pylint cleanup
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 9b35fd7e4a0c2ced7d9d32cfc247e929b6df0576..3bb83c1a87e9c12b7322722f40fd752c6ffe47a5 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -1,4 +1,4 @@
-#!/usr/bin/env python
+#!/usr/bin/env python2
 """
 sst.py -- Super Star Trek 2K
 
@@ -11,7 +11,10 @@ Stas Sergeev, and Eric S. Raymond.
 See the doc/HACKING file in the distribution for designers notes and advice
 on how to modify (and how not to modify!) this code.
 """
+from __future__ import print_function, division
+
 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
+import getopt, socket, locale
 
 # This import only works on Unixes.  The intention is to enable
 # Ctrl-P, Ctrl-N, and friends in Cmd.
@@ -20,9 +23,15 @@ try:
 except ImportError:
     pass
 
-version = "2.1"
+# Prevent lossage under Python 3
+try:
+    my_input = raw_input
+except NameError:
+    my_input = input
+
+version = "2.3"
 
-docpath        = (".", "../doc", "/usr/share/doc/sst")
+docpath        = (".", "doc/", "/usr/share/doc/sst/")
 
 def _(st):
     return gettext.gettext(st)
@@ -42,6 +51,9 @@ MINCMDR       = 10            # Minimum number of Klingon commanders
 DOCKFAC                = 0.25          # Repair faster when docked
 PHASEFAC       = 2.0           # Unclear what this is, it was in the C version
 
+ALGERON                = 2311          # Date of the Treaty of Algeron
+
+
 DEFAULT      = -1
 BLACK        = 0
 BLUE         = 1
@@ -76,10 +88,8 @@ class Coord:
         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
     def invalidate(self):
         self.i = self.j = None
-    def is_valid(self):
-        return self.i != None and self.j != None
     def __eq__(self, other):
-        return other != None and self.i == other.i and self.j == other.j
+        return other is not None and self.i == other.i and self.j == other.j
     def __ne__(self, other):
         return other is None or self.i != other.i or self.j != other.j
     def __add__(self, other):
@@ -92,10 +102,16 @@ class Coord:
         return Coord(self.i*other, self.j*other)
     def __div__(self, other):
         return Coord(self.i/other, self.j/other)
+    def __truediv__(self, other):
+        return Coord(self.i/other, self.j/other)
+    def __floordiv__(self, other):
+        return Coord(self.i//other, self.j//other)
     def __mod__(self, other):
         return Coord(self.i % other, self.j % other)
-    def __rdiv__(self, other):
+    def __rtruediv__(self, other):
         return Coord(self.i/other, self.j/other)
+    def __rfloordiv__(self, other):
+        return Coord(self.i//other, self.j//other)
     def roundtogrid(self):
         return Coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
@@ -108,16 +124,20 @@ class Coord:
         s = Coord()
         if self.i == 0:
             s.i = 0
+        elif s.i < 0:
+            s.i =-1
         else:
-            s.i = self.i / abs(self.i)
+            s.i = 1
         if self.j == 0:
             s.j = 0
+        elif s.j < 0:
+            s.j = -1
         else:
-            s.j = self.j / abs(self.j)
+            s.j = 1
         return s
     def quadrant(self):
         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
-        return self.roundtogrid() / QUADSIZE
+        return self.roundtogrid() // QUADSIZE
     def sector(self):
         return self.roundtogrid() % QUADSIZE
     def scatter(self):
@@ -162,6 +182,9 @@ class Quadrant:
         self.supernova = False
         self.charted = False
         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
+    def __str__(self):
+        return "<Quadrant: %(klingons)d>" % self.__dict__
+    __repr__ = __str__
 
 class Page:
     def __init__(self):
@@ -182,10 +205,9 @@ def fill2d(size, fillfun):
 
 class Snapshot:
     def __init__(self):
-        self.snap = False        # snapshot taken
+        self.snap = False       # snapshot taken
         self.crew = 0           # crew complement
-        self.remkl = 0          # remaining klingons
-        self.nscrem = 0                # remaining super commanders
+        self.nscrem = 0         # remaining super commanders
         self.starkl = 0         # destroyed stars
         self.basekl = 0         # destroyed bases
         self.nromrem = 0        # Romulans remaining
@@ -202,6 +224,10 @@ class Snapshot:
         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
         # the starchart
         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+    def traverse(self):
+        for i in range(GALSIZE):
+            for j in range(GALSIZE):
+                yield (i, j, self.galaxy[i][j])
 
 class Event:
     def __init__(self):
@@ -211,22 +237,24 @@ class Event:
 # game options
 OPTION_ALL        = 0xffffffff
 OPTION_TTY        = 0x00000001        # old interface
-OPTION_CURSES        = 0x00000002        # new interface
-OPTION_IOMODES        = 0x00000003        # cover both interfaces
-OPTION_PLANETS        = 0x00000004        # planets and mining
-OPTION_THOLIAN        = 0x00000008        # Tholians and their webs (UT 1979 version)
-OPTION_THINGY        = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
-OPTION_PROBE        = 0x00000020        # deep-space probes (DECUS version, 1980)
-OPTION_SHOWME        = 0x00000040        # bracket Enterprise in chart
-OPTION_RAMMING        = 0x00000080        # enemies may ram Enterprise (Almy)
-OPTION_MVBADDY        = 0x00000100        # more enemies can move (Almy)
-OPTION_BLKHOLE        = 0x00000200        # black hole may timewarp you (Stas, 2005)
-OPTION_BASE        = 0x00000400        # bases have good shields (Stas, 2005)
-OPTION_WORLDS        = 0x00000800        # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN        = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_PLAIN        = 0x01000000        # user chose plain game
-OPTION_ALMY        = 0x02000000        # user chose Almy variant
-OPTION_COLOR    = 0x04000000        # enable color display (experimental, ESR, 2010)
+OPTION_CURSES     = 0x00000002        # new interface
+OPTION_IOMODES    = 0x00000003        # cover both interfaces
+OPTION_PLANETS    = 0x00000004        # planets and mining
+OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
+OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
+OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
+OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
+OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
+OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_CAPTURE    = 0x00002000        # Enable BSD-Trek capture (Almy, 2013).
+OPTION_CLOAK      = 0x80004000        # Enable BSD-Trek capture (Almy, 2013).
+OPTION_PLAIN      = 0x01000000        # user chose plain game
+OPTION_ALMY       = 0x02000000        # user chose Almy variant
+OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
 
 # Define devices
 DSRSENS         = 0
@@ -237,22 +265,23 @@ DLIFSUP         = 4
 DWARPEN         = 5
 DIMPULS         = 6
 DSHIELD         = 7
-DRADIO         = 0
-DSHUTTL  = 9
-DCOMPTR  = 10
+DRADIO          = 8
+DSHUTTL         = 9
+DCOMPTR         = 10
 DNAVSYS         = 11
-DTRANSP  = 12
+DTRANSP         = 12
 DSHCTRL         = 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
+DDRAY           = 14
+DDSP            = 15
+DCLOAK          = 16
+NDEVICES        = 17        # 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)
@@ -260,8 +289,8 @@ def communicating():
     return not damaged(DRADIO) or game.condition=="docked"
 
