planets.c code incorporated into Python translation.
[super-star-trek.git] / src / sst.py
index d1b81bcf14a9e7920ecda45574db6d665da9e3c8..a032cb7499fc9543ad0bcf6d93fc5cca6ed467b2 100644 (file)
@@ -1,8 +1,12 @@
 """
 sst.py =-- Super Star Trek in Python
 
+This code is a Python translation of a C translation of a FORTRAN original.
+The FORTRANness still shows in many ways, notably the use of 1-origin index
+an a lot of parallel arrays where a more modern language would use structures
+or objects.
 """
-import os, sys, math, curses
+import os, sys, math, curses, time, atexit, readline
 
 SSTDOC = "/usr/share/doc/sst/sst.doc"
 
@@ -30,6 +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
@@ -60,26 +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:
@@ -178,6 +184,13 @@ DDRAY      = 14
 DDSP   = 15
 NDEVICES= 16   # Number of devices
 
+SKILL_NONE     = 0
+SKILL_NOVICE   = 1
+SKILL_FAIR     = 2
+SKILL_GOOD     = 3
+SKILL_EXPERT   = 4
+SKILL_EMERITUS = 5
+
 def damaged(dev):      return (game.damage[dev] != 0.0)
 
 # Define future events 
@@ -295,7 +308,14 @@ class gamestate:
         self.probeinx = 0.0    # probe x,y increment
         self.probeiny = 0.0    #
         self.height = 0.0      # height of orbit around planet
-
+    def recompute(self):
+        # Stas thinks this should be (C expression): 
+        # game.state.remkl + game.state.remcom > 0 ?
+       #       game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+        # He says the existing expression is prone to divide-by-zero errors
+        # after killing the last klingon when score is shown -- perhaps also
+        # if the only remaining klingon is SCOM.
+        game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
 # From enumerated type 'feature'
 IHR = 'R'
 IHK = 'K'
@@ -693,7 +713,7 @@ def movescom(iq, avoid):
            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:
-               pause_game(True)
+               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.\""))
@@ -798,7 +818,7 @@ def supercommander():
                if damaged(DRADIO) and game.condition != docked:
                    return; # no warning 
                game.iseenit = True
-               pause_game(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."))
@@ -818,7 +838,7 @@ def supercommander():
         (damaged(DRADIO) and game.condition != docked) or \
         not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
        return
-    pause_game(True)
+    announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
     return;
@@ -1084,7 +1104,7 @@ def ram(ibumpd, ienm, w):
     game.shldup = False
     prout(_("***Shields are down."))
     if game.state.remkl + game.state.remcom + game.state.nscrem:
-       pause_game(True)
+       announce()
        damagereport()
     else:
        finish(FWON)
@@ -1315,7 +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()
@@ -1507,7 +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
@@ -1574,9 +1594,7 @@ def deadkl(w, type, mv):
     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)
-
+    game.recompute()
     # Remove enemy ship from arrays describing local conditions 
     if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
        unschedule(FCDBAS)
@@ -1629,7 +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  {
@@ -1674,7 +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()
@@ -1699,7 +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)
@@ -1753,7 +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)
@@ -1804,8 +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
@@ -1894,8 +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()
@@ -1903,7 +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()
@@ -1957,7 +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
@@ -1977,7 +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
@@ -1997,7 +2013,7 @@ def phasers():
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
-                   proutn("%d", irec)
+                   proutn("%d" % irec)
                else:
                    proutn("??")
                proutn(")  ")
@@ -2060,3 +2076,3039 @@ def phasers():
            game.shldup = False
     overheat(rpow);
 
+# Code from events,c begins here.
+
+# This isn't a real event queue a la BSD Trek yet -- you can only have one 
+# event of each type active at any given time.  Mostly these means we can 
+# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
+# BSD Trek, from which we swiped the idea, can have up to 5.
+
+import math
+
+def unschedule(evtype):
+    # remove an event from the schedule 
+    game.future[evtype].date = FOREVER
+    return game.future[evtype]
+
+def is_scheduled(evtype):
+    # is an event of specified type scheduled 
+    return game.future[evtype].date != FOREVER
+
+def scheduled(evtype):
+    # when will this event happen? 
+    return game.future[evtype].date
+
+def schedule(evtype, offset):
+    # schedule an event of specified type 
+    game.future[evtype].date = game.state.date + offset
+    return game.future[evtype]
+
+def postpone(evtype, offset):
+    # postpone a scheduled event 
+    game.future[evtype].date += offset
+
+def cancelrest():
+    # rest period is interrupted by event 
+    if game.resting:
+       skip(1)
+       proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
+       if ja() == True:
+           game.resting = False
+           game.optime = 0.0
+           return True
+
+    return False
+
+def events():
+    # run through the event queue looking for things to do 
+    i=0
+    fintim = game.state.date + game.optime; yank=0
+    ictbeam = False; istract = False
+    w = coord(); hold = coord()
+    ev = event(); ev2 = event()
+
+    def tractorbeam():
+        # tractor beaming cases merge here 
+        yank = math.sqrt(yank)
+        announce()
+        game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) 
+        skip(1)
+        proutn("***")
+        crmshp()
+        prout(_(" caught in long range tractor beam--"))
+        # If Kirk & Co. screwing around on planet, handle 
+        atover(True) # atover(true) is Grab 
+        if game.alldone:
+            return
+        if game.icraft: # Caught in Galileo? 
+            finish(FSTRACTOR)
+            return
+        # Check to see if shuttle is aboard 
+        if game.iscraft == "offship":
+            skip(1)
+            if Rand() > 0.5:
+                prout(_("Galileo, left on the planet surface, is captured"))
+                prout(_("by aliens and made into a flying McDonald's."))
+                game.damage[DSHUTTL] = -10
+                game.iscraft = "removed"
+            else:
+                prout(_("Galileo, left on the planet surface, is well hidden."))
+        if evcode==0:
+            game.quadrant = game.state.kscmdr
+        else:
+            game.quadrant = game.state.kcmdr[i]
+        game.sector = randplace(QUADSIZE)
+        crmshp()
+        proutn(_(" is pulled to "))
+        proutn(cramlc(quadrant, game.quadrant))
+        proutn(", ")
+        prout(cramlc(sector, game.sector))
+        if game.resting:
+            prout(_("(Remainder of rest/repair period cancelled.)"))
+            game.resting = False
+        if not game.shldup:
+            if not damaged(DSHIELD) and game.shield > 0:
+                doshield(True) # raise shields 
+                game.shldchg=False
+            else:
+                prout(_("(Shields not currently useable.)"))
