Python translation is syntactically correct. Now for the grotty
authorEric S. Raymond <esr@thyrsus.com>
Thu, 5 Oct 2006 02:30:35 +0000 (02:30 +0000)
committerEric S. Raymond <esr@thyrsus.com>
Thu, 5 Oct 2006 02:30:35 +0000 (02:30 +0000)
part...

src/sst.py

index 1c7ac6dc0cb3f9b8277bcde3d7d750009ac13c12..5b41777bf0d5dc83cdcb995c6405ead793a7c399 100644 (file)
-"""
+'''
 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.
 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, time, atexit, readline, cPickle, random
 
 
-SSTDOC = "/usr/share/doc/sst/sst.doc"
+Dave Matuszek says:
+
+SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
+LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
+were in the original non-"super" version of UT FORTRAN Star Trek.
+
+Tholians were not in the original. Dave is dubious about their merits.
+(They are now controlled by OPTION_THOLIAN and turned off if the game
+type is "plain".)
+
+Planets and dilithium crystals were not in the original.  Dave is OK
+with this idea. (It's now controlled by OPTION_PLANETS and turned 
+off if the game type is "plain".)
+
+Dave says the bit about the Galileo getting turned into a
+McDonald's is "consistant with our original vision".  (This has been
+left permanently enabled, as it can only happen if OPTION_PLANETS
+is on.)
+
+Dave also says the Space Thingy should not be preserved across saved
+games, so you can't prove to others that you've seen it.  He says it
+shouldn't fire back, either.  It should do nothing except scream and
+disappear when hit by photon torpedos.  It's OK that it may move
+when attacked, but it didn't in the original.  (Whether the Thingy
+can fire back is now controlled by OPTION_THINGY and turned off if the
+game type is "plain" or "almy".  The no-save behavior has been restored.)
+
+The Faerie Queen, black holes, and time warping were in the original.
+
+Here are Tom Almy's changes:
+
+In early 1997, I got the bright idea to look for references to
+"Super Star Trek" on the World Wide Web. There weren't many hits,
+but there was one that came up with 1979 Fortran sources! This
+version had a few additional features that mine didn't have,
+however mine had some feature it didn't have. So I merged its
+features that I liked. I also took a peek at the DECUS version (a
+port, less sources, to the PDP-10), and some other variations.
+
+1, Compared to the original UT version, I've changed the "help" command to
+"call" and the "terminate" command to "quit" to better match
+user expectations. The DECUS version apparently made those changes
+as well as changing "freeze" to "save". However I like "freeze".
+(Both "freeze" and "save" work in SST2K.)
+
+2. The experimental deathray originally had only a 5% chance of
+success, but could be used repeatedly. I guess after a couple
+years of use, it was less "experimental" because the 1979
+version had a 70% success rate. However it was prone to breaking
+after use. I upgraded the deathray, but kept the original set of
+failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
+and turned off if game type is "plain".)
+
+3. The 1979 version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then realized
+the base would have a subspace radio as well -- doing a Chart when docked
+updates the star chart, and all radio reports will be heard. The Dock
+command will also give a report if a base is under attack.
+
+4. Tholian Web from the 1979 version.  (Now controlled by
+OPTION_THOLIAN and turned off if game type is "plain".)
+
+5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
+and turned off if game type is "plain".)
+
+6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
+This code could use improvement. (Now controlled by OPTION_MVBADDY
+and turned off if game type is "plain".)
+
+7. The deep-space probe feature from the DECUS version.  (Now controlled
+by OPTION_PROBE and turned off if game type is "plain").
+
+8. 'emexit' command from the 1979 version.
+
+9. Bugfix: Klingon commander movements are no longer reported if long-range 
+sensors are damaged.
+
+10. Bugfix: Better base positioning at startup (more spread out).
+That made sense to add because most people abort games with 
+bad base placement.
+
+In June 2002, I fixed two known bugs and a documentation typo.
+In June 2004 I fixed a number of bugs involving: 1) parsing invalid
+numbers, 2) manual phasers when SR scan is damaged and commander is
+present, 3) time warping into the future, 4) hang when moving
+klingons in crowded quadrants.  (These fixes are in SST2K.)
+
+Here are Stas Sergeev's changes:
+
+1. The Space Thingy can be shoved, if you ram it, and can fire back if 
+fired upon. (Now controlled by OPTION_THINGY and turned off if game 
+type is "plain" or "almy".)
+
+2. When you are docked, base covers you with an almost invincible shield. 
+(A commander can still ram you, or a Romulan can destroy the base,
+or a SCom can even succeed with direct attack IIRC, but this rarely 
+happens.)  (Now controlled by OPTION_BASE and turned off if game 
+type is "plain" or "almy".)
+
+3. Ramming a black hole is no longer instant death.  There is a
+chance you might get timewarped instead. (Now controlled by 
+OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
+
+4. The Tholian can be hit with phasers.
+
+5. SCom can't escape from you if no more enemies remain 
+(without this, chasing SCom can take an eternity).
+
+6. Probe target you enter is now the destination quadrant. Before I don't 
+remember what it was, but it was something I had difficulty using.
+
+7. Secret password is now autogenerated.
+
+8. "Plaque" is adjusted for A4 paper :-)
+
+9. Phasers now tells you how much energy needed, but only if the computer 
+is alive.
+
+10. Planets are auto-scanned when you enter the quadrant.
+
+11. Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+12. "freeze" command reverts to "save", most people will understand this
+better anyway. (SST2K recognizes both.)
+
+13. Screen-oriented interface, with sensor scans always up.  (SST2K
+supports both screen-oriented and TTY modes.)
+
+Eric Raymond's changes:
+
+Mainly, I translated this C code out of FORTRAN into C -- created #defines
+for a lot of magic numbers and refactored the heck out of it.
+
+1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
+
+2. Status report now indicates when dilithium crystals are on board.
+
+3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
+
+4. Added game option selection so you can play a close (but not bug-for-
+bug identical) approximation of older versions.
+
+5. Half the quadrants now have inhabited planets, from which one 
+cannot mine dilithium (there will still be the same additional number
+of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
+There is BSD-Trek-like logic for Klingons to attack and enslave 
+inhabited worlds, producing more ships (only is skill is 'good' or 
+better). (Controlled by OPTION_WORLDS and turned off if game 
+type is "plain" or "almy".)
+
+6. User input is now logged so we can do regression testing.
+
+7. More BSD-Trek features: You can now lose if your entire crew
+dies in battle.  When abandoning ship in a game with inhabited
+worlds enabled, they must have one in the quadrant to beam down
+to; otherwise they die in space and this counts heavily against
+your score.  Docking at a starbase replenishes your crew.
+
+8. Still more BSD-Trek: we now have a weighted damage table.
+Also, the nav subsystem (enabling automatic course
+setting) can be damaged separately from the main computer (which
+handles weapons targeting, ETA calculation, and self-destruct).
+'''
+import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
+
+SSTDOC         = "/usr/share/doc/sst/sst.doc"
+DOC_NAME       = "sst.doc"
 
 # Stub to be replaced
 def _(str): return str
 
 # Stub to be replaced
 def _(str): return str
@@ -54,6 +221,10 @@ IHMATER0 = '-',
 IHMATER1 = 'o',
 IHMATER2 = '0'
 
 IHMATER1 = 'o',
 IHMATER2 = '0'
 
