planets.c code incorporated into Python translation.
[super-star-trek.git] / src / sst.py
index 13c7f510c5923f98fb26135278dc37db402acb80..a032cb7499fc9543ad0bcf6d93fc5cca6ed467b2 100644 (file)
@@ -34,6 +34,26 @@ def distance(c1, c2):        return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y)
 def invalidate(w):     w.x = w.y = 0
 def is_valid(w):       return (w.x != 0 and w.y != 0)
 
+# How to represent features
+IHR = 'R',
+IHK = 'K',
+IHC = 'C',
+IHS = 'S',
+IHSTAR = '*',
+IHP = 'P',
+IHW = '@',
+IHB = 'B',
+IHBLANK = ' ',
+IHDOT = '.',
+IHQUEST = '?',
+IHE = 'E',
+IHF = 'F',
+IHT = 'T',
+IHWEB = '#',
+IHMATER0 = '-',
+IHMATER1 = 'o',
+IHMATER2 = '0'
+
 class coord:
     def __init(self, x=None, y=None):
         self.x = x
@@ -64,26 +84,8 @@ class planet:
         self.pclass = None     # could be ""M", "N", "O", or "destroyed"
         self.crystals = None   # could be "mined", "present", "absent"
         self.known = None      # could be "unknown", "known", "shuttle_down"
-
-# How to represent features
-IHR = 'R',
-IHK = 'K',
-IHC = 'C',
-IHS = 'S',
-IHSTAR = '*',
-IHP = 'P',
-IHW = '@',
-IHB = 'B',
-IHBLANK = ' ',
-IHDOT = '.',
-IHQUEST = '?',
-IHE = 'E',
-IHF = 'F',
-IHT = 'T',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0'
+    def __str__(self):
+        return self.name
 
 NOPLANET = None
 class quadrant:
@@ -1333,7 +1335,7 @@ def torpedo(course, r, incoming, i, n):
     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))
+       prout(_(" displaced by blast to Sector %s ") % jw)
        for ll in range(1, game.nenhere+1):
            game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
        sortklings()
@@ -1525,7 +1527,7 @@ def attack(torps_ok):
            proutn(_("down "))
        else:
            proutn(_("damaged, "))
-    prout(_("%d%%,   torpedoes left %d"), percent, game.torps)
+    prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
     # Check if anyone was hurt 
     if hitmax >= 200 or hittot >= 500:
        icas= hittot*Rand()*0.015
@@ -1645,7 +1647,7 @@ def photon():
            huh()
            return
        elif key == IHEOL:
-           prout(_("%d torpedoes left."), game.torps)
+           prout(_("%d torpedoes left.") % game.torps)
            proutn(_("Number of torpedoes to fire- "))
            key = scan()
        else: # key == IHREAL  {
@@ -1690,7 +1692,7 @@ def photon():
     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)
+           proutn(_("Target sector for torpedo number %d- ") % i)
            key = scan()
            if key != IHREAL:
                huh()
@@ -1715,7 +1717,7 @@ def photon():
            # misfire! 
            r = (Rand()+1.2) * r
            if n>1:
-               prouts(_("***TORPEDO NUMBER %d MISFIRES"), i)
+               prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
            else:
                prouts(_("***TORPEDO MISFIRES."))
            skip(1)
@@ -1769,7 +1771,7 @@ def checkshctrl(rpow):
     if icas:
        skip(1)
        prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
-       prout(_("  %d casualties so far.\""), icas)
+       prout(_("  %d casualties so far.\"") % icas)
        game.casual += icas
        game.state.crew -= icas
     skip(1)
@@ -1820,8 +1822,7 @@ def hittem(doublehits):
        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(_("***Mr. Spock-  \"Captain, the vessel at Sector %s"), w)
                prout(_("   has just lost its firepower.\""))
                game.kpower[kk] = -kpow
         kk += 1
@@ -1910,8 +1911,7 @@ def phasers():
            no = True
            key = scan()
        if key != IHREAL and game.nenhere != 0:
-           prout(_("Phasers locked on target. Energy available: %.2f"),
-                 avail)
+           prout(_("Phasers locked on target. Energy available: %.2f")%avail)
        irec=0
         while True:
            chew()
@@ -1919,7 +1919,7 @@ def phasers():
                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)
+           proutn(_("%d units required. ") % irec)
            chew()
            proutn(_("Units to fire= "))
            key = scan()
@@ -1973,7 +1973,7 @@ def phasers():
                    proutn(_("excess "))
                prout(_("phaser energy."))
            else:
-               prout(_("%d expended on empty space."), int(extra))
+               prout(_("%d expended on empty space.") % int(extra))
     elif automode == "FORCEMAN":
        chew()
        key = IHEOL
@@ -1993,7 +1993,7 @@ def phasers():
            aim = game.ks[k]
            ienm = game.quad[aim.x][aim.y]
            if msgflag:
-               proutn(_("Energy available= %.2f") % avail-0.006)
+               proutn(_("Energy available= %.2f") % (avail-0.006))
                skip(1)
                msgflag = False
                rpow = 0.0
@@ -2013,7 +2013,7 @@ def phasers():
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
-                   proutn("%d", irec)
+                   proutn("%d" % irec)
                else:
                    proutn("??")
                proutn(")  ")
@@ -2249,7 +2249,7 @@ def events():
            if game.future[l].date < datemin:
                evcode = l
                if idebug:
-                   prout("== Event %d fires" % (evcode))
+                   prout("== Event %d fires" % evcode)
                datemin = game.future[l].date
        xtime = datemin-game.state.date
        game.state.date = datemin
@@ -2370,7 +2370,7 @@ def events():
            skip(1)
            proutn(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
            prout(_("   reports that it is under attack and that it can"))
-           proutn(_("   hold out only until stardate %d" % (int(scheduled(FCDBAS)))))
+           proutn(_("   hold out only until stardate %d") % (int(scheduled(FCDBAS))))
             prout(".\"")
            if cancelrest():
                 return
@@ -2470,8 +2470,8 @@ def events():
 
            # tell the captain about it if we can 
            if not damaged(DRADIO) or game.condition == "docked":
-               prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack" \
-                        % (systnames[q.planet], `w`)))
+               prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
+                        % (q.planet, `w`))
                prout(_("by a Klingon invasion fleet."))
                if cancelrest():
                    return
@@ -2490,9 +2490,9 @@ def events():
 
            # report the disaster if we can 
            if not damaged(DRADIO) or game.condition == "docked":
-               prout(_("Uhura- We've lost contact with starsystem %s" % \
-                        systnames[q.planet]))
-               prout(_("in Quadrant %s.\n" % ev.quadrant))
+               prout(_("Uhura- We've lost contact with starsystem %s") % \
+                        q.planet)
+               prout(_("in Quadrant %s.\n") % ev.quadrant)
        elif evcode == FREPRO:          # Klingon reproduces 
            # If we ever switch to a real event queue, we'll need to
            # explicitly retrieve and restore the x and y.
@@ -2535,13 +2535,12 @@ def events():
            if not damaged(DRADIO) or game.condition == "docked":
                if same(game.quadrant, w):
                    prout(_("Spock- sensors indicate the Klingons have"))
-                   prout(_("launched a warship from %s." \
-                            % systnames[q.planet]))
+                   prout(_("launched a warship from %s.") % q.planet)
                else:
                    prout(_("Uhura- Starfleet reports increased Klingon activity"))
                    if q.planet != NOPLANET:
-                       proutn(_("near %s" % systnames[q.planet]))
-                   prout(_("in %s.\n" % cramlc(quadrant, w)))
+                       proutn(_("near %s") % q.planet)
+                   prout(_("in Quadrant %s.") % w)
                                
 def wait():
     # wait on events 
@@ -2570,7 +2569,7 @@ def wait():
        if delay <= 0:
            game.resting = False
        if not game.resting:
-           prout(_("%d stardates left." % int(game.state.remtime)))
+           prout(_("%d stardates left.") % int(game.state.remtime))
            return
        temp = game.optime = delay
        if game.nenhere:
@@ -2792,8 +2791,8 @@ def supernova(induced, w=None):
        # it isn't here, or we just entered (treat as enroute) 
        if not damaged(DRADIO) or game.condition == "docked":
            skip(1)
-           prout(_("Message from Starfleet Command       Stardate %.2f" % game.state.date))
-           prout(_("     Supernova in Quadrant %s; caution advised." % nq))
+           prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
+           prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
     else:
        ns = coord()
        # we are in the quadrant! 
@@ -2810,7 +2809,7 @@ def supernova(induced, w=None):
        skip(1)
        prouts(_("***RED ALERT!  RED ALERT!"))