+        newqad(False)
+        # Adjust finish time to time of tractor beaming 
+        fintim = game.state.date+game.optime
+        attack(False)
+        if game.state.remcom <= 0:
+            unschedule(FTBEAM)
+        else: 
+            schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+
+    def destroybase():
+        # Code merges here for any commander destroying base 
+        # Not perfect, but will have to do 
+        # Handle case where base is in same quadrant as starship 
+        if same(game.battle, game.quadrant):
+            game.state.chart[game.battle.x][game.battle.y].starbase = False
+            game.quad[game.base.x][game.base.y] = IHDOT
+            game.base.x=game.base.y=0
+            newcnd()
+            skip(1)
+            prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
+        elif game.state.rembase != 1 and \
+                 (not damaged(DRADIO) or game.condition == "docked"):
+            # Get word via subspace radio 
+            announce()
+            skip(1)
+            prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
+            proutn(_("   the starbase in "))
+            proutn(cramlc(quadrant, game.battle))
+            prout(_(" has been destroyed by"))
+            if game.isatb == 2: 
+                prout(_("the Klingon Super-Commander"))
+            else:
+                prout(_("a Klingon Commander"))
+            game.state.chart[game.battle.x][game.battle.y].starbase = False
+        # Remove Starbase from galaxy 
+        game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+        for i in range(1, game.state.rembase+1):
+            if same(game.state.baseq[i], game.battle):
+                game.state.baseq[i] = game.state.baseq[game.state.rembase]
+        game.state.rembase -= 1
+        if game.isatb == 2:
+            # reinstate a commander's base attack 
+            game.battle = hold
+            game.isatb = 0
+        else:
+            invalidate(game.battle)
+
+    if idebug:
+       prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
+       for i in range(1, NEVENTS):
+           if   i == FSNOVA:  proutn("=== Supernova       ")
+           elif i == FTBEAM:  proutn("=== T Beam          ")
+           elif i == FSNAP:   proutn("=== Snapshot        ")
+           elif i == FBATTAK: proutn("=== Base Attack     ")
+           elif i == FCDBAS:  proutn("=== Base Destroy    ")
+           elif i == FSCMOVE: proutn("=== SC Move         ")
+           elif i == FSCDBAS: proutn("=== SC Base Destroy ")
+           elif i == FDSPROB: proutn("=== Probe Move      ")
+           elif i == FDISTR:  proutn("=== Distress Call   ")
+           elif i == FENSLV:  proutn("=== Enslavement     ")
+           elif i == FREPRO:  proutn("=== Klingon Build   ")
+           if is_scheduled(i):
+               prout("%.2f" % (scheduled(i)))
+           else:
+               prout("never")
+    radio_was_broken = damaged(DRADIO)
+    hold.x = hold.y = 0
+    while True:
+       # Select earliest extraneous event, evcode==0 if no events 
+       evcode = FSPY
+       if game.alldone:
+           return
+       datemin = fintim
+       for l in range(1, NEVENTS):
+           if game.future[l].date < datemin:
+               evcode = l
+               if idebug:
+                   prout("== Event %d fires" % evcode)
+               datemin = game.future[l].date
+       xtime = datemin-game.state.date
+       game.state.date = datemin
+       # Decrement Federation resources and recompute remaining time 
+       game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+        game.recompute()
+       if game.state.remtime <=0:
+           finish(FDEPLETE)
+           return
+       # Any crew left alive? 
+       if game.state.crew <=0:
+           finish(FCREW)
+           return
+       # Is life support adequate? 
+       if damaged(DLIFSUP) and game.condition != "docked":
+           if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
+               finish(FLIFESUP)
+               return
+           game.lsupres -= xtime
+           if game.damage[DLIFSUP] <= xtime:
+               game.lsupres = game.inlsr
+       # Fix devices 
+       repair = xtime
+       if game.condition == "docked":
+           repair /= game.docfac
+       # Don't fix Deathray here 
+       for l in range(0, NDEVICES):
+           if game.damage[l] > 0.0 and l != DDRAY:
+                if game.damage[l]-repair > 0.0:
+                    game.damage[l] -= repair
+                else:
+                    game.damage[l] = 0.0
+       # If radio repaired, update star chart and attack reports 
+       if radio_was_broken and not damaged(DRADIO):
+           prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+           prout(_("   surveillance reports are coming in."))
+           skip(1)
+           if not game.iseenit:
+               attackreport(False)
+               game.iseenit = True
+           rechart()
+           prout(_("   The star chart is now up to date.\""))
+           skip(1)
+       # Cause extraneous event EVCODE to occur 
+       game.optime -= xtime
+       if evcode == FSNOVA: # Supernova 
+           announce()
+           supernova(False)
+           schedule(FSNOVA, expran(0.5*game.intime))
+           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+               return
+       elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
+           if game.state.nscrem == 0 or \
+               ictbeam or istract or \
+                game.condition=="docked" or game.isatb==1 or game.iscate:
+               return
+           if game.ientesc or \
+               (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
+               (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
+               (damaged(DSHIELD) and \
+                (game.energy < 2500 or damaged(DPHASER)) and \
+                 (game.torps < 5 or damaged(DPHOTON))):
+               # Tractor-beam her! 
+               istract = True
+               yank = distance(game.state.kscmdr, game.quadrant)
+                ictbeam = True
+                tractorbeam()
+           else:
+               return
+       elif evcode == FTBEAM: # Tractor beam 
+            if game.state.remcom == 0:
+                unschedule(FTBEAM)
+                continue
+            i = Rand()*game.state.remcom+1.0
+            yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+            if istract or game.condition == "docked" or yank == 0:
+                # Drats! Have to reschedule 
+                schedule(FTBEAM, 
+                         game.optime + expran(1.5*game.intime/game.state.remcom))
+                continue
+            ictbeam = True
+            tractorbeam()
+       elif evcode == FSNAP: # Snapshot of the universe (for time warp) 
+           game.snapsht = game.state
+           game.state.snap = True
+           schedule(FSNAP, expran(0.5 * game.intime))
+       elif evcode == FBATTAK: # Commander attacks starbase 
+           if game.state.remcom==0 or game.state.rembase==0:
+               # no can do 
+               unschedule(FBATTAK)
+               unschedule(FCDBAS)
+                continue
+           i = 0
+           for j in range(1, game.state.rembase+1):
+               for k in range(1, game.state.remcom+1):
+                   if same(game.state.baseq[j], game.state.kcmdr[k]) and \
+                       not same(game.state.baseq[j], game.quadrant) and \
+                        not same(game.state.baseq[j], game.state.kscmdr):
+                       i = 1
+               if i == 1:
+                   continue
+           if j>game.state.rembase:
+               # no match found -- try later 
+               schedule(FBATTAK, expran(0.3*game.intime))
+               unschedule(FCDBAS)
+               continue
+           # commander + starbase combination found -- launch attack 
+           game.battle = game.state.baseq[j]
+           schedule(FCDBAS, 1.0+3.0*Rand())
+           if game.isatb: # extra time if SC already attacking 
+               postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
+           game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
+           game.iseenit = False
+           if damaged(DRADIO) and game.condition != "docked": 
+               continue # No warning :-( 
+           game.iseenit = True
+           announce()
+           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))))
+            prout(".\"")
+           if cancelrest():
+                return
+       elif evcode == FSCDBAS: # Supercommander destroys base 
+           unschedule(FSCDBAS)
+           game.isatb = 2
+           if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: 
+               continue # WAS RETURN! 