+IHEOL = '\n'
+IHREAL = 0.0
+IHALPHA = " "
+
 class coord:
     def __init(self, x=None, y=None):
         self.x = x
 class coord:
     def __init(self, x=None, y=None):
         self.x = x
@@ -229,7 +400,7 @@ class gamestate:
         for i in range(NEVENTS):
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
         for i in range(NEVENTS):
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
-        self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)]       # enemy sector locations
+        self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]  # enemy sector locations
         self.quadrant = None   # where we are in the large
         self.sector = None     # where we are in the small
         self.tholian = None    # coordinates of Tholian
         self.quadrant = None   # where we are in the large
         self.sector = None     # where we are in the small
         self.tholian = None    # coordinates of Tholian
@@ -517,12 +688,12 @@ def movebaddy(com, loccom, ienm):
            forces += 1000.0
        motion = 0
         if forces <= 1000.0 and game.condition != "docked": # Typical situation 
            forces += 1000.0
        motion = 0
         if forces <= 1000.0 and game.condition != "docked": # Typical situation 
-           motion = ((forces+200.0*Rand())/150.0) - 5.0
+           motion = ((forces+200.0*random.random())/150.0) - 5.0
        else:
             if forces > 1000.0: # Very strong -- move in for kill 
        else:
             if forces > 1000.0: # Very strong -- move in for kill 
-               motion = (1.0-square(Rand()))*dist1 + 1.0
+               motion = (1.0-square(random.random()))*dist1 + 1.0
            if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
            if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
-               motion -= game.skill*(2.0-square(Rand()))
+               motion -= game.skill*(2.0-square(random.random()))
        if idebug:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
        if idebug:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
@@ -812,7 +983,7 @@ def supercommander():
                    return; # no, don't attack base! 
                game.iseenit = False
                game.isatb = 1
                    return; # no, don't attack base! 
                game.iseenit = False
                game.isatb = 1
-               schedule(FSCDBAS, 1.0 +2.0*Rand())
+               schedule(FSCDBAS, 1.0 +2.0*random.random())
                if is_scheduled(FCDBAS):
                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
                if not communicating():
                if is_scheduled(FCDBAS):
                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
                if not communicating():
@@ -834,7 +1005,7 @@ def supercommander():
                return
     # Check for intelligence report 
     if not idebug and \
                return
     # Check for intelligence report 
     if not idebug and \
-       (Rand() > 0.2 or \
+       (random.random() > 0.2 or \
         (not communicating()) or \
         not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
        return
         (not communicating()) or \
         not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
        return
@@ -976,7 +1147,7 @@ def doshield(shraise):
            chew()
            proutn(_("Energy to transfer to shields- "))
        chew()
            chew()
            proutn(_("Energy to transfer to shields- "))
        chew()
-       if aaitem==0:
+       if aaitem == 0:
            return
        if aaitem > game.energy:
            prout(_("Insufficient ship energy."))
            return
        if aaitem > game.energy:
            prout(_("Insufficient ship energy."))
@@ -1027,7 +1198,7 @@ def randdevice():
     # 
     # This is one place where OPTION_PLAIN does not restore the
     # original behavior, which was equiprobable damage across
     # 
     # This is one place where OPTION_PLAIN does not restore the
     # original behavior, which was equiprobable damage across
-    # all devices.  If we wanted that, we'd return NDEVICES*Rand()
+    # all devices.  If we wanted that, we'd return NDEVICES*random.random()
     # and have done with it.  Also, in the original game, DNAVYS
     # and DCOMPTR were the same device. 
     # 
     # and have done with it.  Also, in the original game, DNAVYS
     # and DCOMPTR were the same device. 
     # 
@@ -1055,7 +1226,7 @@ def randdevice():
        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% 
     )
-    idx = Rand() * 1000.0      # weights must sum to 1000 
+    idx = random.random() * 1000.0     # weights must sum to 1000 
     sum = 0
     for (i, w) in enumerate(weights):
        sum += w
     sum = 0
     for (i, w) in enumerate(weights):
        sum += w
@@ -1084,7 +1255,7 @@ def ram(ibumpd, ienm, w):
     proutn("***")
     crmshp()
     prout(_(" heavily damaged."))
     proutn("***")
     crmshp()
     prout(_(" heavily damaged."))
-    icas = 10.0+20.0*Rand()
+    icas = 10.0+20.0*random.random()
     prout(_("***Sickbay reports %d casualties"), icas)
     game.casual += icas
     game.state.crew -= icas
     prout(_("***Sickbay reports %d casualties"), icas)
     game.casual += icas
     game.state.crew -= icas
@@ -1093,12 +1264,12 @@ def ram(ibumpd, ienm, w):
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
     # 
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
     # 
-    ncrits = Rand() * (NDEVICES/2)
+    ncrits = random.randrange(NDEVICES/2)
     for m in range(ncrits):
        dev = randdevice()
        if game.damage[dev] < 0:
            continue
     for m in range(ncrits):
        dev = randdevice()
        if game.damage[dev] < 0:
            continue
-       extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+       extradm = (10.0*hardness*random.random()+1.0)*game.damfac
        # Damage for at least time of travel! 
        game.damage[dev] += game.optime + extradm
     game.shldup = False
        # Damage for at least time of travel! 
        game.damage[dev] += game.optime + extradm
     game.shldup = False
@@ -1150,13 +1321,13 @@ def torpedo(course, r, incoming, i, n):
            proutn(_("Torpedo hits "))
            crmshp()
            prout(".")
            proutn(_("Torpedo hits "))
            crmshp()
            prout(".")
-           hit = 700.0 + 100.0*Rand() - \
+           hit = 700.0 + 100.0*random.random() - \
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            newcnd(); # we're blown out of dock 
            # We may be displaced. 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            newcnd(); # we're blown out of dock 
            # We may be displaced. 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = angle + 2.5*(Rand()-0.5)
+           ang = angle + 2.5*(random.random()-0.5)
            temp = math.fabs(math.sin(ang))
            if math.fabs(math.cos(ang)) > temp:
                temp = math.fabs(math.cos(ang))
            temp = math.fabs(math.sin(ang))
            if math.fabs(math.cos(ang)) > temp:
                temp = math.fabs(math.cos(ang))
@@ -1176,7 +1347,7 @@ def torpedo(course, r, incoming, i, n):
            crmshp()
            shoved = True
        elif iquad in (IHC, IHS): # Hit a commander 
            crmshp()
            shoved = True
        elif iquad in (IHC, IHS): # Hit a commander 
-           if Rand() <= 0.05:
+           if random.random() <= 0.05:
                crmena(True, iquad, sector, w)
                prout(_(" uses anti-photon device;"))
                prout(_("   torpedo neutralized."))
                crmena(True, iquad, sector, w)
                prout(_(" uses anti-photon device;"))
                prout(_("   torpedo neutralized."))
@@ -1187,7 +1358,7 @@ def torpedo(course, r, incoming, i, n):
                if w == game.ks[ll]:
                    break
            kp = math.fabs(game.kpower[ll])
                if w == game.ks[ll]:
                    break
            kp = math.fabs(game.kpower[ll])
-           h1 = 700.0 + 100.0*Rand() - \
+           h1 = 700.0 + 100.0*random.random() - \
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if kp < h1:
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if kp < h1:
@@ -1201,7 +1372,7 @@ def torpedo(course, r, incoming, i, n):
                return None
            crmena(True, iquad, "sector", w)
            # If enemy damaged but not destroyed, try to displace 
                return None
            crmena(True, iquad, "sector", w)
            # If enemy damaged but not destroyed, try to displace 
-           ang = angle + 2.5*(Rand()-0.5)
+           ang = angle + 2.5*(random.random()-0.5)
            temp = math.fabs(math.sin(ang))
            if math.fabs(math.cos(ang)) > temp:
                temp = math.fabs(math.cos(ang))
            temp = math.fabs(math.sin(ang))
            if math.fabs(math.cos(ang)) > temp:
                temp = math.fabs(math.cos(ang))
@@ -1268,14 +1439,14 @@ def torpedo(course, r, incoming, i, n):
            prout(_("Celebratory rallies are being held on the Klingon homeworld."))
            return None
        elif iquad == IHSTAR: # Hit a star 
            prout(_("Celebratory rallies are being held on the Klingon homeworld."))
            return None
        elif iquad == IHSTAR: # Hit a star 
-           if Rand() > 0.10:
+           if random.random() > 0.10:
                nova(w)
                return None
            crmena(True, IHSTAR, sector, w)
            prout(_(" unaffected by photon blast."))
            return None
        elif iquad == IHQUEST: # Hit a thingy 
                nova(w)
                return None
            crmena(True, IHSTAR, sector, w)
            prout(_(" unaffected by photon blast."))
            return None
        elif iquad == IHQUEST: # Hit a thingy 
-           if not (game.options & OPTION_THINGY) or Rand()>0.7:
+           if not (game.options & OPTION_THINGY) or random.random()>0.7:
                skip(1)
                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
                skip(1)
                skip(1)
                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
                skip(1)
@@ -1304,7 +1475,7 @@ def torpedo(course, r, incoming, i, n):
            prout(_("***Torpedo absorbed by Tholian web."))
            return None
        elif iquad == IHT:  # Hit a Tholian 
            prout(_("***Torpedo absorbed by Tholian web."))
            return None
        elif iquad == IHT:  # Hit a Tholian 
-           h1 = 700.0 + 100.0*Rand() - \
+           h1 = 700.0 + 100.0*random.random() - \
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
@@ -1314,7 +1485,7 @@ def torpedo(course, r, incoming, i, n):
                return None
            skip(1)
            crmena(True, IHT, sector, w)
                return None
            skip(1)
            crmena(True, IHT, sector, w)
-           if Rand() > 0.05:
+           if random.random() > 0.05:
                prout(_(" survives photon blast."))
                return None
            prout(_(" disappears."))
                prout(_(" survives photon blast."))
                return None
            prout(_(" disappears."))
@@ -1348,10 +1519,10 @@ def fry(hit):
     # critical-hit resolution 
     ktr=1
     # a critical hit occured 
     # critical-hit resolution 
     ktr=1
     # a critical hit occured 
-    if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+    if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
        return
 
