e-conorm to the documentation by removing the .py estension from sst.
authorEric S. Raymond <esr@thyrsus.com>
Sat, 12 Aug 2023 10:11:21 +0000 (06:11 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Sat, 12 Aug 2023 10:11:21 +0000 (06:11 -0400)
Makefile
NEWS
sst [new file with mode: 0755]
sst.py [deleted file]
test/Makefile

index e55c51f213f1de56a31442ec1f81e61b01533925..71e47ddb29f1b1a9637fe9380110a380de237e33 100644 (file)
--- a/Makefile
+++ b/Makefile
@@ -1,17 +1,17 @@
 # Makefile for the SST2K project
 
-VERS=$(shell sed <sst.py -n -e '/version *= \"*\(.*\)\"/s//\1/p')
+VERS=$(shell sed <sst -n -e '/version *= \"*\(.*\)\"/s//\1/p')
 
 MANDIR=/usr/share/man/man1
 BINDIR=/usr/bin
 
 DOCS    = README COPYING NEWS doc/HACKING doc/sst-doc.xml doc/sst-layer.xsl doc/sst.xml
-SOURCES = sst.py Makefile replay doc/makehelp.py control $(DOCS)
+SOURCES = sst Makefile replay doc/makehelp.py control $(DOCS)
 
 all: super-star-trek-$(VERS).tar.gz
 
 install: sst.6
-       cp sst.py $(BINDIR)
+       cp sst $(BINDIR)
        gzip <sst.6 >$(MANDIR)/sst.6.gz
 
 sst.6: doc/sst.xml
@@ -32,7 +32,7 @@ check: pylint
        cd test; $(MAKE) --quiet
 
 pylint:
-       @pylint --score=n sst.py
+       @pylint --score=n sst
 
 clean:
        rm -f sst.6 sst.html
diff --git a/NEWS b/NEWS
index 0751bef5bfabb4ae7ab93e5a0f8f253c33816f15..7db150a57e06694ba2e9f13bf7c6d9850ad713e0 100644 (file)
--- a/NEWS
+++ b/NEWS
@@ -1,7 +1,8 @@
                        SST2K project news.
 
 Repository head::
-    Fix for enemy dispersion on torpedo hits. 
+    Fix for enemy dispersion on torpedo hits.
+    Re-conorm to the documentation by removing the .py estension from sst.
 
 2.7: 2021-09-20::
     Ubuntu has abolished /usr/bin/python, change shebang to python3.
diff --git a/sst b/sst
new file mode 100755 (executable)
index 0000000..94bc397
--- /dev/null
+++ b/sst
@@ -0,0 +1,6818 @@
+#!/usr/bin/env python3
+"""
+sst.py -- Super Star Trek 2K
+
+SST2K is a Python translation of a C translation of a FORTRAN
+original dating back to 1973.  Beautiful Python it is not, but it
+works.  Translation by Eric S. Raymond; original game by David Matuszek
+and Paul Reynolds, with modifications by Don Smith, Tom Almy,
+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
+# Runs under Python 2 an Python 3. Preserve this property!
+# SPDX-License-Identifier: BSD-2-clause
+
+# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
+
+# pylint: disable=multiple-imports
+import os, sys, math, curses, time, pickle, copy, gettext, getpass
+import getopt, socket, locale
+import codecs
+
+# This import only works on Unixes.  The intention is to enable
+# Ctrl-P, Ctrl-N, and friends in Cmd.
+try:
+    # pylint: disable=unused-import
+    import readline
+except ImportError:
+    pass
+
+# Prevent lossage under Python 3
+try:
+    my_input = raw_input
+except NameError:
+    my_input = input
+
+version = "2.7"
+
+docpath        = (".", "doc/", "/usr/share/doc/sst/")
+
+def _(st):
+    return gettext.gettext(st)
+
+# Rolling our own LCG because Python changed its incompatibly in 3.2.
+# Thus, we need to have our own to be 2/3 polyglot, which will also
+# be helpful when we forwrard-port.
+
+class randomizer:
+    # LCG PRNG parameters tested against
+    # Knuth vol. 2. by the authors of ADVENT
+    LCG_A = 1093
+    LCG_C = 221587
+    LCG_M = 1048576
+
+    @staticmethod
+    def random():
+        old_x = game.lcg_x
+        game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
+        return old_x / randomizer.LCG_M
+
+    @staticmethod
+    def withprob(p):
+        v = randomizer.random()
+        #if logfp:
+        #    logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
+        return v < p
+
+    @staticmethod
+    def integer(*args):
+        v = randomizer.random()
+        if len(args) == 1:
+            v = int(v * args[0])
+        else:
+            v = args[0] + int(v * (args[1] - args[0]))
+        #if logfp:
+        #    logfp.write("#integer%s -> %s\n" % (args, v))
+        return int(v)
+
+    @staticmethod
+    def real(*args):
+        v = randomizer.random()
+        if len(args) == 1:
+            v *= args[0]                 # from [0, args[0])
+        elif len(args) == 2:
+            v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
+        #if logfp:
+        #    logfp.write("#real%s -> %f\n" % (args, v))
+        return v
+
+    @staticmethod
+    def seed(n):
+        #if logfp:
+        #    logfp.write("#seed(%d)\n" % n)
+        game.lcg_x = n % randomizer.LCG_M
+
+GALSIZE        = 8             # Galaxy size in quadrants
+NINHAB         = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
+MAXUNINHAB     = 10            # Maximum uninhabited worlds
+QUADSIZE       = 10            # Quadrant size in sectors
+BASEMIN                = 2                             # Minimum starbases
+BASEMAX        = (GALSIZE * GALSIZE // 12)     # Maximum starbases
+MAXKLGAME      = 127           # Maximum Klingons per game
+MAXKLQUAD      = 9             # Maximum Klingons per quadrant
+FULLCREW       = 428           # Crew size. BSD Trek was 387, that's wrong
+FOREVER        = 1e30          # Time for the indefinite future
+MAXBURST       = 3             # Max # of torps you can launch in one turn
+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
+GREEN        = 2
+CYAN         = 3
+RED          = 4
+MAGENTA      = 5
+BROWN        = 6
+LIGHTGRAY    = 7
+DARKGRAY     = 8
+LIGHTBLUE    = 9
+LIGHTGREEN   = 10
+LIGHTCYAN    = 11
+LIGHTRED     = 12
+LIGHTMAGENTA = 13
+YELLOW       = 14
+WHITE        = 15
+
+class TrekError(Exception):
+    pass
+
+class JumpOut(Exception):
+    pass
+
+class Coord:
+    def __init__(self, x=None, y=None):
+        self.i = x     # Row
+        self.j = y     # Column
+    def valid_quadrant(self):
+        return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
+    def valid_sector(self):
+        return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
+    def invalidate(self):
+        self.i = self.j = None
+    def __eq__(self, other):
+        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):
+        return Coord(self.i+other.i, self.j+other.j)
+    def __sub__(self, other):
+        return Coord(self.i-other.i, self.j-other.j)
+    def __mul__(self, other):
+        return Coord(self.i*other, self.j*other)
+    def __rmul__(self, other):
+        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 __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):
+        if not other:
+            other = Coord(0, 0)
+        return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
+    def bearing(self):
+        return 1.90985*math.atan2(self.j, self.i)
+    def sgn(self):
+        s = Coord()
+        if self.i == 0:
+            s.i = 0
+        elif self.i < 0:
+            s.i = -1
+        else:
+            s.i = 1
+        if self.j == 0:
+            s.j = 0
+        elif self.j < 0:
+            s.j = -1
+        else:
+            s.j = 1
+        return s
+    def quadrant(self):
+        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+        return self.roundtogrid() // QUADSIZE
+    def sector(self):
+        return self.roundtogrid() % QUADSIZE
+    def scatter(self):
+        s = Coord()
+        s.i = self.i + rnd.integer(-1, 2)
+        s.j = self.j + rnd.integer(-1, 2)
+        return s
+    def __str__(self):
+        if self.i is None or self.j is None:
+            return "Nowhere"
+        return "%s - %s" % (self.i+1, self.j+1)
+    __repr__ = __str__
+
+class Thingy(Coord):
+    "Do not anger the Space Thingy!"
+    def __init__(self):
+        Coord.__init__(self)
+        self.angered = False
+    def angry(self):
+        self.angered = True
+    def at(self, q):
+        return (q.i, q.j) == (self.i, self.j)
+
+class Planet:
+    def __init__(self):
+        self.name = None        # string-valued if inhabited
+        self.quadrant = Coord()        # quadrant located
+        self.pclass = None        # could be ""M", "N", "O", or "destroyed"
+        self.crystals = "absent"# could be "mined", "present", "absent"
+        self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
+        self.inhabited = False        # is it inhabited?
+    def __str__(self):
+        return self.name
+
+class Quadrant:
+    def __init__(self):
+        self.stars = 0
+        self.planet = None
+        self.starbase = False
+        self.klingons = 0
+        self.romulans = 0
+        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):
+        self.stars = None
+        self.starbase = False
+        self.klingons = None
+    def __repr__(self):
+        return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
+
+def fill2d(size, fillfun):
+    "Fill an empty list in 2D."
+    lst = []
+    for i in range(size):
+        lst.append([])
+        for j in range(size):
+            lst[i].append(fillfun(i, j))
+    return lst
+
+class Snapshot:
+    def __init__(self):
+        self.snap = False       # snapshot taken
+        self.crew = 0           # crew complement
+        self.nscrem = 0         # remaining super commanders
+        self.starkl = 0         # destroyed stars
+        self.basekl = 0         # destroyed bases
+        self.nromrem = 0        # Romulans remaining
+        self.nplankl = 0        # destroyed uninhabited planets
+        self.nworldkl = 0        # destroyed inhabited planets
+        self.planets = []        # Planet information
+        self.date = 0.0           # stardate
+        self.remres = 0         # remaining resources
+        self.remtime = 0        # remaining time
+        self.baseq = []         # Base quadrant coordinates
+        self.kcmdr = []         # Commander quadrant coordinates
+        self.kscmdr = Coord()        # Supercommander quadrant coordinates
+        # the galaxy
+        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):
+        self.date = None        # A real number
+        self.quadrant = None        # A coord structure
+
+# game options
+OPTION_ALL        = 0xffffffff
+OPTION_TTY        = 0x00000001        # old interface
+OPTION_CURSES     = 0x00000002        # new interface
+OPTION_IOMODES    = 0x00000003        # cover both interfaces
+OPTION_PLANETS    = 0x00000004        # planets and mining
+OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (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)
+OPTION_DOTFILL    = 0x08000000        # fix dotfill glitch in chart (ESR, 2019)
+
+# Define devices
+DSRSENS         = 0
+DLRSENS         = 1
+DPHASER         = 2
+DPHOTON         = 3
+DLIFSUP         = 4
+DWARPEN         = 5
+DIMPULS         = 6
+DSHIELD         = 7
+DRADIO          = 8
+DSHUTTL         = 9
+DCOMPTR         = 10
+DNAVSYS         = 11
+DTRANSP         = 12
+DSHCTRL         = 13
+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)
+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
+FSNOVA  = 1        # Supernova
+FTBEAM  = 2        # Commander tractor beams Enterprise
+FSNAP   = 3        # Snapshot for time warp
+FBATTAK = 4        # Commander attacks base
+FCDBAS  = 5        # Commander destroys base
+FSCMOVE = 6        # Supercommander moves (might attack base)
+FSCDBAS = 7        # Supercommander destroys base
+FDSPROB = 8        # Move deep space probe
+FDISTR  = 9        # Emit distress call from an inhabited world
+FENSLV  = 10       # Inhabited word is enslaved
+FREPRO  = 11       # Klingons build a ship in an enslaved system
+NEVENTS = 12
+
+# Abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
+def findevent(evtype):
+    return game.future[evtype]
+
+class Enemy:
+    def __init__(self, etype=None, loc=None, power=None):
+        self.type = etype
+        self.location = Coord()
+        self.kdist = None
+        self.kavgd = None
+        if loc:
+            self.move(loc)
+        self.power = power        # enemy energy level
+        game.enemies.append(self)
+    def move(self, loc):
+        motion = (loc != self.location)
+        if self.location.i is not None and self.location.j is not None:
+            if motion:
+                if self.type == 'T':
+                    game.quad[self.location.i][self.location.j] = '#'
+                else:
+                    game.quad[self.location.i][self.location.j] = '.'
+        if loc:
+            self.location = copy.copy(loc)
+            game.quad[self.location.i][self.location.j] = self.type
+            self.kdist = self.kavgd = (game.sector - loc).distance()
+        else:
+            self.location = Coord()
+            self.kdist = self.kavgd = None
+            # 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
+
+class Gamestate:
+    def __init__(self):
+        self.options = None        # Game options
+        self.state = Snapshot()        # A snapshot structure
+        self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
+        self.quad = None        # contents of our quadrant
+        self.damage = [0.0] * NDEVICES        # damage encountered
+        self.future = []        # future events
+        i = NEVENTS
+        while i > 0:
+            i -= 1
+            self.future.append(Event())
+        self.passwd  = None        # Self Destruct password
+        self.enemies = []
+        self.quadrant = None        # where we are in the large
+        self.sector = None        # where we are in the small
+        self.tholian = None        # Tholian enemy object
+        self.base = None        # position of base in current quadrant
+        self.battle = None        # base coordinates being attacked
+        self.plnet = None        # location of planet in quadrant
+        self.gamewon = False        # Finished!
+        self.ididit = False        # action taken -- allows enemy to attack
+        self.alive = False        # we are alive (not killed)
+        self.justin = False        # just entered quadrant
+        self.shldup = False        # shields are up
+        self.shldchg = False        # shield is changing (affects efficiency)
+        self.iscate = False        # super commander is here
+        self.ientesc = False        # attempted escape from supercommander
+        self.resting = False        # rest time
+        self.icraft = False        # Kirk in Galileo
+        self.landed = False        # party on planet (true), on ship (false)
+        self.alldone = False        # game is now finished
+        self.neutz = False        # Romulan Neutral Zone
+        self.isarmed = False        # probe is armed
+        self.inorbit = False        # orbiting a planet
+        self.imine = False        # mining
+        self.icrystl = False        # dilithium crystals aboard
+        self.iseenit = False        # seen base attack report
+        self.thawed = False        # thawed game
+        self.condition = None        # "green", "yellow", "red", "docked", "dead"
+        self.iscraft = None        # "onship", "offship", "removed"
+        self.skill = SKILL_NONE        # Player skill level
+        self.inkling = 0        # initial number of klingons
+        self.inbase = 0                # initial number of bases
+        self.incom = 0                # initial number of commanders
+        self.inscom = 0                # initial number of commanders
+        self.inrom = 0                # initial number of commanders
+        self.instar = 0                # initial stars
+        self.intorps = 0        # initial/max torpedoes
+        self.torps = 0                # number of torpedoes
+        self.ship = 0                # ship type -- 'E' is Enterprise
+        self.abandoned = 0        # count of crew abandoned in space
+        self.length = 0                # length of game
+        self.klhere = 0                # klingons here
+        self.casual = 0                # causalties
+        self.nhelp = 0                # calls for help
+        self.nkinks = 0                # count of energy-barrier crossings
+        self.iplnet = None        # planet # in quadrant
+        self.inplan = 0                # initial planets
+        self.irhere = 0                # Romulans in quadrant
+        self.isatb = 0                # =2 if super commander is attacking base
+        self.tourn = None        # tournament number
+        self.nprobes = 0        # number of probes available
+        self.inresor = 0.0        # initial resources
+        self.intime = 0.0        # initial time
+        self.inenrg = 0.0        # initial/max energy
+        self.inshld = 0.0        # initial/max shield
+        self.inlsr = 0.0        # initial life support resources
+        self.indate = 0.0        # initial date
+        self.energy = 0.0        # energy level
+        self.shield = 0.0        # shield level
+        self.warpfac = 0.0        # warp speed
+        self.lsupres = 0.0        # life support reserves
+        self.optime = 0.0        # time taken by current operation
+        self.damfac = 0.0        # damage factor
+        self.lastchart = 0.0        # time star chart was last updated
+        self.cryprob = 0.0        # probability that crystal will work
+        self.probe = None        # object holding probe course info
+        self.height = 0.0        # height of orbit around planet
+        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
+        self.lcg_x = 0         # LCG generator value
+    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.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.remkl() + 4*len(self.state.kcmdr))
+    def unwon(self):
+        "Are there Klingons remaining?"
+        return self.remkl()
+
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+FHOLE = 20
+FCREW = 21
+FCLOAK = 22
+
+# Code from ai.c begins here
+
+def welcoming(iq):
+    "Would this quadrant welcome another Klingon?"
+    return iq.valid_quadrant() and \
+        not game.state.galaxy[iq.i][iq.j].supernova and \
+        game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+
+def tryexit(enemy, look, irun):
+    "A bad guy attempts to bug out."
+    iq = Coord()
+    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
+    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
+    if not welcoming(iq):
+        return []
+    if enemy.type == 'R':
+        return [] # Romulans cannot escape!