+           hold = game.battle
+           game.battle = game.state.kscmdr
+           destroybase()
+       elif evcode == FCDBAS: # Commander succeeds in destroying base 
+           if evcode==FCDBAS:
+               unschedule(FCDBAS)
+               # find the lucky pair 
+               for i in range(1, game.state.remcom+1):
+                   if same(game.state.kcmdr[i], game.battle): 
+                       break
+               if i > game.state.remcom or game.state.rembase == 0 or \
+                   not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+                   # No action to take after all 
+                   invalidate(game.battle)
+                   continue
+            destroybase()
+       elif evcode == FSCMOVE: # Supercommander moves 
+           schedule(FSCMOVE, 0.2777)
+           if not game.ientesc and not istract and game.isatb != 1 and \
+                   (not game.iscate or not game.justin): 
+               supercommander()
+       elif evcode == FDSPROB: # Move deep space probe 
+           schedule(FDSPROB, 0.01)
+           game.probex += game.probeinx
+           game.probey += game.probeiny
+           i = (int)(game.probex/QUADSIZE +0.05)
+           j = (int)(game.probey/QUADSIZE + 0.05)
+           if game.probec.x != i or game.probec.y != j:
+               game.probec.x = i
+               game.probec.y = j
+               if not VALID_QUADRANT(i, j) or \
+                   game.state.galaxy[game.probec.x][game.probec.y].supernova:
+                   # Left galaxy or ran into supernova
+                   if not damaged(DRADIO) or game.condition == "docked":
+                       announce()
+                       skip(1)
+                       proutn(_("Lt. Uhura-  \"The deep space probe "))
+                       if not VALID_QUADRANT(j, i):
+                           proutn(_("has left the galaxy"))
+                       else:
+                           proutn(_("is no longer transmitting"))
+                       prout(".\"")
+                   unschedule(FDSPROB)
+                   continue
+               if not damaged(DRADIO) or game.condition == "docked":
+                   announce()
+                   skip(1)
+                   proutn(_("Lt. Uhura-  \"The deep space probe is now in "))
+                   proutn(cramlc(quadrant, game.probec))
+                   prout(".\"")
+           pdest = game.state.galaxy[game.probec.x][game.probec.y]
+           # Update star chart if Radio is working or have access to radio
+           if not damaged(DRADIO) or game.condition == "docked":
+               chp = game.state.chart[game.probec.x][game.probec.y]
+               chp.klingons = pdest.klingons
+               chp.starbase = pdest.starbase
+               chp.stars = pdest.stars
+               pdest.charted = True
+           game.proben -= 1 # One less to travel
+           if game.proben == 0 and game.isarmed and pdest.stars:
+               # lets blow the sucker! 
+               supernova(True, game.probec)
+               unschedule(FDSPROB)
+               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: 
+                   return
+       elif evcode == FDISTR: # inhabited system issues distress call 
+           unschedule(FDISTR)
+           # try a whole bunch of times to find something suitable 
+            for i in range(100):
+               # need a quadrant which is not the current one,
+               # which has some stars which are inhabited and
+               # not already under attack, which is not
+               # supernova'ed, and which has some Klingons in it
+               w = randplace(GALSIZE)
+               q = game.state.galaxy[w.x][w.y]
+                if not (same(game.quadrant, w) or q.planet == NOPLANET or \
+                     game.state.planets[q.planet].inhabited == UNINHABITED or \
+                     q.supernova or q.status!=secure or q.klingons<=0):
+                    break
+            else:
+               # can't seem to find one; ignore this call 
+               if idebug:
+                   prout("=== Couldn't find location for distress event.")
+               continue
+           # got one!!  Schedule its enslavement 
+           ev = schedule(FENSLV, expran(game.intime))
+           ev.quadrant = w
+           q.status = distressed
+
+           # 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") \
+                        % (q.planet, `w`))
+               prout(_("by a Klingon invasion fleet."))
+               if cancelrest():
+                   return
+       elif evcode == FENSLV:          # starsystem is enslaved 
+           ev = unschedule(FENSLV)
+           # see if current distress call still active 
+           q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+           if q.klingons <= 0:
+               q.status = "secure"
+               continue
+           q.status = "enslaved"
+
+           # play stork and schedule the first baby 
+           ev2 = schedule(FREPRO, expran(2.0 * game.intime))
+           ev2.quadrant = ev.quadrant
+
+           # report the disaster if we can 
+           if not damaged(DRADIO) or game.condition == "docked":
+               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.
+           ev = schedule(FREPRO, expran(1.0 * game.intime))
+           # see if current distress call still active 
+           q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+           if q.klingons <= 0:
+               q.status = "secure"
+               continue
+           if game.state.remkl >=MAXKLGAME:
+               continue                # full right now 
+           # reproduce one Klingon 
+           w = ev.quadrant
+           if game.klhere >= MAXKLQUAD:
+                try:
+                    # this quadrant not ok, pick an adjacent one 
+                    for i in range(w.x - 1, w.x + 2):
+                        for j in range(w.y - 1, w.y + 2):
+                            if not VALID_QUADRANT(i, j):
+                                continue
+                            q = game.state.galaxy[w.x][w.y]
+                            # check for this quad ok (not full & no snova) 
+                            if q.klingons >= MAXKLQUAD or q.supernova:
+                                continue
+                            raise "FOUNDIT"
+                    else:
+                        continue       # search for eligible quadrant failed
+                except "FOUNDIT":
+                    w.x = i
+                    w.y = j
+           # deliver the child 
+           game.state.remkl += 1
+           q.klingons += 1
+           if same(game.quadrant, w):
+               newkling(++game.klhere)
+
+           # recompute time left
+            game.recompute()
+           # report the disaster if we can 
+           if not damaged(DRADIO) or game.condition == "docked":
+               if same(game.quadrant, w):
+                   prout(_("Spock- sensors indicate the Klingons have"))
+                   prout(_("launched a warship from %s.") % q.planet)
+               else:
+                   prout(_("Uhura- Starfleet reports increased Klingon activity"))
+                   if q.planet != NOPLANET:
+                       proutn(_("near %s") % q.planet)
+                   prout(_("in Quadrant %s.") % w)
+                               
+def wait():
+    # wait on events 
+    game.ididit = False
+    while True:
+       key = scan()
+       if key  != IHEOL:
+           break
+       proutn(_("How long? "))
+    chew()
+    if key != IHREAL:
+       huh()
+       return
+    origTime = delay = aaitem
+    if delay <= 0.0:
+       return
+    if delay >= game.state.remtime or game.nenhere != 0:
+       proutn(_("Are you sure? "))
+       if ja() == False:
+           return
+
+    # Alternate resting periods (events) with attacks 
+
+    game.resting = True
+    while True:
+       if delay <= 0:
+           game.resting = False
+       if not game.resting:
+           prout(_("%d stardates left.") % int(game.state.remtime))
+           return
+       temp = game.optime = delay
+       if game.nenhere:
+           rtime = 1.0 + Rand()
+           if rtime < temp:
+               temp = rtime
+           game.optime = temp
+       if game.optime < delay:
+           attack(False)
+       if game.alldone:
+           return
+       events()
+       game.ididit = True
+       if game.alldone:
+           return
+       delay -= temp
+       # Repair Deathray if long rest at starbase 
+       if origTime-delay >= 9.99 and game.condition == "docked":
+           game.damage[DDRAY] = 0.0
+       # leave if quadrant supernovas
+        if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+            break
+    game.resting = False
+    game.optime = 0
+
+# A nova occurs.  It is the result of having a star hit with a
+# photon torpedo, or possibly of a probe warhead going off.