 # Define future events
-FSPY        = 0        # Spy event happens always (no future[] entry)
-                # can cause SC to tractor beam Enterprise
+FSPY    = 0        # Spy event happens always (no future[] entry)
+                   # can cause SC to tractor beam Enterprise
 FSNOVA  = 1        # Supernova
 FTBEAM  = 2        # Commander tractor beams Enterprise
 FSNAP   = 3        # Snapshot for time warp
@@ -270,10 +299,10 @@ FCDBAS  = 5        # Commander destroys base
 FSCMOVE = 6        # Supercommander moves (might attack base)
 FSCDBAS = 7        # Supercommander destroys base
 FDSPROB = 8        # Move deep space probe
-FDISTR        = 9        # Emit distress call from an inhabited world
-FENSLV        = 10        # Inhabited word is enslaved */
-FREPRO        = 11        # Klingons build a ship in an enslaved system
-NEVENTS        = 12
+FDISTR  = 9        # Emit distress call from an inhabited world
+FENSLV  = 10       # Inhabited word is enslaved */
+FREPRO  = 11       # Klingons build a ship in an enslaved system
+NEVENTS = 12
 
 # Abstract out the event handling -- underlying data structures will change
 # when we implement stateful events
@@ -305,7 +334,9 @@ class Enemy:
         else:
             self.location = Coord()
             self.kdist = self.kavgd = None
-            game.enemies.remove(self)
+            # Guard prevents failure on Tholian or thingy
+            if self in game.enemies:
+                game.enemies.remove(self)
         return motion
     def __repr__(self):
         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
@@ -351,7 +382,7 @@ class Gamestate:
         self.thawed = False        # thawed game
         self.condition = None        # "green", "yellow", "red", "docked", "dead"
         self.iscraft = None        # "onship", "offship", "removed"
-        self.skill = None        # Player skill level
+        self.skill = SKILL_NONE        # Player skill level
         self.inkling = 0        # initial number of klingons
         self.inbase = 0                # initial number of bases
         self.incom = 0                # initial number of commanders
@@ -392,15 +423,27 @@ class Gamestate:
         self.score = 0.0        # overall score
         self.perdate = 0.0        # rate of kills
         self.idebug = False        # Debugging instrumentation enabled?
+        self.cdebug = False        # Debugging instrumentation for curses enabled?
         self.statekscmdr = None # No SuperCommander coordinates yet.
+        self.brigcapacity = 400     # Enterprise brig capacity
+        self.brigfree = 400       # How many klingons can we put in the brig?
+        self.kcaptured = 0      # Total Klingons captured, for scoring.
+        self.iscloaked = False  # Cloaking device on?
+        self.ncviol = 0         # Algreon treaty violations
+        self.isviolreported = False # We have been warned
+    def remkl(self):
+        return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
     def recompute(self):
         # Stas thinks this should be (C expression):
-        # game.state.remkl + len(game.state.kcmdr) > 0 ?
-        #        game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+        # game.remkl() + len(game.state.kcmdr) > 0 ?
+        #        game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 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.
-        self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
+        self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
+    def unwon(self):
+        "Are there Klingons remaining?"
+        return self.remkl()
 
 FWON = 0
 FDEPLETE = 1
@@ -424,6 +467,7 @@ FDRAY = 18
 FTRIBBLE = 19
 FHOLE = 20
 FCREW = 21
+FCLOAK = 22
 
 def withprob(p):
     return random.random() < p
@@ -685,7 +729,7 @@ def moveklings():
     return tacmoves
 
 def movescom(iq, avoid):
-    "Commander movement helper."
+    "Supercommander movement helper."
     # Avoid quadrants with bases if we want to avoid Enterprise
     if not welcoming(iq) or (avoid and iq in game.state.baseq):
         return False
@@ -733,7 +777,7 @@ def supercommander():
     if game.idebug:
         prout("== SUPERCOMMANDER")
     # Decide on being active or passive
-    avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+    avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
             (game.state.date-game.indate) < 3.0)
     if not game.iscate and avoid:
         # compute move away from Enterprise
@@ -901,6 +945,86 @@ def movetholian():
 
 # Code from battle.c begins here
 
+def cloak():
+    "Change cloaking-device status."
+    if game.ship == 'F':
+        prout(_("Ye Faerie Queene hath no cloaking device."))
+        return
+
+    key = scanner.nexttok()
+
+    if key == "IHREAL":
+        huh()
+        return
+
+    action = None
+    if key == "IHALPHA":
+        if scanner.sees("on"):
+            if game.iscloaked:
+                prout(_("The cloaking device has already been switched on."))
+                return
+            action = "CLON"
+        elif scanner.sees("off"):
+            if not game.iscloaked:
+                prout(_("The cloaking device has already been switched off."))
+                return
+            action = "CLOFF"
+        else:
+            huh()
+            return
+    else:
+        if not game.iscloaked:
+            proutn(_("Switch cloaking device on? "))
+            if not ja():
+                return
+            action = "CLON"
+        else:
+            proutn(_("Switch cloaking device off? "))
+            if not ja():
+                return
+            action = "CLOFF"
+    if action is None:
+        return
+
+    if action == "CLOFF":
+        if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+            prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
+            if not ja():
+                return
+        prout("Engineer Scott- \"Aye, Sir.\"")
+        game.iscloaked = False
+        if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+            prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+            game.ncviol += 1
+            game.isviolreported = True
+
+            #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
+            return
+
+    if action == "CLON":
+        if damaged(DCLOAK):
+            prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
+            return
+
+        if game.condition == "docked":
+            prout(_("You cannot cloak while docked."))
+
+        if game.state.date >= ALGERON and not game.isviolreported:
+            prout(_("Spock- \"Captain, using the cloaking device is a violation"))
+            prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
+            proutn(_("  are you sure this is wise? "))
+            if not ja():
+                return
+        prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+        attack(True)
+        prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+        game.iscloaked = True
+
+        if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+            prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+            game.ncviol += 1
+            game.isviolreported = True
+
 def doshield(shraise):
     "Change shield status."
     action = "NONE"
@@ -1010,22 +1134,23 @@ def doshield(shraise):
 def randdevice():
     "Choose a device to damage, at random."
     weights = (
-        105,        # DSRSENS: short range scanners        10.5%
-        105,        # DLRSENS: long range scanners                10.5%
-        120,        # DPHASER: phasers                        12.0%
-        120,        # DPHOTON: photon torpedoes                12.0%
-        25,        # DLIFSUP: life support                         2.5%
-        65,        # DWARPEN: warp drive                         6.5%
-        70,        # DIMPULS: impulse engines                 6.5%
-        145,        # DSHIELD: deflector shields                14.5%
-        30,        # DRADIO:  subspace radio                 3.0%
-        45,        # DSHUTTL: shuttle                         4.5%
-        15,        # DCOMPTR: computer                         1.5%
-        20,        # NAVCOMP: navigation system                 2.0%
-        75,        # DTRANSP: transporter                         7.5%
+        105,       # DSRSENS: short range scanners         10.5%
+        105,       # DLRSENS: long range scanners          10.5%
+        120,       # DPHASER: phasers                      12.0%
+        120,       # DPHOTON: photon torpedoes             12.0%
+        25,        # DLIFSUP: life support                  2.5%
+        65,        # DWARPEN: warp drive                    6.5%
+        70,        # DIMPULS: impulse engines               6.5%
+        135,       # DSHIELD: deflector shields            13.5%
+        30,        # DRADIO:  subspace radio                3.0%
+        45,        # DSHUTTL: shuttle                       4.5%
+        15,        # DCOMPTR: computer                      1.5%
+        20,        # NAVCOMP: navigation system             2.0%
+        75,        # DTRANSP: transporter                   7.5%
         20,        # DSHCTRL: high-speed shield controller  2.0%
-        10,        # DDRAY: death ray                         1.0%
-        30,        # DDSP: deep-space probes                 3.0%
+        10,        # DDRAY: death ray                       1.0%
+        30,        # DDSP: deep-space probes                3.0%
+        10,        # DCLOAK: the cloaking device            1.0
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
@@ -1073,7 +1198,7 @@ def collision(rammed, enemy):
         game.damage[dev] += game.optime + extradm
     game.shldup = False
     prout(_("***Shields are down."))
-    if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
+    if game.unwon():
         announce()
         damagereport()
     else:
@@ -1174,8 +1299,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                         enemy.location = bumpto
                         game.quad[w.i][w.j] = '.'
                         game.quad[bumpto.i][bumpto.j] = iquad
-                        for enemy in game.enemies:
-                            enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+                        for tenemy in game.enemies:
+                            tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
                         sortenemies()
                     break
             else:
@@ -1292,7 +1417,7 @@ def fry(hit):
         while True:
             j = randdevice()
             # Cheat to prevent shuttle damage unless on ship
-            if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")):
+            if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
                 break
         cdam.append(j)
         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
@@ -1310,10 +1435,15 @@ def fry(hit):
     if damaged(DSHIELD) and game.shldup:
         prout(_("***Shields knocked down."))
         game.shldup = False
+    if damaged(DCLOAK) and game.iscloaked:
+        prout(_("***Cloaking device rendered inoperative."))
+        game.iscloaked = False
 