+    if not irun:
+        # avoid intruding on another commander's territory
+        if enemy.type == 'C':
+            if iq in game.state.kcmdr:
+                return []
+            # refuse to leave if currently attacking starbase
+            if game.battle == game.quadrant:
+                return []
+        # don't leave if over 1000 units of energy
+        if enemy.power > 1000.0:
+            return []
+    oldloc = copy.copy(enemy.location)
+    # handle local matters related to escape
+    enemy.move(None)
+    game.klhere -= 1
+    if game.condition != "docked":
+        newcnd()
+    # Handle global matters related to escape
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+    game.state.galaxy[iq.i][iq.j].klingons += 1
+    if enemy.type == 'S':
+        game.iscate = False
+        game.ientesc = False
+        game.isatb = 0
+        schedule(FSCMOVE, 0.2777)
+        unschedule(FSCDBAS)
+        game.state.kscmdr = iq
+    else:
+        for cmdr in game.state.kcmdr:
+            if cmdr == game.quadrant:
+                game.state.kcmdr.append(iq)
+                break
+    # report move out of quadrant.
+    return [(True, enemy, oldloc, iq)]
+
+# The bad-guy movement algorithm:
+#
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+#
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+#
+# Attacker Initial energy levels (nominal):
+# Klingon   Romulan   Commander   Super-Commander
+# Novice    400        700        1200
+# Fair      425        750        1250
+# Good      450        800        1300        1750
+# Expert    475        850        1350        1875
+# Emeritus  500        900        1400        2000
+# VARIANCE   75        200         200         200
+#
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+#
+# 3. If Enterprise is not docked, an aggressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+#
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+#
+# 4.  At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+#
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+#
+# 5.  Motion is limited to skill level, except for SC hi-tailing it out.
+
+def movebaddy(enemy):
+    "Tactical movement for the bad guys."
+    goto = Coord()
+    look = Coord()
+    irun = False
+    # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+    if game.skill >= SKILL_EXPERT:
+        nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+    else:
+        nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+    old_dist = enemy.kdist
+    mdist = int(old_dist + 0.5) # Nearest integer distance
+    # If SC, check with spy to see if should hi-tail it
+    if enemy.type == 'S' and \
+        (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+        irun = True
+        motion = -QUADSIZE
+    else:
+        # decide whether to advance, retreat, or hold position
+        forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
+        if not game.shldup:
+            forces += 1000 # Good for enemy if shield is down!
+        if not damaged(DPHASER) or not damaged(DPHOTON):
+            if damaged(DPHASER): # phasers damaged
+                forces += 300.0
+            else:
+                forces -= 0.2*(game.energy - 2500.0)
+            if damaged(DPHOTON): # photon torpedoes damaged
+                forces += 300.0
+            else:
+                forces -= 50.0*game.torps
+        else:
+            # phasers and photon tubes both out!
+            forces += 1000.0
+        motion = 0
+        if forces <= 1000.0 and game.condition != "docked": # Typical situation
+            motion = ((forces + rnd.real(200))/150.0) - 5.0
+        else:
+            if forces > 1000.0: # Very strong -- move in for kill
+                motion = (1.0 - rnd.real())**2 * old_dist + 1.0
+            if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+                motion -= game.skill*(2.0-rnd.real()**2)
+        if game.idebug:
+            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
+        # don't move if no motion
+        if motion == 0:
+            return []
+        # Limit motion according to skill
+        if abs(motion) > game.skill:
+            if motion < 0:
+                motion = -game.skill
+            else:
+                motion = game.skill
+    # calculate preferred number of steps
+    nsteps = abs(int(motion))
+    if motion > 0 and nsteps > mdist:
+        nsteps = mdist # don't overshoot
+    nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
+    nsteps = max(nsteps, 1) # This shouldn't be necessary
+    if game.idebug:
+        proutn("NSTEPS = %d:" % nsteps)
+    # Compute preferred values of delta X and Y
+    m = game.sector - enemy.location
+    if 2.0 * abs(m.i) < abs(m.j):
+        m.i = 0
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
+        m.j = 0
+    m = (motion * m).sgn()
+    goto = enemy.location
+    # main move loop
+    for ll in range(nsteps):
+        if game.idebug:
+            proutn(" %d" % (ll+1))
+        # Check if preferred position available
+        look = goto + m
+        if m.i < 0:
+            krawli = 1
+        else:
+            krawli = -1
+        if m.j < 0:
+            krawlj = 1
+        else:
+            krawlj = -1
+        success = False
+        attempts = 0 # Settle mysterious hang problem
+        while attempts < 20 and not success:
+            attempts += 1
+            if look.i < 0 or look.i >= QUADSIZE:
+                if motion < 0:
+                    return tryexit(enemy, look, irun)
+                if krawli == m.i or m.j == 0:
+                    break
+                look.i = goto.i + krawli
+                krawli = -krawli
+            elif look.j < 0 or look.j >= QUADSIZE:
+                if motion < 0:
+                    return tryexit(enemy, look, irun)
+                if krawlj == m.j or m.i == 0:
+                    break
+                look.j = goto.j + krawlj
+                krawlj = -krawlj
+            elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
+                # See if enemy should ram ship
+                if game.quad[look.i][look.j] == game.ship and \
+                    enemy.type in ('C', 'S'):
+                    collision(rammed=True, enemy=enemy)
+                    return []
+                if krawli != m.i and m.j != 0:
+                    look.i = goto.i + krawli
+                    krawli = -krawli
+                elif krawlj != m.j and m.i != 0:
+                    look.j = goto.j + krawlj
+                    krawlj = -krawlj
+                else:
+                    break # we have failed
+            else:
+                success = True
+        if success:
+            goto = look
+            if game.idebug:
+                proutn(repr(goto))
+        else:
+            break # done early
+    if game.idebug:
+        skip(1)
+    # Enemy moved, but is still in sector
+    return [(False, enemy, old_dist, goto)]
+
+def moveklings():
+    "Sequence Klingon tactical movement."
+    if game.idebug:
+        prout("== MOVCOM")
+    # Figure out which Klingon is the commander (or Supercommander)
+    # and do move
+    tacmoves = []
+    if game.quadrant in game.state.kcmdr:
+        for enemy in game.enemies:
+            if enemy.type == 'C':
+                tacmoves += movebaddy(enemy)
+    if game.state.kscmdr == game.quadrant:
+        for enemy in game.enemies:
+            if enemy.type == 'S':
+                tacmoves += movebaddy(enemy)
+                break
+    # If skill level is high, move other Klingons and Romulans too!
+    # Move these last so they can base their actions on what the
+    # commander(s) do.
+    if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
+        for enemy in game.enemies:
+            if enemy.type in ('K', 'R'):
+                tacmoves += movebaddy(enemy)
+    return tacmoves
+
+def movescom(iq, avoid):
+    "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
+    if game.justin and not game.iscate:
+        return False
+    # do the move
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
+    game.state.kscmdr = iq
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
+    if game.state.kscmdr == game.quadrant:
+        # SC has scooted, remove him from current quadrant
+        game.iscate = False
+        game.isatb = 0
+        game.ientesc = False
+        unschedule(FSCDBAS)
+        for enemy in game.enemies:
+            if enemy.type == 'S':
+                enemy.move(None)
+        game.klhere -= 1
+        if game.condition != "docked":
+            newcnd()
+        sortenemies()
+    # check for a helpful planet
+    for i in range(game.inplan):
+        if game.state.planets[i].quadrant == game.state.kscmdr and \
+            game.state.planets[i].crystals == "present":
+            # destroy the planet
+            game.state.planets[i].pclass = "destroyed"
+            game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
+            if communicating():
+                announce()
+                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
+                prout(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+                prout(_("   by the Super-commander.\""))
+            break
+    return True # looks good!
+
+def supercommander():
+    "Move the Super Commander."
+    iq = Coord()
+    sc = Coord()
+    ibq = Coord()
+    idelta = Coord()
+    basetbl = []
+    if game.idebug:
+        prout("== SUPERCOMMANDER")
+    # Decide on being active or passive
+    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
+        idelta = game.state.kscmdr-game.quadrant
+        if idelta.distance() > 2.0:
+            # circulate in space
+            idelta.i = game.state.kscmdr.j-game.quadrant.j
+            idelta.j = game.quadrant.i-game.state.kscmdr.i
+    else:
+        # compute distances to starbases
+        if not game.state.baseq:
+            # nothing left to do
+            unschedule(FSCMOVE)
+            return
+        sc = game.state.kscmdr
+        for (i, base) in enumerate(game.state.baseq):
+            basetbl.append((i, (base - sc).distance()))
+        if len(game.state.baseq) > 1:
+            basetbl.sort(key=lambda x: x[1])
+        # look for nearest base without a commander, no Enterprise, and
+        # without too many Klingons, and not already under attack.
+        ifindit = iwhichb = 0
+        for (i2, base) in enumerate(game.state.baseq):
+            i = basetbl[i2][0]        # bug in original had it not finding nearest
+            if base == game.quadrant or base == game.battle or not welcoming(base):
+                continue
+            # if there is a commander, and no other base is appropriate,
+            # we will take the one with the commander
+            for cmdr in game.state.kcmdr:
+                if base == cmdr and ifindit != 2:
+                    ifindit = 2
+                    iwhichb = i
+                    break
+            else:        # no commander -- use this one
+                ifindit = 1
+                iwhichb = i
+                break
+        if ifindit == 0:
+            return # Nothing suitable -- wait until next time
+        ibq = game.state.baseq[iwhichb]
+        # decide how to move toward base
+        idelta = ibq - game.state.kscmdr
+    # Maximum movement is 1 quadrant in either or both axes
+    idelta = idelta.sgn()
+    # try moving in both x and y directions
+    # there was what looked like a bug in the Almy C code here,
+    # but it might be this translation is just wrong.
+    iq = game.state.kscmdr + idelta
+    if not movescom(iq, avoid):
+        # failed -- try some other maneuvers
+        if idelta.i == 0 or idelta.j == 0:
+            # attempt angle move
+            if idelta.i != 0:
+                iq.j = game.state.kscmdr.j + 1
+                if not movescom(iq, avoid):
+                    iq.j = game.state.kscmdr.j - 1
+                    movescom(iq, avoid)
+            elif idelta.j != 0:
+                iq.i = game.state.kscmdr.i + 1
+                if not movescom(iq, avoid):
+                    iq.i = game.state.kscmdr.i - 1
+                    movescom(iq, avoid)
+        else:
+            # try moving just in x or y
+            iq.j = game.state.kscmdr.j
+            if not movescom(iq, avoid):
+                iq.j = game.state.kscmdr.j + idelta.j
+                iq.i = game.state.kscmdr.i
+                movescom(iq, avoid)
+    # check for a base
+    if len(game.state.baseq) == 0:
+        unschedule(FSCMOVE)
+    else:
+        for ibq in game.state.baseq:
+            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
+                # attack the base
+                if avoid:
+                    return # no, don't attack base!
+                game.iseenit = False
+                game.isatb = 1
+                schedule(FSCDBAS, rnd.real(1.0, 3.0))
+                if is_scheduled(FCDBAS):
+                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+                if not communicating():
+                    return # no warning
+                game.iseenit = True
+                announce()
+                prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
+                      % game.state.kscmdr)
+                prout(_("   reports that it is under attack from the Klingon Super-commander."))
+                prout(_("   It can survive until stardate %d.\"") \
+                       % int(scheduled(FSCDBAS)))
+                if not game.resting:
+                    return
+                prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
+                if not ja():
+                    return
+                game.resting = False
+                game.optime = 0.0 # actually finished
+                return
+    # Check for intelligence report
+    if not game.idebug and \
+        (rnd.withprob(0.8) or \
+         (not communicating()) or \
+         not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
+        return
+    announce()
+    prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
+    prout(_("   the Super-commander is in Quadrant %s.") % game.state.kscmdr)
+    return
+
+def movetholian():
+    "Move the Tholian."
+    if not game.tholian or game.justin:
+        return
+    tid = Coord()
+    if game.tholian.location.i == 0 and game.tholian.location.j == 0:
+        tid.i = 0
+        tid.j = QUADSIZE-1
+    elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
+        tid.i = QUADSIZE-1
+        tid.j = QUADSIZE-1
+    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
+        tid.i = QUADSIZE-1
+        tid.j = 0
+    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
+        tid.i = 0
+        tid.j = 0
+    else:
+        # something is wrong!
+        game.tholian.move(None)
+        prout("***Internal error: Tholian in a bad spot.")
+        return
+    # do nothing if we are blocked
+    if game.quad[tid.i][tid.j] not in ('.', '#'):
+        return
+    here = copy.copy(game.tholian.location)
+    delta = (tid - game.tholian.location).sgn()
+    # move in x axis
+    while here.i != tid.i:
+        here.i += delta.i
+        if game.quad[here.i][here.j] == '.':
+            game.tholian.move(here)
+    # move in y axis
+    while here.j != tid.j:
+        here.j += delta.j
+        if game.quad[here.i][here.j] == '.':
+            game.tholian.move(here)
+    # check to see if all holes plugged
+    for i in range(QUADSIZE):
+        if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
+            return
+        if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
+            return
+        if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
+            return
+        if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
+            return
+    # All plugged up -- Tholian splits
+    game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
+    dropin(' ')
+    prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
+    game.tholian.move(None)
+    return
+
+# 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"
+    game.ididit = False
+    if shraise:
+        action = "SHUP"
+    else:
+        key = scanner.nexttok()
+        if key == "IHALPHA":
+            if scanner.sees("transfer"):
+                action = "NRG"
+            else:
+                if damaged(DSHIELD):
+                    prout(_("Shields damaged and down."))
+                    return
+                if scanner.sees("up"):
+                    action = "SHUP"
+                elif scanner.sees("down"):
+                    action = "SHDN"
+        if action == "NONE":
+            proutn(_("Do you wish to change shield energy? "))
+            if ja():
+                action = "NRG"
+            elif damaged(DSHIELD):
+                prout(_("Shields damaged and down."))
+                return
+            elif game.shldup:
+                proutn(_("Shields are up. Do you want them down? "))
+                if ja():
+                    action = "SHDN"
+                else:
+                    scanner.chew()
+                    return
+            else:
+                proutn(_("Shields are down. Do you want them up? "))
+                if ja():
+                    action = "SHUP"
+                else:
+                    scanner.chew()
+                    return
+    if action == "SHUP": # raise shields
+        if game.shldup:
+            prout(_("Shields already up."))
+            return
+        game.shldup = True
+        game.shldchg = True
+        if game.condition != "docked":
+            game.energy -= 50.0
+        prout(_("Shields raised."))
+        if game.energy <= 0:
+            skip(1)
+            prout(_("Shields raising uses up last of energy."))
+            finish(FNRG)
+            return
+        game.ididit = True
+        return
+    elif action == "SHDN":
+        if not game.shldup:
+            prout(_("Shields already down."))
+            return
+        game.shldup = False
+        game.shldchg = True
+        prout(_("Shields lowered."))
+        game.ididit = True
+        return
+    elif action == "NRG":
+        while scanner.nexttok() != "IHREAL":
+            scanner.chew()
+            proutn(_("Energy to transfer to shields- "))
+        nrg = scanner.real
+        scanner.chew()
+        if nrg == 0:
+            return
+        if nrg > game.energy:
+            prout(_("Insufficient ship energy."))
+            return
+        game.ididit = True
+        if game.shield+nrg >= game.inshld:
+            prout(_("Shield energy maximized."))
+            if game.shield+nrg > game.inshld:
+                prout(_("Excess energy requested returned to ship energy"))
+            game.energy -= game.inshld-game.shield
+            game.shield = game.inshld
+            return
+        if nrg < 0.0 and game.energy-nrg > game.inenrg:
+            # Prevent shield drain loophole
+            skip(1)
+            prout(_("Engineering to bridge--"))
+            prout(_("  Scott here. Power circuit problem, Captain."))
+            prout(_("  I can't drain the shields."))
+            game.ididit = False
+            return
+        if game.shield+nrg < 0:
+            prout(_("All shield energy transferred to ship."))
+            game.energy += game.shield
+            game.shield = 0.0
+            return
+        proutn(_("Scotty- \""))
+        if nrg > 0:
+            prout(_("Transferring energy to shields.\""))
+        else:
+            prout(_("Draining energy from shields.\""))
+        game.shield += nrg
+        game.energy -= nrg
+        return
+
+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%
+        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,        # DCLOAK: the cloaking device            1.0
+    )
+    assert(sum(weights) == 1000)
+    idx = rnd.integer(1000)
+    wsum = 0
+    for (i, w) in enumerate(weights):
+        wsum += w
+        if idx < wsum:
+            return i
+    return None        # we should never get here
+
+def collision(rammed, enemy):
+    "Collision handling for rammong events."
+    prouts(_("***RED ALERT!  RED ALERT!"))
+    skip(1)
+    prout(_("***COLLISION IMMINENT."))
+    skip(2)
+    proutn("***")
+    proutn(crmshp())
+    hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
+    if rammed:
+        proutn(_(" rammed by "))
+    else:
+        proutn(_(" rams "))
+    proutn(crmena(False, enemy.type, "sector", enemy.location))
+    if rammed:
+        proutn(_(" (original position)"))
+    skip(1)
+    deadkl(enemy.location, enemy.type, game.sector)
+    proutn("***" + crmshp() + " heavily damaged.")