+# Stars that go nova cause stars which surround them to undergo
+# the same probabilistic process.  Klingons next to them are
+# destroyed.  And if the starship is next to it, it gets zapped.
+# If the zap is too much, it gets destroyed.
+        
+def nova(nov):
+    # star goes nova 
+    course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+    newc = coord(); scratch = coord()
+
+    if Rand() < 0.05:
+       # Wow! We've supernova'ed 
+       supernova(False, nov)
+       return
+
+    # handle initial nova 
+    game.quad[nov.x][nov.y] = IHDOT
+    crmena(False, IHSTAR, sector, nov)
+    prout(_(" novas."))
+    game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+    game.state.starkl += 1
+       
+    # Set up stack to recursively trigger adjacent stars 
+    bot = top = top2 = 1
+    kount = 0
+    icx = icy = 0
+    hits[1][1] = nov.x
+    hits[1][2] = nov.y
+    while True:
+       for mm in range(bot, top+1): 
+           for nn in range(1, 3+1):  # nn,j represents coordinates around current 
+               for j in range(1, 3+1):
+                   if j==2 and nn== 2:
+                       continue
+                   scratch.x = hits[mm][1]+nn-2
+                   scratch.y = hits[mm][2]+j-2
+                   if not VALID_SECTOR(scratch.y, scratch.x):
+                       continue
+                   iquad = game.quad[scratch.x][scratch.y]
+                    # Empty space ends reaction
+                    if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+                       break
+                   elif iquad == IHSTAR: # Affect another star 
+                       if Rand() < 0.05:
+                           # This star supernovas 
+                           scratch = supernova(False)
+                           return
+                       top2 += 1
+                       hits[top2][1]=scratch.x
+                       hits[top2][2]=scratch.y
+                       game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+                       game.state.starkl += 1
+                       crmena(True, IHSTAR, sector, scratch)
+                       prout(_(" novas."))
+                       game.quad[scratch.x][scratch.y] = IHDOT
+                   elif iquad == IHP: # Destroy planet 
+                       game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+                       game.state.nplankl += 1
+                       crmena(True, IHP, sector, scratch)
+                       prout(_(" destroyed."))
+                       game.state.planets[game.iplnet].pclass = destroyed
+                       game.iplnet = 0
+                       invalidate(game.plnet)
+                       if game.landed:
+                           finish(FPNOVA)
+                           return
+                       game.quad[scratch.x][scratch.y] = IHDOT
+                   elif iquad == IHB: # Destroy base 
+                       game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+                       for i in range(1, game.state.rembase+1):
+                           if same(game.state.baseq[i], game.quadrant): 
+                               break
+                       game.state.baseq[i] = game.state.baseq[game.state.rembase]
+                       game.state.rembase -= 1
+                       invalidate(game.base)
+                       game.state.basekl += 1
+                       newcnd()
+                       crmena(True, IHB, sector, scratch)
+                       prout(_(" destroyed."))
+                       game.quad[scratch.x][scratch.y] = IHDOT
+                   elif iquad in (IHE, IHF): # Buffet ship 
+                       prout(_("***Starship buffeted by nova."))
+                       if game.shldup:
+                           if game.shield >= 2000.0:
+                               game.shield -= 2000.0
+                           else:
+                               diff = 2000.0 - game.shield
+                               game.energy -= diff
+                               game.shield = 0.0
+                               game.shldup = False
+                               prout(_("***Shields knocked out."))
+                               game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
+                       else:
+                           game.energy -= 2000.0
+                       if game.energy <= 0:
+                           finish(FNOVA)
+                           return
+                       # add in course nova contributes to kicking starship
+                       icx += game.sector.x-hits[mm][1]
+                       icy += game.sector.y-hits[mm][2]
+                       kount += 1
+                   elif iquad == IHK: # kill klingon 
+                       deadkl(scratch,iquad, scratch)
+                    elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
+                       for ll in range(1, game.nenhere+1):
+                           if same(game.ks[ll], scratch):
+                               break
+                       game.kpower[ll] -= 800.0 # If firepower is lost, die 
+                       if game.kpower[ll] <= 0.0:
+                           deadkl(scratch, iquad, scratch)
+                           break
+                       newc.x = scratch.x + scratch.x - hits[mm][1]
+                       newc.y = scratch.y + scratch.y - hits[mm][2]
+                       crmena(True, iquad, sector, scratch)
+                       proutn(_(" damaged"))
+                       if not VALID_SECTOR(newc.x, newc.y):
+                           # can't leave quadrant 
+                           skip(1)
+                           break
+                       iquad1 = game.quad[newc.x][newc.y]
+                       if iquad1 == IHBLANK:
+                           proutn(_(", blasted into "))
+                           crmena(False, IHBLANK, sector, newc)
+                           skip(1)
+                           deadkl(scratch, iquad, newc)
+                           break
+                       if iquad1 != IHDOT:
+                           # can't move into something else 
+                           skip(1)
+                           break
+                       proutn(_(", buffeted to "))
+                       proutn(cramlc(sector, newc))
+                       game.quad[scratch.x][scratch.y] = IHDOT
+                       game.quad[newc.x][newc.y] = iquad
+                       game.ks[ll] = newc
+                       game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
+                       skip(1)
+       if top == top2: 
+           break
+       bot = top + 1
+       top = top2
+    if kount==0: 
+       return
+
+    # Starship affected by nova -- kick it away. 
+    game.dist = kount*0.1
+    icx = sgn(icx)
+    icy = sgn(icy)
+    game.direc = course[3*(icx+1)+icy+2]
+    if game.direc == 0.0:
+       game.dist = 0.0
+    if game.dist == 0.0:
+       return
+    game.optime = 10.0*game.dist/16.0
+    skip(1)
+    prout(_("Force of nova displaces starship."))