        return
 
-    ncrit = 1.0 + hit/(500.0+100.0*Rand())
+    ncrit = 1.0 + hit/(500.0+100.0*random.random())
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
     cdam = []
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
     cdam = []
@@ -1362,7 +1533,7 @@ def fry(hit):
             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
                 break
        cdam.append(j)
             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
                 break
        cdam.append(j)
-       extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
+       extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
        game.damage[j] += extradm
        if loop1 > 0:
             for loop2 in range(loop1):
        game.damage[j] += extradm
        if loop1 > 0:
             for loop2 in range(loop1):
@@ -1415,7 +1586,7 @@ def attack(torps_ok):
     # set up partial hits if attack happens during shield status change 
     pfac = 1.0/game.inshld
     if game.shldchg:
     # set up partial hits if attack happens during shield status change 
     pfac = 1.0/game.inshld
     if game.shldchg:
-       chgfac = 0.25+0.5*Rand()
+       chgfac = 0.25+0.5*random.random()
 
     skip(1)
 
 
     skip(1)
 
@@ -1427,7 +1598,7 @@ def attack(torps_ok):
        if game.kpower[loop] < 0:
            continue;   # too weak to attack 
        # compute hit strength and diminish shield power 
        if game.kpower[loop] < 0:
            continue;   # too weak to attack 
        # compute hit strength and diminish shield power 
-       r = Rand()
+       r = random.random()
        # Increase chance of photon torpedos if docked or enemy energy low 
        if game.condition == "docked":
            r *= 0.25
        # Increase chance of photon torpedos if docked or enemy energy low 
        if game.condition == "docked":
            r *= 0.25
@@ -1448,7 +1619,7 @@ def attack(torps_ok):
            if game.condition == "docked":
                continue; # Don't waste the effort! 
            attempt = True; # Attempt to attack 
            if game.condition == "docked":
                continue; # Don't waste the effort! 
            attempt = True; # Attempt to attack 
-           dustfac = 0.8+0.05*Rand()
+           dustfac = 0.8+0.05*random.random()
            hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
            game.kpower[loop] *= 0.75
        else: # Enemy uses photon torpedo 
            hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
            game.kpower[loop] *= 0.75
        else: # Enemy uses photon torpedo 
@@ -1460,7 +1631,7 @@ def attack(torps_ok):
                crmena(False, iquad, where, jay)
            attempt = True
            prout("  ")
                crmena(False, iquad, where, jay)
            attempt = True
            prout("  ")
-           r = (Rand()+Rand())*0.5 -0.5
+           r = (random.random()+random.random())*0.5 -0.5
            r += 0.002*game.kpower[loop]*r
            hit = torpedo(course, r, jay, 1, 1)
            if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
            r += 0.002*game.kpower[loop]*r
            hit = torpedo(course, r, jay, 1, 1)
            if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
@@ -1530,7 +1701,7 @@ def attack(torps_ok):
     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
     # Check if anyone was hurt 
     if hitmax >= 200 or hittot >= 500:
     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
     # Check if anyone was hurt 
     if hitmax >= 200 or hittot >= 500:
-       icas= hittot*Rand()*0.015
+       icas= hittot*random.random()*0.015
        if icas >= 2:
            skip(1)
            prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
        if icas >= 2:
            skip(1)
            prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
@@ -1712,10 +1883,10 @@ def photon():
     for i in range(1, n+1):
        if game.condition != "docked":
            game.torps -= 1
     for i in range(1, n+1):
        if game.condition != "docked":
            game.torps -= 1
-       r = (Rand()+Rand())*0.5 -0.5
+       r = (random.random()+random.random())*0.5 -0.5
        if math.fabs(r) >= 0.47:
            # misfire! 
        if math.fabs(r) >= 0.47:
            # misfire! 
-           r = (Rand()+1.2) * r
+           r = (random.random()+1.2) * r
            if n>1:
                prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
            else:
            if n>1:
                prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
            else:
@@ -1723,9 +1894,9 @@ def photon():
            skip(1)
            if i < n:
                prout(_("  Remainder of burst aborted."))
            skip(1)
            if i < n:
                prout(_("  Remainder of burst aborted."))
-           if Rand() <= 0.2:
+           if random.random() <= 0.2:
                prout(_("***Photon tubes damaged by misfire."))
                prout(_("***Photon tubes damaged by misfire."))
-               game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+               game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
            break
        if game.shldup or game.condition == "docked":
            r *= 1.0 + 0.0001*game.shield
            break
        if game.shldup or game.condition == "docked":
            r *= 1.0 + 0.0001*game.shield
@@ -1739,15 +1910,15 @@ def overheat(rpow):
     # check for phasers overheating 
     if rpow > 1500:
        chekbrn = (rpow-1500.)*0.00038
     # check for phasers overheating 
     if rpow > 1500:
        chekbrn = (rpow-1500.)*0.00038
-       if Rand() <= chekbrn:
+       if random.random() <= chekbrn:
            prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
            prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
-           game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+           game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
 
 def checkshctrl(rpow):
     # check shield control 
        
     skip(1)
 
 def checkshctrl(rpow):
     # check shield control 
        
     skip(1)
-    if Rand() < 0.998:
+    if random.random() < 0.998:
        prout(_("Shields lowered."))
        return False
     # Something bad has happened 
        prout(_("Shields lowered."))
        return False
     # Something bad has happened 
@@ -1765,7 +1936,7 @@ def checkshctrl(rpow):
     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
     skip(2)
     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
     skip(2)
     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
-    icas = hit*Rand()*0.012
+    icas = hit*random.random()*0.012
     skip(1)
     fry(0.8*hit)
     if icas:
     skip(1)
     fry(0.8*hit)
     if icas:
@@ -1789,7 +1960,7 @@ def hittem(doublehits):
         wham = hits[k]
        if wham==0:
            continue
         wham = hits[k]
        if wham==0:
            continue
-       dustfac = 0.9 + 0.01*Rand()
+       dustfac = 0.9 + 0.01*random.random()
        hit = wham*math.pow(dustfac,game.kdist[kk])
        kpini = game.kpower[kk]
        kp = math.fabs(kpini)
        hit = wham*math.pow(dustfac,game.kdist[kk])
        kpini = game.kpower[kk]
        kp = math.fabs(kpini)
@@ -1820,8 +1991,8 @@ def hittem(doublehits):
                return
            kk -= 1; # don't do the increment 
        else: # decide whether or not to emasculate klingon 
                return
            kk -= 1; # don't do the increment 
        else: # decide whether or not to emasculate klingon 
-           if kpow > 0 and Rand() >= 0.9 and \
-               kpow <= ((0.4 + 0.4*Rand())*kpini):
+           if kpow > 0 and random.random() >= 0.9 and \
+               kpow <= ((0.4 + 0.4*random.random())*kpini):
                prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s"), w)
                prout(_("   has just lost its firepower.\""))
                game.kpower[kk] = -kpow
                prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s"), w)
                prout(_("   has just lost its firepower.\""))
                game.kpower[kk] = -kpow
@@ -1917,7 +2088,7 @@ def phasers():
            chew()
            if not kz:
                for i in range(1, game.nenhere+1):
            chew()
            if not kz:
                for i in range(1, game.nenhere+1):
-                   irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
+                   irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
            kz=1
            proutn(_("%d units required. ") % irec)
            chew()
            kz=1
            proutn(_("%d units required. ") % irec)
            chew()
@@ -1954,7 +2125,7 @@ def phasers():
                if powrem <= 0:
                    continue
                hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
                if powrem <= 0:
                    continue
                hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
-               over = (0.01 + 0.05*Rand())*hits[i]
+               over = (0.01 + 0.05*random.random())*hits[i]
                temp = powrem
                powrem -= hits[i] + over
                if powrem <= 0 and temp < hits[i]:
                temp = powrem
                powrem -= hits[i] + over
                if powrem <= 0 and temp < hits[i]:
@@ -2009,7 +2180,7 @@ def phasers():
            if key == IHEOL:
                chew()
                if itarg and k > kz:
            if key == IHEOL:
                chew()
                if itarg and k > kz:
-                   irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
+                   irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
@@ -2065,7 +2236,7 @@ def phasers():
     if ifast:
        skip(1)
        if no == 0:
     if ifast:
        skip(1)
        if no == 0:
-           if Rand() >= 0.99:
+           if random.random() >= 0.99:
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
@@ -2146,7 +2317,7 @@ def events():
         # Check to see if shuttle is aboard 
         if game.iscraft == "offship":
             skip(1)
         # Check to see if shuttle is aboard 
         if game.iscraft == "offship":
             skip(1)
-            if Rand() > 0.5:
+            if random.random() > 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
                 prout(_("Galileo, left on the planet surface, is captured"))
                 prout(_("by aliens and made into a flying McDonald's."))
                 game.damage[DSHUTTL] = -10
@@ -2318,7 +2489,7 @@ def events():
             if game.state.remcom == 0:
                 unschedule(FTBEAM)
                 continue
             if game.state.remcom == 0:
                 unschedule(FTBEAM)
                 continue
-            i = Rand()*game.state.remcom+1.0
+            i = random.random()*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 
             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 
@@ -2353,7 +2524,7 @@ def events():
                continue
            # commander + starbase combination found -- launch attack 
            game.battle = game.state.baseq[j]
                continue
            # commander + starbase combination found -- launch attack 
            game.battle = game.state.baseq[j]
-           schedule(FCDBAS, 1.0+3.0*Rand())
+           schedule(FCDBAS, 1.0+3.0*random.random())
            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)
            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)
@@ -2566,7 +2737,7 @@ def wait():
            return
        temp = game.optime = delay
        if game.nenhere:
            return
        temp = game.optime = delay
        if game.nenhere:
-           rtime = 1.0 + Rand()
+           rtime = 1.0 + random.random()
            if rtime < temp:
                temp = rtime
            game.optime = temp
            if rtime < temp:
                temp = rtime
            game.optime = temp
@@ -2600,7 +2771,7 @@ def nova(nov):
     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()
 