 def attack(torps_ok):
     # bad guy attacks us
     # torps_ok == False forces use of phasers in an attack
+    if game.iscloaked:
+        return
     # game could be over at this point, check
     if game.alldone:
         return
@@ -1401,7 +1531,7 @@ def attack(torps_ok):
             dispersion = (randreal()+randreal())*0.5 - 0.5
             dispersion += 0.002*enemy.power*dispersion
             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
-            if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+            if game.unwon() == 0:
                 finish(FWON) # Klingons did themselves in!
             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
                 return # Supernova or finished
@@ -1498,16 +1628,16 @@ def deadkl(w, etype, mv):
         # Killed some type of Klingon
         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
-        if type == 'C':
+        if etype == 'C':
             game.state.kcmdr.remove(game.quadrant)
             unschedule(FTBEAM)
             if game.state.kcmdr:
                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
                 unschedule(FCDBAS)
-        elif type ==  'K':
-            game.state.remkl -= 1
-        elif type ==  'S':
+        elif etype ==  'K':
+            pass
+        elif etype ==  'S':
             game.state.nscrem -= 1
             game.state.kscmdr.invalidate()
             game.isatb = 0
@@ -1516,7 +1646,7 @@ def deadkl(w, etype, mv):
             unschedule(FSCDBAS)
     # For each kind of enemy, finish message to player
     prout(_(" destroyed."))
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+    if game.unwon() == 0:
         return
     game.recompute()
     # Remove enemy ship from arrays describing local conditions
@@ -1632,12 +1762,14 @@ def torps():
                 prout(_("***Photon tubes damaged by misfire."))
                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
             break
-        if game.shldup or game.condition == "docked":
+        if game.iscloaked:
+            dispersion *= 1.2
+        elif game.shldup or game.condition == "docked":
             dispersion *= 1.0 + 0.0001*game.shield
         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             return
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+    if game.unwon()<=0:
         finish(FWON)
 
 def overheat(rpow):
@@ -1717,11 +1849,10 @@ def hittem(hits):
         skip(1)
         if kpow == 0:
             deadkl(w, ienm, w)
-            if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+            if game.unwon()==0:
                 finish(FWON)
             if game.alldone:
                 return
-            kk -= 1        # don't do the increment
             continue
         else: # decide whether or not to emasculate klingon
             if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
@@ -1982,7 +2113,69 @@ def phasers():
             game.shldup = False
     overheat(rpow)
 