+    imove(True)
+    game.optime = 10.0*game.dist/16.0
+    return
+       
+def supernova(induced, w=None):
+    # star goes supernova 
+    num = 0; npdead = 0
+    nq = coord()
+
+    if w != None: 
+       nq = w
+    else:
+       stars = 0
+       # Scheduled supernova -- select star 
+       # logic changed here so that we won't favor quadrants in top
+        # left of universe 
+       for nq.x in range(1, GALSIZE+1):
+           for nq.y in range(1, GALSIZE+1):
+               stars += game.state.galaxy[nq.x][nq.y].stars
+       if stars == 0:
+           return # nothing to supernova exists 
+       num = Rand()*stars + 1
+       for nq.x in range(1, GALSIZE+1):
+           for nq.y in range(1, GALSIZE+1):
+               num -= game.state.galaxy[nq.x][nq.y].stars
+               if num <= 0:
+                   break
+           if num <=0:
+               break
+       if idebug:
+           proutn("=== Super nova here?")
+           if ja() == True:
+               nq = game.quadrant
+
+    if not same(nq, game.quadrant) or game.justin:
+       # it isn't here, or we just entered (treat as enroute) 
+       if not damaged(DRADIO) or game.condition == "docked":
+           skip(1)
+           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! 
+       num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
+       for ns.x in range(1, QUADSIZE+1):
+           for ns.y in range(1, QUADSIZE+1):
+               if game.quad[ns.x][ns.y]==IHSTAR:
+                   num -= 1
+                   if num==0:
+                       break
+           if num==0:
+               break
+
+       skip(1)
+       prouts(_("***RED ALERT!  RED ALERT!"))
+       skip(1)
+       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("***************")
+           skip(1)
+           stars()
+           game.alldone = True
+
+    # destroy any Klingons in supernovaed quadrant 
+    kldead = game.state.galaxy[nq.x][nq.y].klingons
+    game.state.galaxy[nq.x][nq.y].klingons = 0
+    if same(nq, game.state.kscmdr):
+       # did in the Supercommander! 
+       game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0
+       game.iscate = False
+       unschedule(FSCMOVE)
+       unschedule(FSCDBAS)
+    if game.state.remcom:
+       maxloop = game.state.remcom
+       for l in range(1, maxloop+1):
+           if same(game.state.kcmdr[l], nq):
+               game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
+               invalidate(game.state.kcmdr[game.state.remcom])
+               game.state.remcom -= 1
+               kldead -= 1
+               if game.state.remcom==0:
+                   unschedule(FTBEAM)
+               break
+    game.state.remkl -= kldead
+    # destroy Romulans and planets in supernovaed quadrant 
+    nrmdead = game.state.galaxy[nq.x][nq.y].romulans
+    game.state.galaxy[nq.x][nq.y].romulans = 0
+    game.state.nromrem -= nrmdead
+    # Destroy planets 
+    for loop in range(game.inplan):
+       if same(game.state.planets[loop].w, nq):
+           game.state.planets[loop].pclass = destroyed
+           npdead += 1
+    # Destroy any base in supernovaed quadrant 
+    if game.state.rembase:
+       maxloop = game.state.rembase
+       for loop in range(1, maxloop+1):
+           if same(game.state.baseq[loop], nq):
+               game.state.baseq[loop] = game.state.baseq[game.state.rembase]
+               invalidate(game.state.baseq[game.state.rembase])
+               game.state.rembase -= 1
+               break
+    # If starship caused supernova, tally up destruction 
+    if induced:
+       game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
+       game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+       game.state.nplankl += npdead
+    # mark supernova in galaxy and in star chart 
+    if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked":
+       game.state.galaxy[nq.x][nq.y].supernova = True
+    # If supernova destroys last Klingons give special message 
+    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant):
+       skip(2)
+       if not induced:
+           prout(_("Lucky you!"))
+       proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
+       finish(FWON)
+       return
+    # if some Klingons remain, continue or die in supernova 
+    if game.alldone:
+       finish(FSNOVAED)
+    return
+
+# Code from finish.c ends here.
+
+def selfdestruct():
+    # self-destruct maneuver 
+    # Finish with a BANG! 
+    chew()
+    if damaged(DCOMPTR):
+       prout(_("Computer damaged; cannot execute destruct sequence."))
+       return
+    prouts(_("---WORKING---")); skip(1)
+    prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
+    prouts("   10"); skip(1)
+    prouts("       9"); skip(1)
+    prouts("          8"); skip(1)
+    prouts("             7"); skip(1)
+    prouts("                6"); skip(1)
+    skip(1)
+    prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
+    skip(1)
+    prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
+    skip(1)
+    prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
+    skip(1)
+    scan()
+    chew()
+    if game.passwd != citem:
+       prouts(_("PASSWORD-REJECTED;"))
+       skip(1)
+       prouts(_("CONTINUITY-EFFECTED"))
+       skip(2)
+       return
+    prouts(_("PASSWORD-ACCEPTED")); skip(1)
+    prouts("                   5"); skip(1)
+    prouts("                      4"); skip(1)
+    prouts("                         3"); skip(1)
+    prouts("                            2"); skip(1)
+    prouts("                              1"); skip(1)
+    if Rand() < 0.15:
+       prouts(_("GOODBYE-CRUEL-WORLD"))
+       skip(1)
+    kaboom()
+
+def kaboom():
+    stars()
+    if game.ship==IHE:
+       prouts("***")
+    prouts(_("********* Entropy of "))
+    crmshp()
+    prouts(_(" maximized *********"))
+    skip(1)
+    stars()
+    skip(1)
+    if game.nenhere != 0:
+       whammo = 25.0 * game.energy
+       l=1
+       while l <= game.nenhere:
+           if game.kpower[l]*game.kdist[l] <= whammo: 
+               deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+           l += 1
+    finish(FDILITHIUM)
+                               
+def killrate():
+    "Compute our rate of kils over time."
+    return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+
+def badpoints():
+    "Compute demerits."
+    badpt = 5.0*game.state.starkl + \
+            game.casual + \
+            10.0*game.state.nplankl + \
+            300*game.state.nworldkl + \
+            45.0*game.nhelp +\
+            100.0*game.state.basekl +\
+            3.0*game.abandoned
+    if game.ship == IHF:
+        badpt += 100.0
+    elif game.ship == None:
+        badpt += 200.0
+    return badpt
+
+
+def finish(ifin):
+    # end the game, with appropriate notfications 
+    igotit = False
+    game.alldone = True
+    skip(3)
+    prout(_("It is stardate %.1f.") % game.state.date)
+    skip(1)
+    if ifin == FWON: # Game has been won
+       if game.state.nromrem != 0:
+           prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+                 game.state.nromrem)
+
+       prout(_("You have smashed the Klingon invasion fleet and saved"))
+       prout(_("the Federation."))