     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:
+    if random.random() < 0.05:
        # Wow! We've supernova'ed 
        supernova(False, nov)
        return
        # Wow! We've supernova'ed 
        supernova(False, nov)
        return
@@ -2633,7 +2804,7 @@ def nova(nov):
                     if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
                        break
                    elif iquad == IHSTAR: # Affect another star 
                     if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
                        break
                    elif iquad == IHSTAR: # Affect another star 
-                       if Rand() < 0.05:
+                       if random.random() < 0.05:
                            # This star supernovas 
                            scratch = supernova(False)
                            return
                            # This star supernovas 
                            scratch = supernova(False)
                            return
@@ -2681,7 +2852,7 @@ def nova(nov):
                                game.shield = 0.0
                                game.shldup = False
                                prout(_("***Shields knocked out."))
                                game.shield = 0.0
                                game.shldup = False
                                prout(_("***Shields knocked out."))
-                               game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
+                               game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
                        else:
                            game.energy -= 2000.0
                        if game.energy <= 0:
                        else:
                            game.energy -= 2000.0
                        if game.energy <= 0:
@@ -2766,7 +2937,7 @@ def supernova(induced, w=None):
                stars += game.state.galaxy[nq.x][nq.y].stars
        if stars == 0:
            return # nothing to supernova exists 
                stars += game.state.galaxy[nq.x][nq.y].stars
        if stars == 0:
            return # nothing to supernova exists 
-       num = Rand()*stars + 1
+       num = random.random()*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
        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
@@ -2788,7 +2959,7 @@ def supernova(induced, w=None):
     else:
        ns = coord()
        # we are in the quadrant! 
     else:
        ns = coord()
        # we are in the quadrant! 
-       num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
+       num = random.random()* 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:
        for ns.x in range(1, QUADSIZE+1):
            for ns.y in range(1, QUADSIZE+1):
                if game.quad[ns.x][ns.y]==IHSTAR:
@@ -2906,7 +3077,7 @@ def selfdestruct():
     prouts("                         3"); skip(1)
     prouts("                            2"); skip(1)
     prouts("                              1"); skip(1)
     prouts("                         3"); skip(1)
     prouts("                            2"); skip(1)
     prouts("                              1"); skip(1)
-    if Rand() < 0.15:
+    if random.random() < 0.15:
        prouts(_("GOODBYE-CRUEL-WORLD"))
        skip(1)
     kaboom()
        prouts(_("GOODBYE-CRUEL-WORLD"))
        skip(1)
     kaboom()
@@ -3138,10 +3309,10 @@ def finish(ifin):
     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 (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():
+       if goodies/baddies >= 1.0+0.5*random.random():
            prout(_("As a result of your actions, a treaty with the Klingon"))
            prout(_("Empire has been signed. The terms of the treaty are"))
            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():
+           if goodies/baddies >= 3.0+random.random():
                prout(_("favorable to the Federation."))
                skip(1)
                prout(_("Congratulations!"))
                prout(_("favorable to the Federation."))
                skip(1)
                prout(_("Congratulations!"))
@@ -3248,7 +3419,7 @@ def plaque():
     skip(2)
     while True:
         proutn(_("File or device name for your plaque: "))
     skip(2)
     while True:
         proutn(_("File or device name for your plaque: "))
-        cgetline(winner, sizeof(winner))
+        winner = cgetline()
         try:
             fp = open(winner, "w")
             break
         try:
             fp = open(winner, "w")
             break
@@ -3256,7 +3427,7 @@ def plaque():
             prout(_("Invalid name."))
 
     proutn(_("Enter name to go on plaque (up to 30 characters): "))
             prout(_("Invalid name."))
 
     proutn(_("Enter name to go on plaque (up to 30 characters): "))
-    cgetline(winner, sizeof(winner))
+    winner = cgetline()
     # The 38 below must be 64 for 132-column paper 
     nskip = 38 - len(winner)/2
 
     # The 38 below must be 64 for 132-column paper 
     nskip = 38 - len(winner)/2
 
@@ -3450,7 +3621,7 @@ def prouts(line):
            sys.stdout.flush()
     curses.delay_output(300)
 
            sys.stdout.flush()
     curses.delay_output(300)
 