        skip(1)
-       prout(_("***Incipient supernova detected at Sector %s" % ns))
+       prout(_("***Incipient supernova detected at Sector %s") % ns)
        if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
            proutn(_("Emergency override attempts t"))
            prouts("***************")
@@ -2870,7 +2869,7 @@ def supernova(induced, w=None):
        skip(2)
        if not induced:
            prout(_("Lucky you!"))
-       proutn(_("A supernova in %s has just destroyed the last Klingons." % nq))
+       proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
        finish(FWON)
        return
     # if some Klingons remain, continue or die in supernova 
@@ -2964,7 +2963,7 @@ def finish(ifin):
     igotit = False
     game.alldone = True
     skip(3)
-    prout(_("It is stardate %.1f." % (game.state.date)))
+    prout(_("It is stardate %.1f.") % game.state.date)
     skip(1)
     if ifin == FWON: # Game has been won
        if game.state.nromrem != 0:
@@ -3198,47 +3197,47 @@ def score():
     skip(2)
     prout(_("Your score --"))
     if game.inrom - game.state.nromrem:
-       prout(_("%6d Romulans destroyed                 %5d" %
-             (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem))))
+       prout(_("%6d Romulans destroyed                 %5d") %
+             (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
     if game.state.nromrem:
-       prout(_("%6d Romulans captured                  %5d" %
-             (game.state.nromrem, game.state.nromrem)))
+       prout(_("%6d Romulans captured                  %5d") %
+             (game.state.nromrem, game.state.nromrem))
     if game.inkling - game.state.remkl:
-       prout(_("%6d ordinary Klingons destroyed        %5d" %
-             (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl))))
+       prout(_("%6d ordinary Klingons destroyed        %5d") %
+             (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
     if game.incom - game.state.remcom:
-       prout(_("%6d Klingon commanders destroyed       %5d" %
-             (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom))))
+       prout(_("%6d Klingon commanders destroyed       %5d") %
+             (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
     if game.inscom - game.state.nscrem:
-       prout(_("%6d Super-Commander destroyed          %5d" %
-             (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))))
+       prout(_("%6d Super-Commander destroyed          %5d") %
+             (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
     if ithperd:
-       prout(_("%6.2f Klingons per stardate              %5d" %
-             (perdate, ithperd)))
+       prout(_("%6.2f Klingons per stardate              %5d") %
+             (perdate, ithperd))
     if game.state.starkl:
-       prout(_("%6d stars destroyed by your action     %5d" %
-             (game.state.starkl, -5*game.state.starkl)))
+       prout(_("%6d stars destroyed by your action     %5d") %
+             (game.state.starkl, -5*game.state.starkl))
     if game.state.nplankl:
-       prout(_("%6d planets destroyed by your action   %5d" %
-             (game.state.nplankl, -10*game.state.nplankl)))
+       prout(_("%6d planets destroyed by your action   %5d") %
+             (game.state.nplankl, -10*game.state.nplankl))
     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
-       prout(_("%6d inhabited planets destroyed by your action   %5d" %
-             (game.state.nplankl, -300*game.state.nworldkl)))
+       prout(_("%6d inhabited planets destroyed by your action   %5d") %
+             (game.state.nplankl, -300*game.state.nworldkl))
     if game.state.basekl:
-       prout(_("%6d bases destroyed by your action     %5d" %
-             (game.state.basekl, -100*game.state.basekl)))
+       prout(_("%6d bases destroyed by your action     %5d") %
+             (game.state.basekl, -100*game.state.basekl))
     if game.nhelp:
-       prout(_("%6d calls for help from starbase       %5d" %
-             (game.nhelp, -45*game.nhelp)))
+       prout(_("%6d calls for help from starbase       %5d") %
+             (game.nhelp, -45*game.nhelp))
     if game.casual:
-       prout(_("%6d casualties incurred                %5d" %
-             (game.casual, -game.casual)))
+       prout(_("%6d casualties incurred                %5d") %
+             (game.casual, -game.casual))
     if game.abandoned:
-       prout(_("%6d crew abandoned in space            %5d" %
-             (game.abandoned, -3*game.abandoned)))
+       prout(_("%6d crew abandoned in space            %5d") %
+             (game.abandoned, -3*game.abandoned))
     if klship:
-       prout(_("%6d ship(s) lost or destroyed          %5d" %
-             (klship, -100*klship)))
+       prout(_("%6d ship(s) lost or destroyed          %5d") %
+             (klship, -100*klship))
     if not game.alive:
        prout(_("Penalty for getting yourself killed        -200"))
     if game.gamewon:
@@ -3248,9 +3247,9 @@ def score():
        elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
        elif game.skill ==  SKILL_EXPERT:       proutn(_("Expert game  "))
        elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
-       prout("           %5d" % (iwon))
+       prout("           %5d" % iwon)
     skip(1)
-    prout(_("TOTAL SCORE                               %5d" % iscore))
+    prout(_("TOTAL SCORE                               %5d") % iscore)
 
 def plaque():
     # emit winner's commemmorative plaque 
@@ -3305,10 +3304,10 @@ def plaque():
     else:
         fp.write(_(" Cheat level\n\n"))
     timestring = ctime()
-    fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n" %
-                    (timestring+4, timestring+20, timestring+11)))
-    fp.write(_("                                                        Your score:  %d\n\n" % iscore))
-    fp.write(_("                                                    Klingons per stardate:  %.2f\n" % perdate))
+    fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
+                    (timestring+4, timestring+20, timestring+11))
+    fp.write(_("                                                        Your score:  %d\n\n") % iscore)
+    fp.write(_("                                                    Klingons per stardate:  %.2f\n") % perdate)
     fp.close()
 
 # Code from io.c begins here
@@ -3603,7 +3602,7 @@ def tracktorpedo(w, l, i, n, iquad):
        if l == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for torpedo number %d-  " % i))
+               proutn(_("Track for torpedo number %d-  ") % i)
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3654,3 +3653,1462 @@ def prstat(txt, data):
     skip(1)
     if game.options & OPTION_CURSES:
        setwnd(report_window)
+
+# Code from moving.c begins here
+
+def imove(novapush):
+    # movement execution for warp, impulse, supernova, and tractor-beam events 
+    w = coord(); final = coord()
+    trbeam = False
+
+    def no_quad_change():
+        # No quadrant change -- compute new avg enemy distances 
+        game.quad[game.sector.x][game.sector.y] = game.ship
+        if game.nenhere:
+            for m in range(1, game.nenhere+1):
+                finald = distance(w, game.ks[m])
+                game.kavgd[m] = 0.5 * (finald+game.kdist[m])
+                game.kdist[m] = finald
+            sortklings()
+            if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+                attack(False)
+            for m in range(1, game.nenhere+1):
+                game.kavgd[m] = game.kdist[m]
+        newcnd()
+        drawmaps(0)
+        setwnd(message_window)
+
+    w.x = w.y = 0
+    if game.inorbit:
+       prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+       game.inorbit = False
+
+    angle = ((15.0 - game.direc) * 0.5235988)
+    deltax = -math.sin(angle)
+    deltay = math.cos(angle)
+    if math.fabs(deltax) > math.fabs(deltay):
+       bigger = math.fabs(deltax)
+    else:
+       bigger = math.fabs(deltay)
+               
+    deltay /= bigger
+    deltax /= bigger
+
+    # If tractor beam is to occur, don't move full distance 
+    if game.state.date+game.optime >= scheduled(FTBEAM):
+       trbeam = True
+       game.condition = "red"
+       game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+       game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+    # Move within the quadrant 
+    game.quad[game.sector.x][game.sector.y] = IHDOT
+    x = game.sector.x
+    y = game.sector.y
+    n = 10.0*game.dist*bigger+0.5
+
+    if n > 0:
+       for m in range(1, n+1):
+            x += deltax
+            y += deltay
+           w.x = x + 0.5
+           w.y = y + 0.5
+           if not VALID_SECTOR(w.x, w.y):
+               # Leaving quadrant -- allow final enemy attack 
+               # Don't do it if being pushed by Nova 
+               if game.nenhere != 0 and not novapush:
+                   newcnd()
+                   for m in range(1, game.nenhere+1):
+                       finald = distance(w, game.ks[m])
+                       game.kavgd[m] = 0.5 * (finald + game.kdist[m])
+                   #
+                   # Stas Sergeev added the condition
+                   # that attacks only happen if Klingons
+                   # are present and your skill is good.