+       game.gamewon = True
+       if game.alive:
+            badpt = badpoints()
+            if badpt < 100.0:
+                badpt = 0.0    # Close enough!
+            # killsPerDate >= RateMax
+           if game.state.date-game.indate < 5.0 or \
+                killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+               skip(1)
+               prout(_("In fact, you have done so well that Starfleet Command"))
+               if game.skill == SKILL_NOVICE:
+                   prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+               elif game.skill == SKILL_FAIR:
+                   prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+               elif game.skill == SKILL_GOOD:
+                   prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+               elif game.skill == SKILL_EXPERT:
+                   prout(_("promotes you to Commodore Emeritus."))
+                   skip(1)
+                   prout(_("Now that you think you're really good, try playing"))
+                   prout(_("the \"Emeritus\" game. It will splatter your ego."))
+               elif game.skill == SKILL_EMERITUS:
+                   skip(1)
+                   proutn(_("Computer-  "))
+                   prouts(_("ERROR-ERROR-ERROR-ERROR"))
+                   skip(2)
+                   prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
+                   skip(1)
+                   prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
+                   skip(1)
+                   prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
+                   skip(1)
+                   prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
+                   skip(1)
+                   prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
+                   skip(2)
+                   prout(_("Now you can retire and write your own Star Trek game!"))
+                   skip(1)
+               elif game.skill >= SKILL_EXPERT:
+                   if game.thawed and not idebug:
+                       prout(_("You cannot get a citation, so..."))
+                   else:
+                       proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+                       chew()
+                       if ja() == True:
+                           igotit = True
+           # Only grant long life if alive (original didn't!)
+           skip(1)
+           prout(_("LIVE LONG AND PROSPER."))
+       score()
+       if igotit:
+           plaque()        
+       return
+    elif ifin == FDEPLETE: # Federation Resources Depleted
+       prout(_("Your time has run out and the Federation has been"))
+       prout(_("conquered.  Your starship is now Klingon property,"))
+       prout(_("and you are put on trial as a war criminal.  On the"))
+       proutn(_("basis of your record, you are "))
+       if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+           prout(_("acquitted."))
+           skip(1)
+           prout(_("LIVE LONG AND PROSPER."))
+       else:
+           prout(_("found guilty and"))
+           prout(_("sentenced to death by slow torture."))
+           game.alive = False
+       score()
+       return
+    elif ifin == FLIFESUP:
+       prout(_("Your life support reserves have run out, and"))
+       prout(_("you die of thirst, starvation, and asphyxiation."))
+       prout(_("Your starship is a derelict in space."))
+    elif ifin == FNRG:
+       prout(_("Your energy supply is exhausted."))
+       skip(1)
+       prout(_("Your starship is a derelict in space."))
+    elif ifin == FBATTLE:
+       proutn(_("The "))
+       crmshp()
+       prout(_("has been destroyed in battle."))
+       skip(1)
+       prout(_("Dulce et decorum est pro patria mori."))
+    elif ifin == FNEG3:
+       prout(_("You have made three attempts to cross the negative energy"))
+       prout(_("barrier which surrounds the galaxy."))
+       skip(1)
+       prout(_("Your navigation is abominable."))
+       score()
+    elif ifin == FNOVA:
+       prout(_("Your starship has been destroyed by a nova."))
+       prout(_("That was a great shot."))
+       skip(1)
+    elif ifin == FSNOVAED:
+       proutn(_("The "))
+       crmshp()
+       prout(_(" has been fried by a supernova."))
+       prout(_("...Not even cinders remain..."))
+    elif ifin == FABANDN:
+       prout(_("You have been captured by the Klingons. If you still"))
+       prout(_("had a starbase to be returned to, you would have been"))
+       prout(_("repatriated and given another chance. Since you have"))
+       prout(_("no starbases, you will be mercilessly tortured to death."))
+    elif ifin == FDILITHIUM:
+       prout(_("Your starship is now an expanding cloud of subatomic particles"))
+    elif ifin == FMATERIALIZE:
+       prout(_("Starbase was unable to re-materialize your starship."))
+       prout(_("Sic transit gloria mundi"))
+    elif ifin == FPHASER:
+       proutn(_("The "))
+       crmshp()
+       prout(_(" has been cremated by its own phasers."))
+    elif ifin == FLOST:
+       prout(_("You and your landing party have been"))
+       prout(_("converted to energy, disipating through space."))
+    elif ifin == FMINING:
+       prout(_("You are left with your landing party on"))
+       prout(_("a wild jungle planet inhabited by primitive cannibals."))
+       skip(1)
+       prout(_("They are very fond of \"Captain Kirk\" soup."))
+       skip(1)
+       proutn(_("Without your leadership, the "))
+       crmshp()
+       prout(_(" is destroyed."))
+    elif ifin == FDPLANET:
+       prout(_("You and your mining party perish."))
+       skip(1)
+       prout(_("That was a great shot."))
+       skip(1)
+    elif ifin == FSSC:
+       prout(_("The Galileo is instantly annihilated by the supernova."))
+       prout(_("You and your mining party are atomized."))
+       skip(1)
+       proutn(_("Mr. Spock takes command of the "))
+       crmshp()
+       prout(_(" and"))
+       prout(_("joins the Romulans, reigning terror on the Federation."))
+    elif ifin == FPNOVA:
+       prout(_("You and your mining party are atomized."))
+       skip(1)
+       proutn(_("Mr. Spock takes command of the "))
+       crmshp()
+       prout(_(" and"))
+       prout(_("joins the Romulans, reigning terror on the Federation."))
+    elif ifin == FSTRACTOR:
+       prout(_("The shuttle craft Galileo is also caught,"))
+       prout(_("and breaks up under the strain."))
+       skip(1)
+       prout(_("Your debris is scattered for millions of miles."))
+       proutn(_("Without your leadership, the "))
+       crmshp()
+       prout(_(" is destroyed."))
+    elif ifin == FDRAY:
+       prout(_("The mutants attack and kill Spock."))
+       prout(_("Your ship is captured by Klingons, and"))
+       prout(_("your crew is put on display in a Klingon zoo."))
+    elif ifin == FTRIBBLE:
+       prout(_("Tribbles consume all remaining water,"))
+       prout(_("food, and oxygen on your ship."))
+       skip(1)
+       prout(_("You die of thirst, starvation, and asphyxiation."))
+       prout(_("Your starship is a derelict in space."))
+    elif ifin == FHOLE:
+       prout(_("Your ship is drawn to the center of the black hole."))
+       prout(_("You are crushed into extremely dense matter."))
+    elif ifin == FCREW:
+       prout(_("Your last crew member has died."))