-# Code from events,c begins here.
+
+def capture():
+    game.ididit = False # Nothing if we fail
+    game.optime = 0.0
+
+    # Make sure there is room in the brig */
+    if game.brigfree == 0:
+        prout(_("Security reports the brig is already full."))
+        return
+
+    if damaged(DRADIO):
+        prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
+        return
+
+    if damaged(DTRANSP):
+        prout(_("Scotty- \"Transporter damaged, sir.\""))
+        return
+
+    # find out if there are any at all
+    if game.klhere < 1:
+        prout(_("Uhura- \"Getting no response, sir.\""))
+        return
+
+    # if there is more than one Klingon, find out which one */
+    #  Cruddy, just takes one at random.  Should ask the captain.
+    #  Nah, just select the weakest one since it is most likely to
+    #  surrender (Tom Almy mod)
+    klingons = [e for e in game.enemies if e.type == 'K']
+    weakest = sorted(klingons, key=lambda e: e.power)[0]
+    game.optime = 0.05         # This action will take some time
+    game.ididit = True #  So any others can strike back
+
+    # check out that Klingon
+    # The algorithm isn't that great and could use some more
+    # intelligent design
+    # x = 300 + 25*skill;
+    x = game.energy / (weakest.power * len(klingons))
+    #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
+    #      % (game.energy, weakest.power, len(klingons)))
+    x *= 2.5  # would originally have been equivalent of 1.4,
+               # but we want command to work more often, more humanely */
+    #prout(_("Prob = %.4f" % x))
+    #  x = 100; // For testing, of course!
+    if x < randreal(100):
+        # guess what, he surrendered!!! */
+        prout(_("Klingon captain at %s surrenders.") % weakest.location)
+        i = randreal(200)
+        if i > 0:
+            prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+        if i > game.brigfree:
+            prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
+            i = game.brigfree
+        game.brigfree -= i
+        prout(_("%d captives taken") % i)
+        deadkl(weakest.location, weakest.type, game.sector)
+        if game.unwon()<=0:
+            finish(FWON)
+        return
+
+       # big surprise, he refuses to surrender */
+    prout(_("Fat chance, captain!"))
+
+# 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
@@ -2146,9 +2339,14 @@ def events():
                     prout("== Event %d fires" % evcode)
                 datemin = game.future[l].date
         xtime = datemin-game.state.date
+        if game.iscloaked:
+            game.energy -= xtime*500.0
+            if game.energy <= 0:
+                finish(FNRG)
+                return
         game.state.date = datemin
         # Decrement Federation resources and recompute remaining time
-        game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
+        game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
         game.recompute()
         if game.state.remtime <= 0:
             finish(FDEPLETE)
@@ -2196,7 +2394,7 @@ def events():
             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 return
         elif evcode == FSPY: # Check with spy to see if SC should tractor beam
-            if game.state.nscrem == 0 or \
+            if game.state.nscrem == 0 or game.iscloaked or \
                 ictbeam or istract or \
                 game.condition == "docked" or game.isatb == 1 or game.iscate:
                 return
@@ -2217,7 +2415,7 @@ def events():
                 continue
             i = randrange(len(game.state.kcmdr))
             yank = (game.state.kcmdr[i]-game.quadrant).distance()
-            if istract or game.condition == "docked" or yank == 0:
+            if istract or game.condition == "docked" or game.iscloaked or yank == 0:
                 # Drats! Have to reschedule
                 schedule(FTBEAM,
                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
@@ -2234,16 +2432,16 @@ def events():
                 unschedule(FBATTAK)
                 unschedule(FCDBAS)
                 continue
+            ibq = None # Force battle location to persist past loop
             try:
                 for ibq in game.state.baseq:
                     for cmdr in game.state.kcmdr:
                         if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
                             raise JumpOut
-                else:
-                    # no match found -- try later
-                    schedule(FBATTAK, expran(0.3*game.intime))
-                    unschedule(FCDBAS)
-                    continue
+                # no match found -- try later
+                schedule(FBATTAK, expran(0.3*game.intime))
+                unschedule(FCDBAS)
+                continue
             except JumpOut:
                 pass
             # commander + starbase combination found -- launch attack
@@ -2381,7 +2579,7 @@ def events():
             if q.klingons <= 0:
                 q.status = "secure"
                 continue
-            if game.state.remkl >= MAXKLGAME:
+            if game.remkl() >= MAXKLGAME:
                 continue                # full right now
             # reproduce one Klingon
             w = ev.quadrant
@@ -2398,16 +2596,15 @@ def events():
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
                             raise JumpOut
-                    else:
-                        continue        # search for eligible quadrant failed
+                    # search for eligible quadrant failed
+                    continue
                 except JumpOut:
                     w = m
             # deliver the child
-            game.state.remkl += 1
             q.klingons += 1
             if game.quadrant == w:
                 game.klhere += 1
-                game.enemies.append(newkling())
+                newkling() # also adds it to game.enemies
             # recompute time left
             game.recompute()
             if communicating():
@@ -2416,7 +2613,7 @@ def events():
                     prout(_("launched a warship from %s.") % q.planet)
                 else:
                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
-                    if q.planet != None:
+                    if q.planet is not None:
                         proutn(_("near %s ") % q.planet)
                     prout(_("in Quadrant %s.") % w)
 
@@ -2428,7 +2625,7 @@ def wait():
         if key  != "IHEOL":
             break
         proutn(_("How long? "))
-    scanner.chew()
+        scanner.chew()
     if key != "IHREAL":
         huh()
         return
@@ -2558,33 +2755,37 @@ def nova(nov):
                 elif iquad == 'K': # kill klingon
                     deadkl(neighbor, iquad, neighbor)
                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
+                    target = None
                     for ll in range(len(game.enemies)):
                         if game.enemies[ll].location == neighbor:
+                            target = game.enemies[ll]
                             break
-                    game.enemies[ll].power -= 800.0 # If firepower is lost, die
-                    if game.enemies[ll].power <= 0.0:
-                        deadkl(neighbor, iquad, neighbor)
-                        break
-                    newc = neighbor + neighbor - hits[-1]
-                    proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not newc.valid_sector():
-                        # can't leave quadrant
-                        skip(1)
-                        break
-                    iquad1 = game.quad[newc.i][newc.j]
-                    if iquad1 == ' ':
-                        proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
-                        skip(1)
-                        deadkl(neighbor, iquad, newc)
-                        break
-                    if iquad1 != '.':
-                        # can't move into something else
-                        skip(1)
-                        break
-                    proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.i][neighbor.j] = '.'
-                    game.quad[newc.i][newc.j] = iquad
-                    game.enemies[ll].move(newc)
+                    if target is not None:
+                        target.power -= 800.0 # If firepower is lost, die
+                        if target.power <= 0.0:
+                            deadkl(neighbor, iquad, neighbor)
+                            continue   # neighbor loop
+                        # Else enemy gets flung by the blast wave
+                        newc = neighbor + neighbor - start
+                        proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+                        if not newc.valid_sector():
+                            # can't leave quadrant
+                            skip(1)
+                            continue
+                        iquad1 = game.quad[newc.i][newc.j]
+                        if iquad1 == ' ':
+                            proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+                            skip(1)
+                            deadkl(neighbor, iquad, newc)
+                            continue
+                        if iquad1 != '.':
+                            # can't move into something else
+                            skip(1)
+                            continue
+                        proutn(_(", buffeted to Sector %s") % newc)
+                        game.quad[neighbor.i][neighbor.j] = '.'
+                        game.quad[newc.i][newc.j] = iquad
+                        target.move(newc)
     # Starship affected by nova -- kick it away.
     dist = kount*0.1
     direc = ncourse[3*(bump.i+1)+bump.j+2]
@@ -2603,7 +2804,7 @@ def nova(nov):
 def supernova(w):
     "Star goes supernova."
     num = 0; npdead = 0
-    if w != None:
+    if w is not None:
         nq = copy.copy(w)
     else:
         # Scheduled supernova -- select star at random.
@@ -2655,7 +2856,6 @@ def supernova(w):
             stars()
             game.alldone = True
     # destroy any Klingons in supernovaed quadrant
-    kldead = game.state.galaxy[nq.i][nq.j].klingons
     game.state.galaxy[nq.i][nq.j].klingons = 0
     if nq == game.state.kscmdr:
         # did in the Supercommander!
@@ -2663,13 +2863,13 @@ def supernova(w):
         game.iscate = False
         unschedule(FSCMOVE)
         unschedule(FSCDBAS)
-    survivors = filter(lambda w: w != nq, game.state.kcmdr)
-    comkills = len(game.state.kcmdr) - len(survivors)
+    # Changing this to [w for w in game.state.kcmdr if w != nq]
+    # causes regression-test failure
+    survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
+    #comkills = len(game.state.kcmdr) - len(survivors)
     game.state.kcmdr = survivors
-    kldead -= comkills
     if not game.state.kcmdr:
         unschedule(FTBEAM)
-    game.state.remkl -= kldead
     # destroy Romulans and planets in supernovaed quadrant
     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
     game.state.galaxy[nq.i][nq.j].romulans = 0
@@ -2682,7 +2882,7 @@ def supernova(w):
     # Destroy any base in supernovaed quadrant
     game.state.baseq = [x for x in game.state.baseq if x != nq]
     # If starship caused supernova, tally up destruction
-    if w != None:
+    if w is not None:
         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
         game.state.nplankl += npdead
@@ -2690,7 +2890,7 @@ def supernova(w):
     if game.quadrant == nq or communicating():
         game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
+    if game.unwon()==0 and not nq == game.quadrant:
         skip(2)
         if w is None:
             prout(_("Lucky you!"))
@@ -2752,9 +2952,9 @@ def kaboom():
     skip(1)
     if len(game.enemies) != 0:
         whammo = 25.0 * game.energy
-        for l in range(len(game.enemies)):
-            if game.enemies[l].power*game.enemies[l].kdist <= whammo:
-                deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
+        for e in game.enemies[::-1]:
+            if e.power*e.kdist <= whammo:
+                deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
     finish(FDILITHIUM)
 