-def cgetline(line, max):
+def cgetline():
     "Get a line of input."
     if game.options & OPTION_CURSES:
        line = curwnd.getstr() + "\n"
     "Get a line of input."
     if game.options & OPTION_CURSES:
        line = curwnd.getstr() + "\n"
@@ -3797,7 +3968,7 @@ def imove(novapush):
                        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.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: 
+                   if (game.options & OPTION_BLKHOLE) and random.random()>probf: 
                        timwrp()
                    else: 
                        finish(FHOLE)
                        timwrp()
                    else: 
                        finish(FHOLE)
@@ -4122,11 +4293,11 @@ def warp(timewarp):
     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 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():
+       if prob > random.random():
            blooey = True
            blooey = True
-           game.dist = Rand()*game.dist
+           game.dist = random.random()*game.dist
        # Decide if time warp will occur 
        # Decide if time warp will occur 
-       if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
+       if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
@@ -4172,7 +4343,7 @@ def warp(timewarp):
     if twarp:
        timwrp()
     if blooey:
     if twarp:
        timwrp()
     if blooey:
-       game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
+       game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
        skip(1)
        prout(_("Engineering to bridge--"))
        prout(_("  Scott here.  The warp engines are damaged."))
        skip(1)
        prout(_("Engineering to bridge--"))
        prout(_("  Scott here.  The warp engines are damaged."))
@@ -4235,7 +4406,7 @@ def atover(igrab):
            prout(_("But with the shields up it's hopeless."))
            finish(FPNOVA)
        prouts(_("His desperate attempt to rescue you . . ."))
            prout(_("But with the shields up it's hopeless."))
            finish(FPNOVA)
        prouts(_("His desperate attempt to rescue you . . ."))
-       if Rand() <= 0.5:
+       if random.random() <= 0.5:
            prout(_("fails."))
            finish(FPNOVA)
            return
            prout(_("fails."))
            finish(FPNOVA)
            return
@@ -4243,7 +4414,7 @@ def atover(igrab):
        if game.imine:
            game.imine = False
            proutn(_("The crystals mined were "))
        if game.imine:
            game.imine = False
            proutn(_("The crystals mined were "))
-           if Rand() <= 0.25:
+           if random.random() <= 0.25:
                prout(_("lost."))
            else:
                prout(_("saved."))
                prout(_("lost."))
            else:
                prout(_("saved."))
@@ -4280,16 +4451,16 @@ def atover(igrab):
            prout(_("Warp engines damaged."))
            finish(FSNOVAED)
            return
            prout(_("Warp engines damaged."))
            finish(FSNOVAED)
            return
-       game.warpfac = 6.0+2.0*Rand()
+       game.warpfac = 6.0+2.0*random.random()
        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))
        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()
+       distreq = 1.4142+random.random()
        if distreq < game.dist:
            game.dist = distreq
        game.optime = 10.0*game.dist/game.wfacsq
        if distreq < game.dist:
            game.dist = distreq
        game.optime = 10.0*game.dist/game.wfacsq
-       game.direc = 12.0*Rand()        # How dumb! 
+       game.direc = 12.0*random.random()       # How dumb! 
        game.justin = False
        game.inorbit = False
        warp(True)
        game.justin = False
        game.inorbit = False
        warp(True)
@@ -4310,7 +4481,7 @@ def atover(igrab):
 def timwrp():
     # let's do the time warp again 
     prout(_("***TIME WARP ENTERED."))
 def timwrp():
     # let's do the time warp again 
     prout(_("***TIME WARP ENTERED."))
-    if game.state.snap and Rand() < 0.5:
+    if game.state.snap and random.random() < 0.5:
        # Go back in time 
        prout(_("You are traveling backwards in time %d stardates.") %
              int(game.state.date-game.snapsht.date))
        # Go back in time 
        prout(_("You are traveling backwards in time %d stardates.") %
              int(game.state.date-game.snapsht.date))
@@ -4351,7 +4522,7 @@ def timwrp():
        prout(_("Spock has reconstructed a correct star chart from memory"))
     else:
        # Go forward in time 
        prout(_("Spock has reconstructed a correct star chart from memory"))
     else:
        # Go forward in time 
-       game.optime = -0.5*game.intime*math.log(Rand())
+       game.optime = -0.5*game.intime*math.log(random.random())
        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)
        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)
@@ -4486,8 +4657,8 @@ def mayday():
     prout(_(" dematerializes."))
     game.sector.x=0
     for m in range(1, 5+1):
     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
+       ix = game.base.x+3.0*random.random()-1
+       iy = game.base.y+3.0*random.random()-1
        if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
            # found one -- finish up 
            game.sector.x=ix
        if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
            # found one -- finish up 
            game.sector.x=ix
@@ -4508,7 +4679,7 @@ def mayday():
        game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
        textcolor(RED)
        warble()
        game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
        textcolor(RED)
        warble()
-       if Rand() > probf:
+       if random.random() > probf:
            break
        prout(_("fails."))
        curses.delay_output(500)
            break
        prout(_("fails."))
        curses.delay_output(500)
@@ -4601,7 +4772,7 @@ def abandon():
        game.nprobes = 0 # No probes 
        prout(_("You are captured by Klingons and released to"))
        prout(_("the Federation in a prisoner-of-war exchange."))
        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
+       nb = random.random()*game.state.rembase+1
        # Set up quadrant and position FQ adjacient to base 
        if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
        # Set up quadrant and position FQ adjacient to base 
        if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
@@ -4611,8 +4782,8 @@ def abandon():
            # position next to base by trial and error 
            game.quad[game.sector.x][game.sector.y] = IHDOT
            for l in range(1, QUADSIZE+1):
            # 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
+               game.sector.x = 3.0*random.random() - 1.0 + game.base.x
+               game.sector.y = 3.0*random.random() - 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 VALID_SECTOR(game.sector.x, game.sector.y) and \
                        game.quad[game.sector.x][game.sector.y] == IHDOT:
                     break
@@ -4698,12 +4869,12 @@ def orbit():
        prout(_(" not adjacent to planet."))
        skip(1)
        return
        prout(_(" not adjacent to planet."))
        skip(1)
        return
-    game.optime = 0.02+0.03*Rand()
+    game.optime = 0.02+0.03*random.random()
     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
     newcnd()
     if consumeTime():
        return
     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
     newcnd()
     if consumeTime():
        return
-    game.height = (1400.0+7200.0*Rand())
+    game.height = (1400.0+7200.0*random.random())
     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
     game.inorbit = True
     game.ididit = True
     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
     game.inorbit = True
     game.ididit = True
@@ -4805,7 +4976,7 @@ def beam():
     skip(1)
     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
     skip(2)
     skip(1)
     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
     skip(2)
-    if Rand() > 0.98:
+    if random.random() > 0.98:
        prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
        skip(2)
        prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
        prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
        skip(2)
        prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
@@ -4846,7 +5017,7 @@ def mine():
        skip(1)
        prout(_("there's no reason to mine more at this time."))
        return
        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
+    game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
     if consumeTime():
        return
     prout(_("Mining operation complete."))
     if consumeTime():
        return
     prout(_("Mining operation complete."))
@@ -4881,7 +5052,7 @@ def usecrystals():
     skip(1)
     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
     skip(1)
     skip(1)
     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
     skip(1)
-    if Rand() <= game.cryprob:
+    if random.random() <= game.cryprob:
        prouts(_("  \"Activating now! - - No good!  It's***"))
        skip(2)
        prouts(_("***RED ALERT!  RED A*L********************************"))
        prouts(_("  \"Activating now! - - No good!  It's***"))
        skip(2)
        prouts(_("***RED ALERT!  RED A*L********************************"))
@@ -4891,7 +5062,7 @@ def usecrystals():
        skip(1)
        kaboom()
        return
        skip(1)
        kaboom()
        return
-    game.energy += 5000.0*(1.0 + 0.9*Rand())
+    game.energy += 5000.0*(1.0 + 0.9*random.random())
     prouts(_("  \"Activating now! - - "))
     prout(_("The instruments"))
     prout(_("   are going crazy, but I think it's"))
     prouts(_("  \"Activating now! - - "))
     prout(_("The instruments"))
     prout(_("   are going crazy, but I think it's"))
@@ -5003,7 +5174,7 @@ def shuttle():
 
 def deathray():
     # use the big zapper 
 
 def deathray():
     # use the big zapper 
-    r = Rand()
+    r = random.random()
        
     game.ididit = False
     skip(1)
        