+    icas = rnd.integer(10, 30)
+    prout(_("***Sickbay reports %d casualties") % icas)
+    game.casual += icas
+    game.state.crew -= icas
+    # In the pre-SST2K version, all devices got equiprobably damaged,
+    # which was silly.  Instead, pick up to half the devices at
+    # random according to our weighting table,
+    ncrits = rnd.integer(NDEVICES//2)
+    while ncrits > 0:
+        ncrits -= 1
+        dev = randdevice()
+        if game.damage[dev] < 0:
+            continue
+        extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
+        # Damage for at least time of travel!
+        game.damage[dev] += game.optime + extradm
+    game.shldup = False
+    prout(_("***Shields are down."))
+    if game.unwon():
+        announce()
+        damagereport()
+    else:
+        finish(FWON)
+
+def torpedo(origin, bearing, dispersion, number, nburst):
+    "Let a photon torpedo fly"
+    if not damaged(DSRSENS) or game.condition == "docked":
+        setwnd(srscan_window)
+    else:
+        setwnd(message_window)
+    ac = bearing + 0.25*dispersion        # dispersion is a random variable
+    bullseye = (15.0 - bearing)*0.5235988
+    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+    bumpto = Coord(0, 0)
+    # Loop to move a single torpedo
+    setwnd(message_window)
+    for step in range(1, QUADSIZE*2):
+        if not track.nexttok():
+            break
+        w = track.sector()
+        if not w.valid_sector():
+            break
+        iquad = game.quad[w.i][w.j]
+        tracktorpedo(w, step, number, nburst, iquad)
+        if iquad == '.':
+            continue
+        # hit something
+        setwnd(message_window)
+        if not damaged(DSRSENS) or game.condition == "docked":
+            skip(1)        # start new line after text track
+        if iquad in ('E', 'F'): # Hit our ship
+            skip(1)
+            prout(_("Torpedo hits %s.") % crmshp())
+            hit = 700.0 + rnd.real(100) - \
+                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+            newcnd() # we're blown out of dock
+            if game.landed or game.condition == "docked":
+                return hit # Cheat if on a planet
+            # In the C/FORTRAN version, dispersion was 2.5 radians, which
+            # is 143 degrees, which is almost exactly 4.8 clockface units
+            displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
+            displacement.nexttok()
+            bumpto = displacement.sector()
+            if not bumpto.valid_sector():
+                return hit
+            if game.quad[bumpto.i][bumpto.j] == ' ':
+                finish(FHOLE)
+                return hit
+            if game.quad[bumpto.i][bumpto.j] != '.':
+                # can't move into object
+                return hit
+            game.sector = bumpto
+            proutn(crmshp())
+            game.quad[w.i][w.j] = '.'
+            game.quad[bumpto.i][bumpto.j] = iquad
+            prout(_(" displaced by blast to Sector %s ") % bumpto)
+            for enemy in game.enemies:
+                enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+            sortenemies()
+            return None
+        elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
+            # find the enemy
+            if iquad in ('C', 'S') and rnd.withprob(0.05):
+                prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
+                prout(_("   torpedo neutralized."))
+                return None
+            for enemy in game.enemies:
+                if w == enemy.location:
+                    kp = math.fabs(enemy.power)
+                    h1 = 700.0 + rnd.integer(100) - \
+                        1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+                    h1 = math.fabs(h1)
+                    if kp < h1:
+                        h1 = kp
+                    if enemy.power < 0:
+                        enemy.power -= -h1
+                    else:
+                        enemy.power -= h1
+                    if enemy.power == 0:
+                        deadkl(w, iquad, w)
+                        return None
+                    proutn(crmena(True, iquad, "sector", w))
+                    displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
+                    displacement.nexttok()
+                    bumpto = displacement.sector()
+                    if game.quad[bumpto.i][bumpto.j] == ' ':
+                        prout(_(" buffeted into black hole."))
+                        deadkl(w, iquad, bumpto)
+                        return None
+                    if not bumpto.valid_sector():
+                        prout(_(" damaged but not destroyed."))
+                        return None
+                    if game.quad[bumpto.i][bumpto.j] != '.':
+                        prout(_(" damaged but not destroyed."))
+                    else:
+                        prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                        enemy.location = bumpto
+                        game.quad[w.i][w.j] = '.'
+                        game.quad[bumpto.i][bumpto.j] = iquad
+                        for tenemy in game.enemies:
+                            tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
+                        sortenemies()
+                    break
+            else:
+                prout("Internal error, no enemy where expected!")
+                raise SystemExit(1)
+            return None
+        elif iquad == 'B': # Hit a base
+            skip(1)
+            prout(_("***STARBASE DESTROYED.."))
+            game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
+            game.quad[w.i][w.j] = '.'
+            game.base.invalidate()
+            game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+            game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
+            game.state.basekl += 1
+            newcnd()
+            return None
+        elif iquad == 'P': # Hit a planet
+            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
+            game.state.nplankl += 1
+            game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+            game.iplnet.pclass = "destroyed"
+            game.iplnet = None
+            game.plnet.invalidate()
+            game.quad[w.i][w.j] = '.'
+            if game.landed:
+                # captain perishes on planet
+                finish(FDPLANET)
+            return None
+        elif iquad == '@': # Hit an inhabited world -- very bad!
+            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
+            game.state.nworldkl += 1
+            game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+            game.iplnet.pclass = "destroyed"
+            game.iplnet = None
+            game.plnet.invalidate()
+            game.quad[w.i][w.j] = '.'
+            if game.landed:
+                # captain perishes on planet
+                finish(FDPLANET)
+            prout(_("The torpedo destroyed an inhabited planet."))
+            return None
+        elif iquad == '*': # Hit a star
+            if rnd.withprob(0.9):
+                nova(w)
+            else:
+                prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
+            return None
+        elif iquad == '?': # Hit a thingy
+            if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
+                skip(1)
+                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+                skip(1)
+                prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
+                skip(1)
+                proutn(_("Mr. Spock-"))
+                prouts(_("  \"Fascinating!\""))
+                skip(1)
+                deadkl(w, iquad, w)
+            else:
+                # Stas Sergeev added the possibility that
+                # you can shove the Thingy and piss it off.
+                # It then becomes an enemy and may fire at you.
+                thing.angry()
+            return None
+        elif iquad == ' ': # Black hole
+            skip(1)
+            prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
+            return None
+        elif iquad == '#': # hit the web
+            skip(1)
+            prout(_("***Torpedo absorbed by Tholian web."))
+            return None
+        elif iquad == 'T':  # Hit a Tholian
+            h1 = 700.0 + rnd.integer(100) - \
+                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+            h1 = math.fabs(h1)
+            if h1 >= 600:
+                game.quad[w.i][w.j] = '.'
+                deadkl(w, iquad, w)
+                game.tholian = None
+                return None
+            skip(1)
+            proutn(crmena(True, 'T', "sector", w))
+            if rnd.withprob(0.05):
+                prout(_(" survives photon blast."))
+                return None
+            prout(_(" disappears."))
+            game.tholian.move(None)
+            game.quad[w.i][w.j] = '#'
+            dropin(' ')
+            return None
+        else: # Problem!
+            skip(1)
+            proutn("Don't know how to handle torpedo collision with ")
+            proutn(crmena(True, iquad, "sector", w))
+            skip(1)
+            return None
+        break
+    skip(1)
+    setwnd(message_window)
+    prout(_("Torpedo missed."))
+    return None
+
+def fry(hit):
+    "Critical-hit resolution."
+    if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
+        return
+    ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
+    proutn(_("***CRITICAL HIT--"))
+    # Select devices and cause damage
+    cdam = []
+    while ncrit > 0:
+        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") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
+                break
+        cdam.append(j)
+        extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
+        game.damage[j] += extradm
+        ncrit -= 1
+    skipcount = 0
+    for (i, j) in enumerate(cdam):
+        proutn(device[j])
+        if skipcount % 3 == 2 and i < len(cdam)-1:
+            skip(1)
+        skipcount += 1
+        if i < len(cdam)-1:
+            proutn(_(" and "))
+    prout(_(" damaged."))
+    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
+    attempt = False
+    ihurt = False
+    hitmax = 0.0
+    hittot = 0.0
+    chgfac = 1.0
+    where = "neither"
+    if game.idebug:
+        prout("=== ATTACK!")
+    # Tholian gets to move before attacking
+    if game.tholian:
+        movetholian()
+    # if you have just entered the RNZ, you'll get a warning
+    if game.neutz: # The one chance not to be attacked
+        game.neutz = False
+        return
+    # commanders get a chance to tac-move towards you
+    if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+        for (bugout, enemy, old, goto) in  moveklings():
+            if bugout:
+                # we know about this if either short or long range
+                # sensors are working
+                if damaged(DSRSENS) and damaged(DLRSENS) \
+                       and game.condition != "docked":
+                    prout(crmena(True, enemy.type, "sector", old) + \
+                          (_(" escapes to Quadrant %s (and regains strength).") % goto))
+            else: # Enemy still in-sector
+                if enemy.move(goto):
+                    if not damaged(DSRSENS) or game.condition == "docked":
+                        proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
+                        if enemy.kdist < old:
+                            proutn(_(" advances to "))
+                        else:
+                            proutn(_(" retreats to "))
+                        prout("Sector %s." % goto)
+        sortenemies()
+    # if no enemies remain after movement, we're done
+    if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
+        return
+    # set up partial hits if attack happens during shield status change
+    pfac = 1.0/game.inshld
+    if game.shldchg:
+        chgfac = 0.25 + rnd.real(0.5)
+    skip(1)
+    # message verbosity control
+    if game.skill <= SKILL_FAIR:
+        where = "sector"
+    for enemy in game.enemies:
+        if enemy.power < 0:
+            continue        # too weak to attack
+        # compute hit strength and diminish shield power
+        r = rnd.real()
+        # Increase chance of photon torpedos if docked or enemy energy is low
+        if game.condition == "docked":
+            r *= 0.25
+        if enemy.power < 500:
+            r *= 0.25
+        if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
+            continue
+        # different enemies have different probabilities of throwing a torp
+        usephasers = not torps_ok or \
+            (enemy.type == 'K' and r > 0.0005) or \
+            (enemy.type == 'C' and r > 0.015) or \
+            (enemy.type == 'R' and r > 0.3) or \
+            (enemy.type == 'S' and r > 0.07) or \
+            (enemy.type == '?' and r > 0.05)
+        if usephasers:            # Enemy uses phasers
+            if game.condition == "docked":
+                continue # Don't waste the effort!
+            attempt = True # Attempt to attack
+            dustfac = rnd.real(0.8, 0.85)
+            hit = enemy.power*math.pow(dustfac, enemy.kavgd)
+            enemy.power *= 0.75
+        else: # Enemy uses photon torpedo
+            # We should be able to make the bearing() method work here
+            pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
+            hit = 0
+            proutn(_("***TORPEDO INCOMING"))
+            if not damaged(DSRSENS):
+                proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
+            attempt = True
+            prout("  ")
+            dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
+            dispersion += 0.002*enemy.power*dispersion
+            hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
+            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
+            if hit is None:
+                continue
+        # incoming phaser or torpedo, shields may dissipate it
+        if game.shldup or game.shldchg or game.condition == "docked":
+            # shields will take hits
+            propor = pfac * game.shield
+            if game.condition == "docked":
+                propor *= 2.1
+            propor = max(propor, 0.1)
+            hitsh = propor*chgfac*hit+1.0
+            absorb = 0.8*hitsh
+            if absorb > game.shield:
+                absorb = game.shield
+            game.shield -= absorb
+            hit -= hitsh
+            # taking a hit blasts us out of a starbase dock
+            if game.condition == "docked":
+                dock(False)
+            # but the shields may take care of it
+            if propor > 0.1 and hit < 0.005*game.energy:
+                continue
+        # hit from this opponent got through shields, so take damage
+        ihurt = True
+        proutn(_("%d unit hit") % int(hit))
+        if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+            proutn(_(" on the ") + crmshp())
+        if not damaged(DSRSENS) and usephasers:
+            prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
+        skip(1)
+        # Decide if hit is critical
+        if hit > hitmax:
+            hitmax = hit
+        hittot += hit
+        fry(hit)
+        game.energy -= hit
+    if game.energy <= 0:
+        # Returning home upon your shield, not with it...
+        finish(FBATTLE)
+        return
+    if not attempt and game.condition == "docked":
+        prout(_("***Enemies decide against attacking your ship."))
+    percent = 100.0*pfac*game.shield+0.5
+    if not ihurt:
+        # Shields fully protect ship
+        proutn(_("Enemy attack reduces shield strength to "))
+    else:
+        # Emit message if starship suffered hit(s)
+        skip(1)
+        proutn(_("Energy left %2d    shields ") % int(game.energy))
+        if game.shldup:
+            proutn(_("up "))
+        elif not damaged(DSHIELD):
+            proutn(_("down "))
+        else:
+            proutn(_("damaged, "))
+    prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
+    # Check if anyone was hurt
+    if hitmax >= 200 or hittot >= 500:
+        icas = rnd.integer(int(hittot * 0.015))
+        if icas >= 2:
+            skip(1)
+            prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
+            prout(_("   in that last attack.\""))
+            game.casual += icas
+            game.state.crew -= icas
+    # After attack, reset average distance to enemies
+    for enemy in game.enemies:
+        enemy.kavgd = enemy.kdist
+    sortenemies()
+    return
+
+def deadkl(w, etype, mv):
+    "Kill a Klingon, Tholian, Romulan, or Thingy."
+    # Added mv to allow enemy to "move" before dying
+    proutn(crmena(True, etype, "sector", mv))
+    # Decide what kind of enemy it is and update appropriately
+    if etype == 'R':
+        # Chalk up a Romulan
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
+        game.irhere -= 1
+        game.state.nromrem -= 1
+    elif etype == 'T':
+        # Killed a Tholian
+        game.tholian = None
+    elif etype == '?':
+        # Killed a Thingy
+        global thing
+        thing = None
+    else:
+        # Killed some type of Klingon
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+        game.klhere -= 1
+        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 etype ==  'K':
+            pass
+        elif etype ==  'S':
+            game.state.nscrem -= 1
+            game.state.kscmdr.invalidate()
+            game.isatb = 0
+            game.iscate = False
+            unschedule(FSCMOVE)
+            unschedule(FSCDBAS)
+    # For each kind of enemy, finish message to player
+    prout(_(" destroyed."))
+    if game.unwon() == 0:
+        return
+    game.recompute()
+    # Remove enemy ship from arrays describing local conditions
+    for e in game.enemies:
+        if e.location == w:
+            e.move(None)
+            break
+    return
+
+def targetcheck(w):
+    "Return None if target is invalid, otherwise return a course angle."
+    if not w.valid_sector():
+        huh()
+        return None
+    delta = Coord()
+    # C code this was translated from is wacky -- why the sign reversal?
+    delta.j = (w.j - game.sector.j)
+    delta.i = (game.sector.i - w.i)
+    if delta == Coord(0, 0):
+        skip(1)
+        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
+        prout(_("  I recommend an immediate review of"))
+        prout(_("  the Captain's psychological profile.\""))
+        scanner.chew()
+        return None
+    return delta.bearing()
+
+def torps():
+    "Launch photon torpedo salvo."
+    tcourse = []
+    game.ididit = False
+    if damaged(DPHOTON):
+        prout(_("Photon tubes damaged."))
+        scanner.chew()
+        return
+    if game.torps == 0:
+        prout(_("No torpedoes left."))
+        scanner.chew()
+        return
+    # First, get torpedo count
+    while True:
+        scanner.nexttok()
+        if scanner.token == "IHALPHA":
+            huh()
+            return
+        elif scanner.token == "IHEOL" or not scanner.waiting():
+            prout(_("%d torpedoes left.") % game.torps)
+            scanner.chew()
+            proutn(_("Number of torpedoes to fire- "))
+            continue        # Go back around to get a number
+        else: # key == "IHREAL"
+            try:
+                n = scanner.int()
+            except TypeError:
+                huh()
+                return
+            if n <= 0: # abort command
+                scanner.chew()
+                return
+            if n > MAXBURST:
+                scanner.chew()
+                prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
+                return
+            if n > game.torps:
+                scanner.chew()        # User requested more torps than available
+                continue        # Go back around
+            break        # All is good, go to next stage
+    # Next, get targets
+    target = []
+    for i in range(n):
+        key = scanner.nexttok()
+        if i == 0 and key == "IHEOL":
+            break        # no coordinate waiting, we will try prompting
+        if i == 1 and key == "IHEOL":
+            # direct all torpedoes at one target
+            while i < n:
+                target.append(target[0])
+                tcourse.append(tcourse[0])
+                i += 1
+            break
+        scanner.push(scanner.token)
+        target.append(scanner.getcoord())
+        if target[-1] is None:
+            return
+        tcourse.append(targetcheck(target[-1]))
+        if tcourse[-1] is None:
+            return
+    scanner.chew()
+    if len(target) == 0:
+        # prompt for each one
+        for i in range(n):
+            proutn(_("Target sector for torpedo number %d- ") % (i+1))
+            scanner.chew()
+            target.append(scanner.getcoord())
+            if target[-1] is None:
+                return
+            tcourse.append(targetcheck(target[-1]))
+            if tcourse[-1] is None:
+                return
+    game.ididit = True
+    # Loop for moving <n> torpedoes
+    for i in range(n):
+        if game.condition != "docked":
+            game.torps -= 1
+        dispersion = (rnd.real()+rnd.real())*0.5 -0.5
+        if math.fabs(dispersion) >= 0.47:
+            # misfire!