+                   # 
+                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+                       attack(False)
+                   if game.alldone:
+                       return
+               # compute final position -- new quadrant and sector 
+               x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
+               y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
+               w.x = x+10.0*game.dist*bigger*deltax+0.5
+               w.y = y+10.0*game.dist*bigger*deltay+0.5
+               # check for edge of galaxy 
+               kinks = 0
+                while True:
+                   kink = 0
+                   if w.x <= 0:
+                       w.x = -w.x + 1
+                       kink = 1
+                   if w.y <= 0:
+                       w.y = -w.y + 1
+                       kink = 1
+                   if w.x > GALSIZE*QUADSIZE:
+                       w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
+                       kink = 1
+                   if w.y > GALSIZE*QUADSIZE:
+                       w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
+                       kink = 1
+                   if kink:
+                       kinks = 1
+               if not kink:
+                    break
+
+               if kinks:
+                   game.nkinks += 1
+                   if game.nkinks == 3:
+                       # Three strikes -- you're out! 
+                       finish(FNEG3)
+                       return
+                   skip(1)
+                   prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+                   prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+                   prout(_("YOU WILL BE DESTROYED."))
+               # Compute final position in new quadrant 
+               if trbeam: # Don't bother if we are to be beamed 
+                   return
+               game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
+               game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
+               game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
+               game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+               skip(1)
+               prout(_("Entering Quadrant %s.") % game.quadrant)
+               game.quad[game.sector.x][game.sector.y] = game.ship
+               newqad(False)
+               if game.skill>SKILL_NOVICE:
+                   attack(False)  
+               return
+           iquad = game.quad[w.x][w.y]
+           if iquad != IHDOT:
+               # object encountered in flight path 
+               stopegy = 50.0*game.dist/game.optime
+               game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+                if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
+                   game.sector = w
+                   ram(False, iquad, game.sector)
+                   final = game.sector
+               elif iquad == IHBLANK:
+                   skip(1)
+                   prouts(_("***RED ALERT!  RED ALERT!"))
+                   skip(1)
+                   proutn("***")
+                   crmshp()
+                   proutn(_(" pulled into black hole at Sector %s") % w)
+                   #
+                   # Getting pulled into a black hole was certain
+                   # death in Almy's original.  Stas Sergeev added a
+                   # possibility that you'll get timewarped instead.
+                   # 
+                   n=0
+                   for m in range(0, NDEVICES):
+                       if game.damage[m]>0: 
+                           n += 1
+                   probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                   if (game.options & OPTION_BLKHOLE) and Rand()>probf: 
+                       timwrp()
+                   else: 
+                       finish(FHOLE)
+                   return
+               else:
+                   # something else 
+                   skip(1)
+                   crmshp()
+                   if iquad == IHWEB:
+                       proutn(_(" encounters Tholian web at %s;") % w)
+                   else:
+                       proutn(_(" blocked by object at %s;") % w)
+                   proutn(_("Emergency stop required "))
+                   prout(_("%2d units of energy.") % int(stopegy))
+                   game.energy -= stopegy
+                   final.x = x-deltax+0.5
+                   final.y = y-deltay+0.5
+                   game.sector = final
+                   if game.energy <= 0:
+                       finish(FNRG)
+                       return
+                # We're here!
+               no_quad_change()
+                return
+       game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+       game.sector = w
+    final = game.sector
+    no_quad_change()
+    return
+
+def dock(verbose):
+    # dock our ship at a starbase 
+    chew()
+    if game.condition == "docked" and verbose:
+       prout(_("Already docked."))
+       return
+    if game.inorbit:
+       prout(_("You must first leave standard orbit."))
+       return
+    if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+       crmshp()
+       prout(_(" not adjacent to base."))
+       return
+    game.condition = "docked"
+    if "verbose":
+       prout(_("Docked."))
+    game.ididit = True
+    if game.energy < game.inenrg:
+       game.energy = game.inenrg
+    game.shield = game.inshld
+    game.torps = game.intorps
+    game.lsupres = game.inlsr
+    game.state.crew = FULLCREW
+    if not damaged(DRADIO) and \
+       ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+       # get attack report from base 
+       prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+       attackreport(False)
+       game.iseenit = True
+
+# 
+# This program originally required input in terms of a (clock)
+# direction and distance. Somewhere in history, it was changed to
+# cartesian coordinates. So we need to convert.  Probably
+# "manual" input should still be done this way -- it's a real
+# pain if the computer isn't working! Manual mode is still confusing
+# because it involves giving x and y motions, yet the coordinates
+# are always displayed y - x, where +y is downward!
+# 
+
+def getcd(isprobe, akey):
+    # get course and distance 
+    irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+    navmode = "unspecified"
+    itemp = "curt"
+    incr = coord()
+    iprompt = False
+
+    # Get course direction and distance. If user types bad values, return
+    # with DIREC = -1.0.
+    game.direc = -1.0
+       
+    if game.landed and not isprobe:
+       prout(_("Dummy! You can't leave standard orbit until you"))
+       proutn(_("are back aboard the ship."))
+       chew()
+       return
+    while navmode == "unspecified":
+       if damaged(DNAVSYS):
+           if isprobe:
+               prout(_("Computer damaged; manual navigation only"))
+           else:
+               prout(_("Computer damaged; manual movement only"))
+           chew()
+           navmode = "manual"
+           key = IHEOL
+           break
+       if isprobe and akey != -1:
+           # For probe launch, use pre-scanned value first time 
+           key = akey
+           akey = -1
+       else: 
+           key = scan()
+
+       if key == IHEOL:
+           proutn(_("Manual or automatic- "))
+           iprompt = True
+           chew()
+       elif key == IHALPHA:
+            if isit("manual"):
+               navmode = "manual"
+               key = scan()
+               break
+            elif isit("automatic"):
+               navmode = "automatic"
+               key = scan()
+               break
+           else:
+               huh()
+               chew()
+               return
+       else: # numeric 
+           if isprobe:
+               prout(_("(Manual navigation assumed.)"))