     game.ididit = False
     skip(1)
@@ -5049,13 +5220,13 @@ def deathray():
            finish(FWON)    
        if (game.options & OPTION_PLAIN) == 0:
            prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
            finish(FWON)    
        if (game.options & OPTION_PLAIN) == 0:
            prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
-           if Rand() <= 0.05:
+           if random.random() <= 0.05:
                prout(_("   is still operational.\""))
            else:
                prout(_("   has been rendered nonfunctional.\""))
                game.damage[DDRAY] = 39.95
        return
                prout(_("   is still operational.\""))
            else:
                prout(_("   has been rendered nonfunctional.\""))
                game.damage[DDRAY] = 39.95
        return
-    r = Rand() # Pick failure method 
+    r = random.random()        # Pick failure method 
     if r <= .30:
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(1)
     if r <= .30:
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(1)
@@ -5738,14 +5909,14 @@ def setup(needprompt):
     game.quadrant = randplace(GALSIZE)
     game.sector = randplace(QUADSIZE)
     game.torps = game.intorps = 10
     game.quadrant = randplace(GALSIZE)
     game.sector = randplace(QUADSIZE)
     game.torps = game.intorps = 10
-    game.nprobes = int(3.0*Rand() + 2.0)       # Give them 2-4 of these
+    game.nprobes = int(3.0*random.random() + 2.0)      # Give them 2-4 of these
     game.warpfac = 5.0
     game.wfacsq = game.warpfac * game.warpfac
     for i in range(0, NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
     invalidate(game.battle)
     game.warpfac = 5.0
     game.wfacsq = game.warpfac * game.warpfac
     for i in range(0, NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
     invalidate(game.battle)
-    game.state.date = game.indate = 100.0*int(31.0*Rand()+20.0)
+    game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
     game.isatb = game.state.nplankl = 0
     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
     game.isatb = game.state.nplankl = 0
@@ -5767,7 +5938,7 @@ def setup(needprompt):
     # Initialize times for extraneous events
     schedule(FSNOVA, expran(0.5 * game.intime))
     schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
     # Initialize times for extraneous events
     schedule(FSNOVA, expran(0.5 * game.intime))
     schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
-    schedule(FSNAP, 1.0 + Rand()) # Force an early snapshot
+    schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
     schedule(FBATTAK, expran(0.3*game.intime))
     unschedule(FCDBAS)
     if game.state.nscrem:
     schedule(FBATTAK, expran(0.3*game.intime))
     unschedule(FCDBAS)
     if game.state.nscrem:
@@ -5788,7 +5959,7 @@ def setup(needprompt):
     game.instar = 0
     for i in range(1, GALSIZE+1):
        for j in range(1, GALSIZE+1):
     game.instar = 0
     for i in range(1, GALSIZE+1):
        for j in range(1, GALSIZE+1):
-           k = Rand()*9.0 + 1.0
+           k = random.random()*9.0 + 1.0
            game.instar += k
            game.state.galaxy[i][j].stars = k
     # Locate star bases in galaxy
            game.instar += k
            game.state.galaxy[i][j].stars = k
     # Locate star bases in galaxy
@@ -5804,7 +5975,7 @@ def setup(needprompt):
             for j in range(i):
                # Improved placement algorithm to spread out bases 
                distq = w.distance(baseq[j])
             for j in range(i):
                # Improved placement algorithm to spread out bases 
                distq = w.distance(baseq[j])
-               if distq < 6.0*(BASEMAX+1-game.inbase) and Rand() < 0.75:
+               if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
                    contflag = True
                    if idebug:
                        prout("=== Abandoning base #%d at %s" % (i, w))
                    contflag = True
                    if idebug:
                        prout("=== Abandoning base #%d at %s" % (i, w))
@@ -5823,7 +5994,7 @@ def setup(needprompt):
     if klumper > MAXKLQUAD: 
        klumper = MAXKLQUAD
     while True:
     if klumper > MAXKLQUAD: 
        klumper = MAXKLQUAD
     while True:
-       r = Rand()
+       r = random.random()
        klump = (1.0 - r*r)*klumper
        if klump > krem:
            klump = krem
        klump = (1.0 - r*r)*klumper
        if klump > krem:
            klump = krem
@@ -5840,7 +6011,7 @@ def setup(needprompt):
     for i in range(1, game.incom+1):
         while True:
             w = randplace(GALSIZE)
     for i in range(1, game.incom+1):
         while True:
             w = randplace(GALSIZE)
-           if (game.state.galaxy[w.x][w.y].klingons or Rand()>=0.75) and \
+           if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
                   not game.state.galaxy[w.x][w.y].supernova and \
                   game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
                    not w in game.state.kcmdr[:i]:
                   not game.state.galaxy[w.x][w.y].supernova and \
                   game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
                    not w in game.state.kcmdr[:i]:
@@ -5863,8 +6034,8 @@ def setup(needprompt):
             new.name = systnames[i]
            new.inhabited = True
        else:
             new.name = systnames[i]
            new.inhabited = True
        else:
-           new.pclass = ("M", "N", "O")[Rand()*3.0]
-            if Rand()*1.5:             # 1 in 3 chance of crystals
+           new.pclass = ("M", "N", "O")[random.random()*3.0]
+            if random.random()*1.5:            # 1 in 3 chance of crystals
                 new.crystals = "present"
            new.known = "unknown"
            new.inhabited = False
                 new.crystals = "present"
            new.known = "unknown"
            new.inhabited = False
@@ -6016,19 +6187,19 @@ def choose(needprompt):
 
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
 
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
-    game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0)
+    game.state.rembase = 2.0 + random.random()*(BASEMAX-2.0)
     game.inbase = game.state.rembase
     game.inplan = 0
     if game.options & OPTION_PLANETS:
     game.inbase = game.state.rembase
     game.inplan = 0
     if game.options & OPTION_PLANETS:
-       game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand()
+       game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
     if game.options & OPTION_WORLDS:
        game.inplan += NINHAB
     if game.options & OPTION_WORLDS:
        game.inplan += NINHAB
-    game.state.nromrem = game.inrom = (2.0+Rand())*game.skill
+    game.state.nromrem = game.inrom = (2.0+random.random())*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.nscrem = game.inscom = (game.skill > SKILL_FAIR)
     game.state.remtime = 7.0 * game.length
     game.intime = game.state.remtime
-    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15)
-    game.incom = game.skill + 0.0625*game.inkling*Rand()
+    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
+    game.incom = game.skill + 0.0625*game.inkling*random.random()
     game.state.remcom = min(10, game.incom)
     game.incom = game.state.remcom
     game.state.remres = (game.inkling+4*game.incom)*game.intime
     game.state.remcom = min(10, game.incom)
     game.incom = game.state.remcom
     game.state.remres = (game.inkling+4*game.incom)*game.intime
@@ -6063,7 +6234,7 @@ def newkling(i):
     pi = dropin(IHK)
     game.ks[i] = pi
     game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
     pi = dropin(IHK)
     game.ks[i] = pi
     game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
-    game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill
+    game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
     return pi
 
 def newqad(shutup):
     return pi
 
 def newqad(shutup):
@@ -6117,13 +6288,13 @@ def newqad(shutup):
                        
        if i <= game.state.remcom:
            game.quad[w.x][w.y] = IHC
                        
        if i <= game.state.remcom:
            game.quad[w.x][w.y] = IHC
-           game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill
+           game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
            game.comhere = True
 
        # If we need a super-commander, promote a Klingon
        if same(game.quadrant, game.state.kscmdr):
            game.quad[game.ks[1].x][game.ks[1].y] = IHS
            game.comhere = True
 
        # If we need a super-commander, promote a Klingon
        if same(game.quadrant, game.state.kscmdr):
            game.quad[game.ks[1].x][game.ks[1].y] = IHS
-           game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill
+           game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
            game.iscate = (game.state.remkl > 1)
            game.ishere = True
     # Put in Romulans if needed
            game.iscate = (game.state.remkl > 1)
            game.ishere = True
     # Put in Romulans if needed
@@ -6131,7 +6302,7 @@ def newqad(shutup):
        w = dropin(IHR)
        game.ks[i] = w
        game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
        w = dropin(IHR)
        game.ks[i] = w
        game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
-       game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill
+       game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
     # If quadrant needs a starbase, put it in
     if q.starbase:
        game.base = dropin(IHB)
     # If quadrant needs a starbase, put it in
     if q.starbase:
        game.base = dropin(IHB)
@@ -6170,7 +6341,7 @@ def newqad(shutup):
            game.ks[game.nenhere] = w
            game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
                distance(game.sector, w)
            game.ks[game.nenhere] = w
            game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
                distance(game.sector, w)
-           game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill
+           game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
            if not damaged(DSRSENS):
                skip(1)
                prout(_("Mr. Spock- \"Captain, this is most unusual."))
            if not damaged(DSRSENS):
                skip(1)
                prout(_("Mr. Spock- \"Captain, this is most unusual."))
@@ -6178,9 +6349,9 @@ def newqad(shutup):
 
     # Decide if quadrant needs a Tholian; lighten up if skill is low 
     if game.options & OPTION_THOLIAN:
 
     # Decide if quadrant needs a Tholian; lighten up if skill is low 
     if game.options & OPTION_THOLIAN:
-       if (game.skill < SKILL_GOOD and Rand() <= 0.02) or \
-           (game.skill == SKILL_GOOD and Rand() <= 0.05) or \
-            (game.skill > SKILL_GOOD and Rand() <= 0.08):
+       if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
+           (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
+            (game.skill > SKILL_GOOD and random.random() <= 0.08):
             while True:
                game.tholian.x = random.choice((1, QUADSIZE))
                game.tholian.y = random.choice((1, QUADSIZE))
             while True:
                game.tholian.x = random.choice((1, QUADSIZE))
                game.tholian.y = random.choice((1, QUADSIZE))
@@ -6192,7 +6363,7 @@ def newqad(shutup):
            game.ks[game.nenhere] = game.tholian
            game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
                distance(game.sector, game.tholian)
            game.ks[game.nenhere] = game.tholian
            game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
                distance(game.sector, game.tholian)
-           game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill
+           game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
            # Reserve unoccupied corners 
            if game.quad[1][1]==IHDOT:
                game.quad[1][1] = 'X'
            # Reserve unoccupied corners 
            if game.quad[1][1]==IHDOT:
                game.quad[1][1] = 'X'
@@ -6206,7 +6377,7 @@ def newqad(shutup):
 
     # Put in a few black holes
     for i in range(1, 3+1):
 
     # Put in a few black holes
     for i in range(1, 3+1):
-       if Rand() > 0.5: 
+       if random.random() > 0.5: 
            dropin(IHBLANK)
 