+            dispersion *= rnd.real(1.2, 2.2)
+            if n > 0:
+                prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
+            else:
+                prouts(_("***TORPEDO MISFIRES."))
+            skip(1)
+            if i < n:
+                prout(_("  Remainder of burst aborted."))
+            if rnd.withprob(0.2):
+                prout(_("***Photon tubes damaged by misfire."))
+                game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
+            break
+        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.unwon()<=0:
+        finish(FWON)
+
+def overheat(rpow):
+    "Check for phasers overheating."
+    if rpow > 1500:
+        checkburn = (rpow-1500.0)*0.00038
+        if rnd.withprob(checkburn):
+            prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
+            game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
+
+def checkshctrl(rpow):
+    "Check shield control."
+    skip(1)
+    if rnd.withprob(0.998):
+        prout(_("Shields lowered."))
+        return False
+    # Something bad has happened
+    prouts(_("***RED ALERT!  RED ALERT!"))
+    skip(2)
+    hit = rpow*game.shield/game.inshld
+    game.energy -= rpow+hit*0.8
+    game.shield -= hit*0.2
+    if game.energy <= 0.0:
+        prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
+        skip(1)
+        stars()
+        finish(FPHASER)
+        return True
+    prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
+    skip(2)
+    prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
+    icas = rnd.integer(int(hit*0.012))
+    skip(1)
+    fry(0.8*hit)
+    if icas:
+        skip(1)
+        prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
+        prout(_("  %d casualties so far.\"") % icas)
+        game.casual += icas
+        game.state.crew -= icas
+    skip(1)
+    prout(_("Phaser energy dispersed by shields."))
+    prout(_("Enemy unaffected."))
+    overheat(rpow)
+    return True
+
+def hittem(hits):
+    "Register a phaser hit on Klingons and Romulans."
+    w = Coord()
+    skip(1)
+    kk = 0
+    for wham in hits:
+        if wham == 0:
+            continue
+        dustfac = rnd.real(0.9, 1.0)
+        hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
+        kpini = game.enemies[kk].power
+        kp = math.fabs(kpini)
+        if PHASEFAC*hit < kp:
+            kp = PHASEFAC*hit
+        if game.enemies[kk].power < 0:
+            game.enemies[kk].power -= -kp
+        else:
+            game.enemies[kk].power -= kp
+        kpow = game.enemies[kk].power
+        w = game.enemies[kk].location
+        if hit > 0.005:
+            if not damaged(DSRSENS):
+                boom(w)
+            proutn(_("%d unit hit on ") % int(hit))
+        else:
+            proutn(_("Very small hit on "))
+        ienm = game.quad[w.i][w.j]
+        if ienm == '?':
+            thing.angry()
+        proutn(crmena(False, ienm, "sector", w))
+        skip(1)
+        if kpow == 0:
+            deadkl(w, ienm, w)
+            if game.unwon()==0:
+                finish(FWON)
+            if game.alldone:
+                return
+            continue
+        else: # decide whether or not to emasculate klingon
+            # pylint: disable=chained-comparison
+            if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
+                prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
+                prout(_("   has just lost its firepower.\""))
+                game.enemies[kk].power = -kpow
+        kk += 1
+    return
+
+def phasers():
+    "Fire phasers at bad guys."
+    hits = []
+    kz = 0
+    k = 1
+    irec = 0 # Cheating inhibitor
+    ifast = False
+    no = False
+    itarg = True
+    msgflag = True
+    rpow = 0.0
+    automode = "NOTSET"
+    key = ""
+    skip(1)
+    # SR sensors and Computer are needed for automode
+    if damaged(DSRSENS) or damaged(DCOMPTR):
+        itarg = False
+    if game.condition == "docked":
+        prout(_("Phasers can't be fired through base shields."))
+        scanner.chew()
+        return
+    if damaged(DPHASER):
+        prout(_("Phaser control damaged."))
+        scanner.chew()
+        return
+    if game.shldup:
+        if damaged(DSHCTRL):
+            prout(_("High speed shield control damaged."))
+            scanner.chew()
+            return
+        if game.energy <= 200.0:
+            prout(_("Insufficient energy to activate high-speed shield control."))
+            scanner.chew()
+            return
+        prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
+        ifast = True
+    # Original code so convoluted, I re-did it all
+    # (That was Tom Almy talking about the C code, I think -- ESR)
+    while automode == "NOTSET":
+        key = scanner.nexttok()
+        if key == "IHALPHA":
+            if scanner.sees("manual"):
+                if len(game.enemies)==0:
+                    prout(_("There is no enemy present to select."))
+                    scanner.chew()
+                    key = "IHEOL"
+                    automode = "AUTOMATIC"
+                else:
+                    automode = "MANUAL"
+                    key = scanner.nexttok()
+            elif scanner.sees("automatic"):
+                if (not itarg) and len(game.enemies) != 0:
+                    automode = "FORCEMAN"
+                else:
+                    if len(game.enemies)==0:
+                        prout(_("Energy will be expended into space."))
+                    automode = "AUTOMATIC"
+                    key = scanner.nexttok()
+            elif scanner.sees("no"):
+                no = True
+            else:
+                huh()
+                return
+        elif key == "IHREAL":
+            if len(game.enemies)==0:
+                prout(_("Energy will be expended into space."))
+                automode = "AUTOMATIC"
+            elif not itarg:
+                automode = "FORCEMAN"
+            else:
+                automode = "AUTOMATIC"
+        else:
+            # "IHEOL"
+            if len(game.enemies)==0:
+                prout(_("Energy will be expended into space."))
+                automode = "AUTOMATIC"
+            elif not itarg:
+                automode = "FORCEMAN"
+            else:
+                proutn(_("Manual or automatic? "))
+                scanner.chew()
+    avail = game.energy
+    if ifast:
+        avail -= 200.0
+    if automode == "AUTOMATIC":
+        if key == "IHALPHA" and scanner.sees("no"):
+            no = True
+            key = scanner.nexttok()
+        if key != "IHREAL" and len(game.enemies) != 0:
+            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
+        irec = 0
+        while True:
+            scanner.chew()
+            if not kz:
+                for i in range(len(game.enemies)):
+                    irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
+            kz = 1
+            proutn(_("%d units required. ") % irec)
+            scanner.chew()
+            proutn(_("Units to fire= "))
+            key = scanner.nexttok()
+            if key != "IHREAL":
+                return
+            rpow = scanner.real
+            if rpow > avail:
+                proutn(_("Energy available= %.2f") % avail)
+                skip(1)
+                key = "IHEOL"
+            if not rpow > avail:
+                break
+        if rpow <= 0:
+            # chicken out
+            scanner.chew()
+            return
+        key = scanner.nexttok()
+        if key == "IHALPHA" and scanner.sees("no"):
+            no = True
+        if ifast:
+            game.energy -= 200 # Go and do it!
+            if checkshctrl(rpow):
+                return
+        scanner.chew()
+        game.energy -= rpow
+        extra = rpow
+        if len(game.enemies):
+            extra = 0.0
+            powrem = rpow
+            for i in range(len(game.enemies)):
+                hits.append(0.0)
+                if powrem <= 0:
+                    continue
+                hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
+                over = rnd.real(1.01, 1.06) * hits[i]
+                temp = powrem
+                powrem -= hits[i] + over
+                if powrem <= 0 and temp < hits[i]:
+                    hits[i] = temp
+                if powrem <= 0:
+                    over = 0.0
+                extra += over
+            if powrem > 0.0:
+                extra += powrem
+            hittem(hits)
+            game.ididit = True
+        if extra > 0 and not game.alldone:
+            if game.tholian:
+                proutn(_("*** Tholian web absorbs "))
+                if len(game.enemies)>0:
+                    proutn(_("excess "))
+                prout(_("phaser energy."))
+            else:
+                prout(_("%d expended on empty space.") % int(extra))
+    elif automode == "FORCEMAN":
+        scanner.chew()
+        key = "IHEOL"
+        if damaged(DCOMPTR):
+            prout(_("Battle computer damaged, manual fire only."))
+        else:
+            skip(1)
+            prouts(_("---WORKING---"))
+            skip(1)
+            prout(_("Short-range-sensors-damaged"))
+            prout(_("Insufficient-data-for-automatic-phaser-fire"))
+            prout(_("Manual-fire-must-be-used"))
+            skip(1)
+    elif automode == "MANUAL":
+        rpow = 0.0
+        for k in range(len(game.enemies)):
+            aim = game.enemies[k].location
+            ienm = game.quad[aim.i][aim.j]
+            if msgflag:
+                proutn(_("Energy available= %.2f") % (avail-0.006))
+                skip(1)
+                msgflag = False
+                rpow = 0.0
+            if damaged(DSRSENS) and \
+               not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
+                prout(cramen(ienm) + _(" can't be located without short range scan."))
+                scanner.chew()
+                key = "IHEOL"
+                hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
+                continue
+            if key == "IHEOL":
+                scanner.chew()
+                if itarg and k > kz:
+                    irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        rnd.real(1.01, 1.06) + 1.0
+                kz = k
+                proutn("(")
+                if not damaged(DCOMPTR):
+                    proutn("%d" % irec)
+                else:
+                    proutn("??")
+                proutn(")  ")
+                proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
+                key = scanner.nexttok()
+            if key == "IHALPHA" and scanner.sees("no"):
+                no = True
+                key = scanner.nexttok()
+                continue
+            if key == "IHALPHA":
+                huh()
+                return
+            if key == "IHEOL":
+                if k == 1: # Let me say I'm baffled by this
+                    msgflag = True
+                continue
+            if scanner.real < 0:
+                # abort out
+                scanner.chew()
+                return
+            hits.append(scanner.real)
+            rpow += scanner.real
+            # If total requested is too much, inform and start over
+            if rpow > avail:
+                prout(_("Available energy exceeded -- try again."))
+                scanner.chew()
+                return
+            key = scanner.nexttok() # scan for next value
+        if rpow == 0.0:
+            # zero energy -- abort
+            scanner.chew()
+            return
+        if key == "IHALPHA" and scanner.sees("no"):
+            no = True
+        game.energy -= rpow
+        scanner.chew()
+        if ifast:
+            game.energy -= 200.0
+            if checkshctrl(rpow):
+                return
+        hittem(hits)
+        game.ididit = True
+     # Say shield raised or malfunction, if necessary
+    if game.alldone:
+        return
+    if ifast:
+        skip(1)
+        if no == 0:
+            if rnd.withprob(0.01):
+                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
+                prouts(_("         CLICK   CLICK   POP  . . ."))
+                prout(_(" No response, sir!"))
+                game.shldup = False
+            else:
+                prout(_("Shields raised."))
+        else:
+            game.shldup = False
+    overheat(rpow)
+
+
+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 < rnd.real(100):
+        # guess what, he surrendered!!!
+        prout(_("Klingon captain at %s surrenders.") % weakest.location)
+        i = rnd.real(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
+# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
+# BSD Trek, from which we swiped the idea, can have up to 5.
+
+def unschedule(evtype):
+    "Remove an event from the schedule."
+    game.future[evtype].date = FOREVER
+    return game.future[evtype]
+
+def is_scheduled(evtype):
+    "Is an event of specified type scheduled."
+    return game.future[evtype].date != FOREVER
+
+def scheduled(evtype):
+    "When will this event happen?"
+    return game.future[evtype].date
+
+def schedule(evtype, offset):
+    "Schedule an event of specified type."
+    game.future[evtype].date = game.state.date + offset
+    return game.future[evtype]
+
+def postpone(evtype, offset):
+    "Postpone a scheduled event."
+    game.future[evtype].date += offset
+
+def cancelrest():
+    "Rest period is interrupted by event."
+    if game.resting:
+        skip(1)
+        proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
+        if ja():
+            game.resting = False
+            game.optime = 0.0
+            return True
+    return False
+
+def events():
+    "Run through the event queue looking for things to do."
+    i = 0
+    fintim = game.state.date + game.optime
+    yank = 0
+    ictbeam = False
+    istract = False
+    w = Coord()
+    hold = Coord()
+    ev = Event()
+    ev2 = Event()
+
+    def tractorbeam(yank):
+        "Tractor-beaming cases merge here."
+        announce()
+        game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+        skip(1)
+        prout("***" + crmshp() + _(" caught in long range tractor beam--"))
+        # If Kirk & Co. screwing around on planet, handle
+        atover(True) # atover(true) is Grab
+        if game.alldone:
+            return
+        if game.icraft: # Caught in Galileo?
+            finish(FSTRACTOR)
+            return
+        # Check to see if shuttle is aboard
+        if game.iscraft == "offship":
+            skip(1)
+            if rnd.withprob(0.5):
+                prout(_("Galileo, left on the planet surface, is captured"))
+                prout(_("by aliens and made into a flying McDonald's."))
+                game.damage[DSHUTTL] = -10
+                game.iscraft = "removed"
+            else:
+                prout(_("Galileo, left on the planet surface, is well hidden."))
+        if evcode == FSPY:
+            game.quadrant = game.state.kscmdr
+        else:
+            game.quadrant = game.state.kcmdr[i]
+        game.sector = randplace(QUADSIZE)
+        prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
+               % (game.quadrant, game.sector))
+        if game.resting:
+            prout(_("(Remainder of rest/repair period cancelled.)"))
+            game.resting = False
+        if not game.shldup:
+            if not damaged(DSHIELD) and game.shield > 0:
+                doshield(shraise=True) # raise shields
+                game.shldchg = False
+            else:
+                prout(_("(Shields not currently useable.)"))
+        newqad()
+        # Adjust finish time to time of tractor beaming?
+        # fintim = game.state.date+game.optime
+        attack(torps_ok=False)
+        if not game.state.kcmdr:
+            unschedule(FTBEAM)
+        else:
+            schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
+
+    def destroybase():
+        "Code merges here for any commander destroying a starbase."
+        # Not perfect, but will have to do
+        # Handle case where base is in same quadrant as starship
+        if game.battle == game.quadrant:
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
+            game.quad[game.base.i][game.base.j] = '.'
+            game.base.invalidate()
+            newcnd()
+            skip(1)
+            prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
+        elif game.state.baseq and communicating():
+            # Get word via subspace radio
+            announce()
+            skip(1)
+            prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
+            proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
+            if game.isatb == 2:
+                prout(_("the Klingon Super-Commander"))
+            else:
+                prout(_("a Klingon Commander"))
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
+        # Remove Starbase from galaxy
+        game.state.galaxy[game.battle.i][game.battle.j].starbase = False
+        game.state.baseq = [x for x in game.state.baseq if x != game.battle]
+        if game.isatb == 2:
+            # reinstate a commander's base attack
+            game.battle = hold
+            game.isatb = 0
+        else:
+            game.battle.invalidate()
+    if game.idebug:
+        prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
+        for i in range(1, NEVENTS):
+            if   i == FSNOVA:  proutn("=== Supernova       ")
+            elif i == FTBEAM:  proutn("=== T Beam          ")
+            elif i == FSNAP:   proutn("=== Snapshot        ")
+            elif i == FBATTAK: proutn("=== Base Attack     ")
+            elif i == FCDBAS:  proutn("=== Base Destroy    ")
+            elif i == FSCMOVE: proutn("=== SC Move         ")
+            elif i == FSCDBAS: proutn("=== SC Base Destroy ")
+            elif i == FDSPROB: proutn("=== Probe Move      ")
+            elif i == FDISTR:  proutn("=== Distress Call   ")
+            elif i == FENSLV:  proutn("=== Enslavement     ")
+            elif i == FREPRO:  proutn("=== Klingon Build   ")
+            if is_scheduled(i):
+                prout("%.2f" % (scheduled(i)))
+            else:
+                prout("never")
+    radio_was_broken = damaged(DRADIO)
+    hold.i = hold.j = 0
+    while True:
+        # Select earliest extraneous event, evcode==0 if no events
+        evcode = FSPY
+        if game.alldone:
+            return
+        datemin = fintim
+        for l in range(1, NEVENTS):
+            if game.future[l].date < datemin:
+                evcode = l
+                if game.idebug:
+                    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.remkl()+4*len(game.state.kcmdr))*xtime
+        game.recompute()
+        if game.state.remtime <= 0:
+            finish(FDEPLETE)
+            return
+        # Any crew left alive?
+        if game.state.crew <= 0:
+            finish(FCREW)
+            return
+        # Is life support adequate?
+        if damaged(DLIFSUP) and game.condition != "docked":
+            if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
+                finish(FLIFESUP)
+                return
+            game.lsupres -= xtime
+            if game.damage[DLIFSUP] <= xtime:
+                game.lsupres = game.inlsr
+        # Fix devices
+        repair = xtime
+        if game.condition == "docked":
+            repair /= DOCKFAC
+        # Don't fix Deathray here
+        for l in range(NDEVICES):
+            if game.damage[l] > 0.0 and l != DDRAY:
+                if game.damage[l]-repair > 0.0:
+                    game.damage[l] -= repair
+                else:
+                    game.damage[l] = 0.0
+        # If radio repaired, update star chart and attack reports
+        if radio_was_broken and not damaged(DRADIO):
+            prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+            prout(_("   surveillance reports are coming in."))