 def killrate():
@@ -2764,7 +2964,7 @@ def killrate():
         return 0
     else:
         starting = (game.inkling + game.incom + game.inscom)
-        remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+        remaining = game.unwon()
         return (starting - remaining)/elapsed
 
 def badpoints():
@@ -2775,7 +2975,8 @@ def badpoints():
             300*game.state.nworldkl + \
             45.0*game.nhelp +\
             100.0*game.state.basekl +\
-            3.0*game.abandoned
+            3.0*game.abandoned +\
+            100*game.ncviol
     if game.ship == 'F':
         badpt += 100.0
     elif game.ship is None:
@@ -2783,7 +2984,7 @@ def badpoints():
     return badpt
 
 def finish(ifin):
-    # end the game, with appropriate notfications
+    # end the game, with appropriate notifications
     igotit = False
     game.alldone = True
     skip(3)
@@ -2796,6 +2997,9 @@ def finish(ifin):
 
         prout(_("You have smashed the Klingon invasion fleet and saved"))
         prout(_("the Federation."))
+        if game.alive and game.brigcapacity-game.brigfree > 0:
+            game.kcaptured += game.brigcapacity-game.brigfree
+            prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
         game.gamewon = True
         if game.alive:
             badpt = badpoints()
@@ -2854,7 +3058,7 @@ def finish(ifin):
         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 + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+        if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
             prout(_("acquitted."))
             skip(1)
             prout(_("LIVE LONG AND PROSPER."))
@@ -2903,7 +3107,7 @@ def finish(ifin):
         prout(_("The %s has been cremated by its own phasers.") % crmshp())
     elif ifin == FLOST:
         prout(_("You and your landing party have been"))
-        prout(_("converted to energy, disipating through space."))
+        prout(_("converted to energy, dissipating through space."))
     elif ifin == FMINING:
         prout(_("You are left with your landing party on"))
         prout(_("a wild jungle planet inhabited by primitive cannibals."))
@@ -2946,16 +3150,24 @@ def finish(ifin):
     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 == FCLOAK:
+        game.ncviol += 1
+        prout(_("You have violated the Treaty of Algeron."))
+        prout(_("The Romulan Empire can never trust you again."))
     elif ifin == FCREW:
         prout(_("Your last crew member has died."))
+    if ifin != FWON and ifin != FCLOAK and game.iscloaked:
+        prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
+        prout(_("You may have missed some warning messages."))
+        skip(1)
     if game.ship == 'F':
         game.ship = None
     elif game.ship == 'E':
         game.ship = 'F'
     game.alive = False
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
+    if game.unwon() != 0:
         goodies = game.state.remres/game.inresor
-        baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+        baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
         if goodies/baddies >= randreal(1.0, 1.5):
             prout(_("As a result of your actions, a treaty with the Klingon"))
             prout(_("Empire has been signed. The terms of the treaty are"))
@@ -2974,11 +3186,12 @@ def finish(ifin):
         prout(_("to think about pigeons."))
         game.gamewon = True
     score()
+    scanner.chew()     # Clean up leftovers
 
 def score():
     "Compute player's score."
     timused = game.state.date - game.indate
-    if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
+    if (timused == 0 or game.unwon() != 0) and timused < 5.0:
         timused = 5.0
     game.perdate = killrate()
     ithperd = 500*game.perdate + 0.5
@@ -2991,12 +3204,14 @@ def score():
         klship = 1
     else:
         klship = 2
-    game.score = 10*(game.inkling - game.state.remkl) \
+    dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
+    game.score = 10*(dead_ordinaries)\
              + 50*(game.incom - len(game.state.kcmdr)) \
              + ithperd + iwon \
              + 20*(game.inrom - game.state.nromrem) \
              + 200*(game.inscom - game.state.nscrem) \
                  - game.state.nromrem \
+             + 3 * game.kcaptured \
              - badpoints()
     if not game.alive:
         game.score -= 200
@@ -3008,12 +3223,15 @@ def score():
     if game.state.nromrem and game.gamewon:
         prout(_("%6d Romulans captured                  %5d") %
               (game.state.nromrem, game.state.nromrem))
-    if game.inkling - game.state.remkl:
+    if dead_ordinaries:
         prout(_("%6d ordinary Klingons destroyed        %5d") %
-              (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+              (dead_ordinaries, 10*dead_ordinaries))
     if game.incom - len(game.state.kcmdr):
         prout(_("%6d Klingon commanders destroyed       %5d") %
               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
+    if game.kcaptured:
+        prout(_("%d Klingons captured                   %5d") %
+              (game.kcaptured, 3 * game.kcaptured))
     if game.inscom - game.state.nscrem:
         prout(_("%6d Super-Commander destroyed          %5d") %
               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
@@ -3044,6 +3262,12 @@ def score():
     if klship:
         prout(_("%6d ship(s) lost or destroyed          %5d") %
               (klship, -100*klship))
+    if game.ncviol > 0:
+        if game.ncviol == 1:
+            prout(_("1 Treaty of Algeron violation          -100"))
+        else:
+            prout(_("%6d Treaty of Algeron violations       %5d\n") %
+                  (game.ncviol, -100*game.ncviol))
     if not game.alive:
         prout(_("Penalty for getting yourself killed        -200"))
     if game.gamewon:
@@ -3073,24 +3297,9 @@ def plaque():
     winner = cgetline()
     # 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")
+    # This is where the ASCII art picture was emitted.
+    # It got garbled somewhere in the chain of transmission to the Almy version.
+    # We should restore it if we can find old enough FORTRAN sources.
     fp.write("\n\n\n")
     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
     fp.write("\n\n\n\n")
@@ -3135,7 +3344,6 @@ def iostart():
     # for the older ones we probably need to set C locale, and python3
     # has no problems at all
     if sys.version_info[0] < 3:
-        import locale
         locale.setlocale(locale.LC_ALL, "")
     gettext.bindtextdomain("sst", "/usr/local/share/locale")
     gettext.textdomain("sst")
@@ -3212,7 +3420,7 @@ def pause_game():
         sys.stdout.write('\n')
         proutn(prompt)
         if not replayfp:
-            input()
+            my_input()
         sys.stdout.write('\n' * rows)
         linecount = 0
 