+           else:
+               prout(_("(Manual movement assumed.)"))
+           navmode = "manual"
+           break
+
+    if navmode == "automatic":
+       while key == IHEOL:
+           if isprobe:
+               proutn(_("Target quadrant or quadrant&sector- "))
+           else:
+               proutn(_("Destination sector or quadrant&sector- "))
+           chew()
+           iprompt = True
+           key = scan()
+
+       if key != IHREAL:
+           huh()
+           return
+       xi = aaitem
+       key = scan()
+       if key != IHREAL:
+           huh()
+           return
+       xj = aaitem
+       key = scan()
+       if key == IHREAL:
+           # both quadrant and sector specified 
+           xk = aaitem
+           key = scan()
+           if key != IHREAL:
+               huh()
+               return
+           xl = aaitem
+
+           irowq = xi + 0.5
+           icolq = xj + 0.5
+           incr.y = xk + 0.5
+           incr.x = xl + 0.5
+       else:
+           if isprobe:
+               # only quadrant specified -- go to center of dest quad 
+               irowq = xi + 0.5
+               icolq = xj + 0.5
+               incr.y = incr.x = 5
+           else:
+               incr.y = xi + 0.5
+               incr.x = xj + 0.5
+           itemp = "normal"
+       if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+           huh()
+           return
+       skip(1)
+       if not isprobe:
+           if itemp > "curt":
+               if iprompt:
+                   prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+           else:
+               prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+       deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
+       deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+    else: # manual 
+       while key == IHEOL:
+           proutn(_("X and Y displacements- "))
+           chew()
+           iprompt = True
+           key = scan()
+       itemp = "verbose"
+       if key != IHREAL:
+           huh()
+           return
+       deltax = aaitem
+       key = scan()
+       if key != IHREAL:
+           huh()
+           return
+       deltay = aaitem
+    # Check for zero movement 
+    if deltax == 0 and deltay == 0:
+       chew()
+       return
+    if itemp == "verbose" and not isprobe:
+       skip(1)
+       prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+    game.dist = math.sqrt(deltax*deltax + deltay*deltay)
+    game.direc = math.atan2(deltax, deltay)*1.90985932
+    if game.direc < 0.0:
+       game.direc += 12.0
+    chew()
+    return
+
+def impulse():
+    # move under impulse power 
+    game.ididit = False
+    if damaged(DIMPULS):
+       chew()
+       skip(1)
+       prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+       return
+    if game.energy > 30.0:
+       getcd(False, 0)
+       if game.direc == -1.0:
+           return
+       power = 20.0 + 100.0*game.dist
+    else:
+       power = 30.0
+
+    if power >= game.energy:
+       # Insufficient power for trip 
+       skip(1)
+       prout(_("First Officer Spock- \"Captain, the impulse engines"))
+       prout(_("require 20.0 units to engage, plus 100.0 units per"))
+       if game.energy > 30:
+           proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
+                     int(0.01 * (game.energy-20.0)-0.05))
+           prout(_(" quadrants.\""))
+       else:
+           prout(_("quadrant.  They are, therefore, useless.\""))
+       chew()
+       return
+    # Make sure enough time is left for the trip 
+    game.optime = game.dist/0.095
+    if game.optime >= game.state.remtime:
+       prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+       prout(_("power is only 0.95 sectors per stardate. Are you sure"))
+       proutn(_("we dare spend the time?\" "))
+       if ja() == False:
+           return
+    # Activate impulse engines and pay the cost 
+    imove(False)
+    game.ididit = True
+    if game.alldone:
+       return
+    power = 20.0 + 100.0*game.dist
+    game.energy -= power
+    game.optime = game.dist/0.095
+    if game.energy <= 0:
+       finish(FNRG)
+    return
+
+def warp(timewarp):
+    # move under warp drive 
+    blooey = False; twarp = False
+    if not timewarp: # Not WARPX entry 
+       game.ididit = False
+       if game.damage[DWARPEN] > 10.0:
+           chew()
+           skip(1)
+           prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+           return
+       if damaged(DWARPEN) and game.warpfac > 4.0:
+           chew()
+           skip(1)
+           prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+           prout(_("  is repaired, I can only give you warp 4.\""))
+           return
+                       
+       # Read in course and distance 
+       getcd(False, 0)
+       if game.direc == -1.0:
+           return
+
+       # Make sure starship has enough energy for the trip 
+       power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+       if power >= game.energy:
+           # Insufficient power for trip 
+           game.ididit = False
+           skip(1)
+           prout(_("Engineering to bridge--"))
+           if not game.shldup or 0.5*power > game.energy:
+               iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+               if iwarp <= 0:
+                   prout(_("We can't do it, Captain. We don't have enough energy."))
+               else:
+                   proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+                   if game.shldup:
+                       prout(",")
+                       prout(_("if you'll lower the shields."))
+                   else:
+                       prout(".")
+           else:
+               prout(_("We haven't the energy to go that far with the shields up."))
+           return
+                                               
+       # Make sure enough time is left for the trip 
+       game.optime = 10.0*game.dist/game.wfacsq
+       if game.optime >= 0.8*game.state.remtime:
+           skip(1)
+           prout(_("First Officer Spock- \"Captain, I compute that such"))
+           proutn(_("  a trip would require approximately %2.0f") %
+                  (100.0*game.optime/game.state.remtime))
+           prout(_(" percent of our"))
+           proutn(_("  remaining time.  Are you sure this is wise?\" "))
+           if ja() == False:
+               game.ididit = False
+               game.optime=0 
+               return
+    # Entry WARPX 
+    if game.warpfac > 6.0:
+       # Decide if engine damage will occur 
+       prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
+       if prob > Rand():
+           blooey = True
+           game.dist = Rand()*game.dist
+       # Decide if time warp will occur 
+       if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
+           twarp = True
+       if idebug and game.warpfac==10 and not twarp:
+           blooey = False
+           proutn("=== Force time warp? ")
+           if ja() == True:
+               twarp = True
+       if blooey or twarp:
+           # If time warp or engine damage, check path 
+           # If it is obstructed, don't do warp or damage 
+           angle = ((15.0-game.direc)*0.5235998)
+           deltax = -math.sin(angle)
+           deltay = math.cos(angle)
+           if math.fabs(deltax) > math.fabs(deltay):
+               bigger = math.fabs(deltax)
+           else:
+               bigger = math.fabs(deltay)
+                       
+           deltax /= bigger
+           deltay /= bigger
+           n = 10.0 * game.dist * bigger +0.5
+           x = game.sector.x
+           y = game.sector.y
+           for l in range(1, n+1):
+               x += deltax
+               ix = x + 0.5
+               y += deltay
+               iy = y +0.5
+               if not VALID_SECTOR(ix, iy):
+                   break
+               if game.quad[ix][iy] != IHDOT:
+                   blooey = False
+                   twarp = False
+                               
+
+    # Activate Warp Engines and pay the cost 
+    imove(False)
+    if game.alldone:
+       return
+    game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+    if game.energy <= 0:
+       finish(FNRG)
+    game.optime = 10.0*game.dist/game.wfacsq
+    if twarp:
+       timwrp()
+    if blooey:
+       game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
+       skip(1)
+       prout(_("Engineering to bridge--"))
+       prout(_("  Scott here.  The warp engines are damaged."))
+       prout(_("  We'll have to reduce speed to warp 4."))
+    game.ididit = True
+    return
+
+def setwarp():
+    # change the warp factor   
+    while True:
+        key=scan()
+        if key != IHEOL:
+            break
+       chew()
+       proutn(_("Warp factor- "))
+    chew()
+    if key != IHREAL:
+       huh()
+       return
+    if game.damage[DWARPEN] > 10.0:
+       prout(_("Warp engines inoperative."))