     # Take out X's in corners if Tholian present
            dropin(IHBLANK)
 
     # Take out X's in corners if Tholian present
@@ -6261,4 +6432,578 @@ def setpassword():
     else:
         game.passwd = ""
         for i in range(3):
     else:
         game.passwd = ""
         for i in range(3):
-           game.passwd[i] += chr(97+int(Rand()*25))
+           game.passwd[i] += chr(97+int(random.random()*25))
+
+# Code from sst.c begins here
+
+commands = {
+    "SRSCAN":          OPTION_TTY,
+    "STATUS":          OPTION_TTY,
+    "REQUEST":         OPTION_TTY,
+    "LRSCAN":          OPTION_TTY,
+    "PHASERS":         0,
+    "TORPEDO":         0,
+    "PHOTONS":         0,
+    "MOVE":            0,
+    "SHIELDS":         0,
+    "DOCK":            0,
+    "DAMAGES":         0,
+    "CHART":           0,
+    "IMPULSE":         0,
+    "REST":            0,
+    "WARP":            0,
+    "SCORE":           0,
+    "SENSORS":         OPTION_PLANETS,
+    "ORBIT":           OPTION_PLANETS,
+    "TRANSPORT":       OPTION_PLANETS,
+    "MINE":            OPTION_PLANETS,
+    "CRYSTALS":        OPTION_PLANETS,
+    "SHUTTLE":         OPTION_PLANETS,
+    "PLANETS":         OPTION_PLANETS,
+    "REPORT":          0,
+    "COMPUTER":        0,
+    "COMMANDS":        0,
+    "EMEXIT":          0,
+    "PROBE":           OPTION_PROBE,
+    "SAVE":            0,
+    "FREEZE":          0,      # Synonym for SAVE
+    "ABANDON":         0,
+    "DESTRUCT":        0,
+    "DEATHRAY":        0,
+    "DEBUG":           0,
+    "MAYDAY":          0,
+    "SOS":             0,      # Synonym for MAYDAY
+    "CALL":            0,      # Synonym for MAYDAY
+    "QUIT":            0,
+    "HELP":            0,
+    "SEED":            0,
+    "VISUAL":          0,
+}
+
+def ACCEPT(cmd):       return (not commands[cmd] or (commands[cmd] & game.options))
+
+def listCommands():
+    # generate a list of legal commands 
+    k = 0
+    proutn(_("LEGAL COMMANDS ARE:"))
+    for key in commands:
+       if ACCEPT(cmd):
+            if k % 5 == 0:
+                skip(1)
+            proutn("%-12s " % key) 
+            k += 1
+    skip(1)
+
+def helpme():
+    # browse on-line help 
+    # Give help on commands 
+    key = scan()
+    while True:
+       if key == IHEOL:
+           setwnd(prompt_window)
+           proutn(_("Help on what command? "))
+           key = scan()
+       setwnd(message_window)
+       if key == IHEOL:
+           return
+        if citem in commands or citem == "ABBREV":
+           break
+       skip(1)
+       listCommands()
+       key = IHEOL
+       chew()
+       skip(1)
+    cmd = citem.upper()
+    try:
+        fp = open(SSTDOC, "r")
+    except IOError:
+        try:
+            fp = open(DOC_NAME, "r")
+        except IOError:
+            prout(_("Spock-  \"Captain, that information is missing from the"))
+            proutn(_("   computer. You need to find "))
+            proutn(DOC_NAME)
+            prout(_(" and put it in the"))
+            proutn(_("   current directory or to "))
+            proutn(SSTDOC)
+            prout(".\"")
+            #
+            # This used to continue: "You need to find SST.DOC and put 
+            # it in the current directory."
+            # 
+            return
+    while True:
+        linebuf = fp.readline()
+       if linebuf == '':
+           prout(_("Spock- \"Captain, there is no information on that command.\""))
+           fp.close()
+           return
+       if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+            linebuf = linebuf[3:].strip()
+            if cmd == linebuf:
+               break
+    skip(1)
+    prout(_("Spock- \"Captain, I've found the following information:\""))
+    skip(1)
+    while linebuf in fp:
+        if "******" in linebuf:
+           break
+       proutn(linebuf)
+    fp.close()
+
+def makemoves():
+    # command-interpretation loop 
+    v = 0
+    clrscr()
+    setwnd(message_window)
+    while True:        # command loop 
+       drawmaps(1)
+        while True:    # get a command 
+           hitme = False
+           game.justin = False
+           game.optime = 0.0
+           i = -1
+           chew()
+           setwnd(prompt_window)
+           clrscr()
+           proutn("COMMAND> ")
+           if scan() == IHEOL:
+               if game.options & OPTION_CURSES:
+                   makechart()
+               continue
+           game.ididit = False
+           clrscr()
+           setwnd(message_window)
+           clrscr()
+            cmd = citem.upoper
+            if cmd not in commands:
+                listCommands()
+                continue
+       commandhook(commands[i].name, True)
+       if cmd == "SRSCAN":             # srscan
+           srscan()
+       elif cmd == "STATUS":           # status
+           status(0)
+       elif cmd == "REQUEST":          # status request 
+           request()
+       elif cmd == "LRSCAN":           # long range scan
+           lrscan()
+       elif cmd == "PHASERS":          # phasers
+           phasers()
+           if game.ididit:
+               hitme = True
+       elif cmd == "TORPEDO":          # photon torpedos
+           photon()
+           if game.ididit:
+               hitme = True
+       elif cmd == "MOVE":             # move under warp
+           warp(False)
+       elif cmd == "SHIELDS":          # shields
+           doshield(False)
+           if game.ididit:
+               hitme = True
+               game.shldchg = False
+       elif cmd == "DOCK":             # dock at starbase
+           dock(True)
+           if game.ididit:
+               attack(False)           
+       elif cmd == "DAMAGES":          # damage reports
+           damagereport()
+       elif cmd == "CHART":            # chart
+           makechart()
+       elif cmd == "IMPULSE":          # impulse
+           impulse()
+       elif cmd == "REST":             # rest
+           os.wait()
+           if game.ididit:
+               hitme = True
+       elif cmd == "WARP":             # warp
+           setwarp()
+       elif cmd == "SCORE":            # score
+           score()
+       elif cmd == "SENSORS":          # sensors
+           sensor()
+       elif cmd == "ORBIT":            # orbit
+           orbit()
+           if game.ididit:
+               hitme = True
+       elif cmd == "TRANSPORT":                # transport "beam"
+           beam()
+       elif cmd == "MINE":             # mine
+           mine()
+           if game.ididit:
+               hitme = True
+       elif cmd == "CRYSTALS":         # crystals
+           usecrystals()
+           if game.ididit:
+               hitme = True
+       elif cmd == "SHUTTLE":          # shuttle
+           shuttle()
+           if game.ididit:
+               hitme = True
+       elif cmd == "PLANETS":          # Planet list
+           survey()
+       elif cmd == "REPORT":           # Game Report 
+           report()
+       elif cmd == "COMPUTER":         # use COMPUTER!
+           eta()
+       elif cmd == "COMMANDS":
+           listCommands()
+       elif cmd == "EMEXIT":           # Emergency exit
+           clrscr()                    # Hide screen
+           freeze(True)                # forced save
+           os.exit(1)                  # And quick exit
+       elif cmd == "PROBE":
+           probe()                     # Launch probe
+           if game.ididit:
+               hitme = True
+       elif cmd == "ABANDON":          # Abandon Ship
+           abandon()
+       elif cmd == "DESTRUCT":         # Self Destruct
+           selfdestruct()
+       elif cmd == "SAVE":             # Save Game
+           freeze(False)
+           clrscr()
+           if game.skill > SKILL_GOOD:
+               prout(_("WARNING--Saved games produce no plaques!"))
+       elif cmd == "DEATHRAY":         # Try a desparation measure
+           deathray()
+           if game.ididit:
+               hitme = True
+       elif cmd == "DEBUGCMD":         # What do we want for debug???
+           debugme()
+       elif cmd == "MAYDAY":           # Call for help
+           mayday()
+           if game.ididit:
+               hitme = True
+       elif cmd == "QUIT":
+           game.alldone = True         # quit the game
+       elif cmd == "HELP":
+           helpme()                    # get help
+       elif cmd == "SEED":             # set random-number seed
+           key = scan()
+           if key == IHREAL:
+               seed = int(aaitem)
+#ifdef BSD_BUG_FOR_BUG
+#      elif cmd == "VISUAL":
+#          visual()                    # perform visual scan
+#endif
+       commandhook(commands[i].name, False)
+       while True:
+           if game.alldone:
+               break           # Game has ended
+           if game.optime != 0.0:
+               events()
+               if game.alldone:
+                   break       # Events did us in