@@ -3241,8 +3449,7 @@ def proutn(proutntline):
         if curwnd == message_window and y >= my - 2:
             pause_game()
             clrscr()
-        # Uncomment this to debug curses problems
-        if logfp:
+        if logfp and game.cdebug:
             logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
         curwnd.addstr(proutntline)
         curwnd.refresh()
@@ -3284,7 +3491,11 @@ def cgetline():
                 elif linein[0] != "#":
                     break
         else:
-            linein = eval(input()) + "\n"
+            try:
+                linein = my_input() + "\n"
+            except EOFError:
+                prout("")
+                sys.exit(0)
     if logfp:
         logfp.write(linein)
     return linein
@@ -3293,8 +3504,7 @@ def setwnd(wnd):
     "Change windows -- OK for this to be a no-op in tty mode."
     global curwnd
     if game.options & OPTION_CURSES:
-        # Uncomment this to debug curses problems
-        if logfp:
+        if game.cdebug and logfp:
             if wnd == fullscreen_window:
                 legend = "fullscreen"
             elif wnd == srscan_window:
@@ -3335,7 +3545,7 @@ def clrscr():
     linecount = 0
 
 def textcolor(color=DEFAULT):
-    if game.options & OPTION_COLOR:
+    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
         if color == DEFAULT:
             curwnd.attrset(0)
         elif color ==  BLACK:
@@ -3372,7 +3582,7 @@ def textcolor(color=DEFAULT):
             curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
 
 def highvideo():
-    if game.options & OPTION_COLOR:
+    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
         curwnd.attron(curses.A_REVERSE)
 
 #
@@ -3409,7 +3619,7 @@ def put_srscan_sym(w, sym):
 def boom(w):
     "Enemy fall down, go boom."
     if game.options & OPTION_CURSES:
-        drawmaps(2)
+        drawmaps(0)
         setwnd(srscan_window)
         srscan_window.attron(curses.A_REVERSE)
         put_srscan_sym(w, game.quad[w.i][w.j])
@@ -3499,8 +3709,8 @@ def imove(icourse=None, noattack=False):
 
     def newquadrant(noattack):
         # Leaving quadrant -- allow final enemy attack
-        # Don't do it if being pushed by Nova
-        if len(game.enemies) != 0 and not noattack:
+        # Don't set up attack if being pushed by nova or cloaked
+        if len(game.enemies) != 0 and not noattack and not game.iscloaked:
             newcnd()
             for enemy in game.enemies:
                 finald = (w - enemy.location).distance()
@@ -3562,9 +3772,11 @@ def imove(icourse=None, noattack=False):
             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
                 for enemy in game.enemies:
                     if enemy.location == game.sector:
-                        break
-                collision(rammed=False, enemy=enemy)
-                return True
+                        collision(rammed=False, enemy=enemy)
+                        return True
+                # This should not happen
+                prout(_("Which way did he go?"))
+                return False
             elif iquad == ' ':
                 skip(1)
                 prouts(_("***RED ALERT!  RED ALERT!"))
@@ -3606,10 +3818,15 @@ def imove(icourse=None, noattack=False):
         game.inorbit = False
     # If tractor beam is to occur, don't move full distance
     if game.state.date+game.optime >= scheduled(FTBEAM):
-        trbeam = True
-        game.condition = "red"
-        icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
-        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+        if game.iscloaked:
+            # We can't be tractor beamed if cloaked,
+            # so move the event into the future
+            postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
+        else:
+            trbeam = True
+            game.condition = "red"
+            icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+            game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
     # Move out
     game.quad[game.sector.i][game.sector.j] = '.'
     for _m in range(icourse.moves):
@@ -3649,11 +3866,14 @@ def dock(verbose):
     if game.inorbit:
         prout(_("You must first leave standard orbit."))
         return
-    if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+    if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
         prout(crmshp() + _(" not adjacent to base."))
         return
+    if game.iscloaked:
+        prout(_("You cannot dock while cloaked."))
+        return
     game.condition = "docked"
-    if "verbose":
+    if verbose:
         prout(_("Docked."))
     game.ididit = True
     if game.energy < game.inenrg:
@@ -3662,7 +3882,11 @@ def dock(verbose):
     game.torps = game.intorps
     game.lsupres = game.inlsr
     game.state.crew = FULLCREW
-    if not damaged(DRADIO) and \
+    if game.brigcapacity-game.brigfree > 0:
+        prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
+        game.kcaptured += game.brigcapacity-game.brigfree
+        game.brigfree = game.brigcapacity
+    if communicating() 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:\""))
@@ -3679,7 +3903,7 @@ def cartesian(loc1=None, loc2=None):
 
 def getcourse(isprobe):
     "Get a course and distance from the user."
-    key = 0
+    key = ""
     dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
     itemp = "curt"
@@ -3789,15 +4013,20 @@ def getcourse(isprobe):
             iprompt = True
             key = scanner.nexttok()
         itemp = "verbose"
-        if key != "IHREAL":
+        if key == "IHREAL":
+            delta.j = scanner.real
+        else:
             huh()
             raise TrekError
-        delta.j = scanner.real
         key = scanner.nexttok()
-        if key != "IHREAL":
+        if key == "IHREAL":
+            delta.i = scanner.real
+        elif key == "IHEOL":
+            delta.i = 0
+            scanner.push("\n")
+        else:
             huh()
             raise TrekError
-        delta.i = scanner.real
     # Check for zero movement
     if delta.i == 0 and delta.j == 0:
         scanner.chew()
@@ -3821,16 +4050,14 @@ class course:
         if self.bearing < 0.0:
             self.bearing += 12.0
         self.angle = ((15.0 - self.bearing) * 0.5235988)
-        if origin is None:
-            self.origin = cartesian(game.quadrant, game.sector)
-        else:
-            self.origin = cartesian(game.quadrant, origin)
         self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
         bigger = max(abs(self.increment.i), abs(self.increment.j))
         self.increment /= bigger
         self.moves = int(round(10*self.distance*bigger))
         self.reset()
         self.final = (self.location + self.moves*self.increment).roundtogrid()
+        self.location = self.origin
+        self.nextlocation = None
     def reset(self):
         self.location = self.origin
         self.step = 0
@@ -3906,6 +4133,11 @@ def warp(wcourse, involuntary):
     blooey = False; twarp = False
     if not involuntary: # Not WARPX entry
         game.ididit = False
+        if game.iscloaked:
+            scanner.chew()
+            skip(1)
+            prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
+            return
         if game.damage[DWARPEN] > 10.0:
             scanner.chew()
             skip(1)
@@ -4119,7 +4351,7 @@ def atover(igrab):
         # Repeat if another snova
         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+    if game.unwon()==0:
         finish(FWON) # Snova killed remaining enemy.
 