+       return
+    if damaged(DWARPEN) and aaitem > 4.0:
+       prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+       prout(_("  but right now we can only go warp 4.\""))
+       return
+    if aaitem > 10.0:
+       prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+       return
+    if aaitem < 1.0:
+       prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+       return
+    oldfac = game.warpfac
+    game.warpfac = aaitem
+    game.wfacsq=game.warpfac*game.warpfac
+    if game.warpfac <= oldfac or game.warpfac <= 6.0:
+       prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+              int(game.warpfac))
+       return
+    if game.warpfac < 8.00:
+       prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+       return
+    if game.warpfac == 10.0:
+       prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+       return
+    prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+    return
+
+def atover(igrab):
+    # cope with being tossed out of quadrant by supernova or yanked by beam 
+
+    chew()
+    # is captain on planet? 
+    if game.landed:
+       if damaged(DTRANSP):
+           finish(FPNOVA)
+           return
+       prout(_("Scotty rushes to the transporter controls."))
+       if game.shldup:
+           prout(_("But with the shields up it's hopeless."))
+           finish(FPNOVA)
+       prouts(_("His desperate attempt to rescue you . . ."))
+       if Rand() <= 0.5:
+           prout(_("fails."))
+           finish(FPNOVA)
+           return
+       prout(_("SUCCEEDS!"))
+       if game.imine:
+           game.imine = False
+           proutn(_("The crystals mined were "))
+           if Rand() <= 0.25:
+               prout(_("lost."))
+           else:
+               prout(_("saved."))
+               game.icrystl = True
+    if igrab:
+       return
+
+    # Check to see if captain in shuttle craft 
+    if game.icraft:
+       finish(FSTRACTOR)
+    if game.alldone:
+       return
+
+    # Inform captain of attempt to reach safety 
+    skip(1)
+    while True:
+       if game.justin:
+           prouts(_("***RED ALERT!  RED ALERT!"))
+           skip(1)
+           proutn(_("The "))
+           crmshp()
+           prout(_(" has stopped in a quadrant containing"))
+           prouts(_("   a supernova."))
+           skip(2)
+       proutn(_("***Emergency automatic override attempts to hurl "))
+       crmshp()
+       skip(1)
+       prout(_("safely out of quadrant."))
+       if not damaged(DRADIO):
+           game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+       # Try to use warp engines 
+       if damaged(DWARPEN):
+           skip(1)
+           prout(_("Warp engines damaged."))
+           finish(FSNOVAED)
+           return
+       game.warpfac = 6.0+2.0*Rand()
+       game.wfacsq = game.warpfac * game.warpfac
+       prout(_("Warp factor set to %d") % int(game.warpfac))
+       power = 0.75*game.energy
+       game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+       distreq = 1.4142+Rand()
+       if distreq < game.dist:
+           game.dist = distreq
+       game.optime = 10.0*game.dist/game.wfacsq
+       game.direc = 12.0*Rand()        # How dumb! 
+       game.justin = False
+       game.inorbit = False
+       warp(True)
+       if not game.justin:
+           # This is bad news, we didn't leave quadrant. 
+           if game.alldone:
+               return
+           skip(1)
+           prout(_("Insufficient energy to leave quadrant."))
+           finish(FSNOVAED)
+           return
+       # Repeat if another snova
+        if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+            break
+    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: 
+       finish(FWON) # Snova killed remaining enemy. 
+
+def timwrp():
+    # let's do the time warp again 
+    prout(_("***TIME WARP ENTERED."))
+    if game.state.snap and Rand() < 0.5:
+       # Go back in time 
+       prout(_("You are traveling backwards in time %d stardates.") %
+             int(game.state.date-game.snapsht.date))
+       game.state = game.snapsht
+       game.state.snap = False
+       if game.state.remcom:
+           schedule(FTBEAM, expran(game.intime/game.state.remcom))
+           schedule(FBATTAK, expran(0.3*game.intime))
+       schedule(FSNOVA, expran(0.5*game.intime))
+       # next snapshot will be sooner 
+       schedule(FSNAP, expran(0.25*game.state.remtime))
+                               
+       if game.state.nscrem:
+           schedule(FSCMOVE, 0.2777)       
+       game.isatb = 0
+       unschedule(FCDBAS)
+       unschedule(FSCDBAS)
+       invalidate(game.battle)
+
+       # Make sure Galileo is consistant -- Snapshot may have been taken
+        # when on planet, which would give us two Galileos! 
+       gotit = False
+       for l in range(game.inplan):
+           if game.state.planets[l].known == "shuttle_down":
+               gotit = True
+               if game.iscraft == "onship" and game.ship==IHE:
+                   prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
+                   game.iscraft = "offship"
+       # Likewise, if in the original time the Galileo was abandoned, but
+       # was on ship earlier, it would have vanished -- let's restore it.
+       if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+           prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""))
+           game.iscraft = "onship"
+       # 
+#       * There used to be code to do the actual reconstrction here,
+#       * but the starchart is now part of the snapshotted galaxy state.
+#       
+       prout(_("Spock has reconstructed a correct star chart from memory"))
+    else:
+       # Go forward in time 
+       game.optime = -0.5*game.intime*math.log(Rand())
+       prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
+       # cheat to make sure no tractor beams occur during time warp 
+       postpone(FTBEAM, game.optime)
+       game.damage[DRADIO] += game.optime
+    newqad(False)
+    events()   # Stas Sergeev added this -- do pending events 
+
+def probe():
+    # launch deep-space probe 
+    # New code to launch a deep space probe 
+    if game.nprobes == 0:
+       chew()
+       skip(1)
+       if game.ship == IHE: 
+           prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+       else:
+           prout(_("Ye Faerie Queene has no deep space probes."))
+       return
+    if damaged(DDSP):
+       chew()
+       skip(1)
+       prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+       return
+    if is_scheduled(FDSPROB):
+       chew()
+       skip(1)
+       if damaged(DRADIO) and game.condition != "docked":
+           prout(_("Spock-  \"Records show the previous probe has not yet"))
+           prout(_("   reached its destination.\""))
+       else:
+           prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+       return
+    key = scan()
+
+    if key == IHEOL:
+       # slow mode, so let Kirk know how many probes there are left
+        if game.nprobes == 1:
+            prout(_("1 probe left."))
+        else:
+            prout(_("%d probes left") % game.nprobes)
+       proutn(_("Are you sure you want to fire a probe? "))
+       if ja() == False:
+           return
+
+    game.isarmed = False
+    if key == IHALPHA and citem == "armed":
+       game.isarmed = True
+       key = scan()
+    elif key == IHEOL:
+       proutn(_("Arm NOVAMAX warhead? "))
+       game.isarmed = ja()
+    getcd(True, key)
+    if game.direc == -1.0:
+       return
+    game.nprobes -= 1
+    angle = ((15.0 - game.direc) * 0.5235988)
+    game.probeinx = -math.sin(angle)
+    game.probeiny = math.cos(angle)
+    if math.fabs(game.probeinx) > math.fabs(game.probeiny):
+       bigger = math.fabs(game.probeinx)
+    else:
+       bigger = math.fabs(game.probeiny)
+               
+    game.probeiny /= bigger
+    game.probeinx /= bigger
+    game.proben = 10.0*game.dist*bigger +0.5
+    game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
+    game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
+    game.probec = game.quadrant
+    schedule(FDSPROB, 0.01) # Time to move one sector
+    prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
+    game.ididit = True
+    return
+
+# Here's how the mayday code works:
+# 
+# First, the closest starbase is selected.  If there is a a starbase
+# in your own quadrant, you are in good shape.  This distance takes
+# quadrant distances into account only.