+            skip(1)
+            if not game.iseenit:
+                attackreport(False)
+                game.iseenit = True
+            rechart()
+            prout(_("   The star chart is now up to date.\""))
+            skip(1)
+        # Cause extraneous event EVCODE to occur
+        game.optime -= xtime
+        if evcode == FSNOVA: # Supernova
+            announce()
+            supernova(None)
+            schedule(FSNOVA, expran(0.5*game.intime))
+            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 game.iscloaked or \
+                ictbeam or istract or \
+                game.condition == "docked" or game.isatb == 1 or game.iscate:
+                return
+            if game.ientesc or \
+                (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
+                (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
+                (damaged(DSHIELD) and \
+                 (game.energy < 2500 or damaged(DPHASER)) and \
+                 (game.torps < 5 or damaged(DPHOTON))):
+                # Tractor-beam her!
+                istract = ictbeam = True
+                tractorbeam((game.state.kscmdr-game.quadrant).distance())
+            else:
+                return
+        elif evcode == FTBEAM: # Tractor beam
+            if not game.state.kcmdr:
+                unschedule(FTBEAM)
+                continue
+            i = rnd.integer(len(game.state.kcmdr))
+            yank = (game.state.kcmdr[i]-game.quadrant).distance()
+            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)))
+                continue
+            ictbeam = True
+            tractorbeam(yank)
+        elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+            game.snapsht = copy.deepcopy(game.state)
+            game.state.snap = True
+            schedule(FSNAP, expran(0.5 * game.intime))
+        elif evcode == FBATTAK: # Commander attacks starbase
+            if not game.state.kcmdr or not game.state.baseq:
+                # no can do
+                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
+                # no match found -- try later
+                schedule(FBATTAK, expran(0.3*game.intime))
+                unschedule(FCDBAS)
+                continue
+            except JumpOut:
+                pass
+            # commander + starbase combination found -- launch attack
+            game.battle = ibq
+            schedule(FCDBAS, rnd.real(1.0, 4.0))
+            if game.isatb: # extra time if SC already attacking
+                postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
+            game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
+            game.iseenit = False
+            if not communicating():
+                continue # No warning :-(
+            game.iseenit = True
+            announce()
+            skip(1)
+            prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
+            prout(_("   reports that it is under attack and that it can"))
+            prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
+            if cancelrest():
+                return
+        elif evcode == FSCDBAS: # Supercommander destroys base
+            unschedule(FSCDBAS)
+            game.isatb = 2
+            if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
+                continue # WAS RETURN!
+            hold = game.battle
+            game.battle = game.state.kscmdr
+            destroybase()
+        elif evcode == FCDBAS: # Commander succeeds in destroying base
+            if evcode == FCDBAS:
+                unschedule(FCDBAS)
+                if not game.state.baseq \
+                       or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
+                    game.battle.invalidate()
+                    continue
+                # find the lucky pair
+                for cmdr in game.state.kcmdr:
+                    if cmdr == game.battle:
+                        break
+                else:
+                    # No action to take after all
+                    continue
+            destroybase()
+        elif evcode == FSCMOVE: # Supercommander moves
+            schedule(FSCMOVE, 0.2777)
+            if not game.ientesc and not istract and game.isatb != 1 and \
+                   (not game.iscate or not game.justin):
+                supercommander()
+        elif evcode == FDSPROB: # Move deep space probe
+            schedule(FDSPROB, 0.01)
+            if not game.probe.nexttok():
+                if not game.probe.quadrant().valid_quadrant() or \
+                    game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
+                    # Left galaxy or ran into supernova
+                    if communicating():
+                        announce()
+                        skip(1)
+                        proutn(_("Lt. Uhura-  \"The deep space probe "))
+                        if not game.probe.quadrant().valid_quadrant():
+                            prout(_("has left the galaxy.\""))
+                        else:
+                            prout(_("is no longer transmitting.\""))
+                    unschedule(FDSPROB)
+                    continue
+                if communicating():
+                    #announce()
+                    skip(1)
+                    prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+            pquad = game.probe.quadrant()
+            pdest = game.state.galaxy[pquad.i][pquad.j]
+            if communicating():
+                game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
+                game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
+                game.state.chart[pquad.i][pquad.j].stars = pdest.stars
+                pdest.charted = True
+            game.probe.moves -= 1 # One less to travel
+            if game.probe.arrived() and game.isarmed and pdest.stars:
+                supernova(game.probe.quadrant())                # fire in the hole!
+                unschedule(FDSPROB)
+                if game.state.galaxy[pquad.i][pquad.j].supernova:
+                    return
+        elif evcode == FDISTR: # inhabited system issues distress call
+            unschedule(FDISTR)
+            # try a whole bunch of times to find something suitable
+            for i in range(100):
+                # need a quadrant which is not the current one,
+                # which has some stars which are inhabited and
+                # not already under attack, which is not
+                # supernova'ed, and which has some Klingons in it
+                w = randplace(GALSIZE)
+                q = game.state.galaxy[w.i][w.j]
+                if not (game.quadrant == w or q.planet is None or \
+                      not q.planet.inhabited or \
+                      q.supernova or q.status!="secure" or q.klingons<=0):
+                    break
+            else:
+                # can't seem to find one; ignore this call
+                if game.idebug:
+                    prout("=== Couldn't find location for distress event.")
+                continue
+            # got one!!  Schedule its enslavement
+            ev = schedule(FENSLV, expran(game.intime))
+            ev.quadrant = w
+            q.status = "distressed"
+            # tell the captain about it if we can
+            if communicating():
+                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
+                        % (q.planet, repr(w)))
+                prout(_("by a Klingon invasion fleet."))
+                if cancelrest():
+                    return
+        elif evcode == FENSLV:                # starsystem is enslaved
+            ev = unschedule(FENSLV)
+            # see if current distress call still active
+            q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
+            if q.klingons <= 0:
+                q.status = "secure"
+                continue
+            q.status = "enslaved"
+
+            # play stork and schedule the first baby
+            ev2 = schedule(FREPRO, expran(2.0 * game.intime))
+            ev2.quadrant = ev.quadrant
+
+            # report the disaster if we can
+            if communicating():
+                prout(_("Uhura- We've lost contact with starsystem %s") % \
+                        q.planet)
+                prout(_("in Quadrant %s.\n") % ev.quadrant)
+        elif evcode == FREPRO:                # Klingon reproduces
+            # If we ever switch to a real event queue, we'll need to
+            # explicitly retrieve and restore the x and y.
+            ev = schedule(FREPRO, expran(1.0 * game.intime))
+            # see if current distress call still active
+            q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
+            if q.klingons <= 0:
+                q.status = "secure"
+                continue
+            if game.remkl() >= MAXKLGAME:
+                continue                # full right now
+            # reproduce one Klingon
+            w = ev.quadrant
+            m = Coord()
+            if game.klhere >= MAXKLQUAD:
+                try:
+                    # this quadrant not ok, pick an adjacent one
+                    for m.i in range(w.i - 1, w.i + 2):
+                        for m.j in range(w.j - 1, w.j + 2):
+                            if not m.valid_quadrant():
+                                continue
+                            q = game.state.galaxy[m.i][m.j]
+                            # check for this quad ok (not full & no snova)
+                            if q.klingons >= MAXKLQUAD or q.supernova:
+                                continue
+                            raise JumpOut
+                    # search for eligible quadrant failed
+                    continue
+                except JumpOut:
+                    w = m
+            # deliver the child
+            q.klingons += 1
+            if game.quadrant == w:
+                game.klhere += 1
+                newkling() # also adds it to game.enemies
+            # recompute time left
+            game.recompute()
+            if communicating():
+                if game.quadrant == w:
+                    prout(_("Spock- sensors indicate the Klingons have"))
+                    prout(_("launched a warship from %s.") % q.planet)
+                else:
+                    prout(_("Uhura- Starfleet reports increased Klingon activity"))
+                    if q.planet is not None:
+                        proutn(_("near %s ") % q.planet)
+                    prout(_("in Quadrant %s.") % w)
+
+def wait():
+    "Wait on events."
+    game.ididit = False
+    while True:
+        key = scanner.nexttok()
+        if key  != "IHEOL":
+            break
+        proutn(_("How long? "))
+        scanner.chew()
+    if key != "IHREAL":
+        huh()
+        return
+    origTime = delay = scanner.real
+    if delay <= 0.0:
+        return
+    if delay >= game.state.remtime or len(game.enemies) != 0:
+        proutn(_("Are you sure? "))
+        if not ja():
+            return
+    # Alternate resting periods (events) with attacks
+    game.resting = True
+    while True:
+        if delay <= 0:
+            game.resting = False
+        if not game.resting:
+            prout(_("%d stardates left.") % int(game.state.remtime))
+            return
+        temp = game.optime = delay
+        if len(game.enemies):
+            rtime = rnd.real(1.0, 2.0)
+            if rtime < temp:
+                temp = rtime
+            game.optime = temp
+        if game.optime < delay:
+            attack(torps_ok=False)
+        if game.alldone:
+            return
+        events()
+        game.ididit = True
+        if game.alldone:
+            return
+        delay -= temp
+        # Repair Deathray if long rest at starbase
+        if origTime-delay >= 9.99 and game.condition == "docked":
+            game.damage[DDRAY] = 0.0
+        # leave if quadrant supernovas
+        if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            break
+    game.resting = False
+    game.optime = 0.0
+
+def nova(nov):
+    "Star goes nova."
+    ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+    newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
+    if rnd.withprob(0.05):
+        # Wow! We've supernova'ed
+        supernova(game.quadrant)
+        return
+    # handle initial nova
+    game.quad[nov.i][nov.j] = '.'
+    prout(crmena(False, '*', "sector", nov) + _(" novas."))
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
+    game.state.starkl += 1
+    # Set up queue to recursively trigger adjacent stars
+    hits = [nov]
+    kount = 0
+    while hits:
+        offset = Coord()
+        start = hits.pop()
+        for offset.i in range(-1, 1+1):
+            for offset.j in range(-1, 1+1):
+                if offset.j == 0 and offset.i == 0:
+                    continue
+                neighbor = start + offset
+                if not neighbor.valid_sector():
+                    continue
+                iquad = game.quad[neighbor.i][neighbor.j]
+                # Empty space ends reaction
+                if iquad in ('.', '?', ' ', 'T', '#'):
+                    pass
+                elif iquad == '*': # Affect another star
+                    if rnd.withprob(0.05):
+                        # This star supernovas
+                        supernova(game.quadrant)
+                        return
+                    else:
+                        hits.append(neighbor)
+                        game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
+                        game.state.starkl += 1
+                        proutn(crmena(True, '*', "sector", neighbor))
+                        prout(_(" novas."))
+                        game.quad[neighbor.i][neighbor.j] = '.'
+                        kount += 1
+                elif iquad in ('P', '@'): # Destroy planet
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+                    if iquad == 'P':
+                        game.state.nplankl += 1
+                    else:
+                        game.state.nworldkl += 1
+                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+                    game.iplnet.pclass = "destroyed"
+                    game.iplnet = None
+                    game.plnet.invalidate()
+                    if game.landed:
+                        finish(FPNOVA)
+                        return
+                    game.quad[neighbor.i][neighbor.j] = '.'
+                elif iquad == 'B': # Destroy base
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+                    game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
+                    game.base.invalidate()
+                    game.state.basekl += 1
+                    newcnd()
+                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+                    game.quad[neighbor.i][neighbor.j] = '.'
+                elif iquad in ('E', 'F'): # Buffet ship
+                    prout(_("***Starship buffeted by nova."))
+                    if game.shldup:
+                        if game.shield >= 2000.0:
+                            game.shield -= 2000.0
+                        else:
+                            diff = 2000.0 - game.shield
+                            game.energy -= diff
+                            game.shield = 0.0
+                            game.shldup = False
+                            prout(_("***Shields knocked out."))
+                            game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
+                    else:
+                        game.energy -= 2000.0
+                    if game.energy <= 0:
+                        finish(FNOVA)
+                        return
+                    # add in course nova contributes to kicking starship
+                    if hits:
+                        bump += (game.sector-hits[-1]).sgn()
+                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
+                    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]
+    if direc == 0.0:
+        dist = 0.0
+    if dist == 0.0:
+        return
+    scourse = course(bearing=direc, distance=dist)
+    game.optime = scourse.time(w=4)
+    skip(1)
+    prout(_("Force of nova displaces starship."))
+    imove(scourse, noattack=True)
+    game.optime = scourse.time(w=4)
+    return
+
+def supernova(w):
+    "Star goes supernova."
+    num = 0; npdead = 0
+    if w is not None:
+        nq = copy.copy(w)
+    else:
+        # Scheduled supernova -- select star at random.
+        nstars = 0
+        nq = Coord()
+        for nq.i in range(GALSIZE):
+            for nq.j in range(GALSIZE):
+                nstars += game.state.galaxy[nq.i][nq.j].stars
+        if nstars == 0:
+            return # nothing to supernova exists
+        num = rnd.integer(nstars) + 1
+        for nq.i in range(GALSIZE):
+            for nq.j in range(GALSIZE):
+                num -= game.state.galaxy[nq.i][nq.j].stars
+                if num <= 0:
+                    break
+            if num <=0:
+                break
+        if game.idebug:
+            proutn("=== Super nova here?")
+            if ja():
+                nq = game.quadrant
+    if nq != game.quadrant or game.justin:
+        # it isn't here, or we just entered (treat as enroute)
+        if communicating():
+            skip(1)
+            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
+            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
+    else:
+        ns = Coord()
+        # we are in the quadrant!
+        num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
+        for ns.i in range(QUADSIZE):
+            for ns.j in range(QUADSIZE):
+                if game.quad[ns.i][ns.j]=='*':
+                    num -= 1
+                    if num==0:
+                        break
+            if num==0:
+                break
+        skip(1)
+        prouts(_("***RED ALERT!  RED ALERT!"))
+        skip(1)
+        prout(_("***Incipient supernova detected at Sector %s") % ns)
+        if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
+            proutn(_("Emergency override attempts t"))
+            prouts("***************")
+            skip(1)
+            stars()
+            game.alldone = True
+    # destroy any Klingons in supernovaed quadrant
+    game.state.galaxy[nq.i][nq.j].klingons = 0
+    if nq == game.state.kscmdr:
+        # did in the Supercommander!
+        game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
+        game.iscate = False
+        unschedule(FSCMOVE)
+        unschedule(FSCDBAS)
+    # 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
+    if not game.state.kcmdr:
+        unschedule(FTBEAM)
+    # 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
+    game.state.nromrem -= nrmdead
+    # Destroy planets
+    for loop in range(game.inplan):
+        if game.state.planets[loop].quadrant == nq:
+            game.state.planets[loop].pclass = "destroyed"
+            npdead += 1
+    # 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 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
+    # mark supernova in galaxy and in star chart
+    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.unwon()==0 and nq != game.quadrant:
+        skip(2)
+        if w is None:
+            prout(_("Lucky you!"))
+        proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
+        finish(FWON)
+        return
+    # if some Klingons remain, continue or die in supernova
+    if game.alldone:
+        finish(FSNOVAED)
+    return
+
+# Code from finish.c ends here.
+
+def selfdestruct():
+    "Self-destruct maneuver. Finish with a BANG!"
+    scanner.chew()
+    if damaged(DCOMPTR):
+        prout(_("Computer damaged; cannot execute destruct sequence."))
+        return
+    prouts(_("---WORKING---")); skip(1)
+    prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
+    prouts("   10"); skip(1)
+    prouts("       9"); skip(1)
+    prouts("          8"); skip(1)
+    prouts("             7"); skip(1)
+    prouts("                6"); skip(1)
+    skip(1)
+    prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
+    skip(1)
+    prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
+    skip(1)
+    prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
+    skip(1)
+    scanner.nexttok()
+    if game.passwd != scanner.token:
+        prouts(_("PASSWORD-REJECTED;"))
+        skip(1)
+        prouts(_("CONTINUITY-EFFECTED"))
+        skip(2)
+        return
+    prouts(_("PASSWORD-ACCEPTED")); skip(1)
+    prouts("                   5"); skip(1)
+    prouts("                      4"); skip(1)
+    prouts("                         3"); skip(1)
+    prouts("                            2"); skip(1)
+    prouts("                              1"); skip(1)
+    if rnd.withprob(0.15):
+        prouts(_("GOODBYE-CRUEL-WORLD"))
+        skip(1)
+    kaboom()
+
+def kaboom():
+    stars()
+    if game.ship=='E':
+        prouts("***")
+    prouts(_("********* Entropy of %s maximized *********") % crmshp())
+    skip(1)
+    stars()
+    skip(1)
+    if len(game.enemies) != 0:
+        whammo = 25.0 * game.energy
+        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():
+    "Compute our rate of kils over time."