 def timwrp():
@@ -4247,11 +4479,15 @@ def mayday():
         # There's one in this quadrant
         ddist = (game.base - game.sector).distance()
     else:
+        ibq = None     # Force base-quadrant game to persist past loop
         ddist = FOREVER
         for ibq in game.state.baseq:
             xdist = QUADSIZE * (ibq - game.quadrant).distance()
             if xdist < ddist:
                 ddist = xdist
+        if ibq is None:
+            prout(_("No starbases remain. You are alone in a hostile galaxy."))
+            return
         # Since starbase not in quadrant, set up new quadrant
         game.quadrant = ibq
         newqad()
@@ -4266,7 +4502,7 @@ def mayday():
             # found one -- finish up
             game.sector = w
             break
-    if not game.sector.is_valid():
+    if game.sector is None:
         prout(_("You have been lost in space..."))
         finish(FMATERIALIZE)
         return
@@ -4340,7 +4576,7 @@ def abandon():
         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 != None and not damaged(DTRANSP):
+        elif q.planet is not None and not damaged(DTRANSP):
             prout(_("Remainder of ship's complement beam down to %s.") %
                   q.planet)
         else:
@@ -4363,12 +4599,13 @@ def abandon():
         while True:
             # position next to base by trial and error
             game.quad[game.sector.i][game.sector.j] = '.'
+            l = QUADSIZE
             for l in range(QUADSIZE):
                 game.sector = game.base.scatter()
                 if game.sector.valid_sector() and \
                        game.quad[game.sector.i][game.sector.j] == '.':
                     break
-            if l < QUADSIZE+1:
+            if l < QUADSIZE:
                 break # found a spot
             game.sector.i=QUADSIZE/2
             game.sector.j=QUADSIZE/2
@@ -4394,6 +4631,7 @@ def abandon():
     game.lsupres=game.inlsr=3.0
     game.shldup=False
     game.warpfac=5.0
+    game.brigfree = game.brigcapacity = 300
     return
 
 # Code from planets.c begins here.
@@ -4444,7 +4682,7 @@ def orbit():
     if damaged(DWARPEN) and damaged(DIMPULS):
         prout(_("Both warp and impulse engines damaged."))
         return
-    if not game.plnet.is_valid():
+    if game.plnet is None:
         prout("There is no planet in this sector.")
         return
     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
@@ -4793,9 +5031,9 @@ def deathray():
         prouts(_("Sulu- \"Captain!  It's working!\""))
         skip(2)
         while len(game.enemies) > 0:
-            deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
+            deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
-        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+        if game.unwon() == 0:
             finish(FWON)
         if (game.options & OPTION_PLAIN) == 0:
             prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
@@ -4887,11 +5125,11 @@ def report():
     if game.tourn:
         prout(_("This is tournament game %d.") % game.tourn)
     prout(_("Your secret password is \"%s\"") % game.passwd)
-    proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
+    proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
                                                       (game.inkling + game.incom + game.inscom)))
     if game.incom - len(game.state.kcmdr):
         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
-    elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+    elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
         prout(_(", but no Commanders."))
     else:
         prout(".")
@@ -4913,6 +5151,18 @@ def report():
         game.iseenit = True
     if game.casual:
         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+    if game.brigcapacity != game.brigfree:
+        embriggened = game.brigcapacity-game.brigfree
+        if embriggened == 1:
+            prout(_("1 Klingon in brig"))
+        else:
+            prout(_("%d Klingons in brig.") %  embriggened)
+        if game.kcaptured == 0:
+            pass
+        elif game.kcaptured == 1:
+            prout(_("1 captured Klingon turned in to Starfleet."))
+        else:
+            prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
     if game.nhelp:
         prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
     if game.ship == 'E':
@@ -4930,7 +5180,7 @@ def report():
             proutn(_("An armed deep space probe is in "))
         else:
             proutn(_("A deep space probe is in "))
-        prout("Quadrant %s." % game.probec)
+        prout("Quadrant %s." % game.probe.quadrant())
     if game.icrystl:
         if game.cryprob <= .05:
             prout(_("Dilithium crystals aboard ship... not yet used."))
@@ -4972,7 +5222,8 @@ def lrscan(silent):
                 if not silent and game.state.galaxy[x][y].supernova:
                     proutn(" ***")
                 elif not silent:
-                    proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+                    cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
+                    proutn(((3 - len(cn)) * '.') + cn)
         if not silent:
             prout(" ")
 
@@ -5007,7 +5258,7 @@ def chart():
     scanner.chew()
     if (game.options & OPTION_AUTOSCAN):
         lrscan(silent=True)
-    if not damaged(DRADIO):
+    if communicating():
         rechart()
     if game.lastchart < game.state.date and game.condition == "docked":
         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
@@ -5043,13 +5294,22 @@ def chart():
 def sectscan(goodScan, i, j):
     "Light up an individual dot in a sector."
     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
-        textcolor({"green":GREEN,
-                   "yellow":YELLOW,
-                   "red":RED,
-                   "docked":CYAN,
-                   "dead":BROWN}[game.condition])
-        if game.quad[i][j] != game.ship:
-            highvideo()
+        if game.quad[i][j] in ('E', 'F'):
+            if game.iscloaked:
+                highvideo()
+            textcolor({"green":GREEN,
+                       "yellow":YELLOW,
+                       "red":RED,
+                       "docked":CYAN,
+                       "dead":BROWN}[game.condition])
+        else:
+            textcolor({'?':LIGHTMAGENTA,
+                       'K':LIGHTRED,
+                       'S':LIGHTRED,
+                       'C':LIGHTRED,
+                       'R':LIGHTRED,
+                       'T':LIGHTRED,
+                      }.get(game.quad[i][j], DEFAULT))
         proutn("%c " % game.quad[i][j])
         textcolor(DEFAULT)
     else:
@@ -5065,6 +5325,8 @@ def status(req=0):
             newcnd()
         prstat(_("Condition"), _("%s, %i DAMAGES") % \
                (game.condition.upper(), sum([x > 0 for x in game.damage])))
+        if game.iscloaked:
+            prout(_(", CLOAKED"))
     if not req or req == 3:
         prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
     if not req or req == 4:
@@ -5096,8 +5358,7 @@ def status(req=0):
                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
         prstat(_("Shields"), s+data)
     if not req or req == 9:
-        prstat(_("Klingons Left"), "%d" \
-               % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
+        prstat(_("Klingons Left"), "%d" % game.unwon())
     if not req or req == 10:
         if game.options & OPTION_WORLDS:
             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
@@ -5133,7 +5394,7 @@ def srscan():
             prout(_("  [Using Base's sensors]"))
     else:
         prout(_("     Short-range scan"))
-    if goodScan and not damaged(DRADIO):
+    if goodScan and communicating():
         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
@@ -5319,7 +5580,7 @@ def thaw():
         fp = open(scanner.token, "rb")
     except IOError:
         prout(_("Can't thaw game in %s") % scanner.token)
-        return
+        return True
     game = pickle.load(fp)
     fp.close()
     scanner.chew()
@@ -5394,6 +5655,7 @@ device = (
     _("Shield Control"), \
     _("Death Ray"), \
     _("D. S. Probe"), \
+    _("Cloaking Device"), \
 )
 