+#
+# A magic number is computed based on the distance which acts as the
+# probability that you will be rematerialized.  You get three tries.
+#
+# When it is determined that you should be able to be rematerialized
+# (i.e., when the probability thing mentioned above comes up
+# positive), you are put into that quadrant (anywhere).  Then, we try
+# to see if there is a spot adjacent to the star- base.  If not, you
+# can't be rematerialized!!!  Otherwise, it drops you there.  It only
+# tries five times to find a spot to drop you.  After that, it's your
+# problem.
+
+def mayday():
+    # yell for help from nearest starbase 
+    # There's more than one way to move in this game! 
+    line = 0
+
+    chew()
+    # Test for conditions which prevent calling for help 
+    if game.condition == "docked":
+       prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
+       return
+    if damaged(DRADIO):
+       prout(_("Subspace radio damaged."))
+       return
+    if game.state.rembase==0:
+       prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
+       return
+    if game.landed:
+       proutn(_("You must be aboard the "))
+       crmshp()
+       prout(".")
+       return
+    # OK -- call for help from nearest starbase 
+    game.nhelp += 1
+    if game.base.x!=0:
+       # There's one in this quadrant 
+       ddist = distance(game.base, game.sector)
+    else:
+       ddist = FOREVER
+       for m in range(1, game.state.rembase+1):
+           xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+           if xdist < ddist:
+               ddist = xdist
+               line = m
+       # Since starbase not in quadrant, set up new quadrant 
+       game.quadrant = game.state.baseq[line]
+       newqad(True)
+    # dematerialize starship 
+    game.quad[game.sector.x][game.sector.y]=IHDOT
+    proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
+    crmshp()
+    prout(_(" dematerializes."))
+    game.sector.x=0
+    for m in range(1, 5+1):
+       ix = game.base.x+3.0*Rand()-1
+       iy = game.base.y+3.0*Rand()-1
+       if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+           # found one -- finish up 
+           game.sector.x=ix
+           game.sector.y=iy
+           break
+    if not is_valid(game.sector):
+       prout(_("You have been lost in space..."))
+       finish(FMATERIALIZE)
+       return
+    # Give starbase three chances to rematerialize starship 
+    probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
+    for m in range(1, 3+1):
+       if m == 1: proutn(_("1st"))
+       elif m == 2: proutn(_("2nd"))
+       elif m == 3: proutn(_("3rd"))
+       proutn(_(" attempt to re-materialize "))
+       crmshp()
+       game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
+       textcolor(RED)
+       warble()
+       if Rand() > probf:
+           break
+       prout(_("fails."))
+       curses.delay_output(500)
+       textcolor(DEFAULT)
+    if m > 3:
+       game.quad[ix][iy]=IHQUEST
+       game.alive = False
+       drawmaps(1)
+       setwnd(message_window)
+       finish(FMATERIALIZE)
+       return
+    game.quad[ix][iy]=game.ship
+    textcolor(GREEN)
+    prout(_("succeeds."))
+    textcolor(DEFAULT)
+    dock(False)
+    skip(1)
+    prout(_("Lt. Uhura-  \"Captain, we made it!\""))
+
+# Abandon Ship (the BSD-Trek description)
+# 
+# The ship is abandoned.  If your current ship is the Faire
+# Queene, or if your shuttlecraft is dead, you're out of
+# luck.  You need the shuttlecraft in order for the captain
+# (that's you!!) to escape.
+# 
+# Your crew can beam to an inhabited starsystem in the
+# quadrant, if there is one and if the transporter is working.
+# If there is no inhabited starsystem, or if the transporter
+# is out, they are left to die in outer space.
+# 
+# If there are no starbases left, you are captured by the
+# Klingons, who torture you mercilessly.  However, if there
+# is at least one starbase, you are returned to the
+# Federation in a prisoner of war exchange.  Of course, this
+# can't happen unless you have taken some prisoners.
+
+def abandon():
+    # abandon ship 
+    chew()
+    if game.condition=="docked":
+       if game.ship!=IHE:
+           prout(_("You cannot abandon Ye Faerie Queene."))
+           return
+    else:
+       # Must take shuttle craft to exit 
+       if game.damage[DSHUTTL]==-1:
+           prout(_("Ye Faerie Queene has no shuttle craft."))
+           return
+       if game.damage[DSHUTTL]<0:
+           prout(_("Shuttle craft now serving Big Macs."))
+           return
+       if game.damage[DSHUTTL]>0:
+           prout(_("Shuttle craft damaged."))
+           return
+       if game.landed:
+           prout(_("You must be aboard the ship."))
+           return
+       if game.iscraft != "onship":
+           prout(_("Shuttle craft not currently available."))
+           return
+       # Print abandon ship messages 
+       skip(1)
+       prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
+       skip(1)
+       prouts(_("***ALL HANDS ABANDON SHIP!"))
+       skip(2)
+       prout(_("Captain and crew escape in shuttle craft."))
+       if game.state.rembase==0:
+           # Oops! no place to go... 
+           finish(FABANDN)
+           return
+       q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+       # Dispose of crew 
+       if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+           prout(_("Remainder of ship's complement beam down"))
+           prout(_("to nearest habitable planet."))
+       elif q.planet != NOPLANET and not damaged(DTRANSP):
+           prout(_("Remainder of ship's complement beam down to %s.") %
+                   q.planet)
+       else:
+           prout(_("Entire crew of %d left to die in outer space.") %
+                   game.state.crew)
+           game.casual += game.state.crew
+           game.abandoned += game.state.crew
+
+       # If at least one base left, give 'em the Faerie Queene 
+       skip(1)
+       game.icrystl = False # crystals are lost 
+       game.nprobes = 0 # No probes 
+       prout(_("You are captured by Klingons and released to"))
+       prout(_("the Federation in a prisoner-of-war exchange."))
+       nb = Rand()*game.state.rembase+1
+       # Set up quadrant and position FQ adjacient to base 
+       if not same(game.quadrant, game.state.baseq[nb]):
+           game.quadrant = game.state.baseq[nb]
+           game.sector.x = game.sector.y = 5
+           newqad(True)
+       while True:
+           # position next to base by trial and error 
+           game.quad[game.sector.x][game.sector.y] = IHDOT
+           for l in range(1, QUADSIZE+1):
+               game.sector.x = 3.0*Rand() - 1.0 + game.base.x
+               game.sector.y = 3.0*Rand() - 1.0 + game.base.y
+               if VALID_SECTOR(game.sector.x, game.sector.y) and \
+                       game.quad[game.sector.x][game.sector.y] == IHDOT:
+                    break
+           if l < QUADSIZE+1:
+               break # found a spot 
+           game.sector.x=QUADSIZE/2
+           game.sector.y=QUADSIZE/2
+           newqad(True)
+    # Get new commission 
+    game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+    game.state.crew = FULLCREW
+    prout(_("Starfleet puts you in command of another ship,"))
+    prout(_("the Faerie Queene, which is antiquated but,"))
+    prout(_("still useable."))
+    if game.icrystl:
+       prout(_("The dilithium crystals have been moved."))
