone:
+       return
+    if ifast:
+       skip(1)
+       if no == 0:
+           if Rand() >= 0.99:
+               prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
+               prouts(_("         CLICK   CLICK   POP  . . ."))
+               prout(_(" No response, sir!"))
+               game.shldup = False
+           else:
+               prout(_("Shields raised."))
+       else:
+           game.shldup = False
+    overheat(rpow);
+