+    elapsed = game.state.date - game.indate
+    if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
+        return 0
+    else:
+        starting = (game.inkling + game.incom + game.inscom)
+        remaining = game.unwon()
+        return (starting - remaining)/elapsed
+
+def badpoints():
+    "Compute demerits."
+    badpt = 5.0*game.state.starkl + \
+            game.casual + \
+            10.0*game.state.nplankl + \
+            300*game.state.nworldkl + \
+            45.0*game.nhelp +\
+            100.0*game.state.basekl +\
+            3.0*game.abandoned +\
+            100*game.ncviol
+    if game.ship == 'F':
+        badpt += 100.0
+    elif game.ship is None:
+        badpt += 200.0
+    return badpt
+
+def finish(ifin):
+    # end the game, with appropriate notifications
+    igotit = False
+    game.alldone = True
+    skip(3)
+    prout(_("It is stardate %.1f.") % game.state.date)
+    skip(1)
+    if ifin == FWON: # Game has been won
+        if game.state.nromrem != 0:
+            prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+                  game.state.nromrem)
+
+        prout(_("You have smashed the Klingon invasion fleet and saved"))
+        prout(_("the Federation."))
+        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()
+            if badpt < 100.0:
+                badpt = 0.0        # Close enough!
+            # killsPerDate >= RateMax
+            if game.state.date-game.indate < 5.0 or \
+                killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+                skip(1)
+                prout(_("In fact, you have done so well that Starfleet Command"))
+                if game.skill == SKILL_NOVICE:
+                    prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+                elif game.skill == SKILL_FAIR:
+                    prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+                elif game.skill == SKILL_GOOD:
+                    prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+                elif game.skill == SKILL_EXPERT:
+                    prout(_("promotes you to Commodore Emeritus."))
+                    skip(1)
+                    prout(_("Now that you think you're really good, try playing"))
+                    prout(_("the \"Emeritus\" game. It will splatter your ego."))
+                elif game.skill == SKILL_EMERITUS:
+                    skip(1)
+                    proutn(_("Computer-  "))
+                    prouts(_("ERROR-ERROR-ERROR-ERROR"))
+                    skip(2)
+                    prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
+                    skip(1)
+                    prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
+                    skip(1)
+                    prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
+                    skip(1)
+                    prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
+                    skip(1)
+                    prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
+                    skip(2)
+                    prout(_("Now you can retire and write your own Star Trek game!"))
+                    skip(1)
+                elif game.skill >= SKILL_EXPERT:
+                    if game.thawed and not game.idebug:
+                        prout(_("You cannot get a citation, so..."))
+                    else:
+                        proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+                        scanner.chew()
+                        if ja():
+                            igotit = True
+            # Only grant long life if alive (original didn't!)
+            skip(1)
+            prout(_("LIVE LONG AND PROSPER."))
+        score()
+        if igotit:
+            plaque()
+        return
+    elif ifin == FDEPLETE: # Federation Resources Depleted
+        prout(_("Your time has run out and the Federation has been"))
+        prout(_("conquered.  Your starship is now Klingon property,"))
+        prout(_("and you are put on trial as a war criminal.  On the"))
+        proutn(_("basis of your record, you are "))
+        if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
+            prout(_("acquitted."))
+            skip(1)
+            prout(_("LIVE LONG AND PROSPER."))
+        else:
+            prout(_("found guilty and"))
+            prout(_("sentenced to death by slow torture."))
+            game.alive = False
+        score()
+        return
+    elif ifin == FLIFESUP:
+        prout(_("Your life support reserves have run out, and"))
+        prout(_("you die of thirst, starvation, and asphyxiation."))
+        prout(_("Your starship is a derelict in space."))
+    elif ifin == FNRG:
+        prout(_("Your energy supply is exhausted."))
+        skip(1)
+        prout(_("Your starship is a derelict in space."))
+    elif ifin == FBATTLE:
+        prout(_("The %s has been destroyed in battle.") % crmshp())
+        skip(1)
+        prout(_("Dulce et decorum est pro patria mori."))
+    elif ifin == FNEG3:
+        prout(_("You have made three attempts to cross the negative energy"))
+        prout(_("barrier which surrounds the galaxy."))
+        skip(1)
+        prout(_("Your navigation is abominable."))
+        score()
+    elif ifin == FNOVA:
+        prout(_("Your starship has been destroyed by a nova."))
+        prout(_("That was a great shot."))
+        skip(1)
+    elif ifin == FSNOVAED:
+        prout(_("The %s has been fried by a supernova.") % crmshp())
+        prout(_("...Not even cinders remain..."))
+    elif ifin == FABANDN:
+        prout(_("You have been captured by the Klingons. If you still"))
+        prout(_("had a starbase to be returned to, you would have been"))
+        prout(_("repatriated and given another chance. Since you have"))
+        prout(_("no starbases, you will be mercilessly tortured to death."))
+    elif ifin == FDILITHIUM:
+        prout(_("Your starship is now an expanding cloud of subatomic particles"))
+    elif ifin == FMATERIALIZE:
+        prout(_("Starbase was unable to re-materialize your starship."))
+        prout(_("Sic transit gloria mundi"))
+    elif ifin == FPHASER:
+        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, dissipating through space."))
+    elif ifin == FMINING:
+        prout(_("You are left with your landing party on"))
+        prout(_("a wild jungle planet inhabited by primitive cannibals."))
+        skip(1)
+        prout(_("They are very fond of \"Captain Kirk\" soup."))
+        skip(1)
+        prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+    elif ifin == FDPLANET:
+        prout(_("You and your mining party perish."))
+        skip(1)
+        prout(_("That was a great shot."))
+        skip(1)
+    elif ifin == FSSC:
+        prout(_("The Galileo is instantly annihilated by the supernova."))
+        prout(_("You and your mining party are atomized."))
+        skip(1)
+        prout(_("Mr. Spock takes command of the %s and") % crmshp())
+        prout(_("joins the Romulans, wreaking terror on the Federation."))
+    elif ifin == FPNOVA:
+        prout(_("You and your mining party are atomized."))
+        skip(1)
+        prout(_("Mr. Spock takes command of the %s and") % crmshp())
+        prout(_("joins the Romulans, wreaking terror on the Federation."))
+    elif ifin == FSTRACTOR:
+        prout(_("The shuttle craft Galileo is also caught,"))
+        prout(_("and breaks up under the strain."))
+        skip(1)
+        prout(_("Your debris is scattered for millions of miles."))
+        prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+    elif ifin == FDRAY:
+        prout(_("The mutants attack and kill Spock."))
+        prout(_("Your ship is captured by Klingons, and"))
+        prout(_("your crew is put on display in a Klingon zoo."))
+    elif ifin == FTRIBBLE:
+        prout(_("Tribbles consume all remaining water,"))
+        prout(_("food, and oxygen on your ship."))
+        skip(1)
+        prout(_("You die of thirst, starvation, and asphyxiation."))
+        prout(_("Your starship is a derelict in space."))
+    elif ifin == FHOLE:
+        prout(_("Your ship is drawn to the center of the black hole."))
+        prout(_("You are crushed into extremely dense matter."))
+    elif ifin == 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.unwon() != 0:
+        goodies = game.state.remres/game.inresor
+        baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+        if goodies/baddies >= rnd.real(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"))
+            if goodies/baddies >= rnd.real(3.0):
+                prout(_("favorable to the Federation."))
+                skip(1)
+                prout(_("Congratulations!"))
+            else:
+                prout(_("highly unfavorable to the Federation."))
+        else:
+            prout(_("The Federation will be destroyed."))
+    else:
+        prout(_("Since you took the last Klingon with you, you are a"))
+        prout(_("martyr and a hero. Someday maybe they'll erect a"))
+        prout(_("statue in your memory. Rest in peace, and try not"))
+        prout(_("to think about pigeons."))
+        game.gamewon = True
+    score()
+    scanner.chew()     # Clean up leftovers
+
+def score():
+    "Compute player's score."
+    timused = game.state.date - game.indate
+    if (timused == 0 or game.unwon() != 0) and timused < 5.0:
+        timused = 5.0
+    game.perdate = killrate()
+    ithperd = 500*game.perdate + 0.5
+    iwon = 0
+    if game.gamewon:
+        iwon = 100*game.skill
+    if game.ship == 'E':
+        klship = 0
+    elif game.ship == 'F':
+        klship = 1
+    else:
+        klship = 2
+    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
+    skip(2)
+    prout(_("Your score --"))
+    if game.inrom - game.state.nromrem:
+        prout(_("%6d Romulans destroyed                 %5d") %
+              (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
+    if game.state.nromrem and game.gamewon:
+        prout(_("%6d Romulans captured                  %5d") %
+              (game.state.nromrem, game.state.nromrem))
+    if dead_ordinaries:
+        prout(_("%6d ordinary Klingons destroyed        %5d") %
+              (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)))
+    if ithperd:
+        prout(_("%6.2f Klingons per stardate              %5d") %
+              (game.perdate, ithperd))
+    if game.state.starkl:
+        prout(_("%6d stars destroyed by your action     %5d") %
+              (game.state.starkl, -5*game.state.starkl))
+    if game.state.nplankl:
+        prout(_("%6d planets destroyed by your action   %5d") %
+              (game.state.nplankl, -10*game.state.nplankl))
+    if (game.options & OPTION_WORLDS) and game.state.nworldkl:
+        prout(_("%6d inhabited planets destroyed by your action   %5d") %
+              (game.state.nworldkl, -300*game.state.nworldkl))
+    if game.state.basekl:
+        prout(_("%6d bases destroyed by your action     %5d") %
+              (game.state.basekl, -100*game.state.basekl))
+    if game.nhelp:
+        prout(_("%6d calls for help from starbase       %5d") %
+              (game.nhelp, -45*game.nhelp))
+    if game.casual:
+        prout(_("%6d casualties incurred                %5d") %
+              (game.casual, -game.casual))
+    if game.abandoned:
+        prout(_("%6d crew abandoned in space            %5d") %
+              (game.abandoned, -3*game.abandoned))
+    if klship:
+        prout(_("%6d ship(s) lost or destroyed          %5d") %
+              (klship, -100*klship))
+    if 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:
+        proutn(_("Bonus for winning "))
+        if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
+        elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
+        elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
+        elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
+        elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
+        prout("           %5d" % iwon)
+    skip(1)
+    prout(_("TOTAL SCORE                               %5d") % game.score)
+
+def plaque():
+    "Emit winner's commemmorative plaque."
+    skip(2)
+    while True:
+        proutn(_("File or device name for your plaque: "))
+        winner = cgetline()
+        try:
+            fp = open(winner, "w")
+            break
+        except IOError:
+            prout(_("Invalid name."))
+
+    proutn(_("Enter name to go on plaque (up to 30 characters): "))
+    winner = cgetline()
+    # The 38 below must be 64 for 132-column paper
+    nskip = 38 - len(winner)/2
+    # 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")
+    fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
+    fp.write("\n")
+    fp.write(_("                                                Starfleet Command bestows to you\n"))
+    fp.write("\n")
+    fp.write("%*s%s\n\n" % (nskip, "", winner))
+    fp.write(_("                                                           the rank of\n\n"))
+    fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
+    fp.write("                                                          ")
+    if game.skill ==  SKILL_EXPERT:
+        fp.write(_(" Expert level\n\n"))
+    elif game.skill == SKILL_EMERITUS:
+        fp.write(_("Emeritus level\n\n"))
+    else:
+        fp.write(_(" Cheat level\n\n"))
+    timestring = time.ctime()
+    fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
+             (timestring+4, timestring+20, timestring+11))
+    fp.write(_("                                                        Your score:  %d\n\n") % game.score)
+    fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
+    fp.close()
+
+# Code from io.c begins here
+
+rows = linecount = 0        # for paging
+stdscr = None
+replayfp = None
+fullscreen_window = None
+srscan_window     = None   # Short range scan
+report_window     = None   # Report legends for status window
+status_window     = None   # The status window itself
+lrscan_window     = None   # Long range scan
+message_window    = None   # Main window for scrolling text
+prompt_window     = None   # Prompt window at bottom of display
+curwnd = None
+
+def iostart():
+    global stdscr, rows
+    # for some recent versions of python2, the following enables UTF8
+    # for the older ones we probably need to set C locale, and python3
+    # has no problems at all
+    if sys.version_info[0] < 3:
+        locale.setlocale(locale.LC_ALL, "")
+    gettext.bindtextdomain("sst", "/usr/local/share/locale")
+    gettext.textdomain("sst")
+    if not (game.options & OPTION_CURSES):
+        ln_env = os.getenv("LINES")
+        if ln_env:
+            rows = ln_env
+        else:
+            rows = 25
+    else:
+        stdscr = curses.initscr()
+        stdscr.keypad(True)
+        curses.nonl()
+        curses.cbreak()
+        if game.options & OPTION_COLOR:
+            curses.start_color()
+            curses.use_default_colors()
+            curses.init_pair(curses.COLOR_BLACK,   curses.COLOR_BLACK, -1)
+            curses.init_pair(curses.COLOR_GREEN,   curses.COLOR_GREEN, -1)
+            curses.init_pair(curses.COLOR_RED,     curses.COLOR_RED, -1)
+            curses.init_pair(curses.COLOR_CYAN,    curses.COLOR_CYAN, -1)
+            curses.init_pair(curses.COLOR_WHITE,   curses.COLOR_WHITE, -1)
+            curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
+            curses.init_pair(curses.COLOR_BLUE,    curses.COLOR_BLUE, -1)
+            curses.init_pair(curses.COLOR_YELLOW,  curses.COLOR_YELLOW, -1)
+        global fullscreen_window, srscan_window, report_window, status_window
+        global lrscan_window, message_window, prompt_window
+        (rows, _columns)   = stdscr.getmaxyx()
+        fullscreen_window = stdscr
+        srscan_window     = curses.newwin(12, 25, 0,       0)
+        report_window     = curses.newwin(11, 0,  1,       25)
+        status_window     = curses.newwin(10, 0,  1,       39)
+        lrscan_window     = curses.newwin(5,  0,  0,       64)
+        message_window    = curses.newwin(0,  0,  12,      0)
+        prompt_window     = curses.newwin(1,  0,  rows-2,  0)
+        message_window.scrollok(True)
+        setwnd(fullscreen_window)
+
+def ioend():
+    "Wrap up I/O."
+    if game.options & OPTION_CURSES:
+        stdscr.keypad(False)
+        curses.echo()
+        curses.nocbreak()
+        curses.endwin()
+
+def waitfor():
+    "Wait for user action -- OK to do nothing if on a TTY"
+    if game.options & OPTION_CURSES:
+        stdscr.getch()
+
+def announce():
+    skip(1)
+    prouts(_("[ANNOUNCEMENT ARRIVING...]"))
+    skip(1)
+
+def pause_game():
+    if game.skill > SKILL_FAIR:
+        prompt = _("[CONTINUE?]")
+    else:
+        prompt = _("[PRESS ENTER TO CONTINUE]")
+
+    if game.options & OPTION_CURSES:
+        drawmaps(0)
+        setwnd(prompt_window)
+        prompt_window.clear()
+        prompt_window.addstr(prompt)
+        prompt_window.getstr()
+        prompt_window.clear()
+        prompt_window.refresh()
+        setwnd(message_window)
+    else:
+        global linecount
+        sys.stdout.write('\n')
+        proutn(prompt)
+        if not replayfp:
+            my_input()
+        sys.stdout.write('\n' * rows)
+        linecount = 0
+
+def skip(i):
+    "Skip i lines.  Pause game if this would cause a scrolling event."
+    for _dummy in range(i):
+        if game.options & OPTION_CURSES:
+            (y, _x) = curwnd.getyx()
+            try:
+                curwnd.move(y+1, 0)
+            except curses.error:
+                pass
+        else:
+            global linecount
+            linecount += 1
+            if rows and linecount >= rows:
+                pause_game()
+            else:
+                sys.stdout.write('\n')
+
+def proutn(proutntline):
+    "Utter a line with no following line feed."
+    if game.options & OPTION_CURSES:
+        (y, x) = curwnd.getyx()
+        (my, _mx) = curwnd.getmaxyx()
+        if curwnd == message_window and y >= my - 2:
+            pause_game()
+            clrscr()
+        if logfp and game.cdebug:
+            logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
+        curwnd.addstr(proutntline)
+        curwnd.refresh()
+    else:
+        sys.stdout.write(proutntline)
+        sys.stdout.flush()
+
+def prout(proutline):
+    proutn(proutline)
+    skip(1)
+
+def prouts(proutsline):
+    "Emit slowly!"
+    for c in proutsline:
+        if not replayfp or replayfp.closed:        # Don't slow down replays
+            time.sleep(0.03)
+        proutn(c)
+        if game.options & OPTION_CURSES:
+            curwnd.refresh()
+        else:
+            sys.stdout.flush()
+    if not replayfp or replayfp.closed:
+        time.sleep(0.03)
+
+def cgetline():
+    "Get a line of input."