+    if game.ship == IHF:
+       game.ship = None
+    elif game.ship == IHE:
+       game.ship = IHF
+    game.alive = False
+    if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+       goodies = game.state.remres/game.inresor
+       baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
+       if goodies/baddies >= 1.0+0.5*Rand():
+           prout(_("As a result of your actions, a treaty with the Klingon"))
+           prout(_("Empire has been signed. The terms of the treaty are"))
+           if goodies/baddies >= 3.0+Rand():
+               prout(_("favorable to the Federation."))
+               skip(1)
+               prout(_("Congratulations!"))
+           else:
+               prout(_("highly unfavorable to the Federation."))
+       else:
+           prout(_("The Federation will be destroyed."))
+    else:
+       prout(_("Since you took the last Klingon with you, you are a"))
+       prout(_("martyr and a hero. Someday maybe they'll erect a"))
+       prout(_("statue in your memory. Rest in peace, and try not"))
+       prout(_("to think about pigeons."))
+       game.gamewon = True
+    score()
+
+def score():
+    # compute player's score 
+    timused = game.state.date - game.indate
+
+    iskill = game.skill
+    if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
+       timused = 5.0
+    perdate = killrate()
+    ithperd = 500*perdate + 0.5
+    iwon = 0
+    if game.gamewon:
+       iwon = 100*game.skill
+    if game.ship == IHE: 
+       klship = 0
+    elif game.ship == IHF: 
+       klship = 1
+    else:
+       klship = 2
+    if not game.gamewon:
+       game.state.nromrem = 0 # None captured if no win
+    iscore = 10*(game.inkling - game.state.remkl) \
+             + 50*(game.incom - game.state.remcom) \
+             + ithperd + iwon \
+             + 20*(game.inrom - game.state.nromrem) \
+             + 200*(game.inscom - game.state.nscrem) \
+            - game.state.nromrem \
+             - badpoints()
+    if not game.alive:
+       iscore -= 200
+    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)))
+    if 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)))
+    if 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)))
+    if 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))
+    if 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))
+    if 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))
+    if 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))
+    if 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:
+       proutn(_("Bonus for winning "))
+       if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
+       elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
+       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)
+    skip(1)
+    prout(_("TOTAL SCORE                               %5d") % iscore)
+
+def plaque():
+    # emit winner's commemmorative plaque 
+    skip(2)
+    while True:
+        proutn(_("File or device name for your plaque: "))
+        cgetline(winner, sizeof(winner))
+        try:
+            fp = open(winner, "w")
+            break
+        except IOError:
+            prout(_("Invalid name."))
+
+    proutn(_("Enter name to go on plaque (up to 30 characters): "))
+    cgetline(winner, sizeof(winner))
+    # The 38 below must be 64 for 132-column paper 
+    nskip = 38 - len(winner)/2
+
+    fp.write("\n\n\n\n")
+    # --------DRAW ENTERPRISE PICTURE. 
+    fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
+    fp.write("                                      EEE                      E  : :                                         :  E\n" )
+    fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
+    fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
+    fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
+    fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
+    fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
+    fp.write("                                      EEE           E          E            E  E\n")
+    fp.write("                                                       E         E          E  E\n")
+    fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
+    fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
+    fp.write("                                                    :E    :                 EEEE       E\n")
+    fp.write("                                                   .-E   -:-----                       E\n")
+    fp.write("                                                    :E    :                            E\n")
+    fp.write("                                                      EE  :                    EEEEEEEE\n")
+    fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
+    fp.write("\n\n\n")
+    fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
+    fp.write("\n\n\n\n")
+    fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
+    fp.write("\n")
+    fp.write(_("                                                Starfleet Command bestows to you\n"))
+    fp.write("\n")
+    fp.write("%*s%s\n\n" % (nskip, "", winner))
+    fp.write(_("                                                           the rank of\n\n"))
+    fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
+    fp.write("                                                          ")
+    if game.skill ==  SKILL_EXPERT:
+        fp.write(_(" Expert level\n\n"))
+    elif game.skill == SKILL_EMERITUS:
+        fp.write(_("Emeritus level\n\n"))
+    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.close()
+
+# Code from io.c begins here
+
+rows = linecount = 0   # for paging 
+stdscr = None
+fullscreen_window = None
+srscan_window     = None
+report_window     = None
+status_window     = None
+lrscan_window     = None
+message_window    = None
+prompt_window     = None
+
+def outro():
+    "wrap up, either normally or due to signal"
+    if game.options & OPTION_CURSES:
+       #clear()
+       #curs_set(1)
+       #refresh()
+       #resetterm()
+       #echo()
+       curses.endwin()
+       stdout.write('\n')
+    if logfp:
+       logfp.close()
+
+def iostart():
+    global stdscr
+    #setlocale(LC_ALL, "")
+    #bindtextdomain(PACKAGE, LOCALEDIR)
+    #textdomain(PACKAGE)
+    if atexit.register(outro):
+       sys.stderr.write("Unable to register outro(), exiting...\n")
+       os.exit(1)
+    if not (game.options & OPTION_CURSES):
+       ln_env = os.getenv("LINES")
+        if ln_env:
+            rows = ln_env
+        else:
+            rows = 25
+    else:
+       stdscr = curses.initscr()
+       stdscr.keypad(True)
+       #saveterm()
+       curses.nonl()
+       curses.cbreak()
+        curses.start_color()
+        curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
+        curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
+       #noecho()
+        global fullscreen_window, srscan_window, report_window, status_window
+        global lrscan_window, message_window, prompt_window
+       fullscreen_window = stdscr
+       srscan_window     = curses.newwin(12, 25, 0,       0)
+       report_window     = curses.newwin(11, 0,  1,       25)
+       status_window     = curses.newwin(10, 0,  1,       39)
+       lrscan_window     = curses.newwin(5,  0,  0,       64) 
+       message_window    = curses.newwin(0,  0,  12,      0)
+       prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
+       message_window.scrollok(True)
+       setwnd(fullscreen_window)
+       textcolor(DEFAULT)
+
+
+def waitfor():
+    "wait for user action -- OK to do nothing if on a TTY"
+    if game.options & OPTION_CURSES:
+       stsdcr.getch()
+
+def announce():
+    skip(1)
+    if game.skill > SKILL_FAIR:
+       prouts(_("[ANOUNCEMENT ARRIVING...]"))
+    else:
+       prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+    skip(1)
+
+def pause_game():
+    if game.skill > SKILL_FAIR:
+        prompt = _("[CONTINUE?]")
+    else:
+        prompt = _("[PRESS ENTER TO CONTINUE]")
+
+    if game.options & OPTION_CURSES:
+        drawmaps(0)
+        setwnd(prompt_window)
+        prompt_window.wclear()
+        prompt_window.addstr(prompt)
+        prompt_window.getstr()
+        prompt_window.clear()
+        prompt_window.refresh()
+        setwnd(message_window)
+    else:
+        global linecount
+        stdout.write('\n')
+        proutn(prompt)
+        raw_input()
+        for j in range(0, rows):
+            stdout.write('\n')
+        linecount = 0
+
+def skip(i):
+    "Skip i lines.  Pause game if this would cause a scrolling event."