+           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+               atover(False)
+               continue
+           if hitme and not game.justin:
+               attack(True)
+               if game.alldone:
+                   break
+               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+                   atover(False)
+                   hitme = True
+                   continue
+           break
+       if game.alldone:
+           break
+    if idebug:
+       prout("=== Ending")
+
+def cramen(cmd):
+    # return an enemy 
+    if   cmd == IHR: s = _("Romulan")
+    elif cmd == IHK: s = _("Klingon")
+    elif cmd == IHC: s = _("Commander")
+    elif cmd == IHS: s = _("Super-commander")
+    elif cmd == IHSTAR: s = _("Star")
+    elif cmd == IHP: s = _("Planet")
+    elif cmd == IHB: s = _("Starbase")
+    elif cmd == IHBLANK: s = _("Black hole")
+    elif cmd == IHT: s = _("Tholian")
+    elif cmd == IHWEB: s = _("Tholian web")
+    elif cmd == IHQUEST: s = _("Stranger")
+    elif cmd == IHW: s = _("Inhabited World")
+    else: s = "Unknown??"
+    proutn(s)
+
+def cramlc(loctype, w):
+    # name a location 
+    if loctype == "quadrant":
+       buf = _("Quadrant ")
+    elif loctype == "sector":
+       buf = _("Sector ")
+    buf += ("%d - %d" % (w.x, w.y))
+    return buf
+
+def crmena(stars, enemy, loctype, w):
+    # print an enemy and his location 
+    if stars:
+       proutn("***")
+    cramen(enemy)
+    proutn(_(" at "))
+    proutn(cramlc(loctype, w))
+
+def crmshp():
+    # print our ship name 
+    if game.ship == IHE:
+        s = _("Enterprise")
+    elif game.ship == IHF:
+        s = _("Faerie Queene")
+    else:
+        s = "Ship???"
+    proutn(s)
+
+def stars():
+    # print a line of stars 
+    prouts("******************************************************")
+    skip(1)
+
+def expran(avrage):
+    return -avrage*math.log(1e-7 + random.random())
+
+def randplace(size):
+    # choose a random location  
+    w = coord()
+    w.x = random.randint(1, size) 
+    w.y = random.randint(1, size)
+    return w
+
+def chew():
+    global inqueue
+    inqueue = []
+
+def chew2():
+    # return IHEOL next time 
+    global inqueue
+    inqueue = ["\n"]
+
+def scan():
+    # Get a token from the user
+    global inqueue
+    aaitem = 0.0
+    citem = ''
+
+    # Read a line if nothing here
+    if line == '\n':
+        line = ''
+        return IHEOL
+    elif line == '':
+       line = cgetline()
+       if curwnd==prompt_window:
+           clrscr()
+           setwnd(message_window)
+           clrscr()
+    # Skip leading white space
+    line = line.lstrip()
+    # Nothing left
+    if not line:
+       return IHEOL
+    else:
+        inqueue += line.split()
+    # From here on in it's all looking at the queue
+    citem = inqueue.pop(0)
+    if citem == IHEOL:
+        return IHEOL
+    try:
+        aaitem = float(citem)
+        return IHREAL
+    except ValuError:
+        pass
+    # Treat as alpha
+    citem = citem.lower()
+    return IHALPHA
+
+def ja():
+    # yes-or-no confirmation 
+    chew()
+    while True:
+       scan()
+       chew()
+       if citem == 'y':
+           return True
+       if citem == 'n':
+           return False
+       proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+    # complain about unparseable input 
+    chew()
+    skip(1)
+    prout(_("Beg your pardon, Captain?"))
+
+def isit(s):
+    # compares s to citem and returns true if it matches to the length of s 
+    return citem.startswith(s)
+
+def debugme():
+    # access to the internals for debugging 
+    proutn("Reset levels? ")
+    if ja() == True:
+       if game.energy < game.inenrg:
+           game.energy = game.inenrg
+       game.shield = game.inshld
+       game.torps = game.intorps
+       game.lsupres = game.inlsr
+    proutn("Reset damage? ")
+    if ja() == True:
+       for i in range(0, NDEVICES): 
+           if game.damage[i] > 0.0: 
+               game.damage[i] = 0.0
+    proutn("Toggle debug flag? ")
+    if ja() == True:
+       idebug = not idebug
+       if idebug:
+           prout("Debug output ON")        
+       else:
+           prout("Debug output OFF")
+    proutn("Cause selective damage? ")
+    if ja() == True:
+       for i in range(NDEVICES):
+           proutn("Kill ")
+           proutn(device[i])
+           proutn("? ")
+           chew()
+           key = scan()
+            if key == IHALPHA and isit("y"):
+               game.damage[i] = 10.0
+    proutn("Examine/change events? ")
+    if ja() == True:
+       ev = event()
+       w = coord()
+        legends = {
+            FSNOVA:  "Supernova       ",
+            FTBEAM:  "T Beam          ",
+            FSNAP:   "Snapshot        ",
+            FBATTAK: "Base Attack     ",
+            FCDBAS:  "Base Destroy    ",
+            FSCMOVE: "SC Move         ",
+            FSCDBAS: "SC Base Destroy ",
+            FDSPROB: "Probe Move      ",
+            FDISTR:  "Distress Call   ",
+            FENSLV:  "Enslavement     ",
+            FREPRO:  "Klingon Build   ",
+        }
+       for i in range(1, NEVENTS):
+            proutn(legends[i])
+           if is_scheduled(i):
+               proutn("%.2f" % (scheduled(i)-game.state.date))
+               if i == FENSLV or i == FREPRO:
+                   ev = findevent(i)
+                   proutn(" in %s" % ev.quadrant)
+           else:
+               proutn("never")
+           proutn("? ")
+           chew()
+           key = scan()
+           if key == 'n':
+               unschedule(i)
+               chew()
+           elif key == IHREAL:
+               ev = schedule(i, aaitem)
+               if i == FENSLV or i == FREPRO:
+                   chew()
+                   proutn("In quadrant- ")
+                   key = scan()
+                   # IHEOL says to leave coordinates as they are 
+                   if key != IHEOL:
+                       if key != IHREAL:
+                           prout("Event %d canceled, no x coordinate." % (i))
+                           unschedule(i)
+                           continue
+                       w.x = int(aaitem)
+                       key = scan()
+                       if key != IHREAL:
+                           prout("Event %d canceled, no y coordinate." % (i))
+                           unschedule(i)
+                           continue
+                       w.y = int(aaitem)
+                       ev.quadrant = w
+       chew()
+    proutn("Induce supernova here? ")
+    if ja() == True:
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+       atover(True)
+
+if __name__ == '__main__':
+    line = ""
+    thing = coord()
+    game = gamestate()
+
+    game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
+    if os.getenv("TERM"):
+       game.options |= OPTION_CURSES | OPTION_SHOWME
+    else:
+       game.options |= OPTION_TTY
+
+    seed = time.time()
+    (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+    for (switch, val) in options:
+        if switch == 'r':
+            try:
+                replayfp = open(optarg, "r")
+            except IOError:
+               sys.stderr.write("sst: can't open replay file %s\n" % optarg)
+               os.exit(1)
+            line = replayfp.readline().strip()
+            try:
+                (key, seed) = line.split()
+                seed = int(seed)
+            except ValueError:
+               sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
+               os.exit(1)
+           game.options |= OPTION_TTY
+           game.options &=~ OPTION_CURSES
+       elif switch == 't':
+           game.options |= OPTION_TTY
+           game.options &=~ OPTION_CURSES
+       elif switch == 'x':
+           idebug = True
+       else:
+           sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+           os.exit(0)
+    # where to save the input in case of bugs
+    try:
+        logfp = open("/usr/tmp/sst-input.log", "w")
+    except IOError:
+        sys.stderr.write("sst: warning, can't open logfile\n")
+    if logfp:
+       #setlinebuf(logfp)
+       logfp.write("seed %d\n" % (seed))
+    random.seed(seed)
+
+    iostart()
+
+    for i in range(optind, argc):
+       line += sys.argv[i]
+       line += " "
+
+    while True: # Play a game 
+       setwnd(fullscreen_window)
+       clrscr()
+       prelim()
+       setup(line[0] == '\0')
+       if game.alldone:
+           score()
+           game.alldone = False
+       else:
+           makemoves()
+       skip(1)
+       stars()
+       skip(1)
+
+       if game.tourn and game.alldone:
+           proutn(_("Do you want your score recorded?"))
+           if ja() == True:
+               chew2()
+               freeze(False)
+       proutn(_("Do you want to play again? "))
+       if not ja():
+           break
+    skip(1)
+    prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+    raise SysExit, 0
+