+    game.imine = False
+    game.iscraft = "offship" # Galileo disappears 
+    # Resupply ship 
+    game.condition="docked"
+    for l in range(0, NDEVICES): 
+       game.damage[l] = 0.0
+    game.damage[DSHUTTL] = -1
+    game.energy = game.inenrg = 3000.0
+    game.shield = game.inshld = 1250.0
+    game.torps = game.intorps = 6
+    game.lsupres=game.inlsr=3.0
+    game.shldup=False
+    game.warpfac=5.0
+    game.wfacsq=25.0
+    return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+    # abort a lengthy operation if an event interrupts it 
+    game.ididit = True
+    events()
+    if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: 
+       return True
+    return False
+
+def survey():
+    # report on (uninhabited) planets in the galaxy 
+    iknow = False
+    skip(1)
+    chew()
+    prout(_("Spock-  \"Planet report follows, Captain.\""))
+    skip(1)
+    for i in range(game.inplan):
+       if game.state.planets[i].pclass == destroyed:
+           continue
+       if (game.state.planets[i].known != "unknown" \
+            and game.state.planets[i].inhabited == UNINHABITED) \
+            or idebug:
+           iknow = True
+           if idebug and game.state.planets[i].known=="unknown":
+               proutn("(Unknown) ")
+           proutn(cramlc(quadrant, game.state.planets[i].w))
+           proutn(_("   class "))
+           proutn(game.state.planets[i].pclass)
+           proutn("   ")
+           if game.state.planets[i].crystals != present:
+               proutn(_("no "))
+           prout(_("dilithium crystals present."))
+           if game.state.planets[i].known=="shuttle_down": 
+               prout(_("    Shuttle Craft Galileo on surface."))
+    if not iknow:
+       prout(_("No information available."))
+
+def orbit():
+    # enter standard orbit 
+    skip(1)
+    chew()
+    if game.inorbit:
+       prout(_("Already in standard orbit."))
+       return
+    if damaged(DWARPEN) and damaged(DIMPULS):
+       prout(_("Both warp and impulse engines damaged."))
+       return
+    if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
+       crmshp()
+       prout(_(" not adjacent to planet."))
+       skip(1)
+       return
+    game.optime = 0.02+0.03*Rand()
+    prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
+    newcnd()
+    if consumeTime():
+       return
+    game.height = (1400.0+7200.0*Rand())
+    prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+    game.inorbit = True
+    game.ididit = True
+
+def sensor():
+    # examine planets in this quadrant 
+    if damaged(DSRSENS):
+       if game.options & OPTION_TTY:
+           prout(_("Short range sensors damaged."))
+       return
+    if not is_valid(game.plnet):
+       if game.options & OPTION_TTY:
+           prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+       return
+    if game.state.planets[game.iplnet].known == "unknown":
+       prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
+       skip(1)
+       prout(_("         Planet at Sector %s is of class %s.") %
+             (sector,game.plnet, game.state.planets[game.iplnet]))
+       if game.state.planets[game.iplnet].known=="shuttle_down": 
+           prout(_("         Sensors show Galileo still on surface."))
+       proutn(_("         Readings indicate"))
+       if game.state.planets[game.iplnet].crystals != present:
+           proutn(_(" no"))
+       prout(_(" dilithium crystals present.\""))
+       if game.state.planets[game.iplnet].known == "unknown":
+           game.state.planets[game.iplnet].known = "known"
+
+def beam():
+    # use the transporter 
+    nrgneed = 0
+    chew()
+    skip(1)
+    if damaged(DTRANSP):
+       prout(_("Transporter damaged."))
+       if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+           skip(1)
+           proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
+           if ja() == True:
+               shuttle()
+       return
+    if not game.inorbit:
+       crmshp()
+       prout(_(" not in standard orbit."))
+       return
+    if game.shldup:
+       prout(_("Impossible to transport through shields."))
+       return
+    if game.state.planets[game.iplnet].known=="unknown":
+       prout(_("Spock-  \"Captain, we have no information on this planet"))
+       prout(_("  and Starfleet Regulations clearly state that in this situation"))
+       prout(_("  you may not go down.\""))
+       return
+    if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+       prout(_("Spock-  \"Captain, I fail to see the logic in"))
+       prout(_("  exploring a planet with no dilithium crystals."))
+       proutn(_("  Are you sure this is wise?\" "))
+       if ja() == False:
+           chew()
+           return
+    if not (game.options & OPTION_PLAIN):
+       nrgneed = 50 * game.skill + game.height / 100.0
+       if nrgneed > game.energy:
+           prout(_("Engineering to bridge--"))
+           prout(_("  Captain, we don't have enough energy for transportation."))
+           return
+       if not game.landed and nrgneed * 2 > game.energy:
+           prout(_("Engineering to bridge--"))
+           prout(_("  Captain, we have enough energy only to transport you down to"))
+           prout(_("  the planet, but there wouldn't be an energy for the trip back."))
+           if game.state.planets[game.iplnet].known == "shuttle_down":
+               prout(_("  Although the Galileo shuttle craft may still be on a surface."))
+           proutn(_("  Are you sure this is wise?\" "))
+           if ja() == False:
+               chew()
+               return
+    if game.landed:
+       # Coming from planet 
+       if game.state.planets[game.iplnet].known=="shuttle_down":
+           proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
+           if ja() == True:
+               chew()
+               return
+           prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+       prout(_("Landing party assembled, ready to beam up."))
+       skip(1)
+       prout(_("Kirk whips out communicator..."))
+       prouts(_("BEEP  BEEP  BEEP"))
+       skip(2)
+       prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
+    else:
+       # Going to planet 
+       prout(_("Scotty-  \"Transporter room ready, Sir.\""))
+       skip(1)
+       prout(_("Kirk and landing party prepare to beam down to planet surface."))
+       skip(1)
+       prout(_("Kirk-  \"Energize.\""))
+    game.ididit = True
+    skip(1)
+    prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
+    skip(2)
+    if Rand() > 0.98:
+       prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+       skip(2)
+       prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
+       finish(FLOST)
+       return
+    prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
+    game.landed = not game.landed
+    game.energy -= nrgneed
+    skip(2)
+    prout(_("Transport complete."))
+    if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+       prout(_("The shuttle craft Galileo is here!"))
+    if not game.landed and game.imine:
+       game.icrystl = True
+       game.cryprob = 0.05
+    game.imine = False
+    return
+
+def mine():
+    # strip-mine a world for dilithium 
+    skip(1)
+    chew()
+    if not game.landed:
+       prout(_("Mining party not on planet."))
+       return
+    if game.state.planets[game.iplnet].crystals == mined:
+       prout(_("This planet has already been strip-mined for dilithium."))
+       return
+    elif game.state.planets[game.iplnet].crystals == absent:
+       prout(_("No dilithium crystals on this planet."))
+       return
+    if game.imine:
+       prout(_("You've already mined enough crystals for this trip."))
+       return
+    if game.icrystl and game.cryprob == 0.05:
+       proutn(_("With all those fresh crystals aboard the "))
+       crmshp()
+       skip(1)
+       prout(_("there's no reason to mine more at this time."))
+       return
+    game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
+    if consumeTime():
+       return
+    prout(_("Mining operation complete."))
+    game.state.planets[game.iplnet].crystals = mined
+    game.imine = game.ididit = True
+
+def usecrystals():
+    # use dilithium crystals 
+    game.ididit = False
+    skip(1)
+    chew()
+    if not game.icrystl:
+       prout(_("No dilithium crystals available."))
+       return
+    if game.energy >= 1000:
+       prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
+       prout(_("  except when Condition Yellow exists."))
+       return
+    prout(_("Spock- \"Captain, I must warn you that loading"))
+    prout(_("  raw dilithium crystals into the ship's power"))
+    prout(_("  system may risk a severe explosion."))
+    proutn(_("  Are you sure this is wise?\" "))
+    if ja() == False:
+       chew()
+       return
+    skip(1)
+    prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
+    prout(_("  Mr. Spock and I will try it.\""))
+    skip(1)
+    prout(_("Spock-  \"Crystals in place, Sir."))