+    if game.options & OPTION_CURSES:
+        linein = codecs.decode(curwnd.getstr()) + "\n"
+        curwnd.refresh()
+    else:
+        if replayfp and not replayfp.closed:
+            while True:
+                linein = replayfp.readline()
+                proutn(linein)
+                if linein == '':
+                    prout("*** Replay finished")
+                    replayfp.close()
+                    break
+                elif linein[0] != "#":
+                    break
+        else:
+            try:
+                linein = my_input() + "\n"
+            except EOFError:
+                prout("")
+                sys.exit(0)
+    if logfp:
+        logfp.write(linein)
+    return linein
+
+def setwnd(wnd):
+    "Change windows -- OK for this to be a no-op in tty mode."
+    global curwnd
+    if game.options & OPTION_CURSES:
+        if game.cdebug and logfp:
+            if wnd == fullscreen_window:
+                legend = "fullscreen"
+            elif wnd == srscan_window:
+                legend = "srscan"
+            elif wnd == report_window:
+                legend = "report"
+            elif wnd == status_window:
+                legend = "status"
+            elif wnd == lrscan_window:
+                legend = "lrscan"
+            elif wnd == message_window:
+                legend = "message"
+            elif wnd == prompt_window:
+                legend = "prompt"
+            else:
+                legend = "unknown"
+            logfp.write("#curses: setwnd(%s)\n" % legend)
+        curwnd = wnd
+        # Some curses implementations get confused when you try this.
+        try:
+            curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
+        except curses.error:
+            pass
+
+def clreol():
+    "Clear to end of line -- can be a no-op in tty mode"
+    if game.options & OPTION_CURSES:
+        curwnd.clrtoeol()
+        curwnd.refresh()
+
+def clrscr():
+    "Clear screen -- can be a no-op in tty mode."
+    global linecount
+    if game.options & OPTION_CURSES:
+        curwnd.clear()
+        curwnd.move(0, 0)
+        curwnd.refresh()
+    linecount = 0
+
+def textcolor(color=DEFAULT):
+    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
+        if color == DEFAULT:
+            curwnd.attrset(0)
+        elif color ==  BLACK:
+            curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
+        elif color ==  BLUE:
+            curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
+        elif color ==  GREEN:
+            curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
+        elif color ==  CYAN:
+            curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
+        elif color ==  RED:
+            curwnd.attron(curses.color_pair(curses.COLOR_RED))
+        elif color ==  MAGENTA:
+            curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
+        elif color ==  BROWN:
+            curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
+        elif color ==  LIGHTGRAY:
+            curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
+        elif color ==  DARKGRAY:
+            curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
+        elif color ==  LIGHTBLUE:
+            curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
+        elif color ==  LIGHTGREEN:
+            curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
+        elif color ==  LIGHTCYAN:
+            curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
+        elif color ==  LIGHTRED:
+            curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
+        elif color ==  LIGHTMAGENTA:
+            curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
+        elif color ==  YELLOW:
+            curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
+        elif color ==  WHITE:
+            curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
+
+def highvideo():
+    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
+        curwnd.attron(curses.A_REVERSE)
+
+#
+# Things past this point have policy implications.
+#
+
+def drawmaps(mode):
+    "Hook to be called after moving to redraw maps."
+    if game.options & OPTION_CURSES:
+        if mode == 1:
+            sensor()
+        setwnd(srscan_window)
+        curwnd.move(0, 0)
+        srscan()
+        if mode != 2:
+            setwnd(status_window)
+            status_window.clear()
+            status_window.move(0, 0)
+            setwnd(report_window)
+            report_window.clear()
+            report_window.move(0, 0)
+            status()
+            setwnd(lrscan_window)
+            lrscan_window.clear()
+            lrscan_window.move(0, 0)
+            lrscan(silent=False)
+
+def put_srscan_sym(w, sym):
+    "Emit symbol for short-range scan."
+    srscan_window.move(w.i+1, w.j*2+2)
+    srscan_window.addch(sym)
+    srscan_window.refresh()
+
+def boom(w):
+    "Enemy fall down, go boom."
+    if game.options & OPTION_CURSES:
+        drawmaps(0)
+        setwnd(srscan_window)
+        srscan_window.attron(curses.A_REVERSE)
+        put_srscan_sym(w, game.quad[w.i][w.j])
+        #sound(500)
+        #time.sleep(1.0)
+        #nosound()
+        srscan_window.attroff(curses.A_REVERSE)
+        put_srscan_sym(w, game.quad[w.i][w.j])
+        curses.delay_output(500)
+        setwnd(message_window)
+
+def warble():
+    "Sound and visual effects for teleportation."
+    if game.options & OPTION_CURSES:
+        drawmaps(2)
+        setwnd(message_window)
+        #sound(50)
+    prouts("     . . . . .     ")
+    if game.options & OPTION_CURSES:
+        #curses.delay_output(1000)
+        #nosound()
+        pass
+
+def tracktorpedo(w, step, i, n, iquad):
+    "Torpedo-track animation."
+    if not game.options & OPTION_CURSES:
+        if step == 1:
+            if n != 1:
+                skip(1)
+                proutn(_("Track for torpedo number %d-  ") % (i+1))
+            else:
+                skip(1)
+                proutn(_("Torpedo track- "))
+        elif step in {4, 9}:
+            skip(1)
+        proutn("%s   " % w)
+    else:
+        if not damaged(DSRSENS) or game.condition=="docked":
+            if i != 0 and step == 1:
+                drawmaps(2)
+                time.sleep(0.4)
+            if iquad in {'.', ' '}:
+                put_srscan_sym(w, '+')
+                #sound(step*10)
+                #time.sleep(0.1)
+                #nosound()
+                put_srscan_sym(w, iquad)
+            else:
+                curwnd.attron(curses.A_REVERSE)
+                put_srscan_sym(w, iquad)
+                #sound(500)
+                #time.sleep(1.0)
+                #nosound()
+                curwnd.attroff(curses.A_REVERSE)
+                put_srscan_sym(w, iquad)
+        else:
+            proutn("%s   " % w)
+
+def makechart():
+    "Display the current galaxy chart."
+    if game.options & OPTION_CURSES:
+        setwnd(message_window)
+        message_window.clear()
+    chart()
+    if game.options & OPTION_TTY:
+        skip(1)
+
+NSYM        = 14
+
+def prstat(txt, data):
+    proutn(txt)
+    if game.options & OPTION_CURSES:
+        skip(1)
+        setwnd(status_window)
+    else:
+        proutn(" " * (NSYM - len(txt)))
+    proutn(data)
+    skip(1)
+    if game.options & OPTION_CURSES:
+        setwnd(report_window)
+
+# Code from moving.c begins here
+
+def imove(icourse=None, noattack=False):
+    "Movement execution for warp, impulse, supernova, and tractor-beam events."
+    w = Coord()
+
+    def newquadrant(noattack):
+        # Leaving quadrant -- allow final enemy attack
+        # 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()
+                enemy.kavgd = 0.5 * (finald + enemy.kdist)
+            # Stas Sergeev added the condition
+            # that attacks only happen if Klingons
+            # are present and your skill is good.
+            if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+                attack(torps_ok=False)
+            if game.alldone:
+                return
+        # check for edge of galaxy
+        kinks = 0
+        while True:
+            kink = False
+            if icourse.final.i < 0:
+                icourse.final.i = -icourse.final.i
+                kink = True
+            if icourse.final.j < 0:
+                icourse.final.j = -icourse.final.j
+                kink = True
+            if icourse.final.i >= GALSIZE*QUADSIZE:
+                icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
+                kink = True
+            if icourse.final.j >= GALSIZE*QUADSIZE:
+                icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
+                kink = True
+            if kink:
+                kinks += 1
+            else:
+                break
+        if kinks:
+            game.nkinks += 1
+            if game.nkinks == 3:
+                # Three strikes -- you're out!
+                finish(FNEG3)
+                return
+            skip(1)
+            prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+            prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+            prout(_("YOU WILL BE DESTROYED."))
+        # Compute final position in new quadrant
+        if trbeam: # Don't bother if we are to be beamed
+            return
+        game.quadrant = icourse.final.quadrant()
+        game.sector = icourse.final.sector()
+        skip(1)
+        prout(_("Entering Quadrant %s.") % game.quadrant)
+        game.quad[game.sector.i][game.sector.j] = game.ship
+        newqad()
+        if game.skill>SKILL_NOVICE:
+            attack(torps_ok=False)
+
+    def check_collision(h):
+        iquad = game.quad[h.i][h.j]
+        if iquad != '.':
+            # object encountered in flight path
+            stopegy = 50.0*icourse.distance/game.optime
+            if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
+                for enemy in game.enemies:
+                    if enemy.location == game.sector:
+                        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!"))
+                skip(1)
+                proutn("***" + crmshp())
+                proutn(_(" pulled into black hole at Sector %s") % h)
+                # Getting pulled into a black hole was certain
+                # death in Almy's original.  Stas Sergeev added a
+                # possibility that you'll get timewarped instead.
+                n=0
+                for m in range(NDEVICES):
+                    if game.damage[m]>0:
+                        n += 1
+                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
+                    timwrp()
+                else:
+                    finish(FHOLE)
+                return True
+            else:
+                # something else
+                skip(1)
+                proutn(crmshp())
+                if iquad == '#':
+                    prout(_(" encounters Tholian web at %s;") % h)
+                else:
+                    prout(_(" blocked by object at %s;") % h)
+                proutn(_("Emergency stop required "))
+                prout(_("%2d units of energy.") % int(stopegy))
+                game.energy -= stopegy
+                if game.energy <= 0:
+                    finish(FNRG)
+                return True
+        return False
+
+    trbeam = False
+    if game.inorbit:
+        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+        game.inorbit = False
+    # If tractor beam is to occur, don't move full distance
+    if game.state.date+game.optime >= scheduled(FTBEAM):
+        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.state.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):
+        icourse.nexttok()
+        w = icourse.sector()
+        if icourse.origin.quadrant() != icourse.location.quadrant():
+            newquadrant(noattack)
+            break
+        elif check_collision(w):
+            prout(_("Collision detected"))
+            break
+        else:
+            game.sector = w
+    # We're in destination quadrant -- compute new average enemy distances
+    game.quad[game.sector.i][game.sector.j] = game.ship
+    if game.enemies:
+        for enemy in game.enemies:
+            finald = (w-enemy.location).distance()
+            enemy.kavgd = 0.5 * (finald + enemy.kdist)
+            enemy.kdist = finald
+        sortenemies()
+        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            attack(torps_ok=False)
+        for enemy in game.enemies:
+            enemy.kavgd = enemy.kdist
+    newcnd()
+    drawmaps(0)
+    setwnd(message_window)
+
+def dock(verbose):
+    "Dock our ship at a starbase."
+    scanner.chew()
+    if game.condition == "docked" and verbose:
+        prout(_("Already docked."))
+        return
+    if game.inorbit:
+        prout(_("You must first leave standard orbit."))
+        return
+    if game.base is None or not game.base.valid_sector():
+        prout(_("No starbase available for docking in this quadrant."))
+        return
+    if (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:
+        prout(_("Docked."))
+    game.ididit = True
+    if game.energy < game.inenrg:
+        game.energy = game.inenrg
+    game.shield = game.inshld
+    game.torps = game.intorps
+    game.lsupres = game.inlsr
+    game.state.crew = FULLCREW
+    if 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:\""))
+        attackreport(False)
+        game.iseenit = True
+
+def cartesian(loc1=None, loc2=None):
+    if loc1 is None:
+        return game.quadrant * QUADSIZE + game.sector
+    elif loc2 is None:
+        return game.quadrant * QUADSIZE + loc1
+    else:
+        return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
+    "Get a course and distance from the user."
+    key = ""
+    dquad = copy.copy(game.quadrant)
+    navmode = "unspecified"
+    itemp = "curt"
+    dsect = Coord()
+    iprompt = False
+    if game.landed and not isprobe:
+        prout(_("Dummy! You can't leave standard orbit until you"))
+        proutn(_("are back aboard the ship."))
+        scanner.chew()
+        raise TrekError
+    while navmode == "unspecified":
+        if damaged(DNAVSYS):
+            if isprobe:
+                prout(_("Computer damaged; manual navigation only"))
+            else:
+                prout(_("Computer damaged; manual movement only"))
+            scanner.chew()
+            navmode = "manual"
+            key = "IHEOL"
+            break
+        key = scanner.nexttok()
+        if key == "IHEOL":
+            proutn(_("Manual or automatic- "))
+            iprompt = True
+            scanner.chew()
+        elif key == "IHALPHA":
+            if scanner.sees("manual"):
+                navmode = "manual"
+                key = scanner.nexttok()
+                break
+            elif scanner.sees("automatic"):
+                navmode = "automatic"
+                key = scanner.nexttok()
+                break
+            else:
+                huh()
+                scanner.chew()
+                raise TrekError
+        else: # numeric
+            if isprobe:
+                prout(_("(Manual navigation assumed.)"))
+            else:
+                prout(_("(Manual movement assumed.)"))
+            navmode = "manual"
+            break
+    delta = Coord()
+    if navmode == "automatic":
+        while key == "IHEOL":
+            if isprobe:
+                proutn(_("Target quadrant or quadrant&sector- "))
+            else:
+                proutn(_("Destination sector or quadrant&sector- "))
+            scanner.chew()
+            iprompt = True
+            key = scanner.nexttok()
+        if key != "IHREAL":
+            huh()
+            raise TrekError
+        xi = int(round(scanner.real))-1
+        key = scanner.nexttok()
+        if key != "IHREAL":
+            huh()
+            raise TrekError
+        xj = int(round(scanner.real))-1
+        key = scanner.nexttok()
+        if key == "IHREAL":
+            # both quadrant and sector specified
+            xk = int(round(scanner.real))-1
+            key = scanner.nexttok()
+            if key != "IHREAL":
+                huh()
+                raise TrekError
+            xl = int(round(scanner.real))-1
+            dquad.i = xi
+            dquad.j = xj
+            dsect.i = xk
+            dsect.j = xl
+        else:
+            # only one pair of numbers was specified
+            if isprobe:
+                # only quadrant specified -- go to center of dest quad
+                dquad.i = xi
+                dquad.j = xj
+                dsect.j = dsect.i = 4        # preserves 1-origin behavior
+            else:
+                # only sector specified
+                dsect.i = xi
+                dsect.j = xj
+            itemp = "normal"
+        if not dquad.valid_quadrant() or not dsect.valid_sector():
+            huh()
+            raise TrekError
+        skip(1)
+        if not isprobe:
+            if itemp > "curt":
+                if iprompt:
+                    prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
+            else:
+                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+        # the actual deltas get computed here
+        delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+        delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
+    else: # manual
+        while key == "IHEOL":
+            proutn(_("X and Y displacements- "))
+            scanner.chew()
+            iprompt = True
+            key = scanner.nexttok()
+        itemp = "verbose"
+        if key == "IHREAL":
+            delta.j = scanner.real
+        else:
+            huh()
+            raise TrekError
+        key = scanner.nexttok()
+        if key == "IHREAL":
+            delta.i = scanner.real
+        elif key == "IHEOL":
+            delta.i = 0
+            scanner.push("\n")
+        else:
+            huh()
+            raise TrekError
+    # Check for zero movement
+    if delta.i == 0 and delta.j == 0:
+        scanner.chew()
+        raise TrekError
+    if itemp == "verbose" and not isprobe:
+        skip(1)
+        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+    scanner.chew()
+    return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+    def __init__(self, bearing, distance, origin=None):
+        self.distance = distance
+        self.bearing = bearing
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = origin
+        # The bearing() code we inherited from FORTRAN is actually computing
+        # clockface directions!
+        if self.bearing < 0.0:
+            self.bearing += 12.0
+        self.angle = ((15.0 - self.bearing) * 0.5235988)
+        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
+    def arrived(self):
+        return self.location.roundtogrid() == self.final
+    def nexttok(self):
+        "Next step on course."
+        self.step += 1
+        self.nextlocation = self.location + self.increment
+        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+        self.location = self.nextlocation
+        return samequad
+    def quadrant(self):
+        return self.location.quadrant()
+    def sector(self):
+        return self.location.sector()
+    def power(self, w):
+        return self.distance*(w**3)*(game.shldup+1)
+    def time(self, w):
+        return 10.0*self.distance/w**2
+
+def impulse():
+    "Move under impulse power."
+    game.ididit = False
+    if damaged(DIMPULS):
+        scanner.chew()
+        skip(1)
+        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+        return
+    if game.energy > 30.0:
+        try:
+            icourse = getcourse(isprobe=False)
+        except TrekError:
+            return
+        power = 20.0 + 100.0*icourse.distance
+    else:
+        power = 30.0
+    if power >= game.energy:
+        # Insufficient power for trip
+        skip(1)
+        prout(_("First Officer Spock- \"Captain, the impulse engines"))
+        prout(_("require 20.0 units to engage, plus 100.0 units per"))
+        if game.energy > 30:
+            proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
+                   int(0.01 * (game.energy-20.0)-0.05))
+            prout(_(" quadrants.\""))
+        else:
+            prout(_("quadrant.  They are, therefore, useless.\""))
+        scanner.chew()
+        return
+    # Make sure enough time is left for the trip
+    game.optime = icourse.distance/0.095
+    if game.optime >= game.state.remtime:
+        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
+        proutn(_("we dare spend the time?\" "))
+        if not ja():
+            return
+    # Activate impulse engines and pay the cost
+    imove(icourse, noattack=False)
+    game.ididit = True
+    if game.alldone:
+        return
+    power = 20.0 + 100.0*icourse.distance
+    game.energy -= power
+    game.optime = icourse.distance/0.095
+    if game.energy <= 0:
+        finish(FNRG)
+    return
+
+def warp(wcourse, involuntary):
+    "ove under warp drive."