 def setup():
@@ -5485,7 +5747,7 @@ def setup():
         klumper = MAXKLQUAD
     while True:
         r = randreal()
-        klump = (1.0 - r*r)*klumper
+        klump = int((1.0 - r*r)*klumper)
         if klump > krem:
             klump = krem
         krem -= klump
@@ -5494,7 +5756,7 @@ def setup():
             if not game.state.galaxy[w.i][w.j].supernova and \
                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
                 break
-        game.state.galaxy[w.i][w.j].klingons += int(klump)
+        game.state.galaxy[w.i][w.j].klingons += klump
         if krem <= 0:
             break
     # Position Klingon Commander Ships
@@ -5604,7 +5866,7 @@ def setup():
     clrscr()
     setwnd(message_window)
     newqad()
-    if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
+    if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
         game.shldup = True
     if game.neutz:        # bad luck to start in a Romulan Neutral Zone
         attack(torps_ok=False)
@@ -5615,9 +5877,9 @@ def choose():
         game.tourn = game.length = 0
         game.thawed = False
         game.skill = SKILL_NONE
-        scanner.chew()
-#        if not scanner.inqueue: # Can start with command line options
-        proutn(_("Would you like a regular, tournament, or saved game? "))
+        # Do not chew here, we want to use command-line tokens
+        if not scanner.inqueue: # Can start with command line options
+            proutn(_("Would you like a regular, tournament, or saved game? "))
         scanner.nexttok()
         if scanner.sees("tournament"):
             while scanner.nexttok() == "IHEOL":
@@ -5680,17 +5942,16 @@ def choose():
         scanner.nexttok()
     if scanner.sees("plain"):
         # Approximates the UT FORTRAN version.
-        game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+        game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
         game.options |= OPTION_PLAIN
     elif scanner.sees("almy"):
         # Approximates Tom Almy's version.
-        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
         game.options |= OPTION_ALMY
     elif scanner.sees("fancy") or scanner.sees("\n"):
         pass
     elif len(scanner.token):
         proutn(_("What is \"%s\"?") % scanner.token)
-    game.options &=~ OPTION_COLOR
     setpassword()
     if game.passwd == "debug":
         game.idebug = True
@@ -5703,11 +5964,11 @@ def choose():
         game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
     if game.options & OPTION_WORLDS:
         game.inplan += int(NINHAB)
-    game.state.nromrem = game.inrom = randrange(2 *game.skill)
+    game.state.nromrem = game.inrom = randrange(2 * game.skill)
     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
     game.state.remtime = 7.0 * game.length
     game.intime = game.state.remtime
-    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+    game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
     game.state.remres = (game.inkling+4*game.incom)*game.intime
     game.inresor = game.state.remres
@@ -5748,7 +6009,7 @@ def newqad():
     game.justin = True
     game.iplnet = None
     game.neutz = game.inorbit = game.landed = False
-    game.ientesc = game.iseenit = False
+    game.ientesc = game.iseenit = game.isviolreported = False
     # Create a blank quadrant
     game.quad = fill2d(QUADSIZE, lambda i, j: '.')
     if game.iscate:
@@ -5780,7 +6041,7 @@ def newqad():
             e = game.enemies[0]
             game.quad[e.location.i][e.location.j] = 'S'
             e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
-            game.iscate = (game.state.remkl > 1)
+            game.iscate = (game.remkl() > 1)
     # Put in Romulans if needed
     for _i in range(q.romulans):
         Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
@@ -5854,6 +6115,9 @@ def newqad():
             game.quad[QUADSIZE-1][0] = '.'
         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
             game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+    # This should guarantee that replay games don't lose info about the chart
+    if (game.options & OPTION_AUTOSCAN) or replayfp:
+        lrscan(silent=True)
 
 def setpassword():
     "Set the self-destruct password."
@@ -5863,7 +6127,7 @@ def setpassword():
             proutn(_("Please type in a secret password- "))
             scanner.nexttok()
             game.passwd = scanner.token
-            if game.passwd != None:
+            if game.passwd is not None:
                 break
     else:
         game.passwd = ""
@@ -5889,7 +6153,6 @@ commands = [
     ("IMPULSE",          0),
     ("REST",             0),
     ("WARP",             0),
-    ("SCORE",            0),
     ("SENSORS",          OPTION_PLANETS),
     ("ORBIT",            OPTION_PLANETS),
     ("TRANSPORT",        OPTION_PLANETS),
@@ -5907,12 +6170,16 @@ commands = [
     ("ABANDON",          0),
     ("DESTRUCT",         0),
     ("DEATHRAY",         0),
+    ("CAPTURE",          OPTION_CAPTURE),
+    ("CLOAK",            OPTION_CLOAK),
     ("DEBUG",            0),
     ("MAYDAY",           0),
     ("SOS",              0),        # Synonym for MAYDAY
     ("CALL",             0),        # Synonym for MAYDAY
     ("QUIT",             0),
     ("HELP",             0),
+    ("SCORE",            0),
+    ("CURSES",            0),
     ("",                 0),
 ]
 
@@ -5984,6 +6251,11 @@ def helpme():
 
 def makemoves():
     "Command-interpretation loop."
+    def checkviol():
+        if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
+            prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+            game.ncviol += 1
+            game.isviolreported = True
     while True:         # command loop
         drawmaps(1)
         while True:        # get a command
@@ -6020,6 +6292,8 @@ def makemoves():
                 huh()
             else:
                 break
+        if game.options & OPTION_CURSES:
+            prout("COMMAND> %s" % cmd)
         if cmd == "SRSCAN":                # srscan
             srscan()
         elif cmd == "STATUS":                # status
@@ -6031,10 +6305,12 @@ def makemoves():
         elif cmd == "PHASERS":                # phasers
             phasers()
             if game.ididit:
+                checkviol()
                 hitme = True
         elif cmd in ("TORPEDO", "PHOTONS"):        # photon torpedos
             torps()
             if game.ididit:
+                checkviol()
                 hitme = True
         elif cmd == "MOVE":                # move under warp
             warp(wcourse=None, involuntary=False)
@@ -6059,8 +6335,6 @@ def makemoves():
                 hitme = True
         elif cmd == "WARP":                # warp
             setwarp()
-        elif cmd == "SCORE":                # score
-            score()
         elif cmd == "SENSORS":                # sensors
             sensor()
         elif cmd == "ORBIT":                # orbit
@@ -6110,6 +6384,10 @@ def makemoves():
             deathray()
             if game.ididit:
                 hitme = True
+        elif cmd == "CAPTURE":
+            capture()
+        elif cmd == "CLOAK":
+            cloak()
         elif cmd == "DEBUGCMD":                # What do we want for debug???
             debugme()
         elif cmd == "MAYDAY":                # Call for help
@@ -6120,6 +6398,11 @@ def makemoves():
             game.alldone = True                # quit the game
         elif cmd == "HELP":
             helpme()                        # get help
+        elif cmd == "SCORE":
+            score()                         # see current score
+        elif cmd == "CURSES":
+            game.options |= (OPTION_CURSES | OPTION_COLOR)
+            iostart()
         while True:
             if game.alldone:
                 break                # Game has ended
@@ -6369,7 +6652,6 @@ def debugme():
         atover(True)
 
 if __name__ == '__main__':
-    import getopt, socket
     try:
         #global line, thing, game
         game = None
@@ -6381,7 +6663,7 @@ if __name__ == '__main__':
         else:
             game.options |= OPTION_TTY
         seed = int(time.time())
-        (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
+        (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
         replay = False
         for (switch, val) in options:
             if switch == '-r':
@@ -6410,6 +6692,8 @@ if __name__ == '__main__':
                 game.options &=~ OPTION_CURSES
             elif switch == '-x':
                 game.idebug = True
+            elif switch == '-c':       # Enable curses debugging - undocumented
+                game.cdebug = True
             elif switch == '-V':
                 print("SST2K", version)
                 raise SystemExit(0)