+    prout(_("  Ready to activate circuit.\""))
+    skip(1)
+    prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
+    skip(1)
+    if Rand() <= game.cryprob:
+       prouts(_("  \"Activating now! - - No good!  It's***"))
+       skip(2)
+       prouts(_("***RED ALERT!  RED A*L********************************"))
+       skip(1)
+       stars()
+       prouts(_("******************   KA-BOOM!!!!   *******************"))
+       skip(1)
+       kaboom()
+       return
+    game.energy += 5000.0*(1.0 + 0.9*Rand())
+    prouts(_("  \"Activating now! - - "))
+    prout(_("The instruments"))
+    prout(_("   are going crazy, but I think it's"))
+    prout(_("   going to work!!  Congratulations, Sir!\""))
+    game.cryprob *= 2.0
+    game.ididit = True
+
+def shuttle():
+    # use shuttlecraft for planetary jaunt 
+    chew()
+    skip(1)
+    if damaged(DSHUTTL):
+       if game.damage[DSHUTTL] == -1.0:
+           if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+               prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
+           else:
+               prout(_("Ye Faerie Queene had no shuttle craft."))
+       elif game.damage[DSHUTTL] > 0:
+           prout(_("The Galileo is damaged."))
+       else: # game.damage[DSHUTTL] < 0  
+           prout(_("Shuttle craft is now serving Big Macs."))
+       return
+    if not game.inorbit:
+       crmshp()
+       prout(_(" not in standard orbit."))
+       return
+    if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+       prout(_("Shuttle craft not currently available."))
+       return
+    if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+       prout(_("You will have to beam down to retrieve the shuttle craft."))
+       return
+    if game.shldup or game.condition == "docked":
+       prout(_("Shuttle craft cannot pass through shields."))
+       return
+    if game.state.planets[game.iplnet].known=="unknown":
+       prout(_("Spock-  \"Captain, we have no information on this planet"))
+       prout(_("  and Starfleet Regulations clearly state that in this situation"))
+       prout(_("  you may not fly down.\""))
+       return
+    game.optime = 3.0e-5*game.height
+    if game.optime >= 0.8*game.state.remtime:
+       prout(_("First Officer Spock-  \"Captain, I compute that such"))
+       proutn(_("  a maneuver would require approximately %2d%% of our") % \
+              int(100*game.optime/game.state.remtime))
+       prout(_("remaining time."))
+       proutn(_("Are you sure this is wise?\" "))
+       if ja() == False:
+           game.optime = 0.0
+           return
+    if game.landed:
+       # Kirk on planet 
+       if game.iscraft == "onship":
+           # Galileo on ship! 
+           if not damaged(DTRANSP):
+               proutn(_("Spock-  \"Would you rather use the transporter?\" "))
+               if ja() == True:
+                   beam()
+                   return
+               proutn(_("Shuttle crew"))
+           else:
+               proutn(_("Rescue party"))
+           prout(_(" boards Galileo and swoops toward planet surface."))
+           game.iscraft = "offship"
+           skip(1)
+           if consumeTime():
+               return
+           game.state.planets[game.iplnet].known="shuttle_down"
+           prout(_("Trip complete."))
+           return
+       else:
+           # Ready to go back to ship 
+           prout(_("You and your mining party board the"))
+           prout(_("shuttle craft for the trip back to the Enterprise."))
+           skip(1)
+           prouts(_("The short hop begins . . ."))
+           skip(1)
+           game.state.planets[game.iplnet].known="known"
+           game.icraft = True
+           skip(1)
+           game.landed = False
+           if consumeTime():
+               return
+           game.iscraft = "onship"
+           game.icraft = False
+           if game.imine:
+               game.icrystl = True
+               game.cryprob = 0.05
+           game.imine = False
+           prout(_("Trip complete."))
+           return
+    else:
+       # Kirk on ship 
+       # and so is Galileo 
+       prout(_("Mining party assembles in the hangar deck,"))
+       prout(_("ready to board the shuttle craft \"Galileo\"."))
+       skip(1)
+       prouts(_("The hangar doors open; the trip begins."))
+       skip(1)
+       game.icraft = True
+       game.iscraft = "offship"
+       if consumeTime():
+           return
+       game.state.planets[game.iplnet].known = "shuttle_down"
+       game.landed = True
+       game.icraft = False
+       prout(_("Trip complete."))
+       return
+
+def deathray():
+    # use the big zapper 
+    r = Rand()
+       
+    game.ididit = False
+    skip(1)
+    chew()
+    if game.ship != IHE:
+       prout(_("Ye Faerie Queene has no death ray."))
+       return
+    if game.nenhere==0:
+       prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
+       return
+    if damaged(DDRAY):
+       prout(_("Death Ray is damaged."))
+       return
+    prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
+    prout(_("  is highly unpredictible.  Considering the alternatives,"))
+    proutn(_("  are you sure this is wise?\" "))
+    if ja() == False:
+       return
+    prout(_("Spock-  \"Acknowledged.\""))
+    skip(1)
+    game.ididit = True
+    prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
+    skip(1)
+    prout(_("Crew scrambles in emergency preparation."))
+    prout(_("Spock and Scotty ready the death ray and"))
+    prout(_("prepare to channel all ship's power to the device."))
+    skip(1)
+    prout(_("Spock-  \"Preparations complete, sir.\""))
+    prout(_("Kirk-  \"Engage!\""))
+    skip(1)
+    prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
+    skip(1)
+    dprob = .30
+    if game.options & OPTION_PLAIN:
+       dprob = .5
+    if r > dprob:
+       prouts(_("Sulu- \"Captain!  It's working!\""))
+       skip(2)
+       while game.nenhere > 0:
+           deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+       prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
+       if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+           finish(FWON)    
+       if (game.options & OPTION_PLAIN) == 0:
+           prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
+           if Rand() <= 0.05:
+               prout(_("   is still operational.\""))
+           else:
+               prout(_("   has been rendered nonfunctional.\""))
+               game.damage[DDRAY] = 39.95
+       return
+    r = Rand() # Pick failure method 
+    if r <= .30:
+       prouts(_("Sulu- \"Captain!  It's working!\""))
+       skip(1)
+       prouts(_("***RED ALERT!  RED ALERT!"))
+       skip(1)
+       prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+       skip(1)
+       prouts(_("***RED ALERT!  RED A*L********************************"))
+       skip(1)
+       stars()
+       prouts(_("******************   KA-BOOM!!!!   *******************"))
+       skip(1)
+       kaboom()
+       return
+    if r <= .55:
+       prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
+       skip(1)
+       prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
+       skip(1)
+       prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
+       prout(_("  have apparently been transformed into strange mutations."))
+       prout(_("  Vulcans do not seem to be affected."))
+       skip(1)
+       prout(_("Kirk-  \"Raauch!  Raauch!\""))
+       finish(FDRAY)
+       return
+    if r <= 0.75:
+       intj
+       prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
+       skip(2)
+       proutn(_("Spock-  \"I believe the word is"))
+       prouts(_(" *ASTONISHING*"))
+       prout(_(" Mr. Sulu."))
+       for i in range(1, QUADSIZE+1):
+           for j in range(1, QUADSIZE+1):
+               if game.quad[i][j] == IHDOT:
+                   game.quad[i][j] = IHQUEST
+       prout(_("  Captain, our quadrant is now infested with"))
+       prouts(_(" - - - - - -  *THINGS*."))
+       skip(1)
+       prout(_("  I have no logical explanation.\""))
+       return
+    prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
+    skip(1)
+    prout(_("Scotty-  \"There are so many tribbles down here"))
+    prout(_("  in Engineering, we can't move for 'em, Captain.\""))
+    finish(FTRIBBLE)
+    return