+    while dummy in range(i):
+       if game.options & OPTION_CURSES:
+            (y, x) = curwnd.getyx()
+            (my, mx) = curwnd.getmaxyx()
+           if curwnd == message_window and y >= my - 3:
+               pause_game()
+               clrscr()
+           else:
+               proutn("\n")
+       else:
+            global linecount
+           linecount += 1
+           if linecount >= rows:
+               pause_game()
+           else:
+               stdout.write('\n')
+
+def proutn(line):
+    "Utter a line with no following line feed."
+    if game.options & OPTION_CURSES:
+       curwnd.addstr(line)
+       curwnd.refresh()
+    else:
+       stdout.write(line)
+
+def prout(line):
+    proutn(line)
+    skip(1)
+
+def prouts(line):
+    "print slowly!" 
+    for c in line:
+       curses.delay_output(30)
+       proutn(c)
+       if game.options & OPTION_CURSES:
+           wrefresh(curwnd)
+       else:
+           sys.stdout.flush()
+    curses.delay_output(300)
+
+def cgetline(line, max):
+    "Get a line of input."
+    if game.options & OPTION_CURSES:
+       line = curwnd.getstr() + "\n"
+       curwnd.refresh()
+    else:
+       if replayfp and not replayfp.closed:
+           line = replayfp.readline()
+       else:
+           sys.stdin.readline()
+    if logfp:
+       logfp.write(line)
+
+def setwnd(wnd):
+    "Change windows -- OK for this to be a no-op in tty mode." 
+    if game.options & OPTION_CURSES:
+        curwnd = wnd
+        curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
+
+def clreol():
+    "Clear to end of line -- can be a no-op in tty mode" 
+    if game.options & OPTION_CURSES:
+        wclrtoeol(curwnd)
+        wrefresh(curwnd)
+
+def clrscr():
+    "Clear screen -- can be a no-op in tty mode."
+    global linecount
+    if game.options & OPTION_CURSES:
+       curwnd.clear()
+       curwnd.move(0, 0)
+       curwnd.refresh()
+    linecount = 0
+
+def textcolor(color):
+    "Set the current text color"
+    if game.options & OPTION_CURSES:
+       if color == DEFAULT: 
+           curwnd.attrset(0)
+       elif color == BLACK: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
+       elif color == BLUE: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
+       elif color == GREEN: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
+       elif color == CYAN: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
+       elif color == RED: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
+       elif color == MAGENTA: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
+       elif color == BROWN: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
+       elif color == LIGHTGRAY: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
+       elif color == DARKGRAY: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
+       elif color == LIGHTBLUE: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
+       elif color == LIGHTGREEN: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
+       elif color == LIGHTCYAN: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
+       elif color == LIGHTRED: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
+       elif color == LIGHTMAGENTA: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
+       elif color == YELLOW: 
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
+       elif color == WHITE:
+           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
+
+def highvideo():
+    "Set highlight video, if this is reasonable."
+    if game.options & OPTION_CURSES:
+       curwnd.attron(curses.A_REVERSE)
+def commandhook(cmd, before):
+    pass
+
+#
+# Things past this point have policy implications.
+# 
+
+def drawmaps(mode):
+    "Hook to be called after moving to redraw maps."
+    if game.options & OPTION_CURSES:
+       if mode == 1:
+           sensor()
+        setwnd(srscan_window)
+        curwnd.move(0, 0)
+        srscan()
+       if mode != 2:
+           setwnd(status_window)
+           status_window.clear()
+           status_window.move(0, 0)
+           setwnd(report_window)
+           report_window.clear()
+           report_window.move(0, 0)
+           status(0)
+           setwnd(lrscan_window)
+           lrscan_window.clear()
+           lrscan_window.move(0, 0)
+           lrscan()
+
+def put_srscan_sym(w, sym):
+    "Emit symbol for short-range scan."
+    srscan_window.move(w.x+1, w.y*2+2)
+    srscan_window.addch(sym)
+    srscan_window.refresh()
+
+def boom(w):
+    "Enemy fall down, go boom."  
+    if game.options & OPTION_CURSES:
+       drawmaps(2)
+       setwnd(srscan_window)
+       srscan_window.attron(curses.A_REVERSE)
+       put_srscan_sym(w, game.quad[w.x][w.y])
+       #sound(500)
+       #delay(1000)
+       #nosound()
+       srscan_window.attroff(curses.A_REVERSE)
+       put_srscan_sym(w, game.quad[w.x][w.y])
+       curses.delay_output(500)
+       setwnd(message_window) 
+
+def warble():
+    "Sound and visual effects for teleportation."
+    if game.options & OPTION_CURSES:
+       drawmaps(2)
+       setwnd(message_window)
+       #sound(50)
+    prouts("     . . . . .     ")
+    if game.options & OPTION_CURSES:
+       #curses.delay_output(1000)
+       #nosound()
+        pass
+
+def tracktorpedo(w, l, i, n, iquad):
+    "Torpedo-track animation." 
+    if not game.options & OPTION_CURSES:
+       if l == 1:
+           if n != 1:
+               skip(1)
+               proutn(_("Track for torpedo number %d-  ") % i)
+           else:
+               skip(1)
+               proutn(_("Torpedo track- "))
+       elif l==4 or l==9: 
+           skip(1)
+       proutn("%d - %d   " % (w.x, w.y))
+    else:
+       if not damaged(DSRSENS) or game.condition=="docked":
+           if i != 1 and l == 1:
+               drawmaps(2)
+               curses.delay_output(400)
+           if (iquad==IHDOT) or (iquad==IHBLANK):
+               put_srscan_sym(w, '+')
+               #sound(l*10)
+               #curses.delay_output(100)
+               #nosound()
+               put_srscan_sym(w, iquad)
+           else:
+               curwnd.attron(curses.A_REVERSE)
+               put_srscan_sym(w, iquad)
+               #sound(500)
+               #curses.delay_output(1000)
+               #nosound()
+               curwnd.attroff(curses.A_REVERSE)
+               put_srscan_sym(w, iquad)
+       else:
+           proutn("%d - %d   " % (w.x, w.y))
+
+def makechart():
+    "Display the current galaxy chart."
+    if game.options & OPTION_CURSES:
+       setwnd(message_window)
+       message_window.clear()
+    chart()
+    if game.options & OPTION_TTY:
+       skip(1)
+
+NSYM   = 14
+
+def prstat(txt, data):
+    proutn(txt)
+    if game.options & OPTION_CURSES:
+       skip(1)
+       setwnd(status_window)
+    else:
+        proutn(" " * NSYM - len(tx))
+    vproutn(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