+    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)
+            prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
+            return
+        if damaged(DWARPEN) and game.warpfac > 4.0:
+            scanner.chew()
+            skip(1)
+            prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+            prout(_("  is repaired, I can only give you warp 4.\""))
+            return
+               # Read in course and distance
+        if wcourse is None:
+            try:
+                wcourse = getcourse(isprobe=False)
+            except TrekError:
+                return
+        # Make sure starship has enough energy for the trip
+        # Note: this formula is slightly different from the C version,
+        # and lets you skate a bit closer to the edge.
+        if wcourse.power(game.warpfac) >= game.energy:
+            # Insufficient power for trip
+            game.ididit = False
+            skip(1)
+            prout(_("Engineering to bridge--"))
+            if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
+                iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
+                if iwarp <= 0:
+                    prout(_("We can't do it, Captain. We don't have enough energy."))
+                else:
+                    proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+                    if game.shldup:
+                        prout(",")
+                        prout(_("if you'll lower the shields."))
+                    else:
+                        prout(".")
+            else:
+                prout(_("We haven't the energy to go that far with the shields up."))
+            return
+        # Make sure enough time is left for the trip
+        game.optime = wcourse.time(game.warpfac)
+        if game.optime >= 0.8*game.state.remtime:
+            skip(1)
+            prout(_("First Officer Spock- \"Captain, I compute that such"))
+            proutn(_("  a trip would require approximately %2.0f") %
+                   (100.0*game.optime/game.state.remtime))
+            prout(_(" percent of our"))
+            proutn(_("  remaining time.  Are you sure this is wise?\" "))
+            if not ja():
+                game.ididit = False
+                game.optime=0
+                return
+    # Entry WARPX
+    if game.warpfac > 6.0:
+        # Decide if engine damage will occur
+        # ESR: Seems wrong. Probability of damage goes *down* with distance?
+        prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
+        if prob > rnd.real():
+            blooey = True
+            wcourse.distance = rnd.real(wcourse.distance)
+        # Decide if time warp will occur
+        if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
+            twarp = True
+        if game.idebug and game.warpfac==10 and not twarp:
+            blooey = False
+            proutn("=== Force time warp? ")
+            if ja():
+                twarp = True
+        if blooey or twarp:
+            # If time warp or engine damage, check path
+            # If it is obstructed, don't do warp or damage
+            look = wcourse.moves
+            while look > 0:
+                look -= 1
+                wcourse.nexttok()
+                w = wcourse.sector()
+                if not w.valid_sector():
+                    break
+                if game.quad[w.i][w.j] != '.':
+                    blooey = False
+                    twarp = False
+            wcourse.reset()
+    # Activate Warp Engines and pay the cost
+    imove(wcourse, noattack=False)
+    if game.alldone:
+        return
+    game.energy -= wcourse.power(game.warpfac)
+    if game.energy <= 0:
+        finish(FNRG)
+    game.optime = wcourse.time(game.warpfac)
+    if twarp:
+        timwrp()
+    if blooey:
+        game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
+        skip(1)
+        prout(_("Engineering to bridge--"))
+        prout(_("  Scott here.  The warp engines are damaged."))
+        prout(_("  We'll have to reduce speed to warp 4."))
+    game.ididit = True
+    return
+
+def setwarp():
+    "Change the warp factor."
+    while True:
+        key=scanner.nexttok()
+        if key != "IHEOL":
+            break
+        scanner.chew()
+        proutn(_("Warp factor- "))
+    if key != "IHREAL":
+        huh()
+        return
+    if game.damage[DWARPEN] > 10.0:
+        prout(_("Warp engines inoperative."))
+        return
+    if damaged(DWARPEN) and scanner.real > 4.0:
+        prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+        prout(_("  but right now we can only go warp 4.\""))
+        return
+    if scanner.real > 10.0:
+        prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+        return
+    if scanner.real < 1.0:
+        prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+        return
+    oldfac = game.warpfac
+    game.warpfac = scanner.real
+    if game.warpfac <= oldfac or game.warpfac <= 6.0:
+        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+              int(game.warpfac))
+        return
+    if game.warpfac < 8.00:
+        prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+        return
+    if game.warpfac == 10.0:
+        prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+        return
+    prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+    return
+
+def atover(igrab):
+    "Cope with being tossed out of quadrant by supernova or yanked by beam."
+    scanner.chew()
+    # is captain on planet?
+    if game.landed:
+        if damaged(DTRANSP):
+            finish(FPNOVA)
+            return
+        prout(_("Scotty rushes to the transporter controls."))
+        if game.shldup:
+            prout(_("But with the shields up it's hopeless."))
+            finish(FPNOVA)
+        prouts(_("His desperate attempt to rescue you . . ."))
+        if rnd.withprob(0.5):
+            prout(_("fails."))
+            finish(FPNOVA)
+            return
+        prout(_("SUCCEEDS!"))
+        if game.imine:
+            game.imine = False
+            proutn(_("The crystals mined were "))
+            if rnd.withprob(0.25):
+                prout(_("lost."))
+            else:
+                prout(_("saved."))
+                game.icrystl = True
+    if igrab:
+        return
+    # Check to see if captain in shuttle craft
+    if game.icraft:
+        finish(FSTRACTOR)
+    if game.alldone:
+        return
+    # Inform captain of attempt to reach safety
+    skip(1)
+    while True:
+        if game.justin:
+            prouts(_("***RED ALERT!  RED ALERT!"))
+            skip(1)
+            proutn(_("The %s has stopped in a quadrant containing") % crmshp())
+            prouts(_("   a supernova."))
+            skip(2)
+        prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
+        prout(_("safely out of quadrant."))
+        if not damaged(DRADIO):
+            game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+        # Try to use warp engines
+        if damaged(DWARPEN):
+            skip(1)
+            prout(_("Warp engines damaged."))
+            finish(FSNOVAED)
+            return
+        game.warpfac = rnd.real(6.0, 8.0)
+        prout(_("Warp factor set to %d") % int(game.warpfac))
+        power = 0.75*game.energy
+        dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+        dist = max(dist, rnd.real(math.sqrt(2)))
+        bugout = course(bearing=rnd.real(12), distance=dist)        # How dumb!
+        game.optime = bugout.time(game.warpfac)
+        game.justin = False
+        game.inorbit = False
+        warp(bugout, involuntary=True)
+        if not game.justin:
+            # This is bad news, we didn't leave quadrant.
+            if game.alldone:
+                return
+            skip(1)
+            prout(_("Insufficient energy to leave quadrant."))
+            finish(FSNOVAED)
+            return
+        # Repeat if another snova
+        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            break
+    if game.unwon()==0:
+        finish(FWON) # Snova killed remaining enemy.
+
+def timwrp():
+    "Let's do the time warp again."
+    prout(_("***TIME WARP ENTERED."))
+    if game.state.snap and rnd.withprob(0.5):
+        # Go back in time
+        prout(_("You are traveling backwards in time %d stardates.") %
+              int(game.state.date-game.snapsht.date))
+        game.state = game.snapsht
+        game.state.snap = False
+        if len(game.state.kcmdr):
+            schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
+            schedule(FBATTAK, expran(0.3*game.intime))
+        schedule(FSNOVA, expran(0.5*game.intime))
+        # next snapshot will be sooner
+        schedule(FSNAP, expran(0.25*game.state.remtime))
+
+        if game.state.nscrem:
+            schedule(FSCMOVE, 0.2777)
+        game.isatb = 0
+        unschedule(FCDBAS)
+        unschedule(FSCDBAS)
+        game.battle.invalidate()
+        # Make sure Galileo is consistant -- Snapshot may have been taken
+        # when on planet, which would give us two Galileos!
+        gotit = False
+        for l in range(game.inplan):
+            if game.state.planets[l].known == "shuttle_down":
+                gotit = True
+                if game.iscraft == "onship" and game.ship=='E':
+                    prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
+                    game.iscraft = "offship"
+        # Likewise, if in the original time the Galileo was abandoned, but
+        # was on ship earlier, it would have vanished -- let's restore it.
+        if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+            prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
+            game.iscraft = "onship"
+        # There used to be code to do the actual reconstrction here,
+        # but the starchart is now part of the snapshotted galaxy state.
+        prout(_("Spock has reconstructed a correct star chart from memory"))
+    else:
+        # Go forward in time
+        game.optime = expran(0.5*game.intime)
+        prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
+        # cheat to make sure no tractor beams occur during time warp
+        postpone(FTBEAM, game.optime)
+        game.damage[DRADIO] += game.optime
+    newqad()
+    events()        # Stas Sergeev added this -- do pending events
+
+def probe():
+    "Launch deep-space probe."
+    # New code to launch a deep space probe
+    if game.nprobes == 0:
+        scanner.chew()
+        skip(1)
+        if game.ship == 'E':
+            prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+        else:
+            prout(_("Ye Faerie Queene has no deep space probes."))
+        return
+    if damaged(DDSP):
+        scanner.chew()
+        skip(1)
+        prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+        return
+    if is_scheduled(FDSPROB):
+        scanner.chew()
+        skip(1)
+        if damaged(DRADIO) and game.condition != "docked":
+            prout(_("Spock-  \"Records show the previous probe has not yet"))
+            prout(_("   reached its destination.\""))
+        else:
+            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+        return
+    key = scanner.nexttok()
+    if key == "IHEOL":
+        if game.nprobes == 1:
+            prout(_("1 probe left."))
+        else:
+            prout(_("%d probes left") % game.nprobes)
+        proutn(_("Are you sure you want to fire a probe? "))
+        if not ja():
+            return
+    game.isarmed = False
+    if key == "IHALPHA" and scanner.token == "armed":
+        game.isarmed = True
+        key = scanner.nexttok()
+    elif key == "IHEOL":
+        proutn(_("Arm NOVAMAX warhead? "))
+        game.isarmed = ja()
+    elif key == "IHREAL":                # first element of course
+        scanner.push(scanner.token)
+    try:
+        game.probe = getcourse(isprobe=True)
+    except TrekError:
+        return
+    game.nprobes -= 1
+    schedule(FDSPROB, 0.01) # Time to move one sector
+    prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
+    game.ididit = True
+    return
+
+def mayday():
+    "Yell for help from nearest starbase."
+    # There's more than one way to move in this game!
+    scanner.chew()
+    # Test for conditions which prevent calling for help
+    if game.condition == "docked":
+        prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
+        return
+    if damaged(DRADIO):
+        prout(_("Subspace radio damaged."))
+        return
+    if not game.state.baseq:
+        prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
+        return
+    if game.landed:
+        prout(_("You must be aboard the %s.") % crmshp())
+        return
+    # OK -- call for help from nearest starbase
+    game.nhelp += 1
+    if game.base.i!=0:
+        # 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()
+    # dematerialize starship
+    game.quad[game.sector.i][game.sector.j]='.'
+    proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
+           % (game.quadrant, crmshp()))
+    game.sector.invalidate()
+    for m in range(1, 5+1):
+        w = game.base.scatter()
+        if w.valid_sector() and game.quad[w.i][w.j]=='.':
+            # found one -- finish up
+            game.sector = w
+            break
+    if game.sector is None:
+        prout(_("You have been lost in space..."))
+        finish(FMATERIALIZE)
+        return
+    # Give starbase three chances to rematerialize starship
+    probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
+    for m in range(1, 3+1):
+        if m == 1: proutn(_("1st"))
+        elif m == 2: proutn(_("2nd"))
+        elif m == 3: proutn(_("3rd"))
+        proutn(_(" attempt to re-materialize ") + crmshp())
+        game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
+        textcolor(RED)
+        warble()
+        if rnd.real() > probf:
+            break
+        prout(_("fails."))
+        textcolor(DEFAULT)
+        if game.options & OPTION_CURSES:
+            curses.delay_output(500)
+    if m > 3:
+        game.quad[game.sector.i][game.sector.j]='?'
+        game.alive = False
+        drawmaps(1)
+        setwnd(message_window)
+        finish(FMATERIALIZE)
+        return
+    game.quad[game.sector.i][game.sector.j]=game.ship
+    textcolor(GREEN)
+    prout(_("succeeds."))
+    textcolor(DEFAULT)
+    dock(False)
+    skip(1)
+    prout(_("Lt. Uhura-  \"Captain, we made it!\""))
+
+def abandon():
+    "Abandon ship."
+    scanner.chew()
+    if game.condition=="docked":
+        if game.ship!='E':
+            prout(_("You cannot abandon Ye Faerie Queene."))
+            return
+    else:
+        # Must take shuttle craft to exit
+        if game.damage[DSHUTTL]==-1:
+            prout(_("Ye Faerie Queene has no shuttle craft."))
+            return
+        if game.damage[DSHUTTL]<0:
+            prout(_("Shuttle craft now serving Big Macs."))
+            return
+        if game.damage[DSHUTTL]>0:
+            prout(_("Shuttle craft damaged."))
+            return
+        if game.landed:
+            prout(_("You must be aboard the ship."))
+            return
+        if game.iscraft != "onship":
+            prout(_("Shuttle craft not currently available."))
+            return
+        # Emit abandon ship messages
+        skip(1)
+        prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
+        skip(1)
+        prouts(_("***ALL HANDS ABANDON SHIP!"))
+        skip(2)
+        prout(_("Captain and crew escape in shuttle craft."))
+        if not game.state.baseq:
+            # Oops! no place to go...
+            finish(FABANDN)
+            return
+        q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+        # Dispose of crew
+        if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+            prout(_("Remainder of ship's complement beam down"))
+            prout(_("to nearest habitable planet."))
+        elif q.planet is not None and not damaged(DTRANSP):
+            prout(_("Remainder of ship's complement beam down to %s.") %
+                  q.planet)
+        else:
+            prout(_("Entire crew of %d left to die in outer space.") %
+                  game.state.crew)
+            game.casual += game.state.crew
+            game.abandoned += game.state.crew
+        # If at least one base left, give 'em the Faerie Queene
+        skip(1)
+        game.icrystl = False # crystals are lost
+        game.nprobes = 0 # No probes
+        prout(_("You are captured by Klingons and released to"))
+        prout(_("the Federation in a prisoner-of-war exchange."))
+        nb = rnd.integer(len(game.state.baseq))
+        # Set up quadrant and position FQ adjacient to base
+        if not game.quadrant == game.state.baseq[nb]:
+            game.quadrant = game.state.baseq[nb]
+            game.sector.i = game.sector.j = 5
+            newqad()
+        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:
+                break # found a spot
+            game.sector.i=QUADSIZE/2
+            game.sector.j=QUADSIZE/2
+            newqad()
+    # Get new commission
+    game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
+    game.state.crew = FULLCREW
+    prout(_("Starfleet puts you in command of another ship,"))
+    prout(_("the Faerie Queene, which is antiquated but,"))
+    prout(_("still useable."))
+    if game.icrystl:
+        prout(_("The dilithium crystals have been moved."))
+    game.imine = False
+    game.iscraft = "offship" # Galileo disappears
+    # Resupply ship
+    game.condition="docked"
+    for l in range(NDEVICES):
+        game.damage[l] = 0.0
+    game.damage[DSHUTTL] = -1
+    game.energy = game.inenrg = 3000.0
+    game.shield = game.inshld = 1250.0
+    game.torps = game.intorps = 6
+    game.lsupres=game.inlsr=3.0
+    game.shldup=False
+    game.warpfac=5.0
+    game.brigfree = game.brigcapacity = 300
+    return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+    "Abort a lengthy operation if an event interrupts it."
+    game.ididit = True
+    events()
+    if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
+        return True
+    return False
+
+def survey():
+    "Report on (uninhabited) planets in the galaxy."
+    iknow = False
+    skip(1)
+    scanner.chew()
+    prout(_("Spock-  \"Planet report follows, Captain.\""))
+    skip(1)
+    for i in range(game.inplan):
+        if game.state.planets[i].pclass == "destroyed":
+            continue
+        if (game.state.planets[i].known != "unknown" \
+            and not game.state.planets[i].inhabited) \
+            or game.idebug:
+            iknow = True
+            if game.idebug and game.state.planets[i].known=="unknown":
+                proutn("(Unknown) ")
+            proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
+            proutn(_("   class "))
+            proutn(game.state.planets[i].pclass)
+            proutn("   ")
+            if game.state.planets[i].crystals != "present":
+                proutn(_("no "))
+            prout(_("dilithium crystals present."))
+            if game.state.planets[i].known=="shuttle_down":
+                prout(_("    Shuttle Craft Galileo on surface."))
+    if not iknow:
+        prout(_("No information available."))
+
+def orbit():
+    "Enter standard orbit."
+    skip(1)
+    scanner.chew()
+    if game.inorbit:
+        prout(_("Already in standard orbit."))
+        return
+    if damaged(DWARPEN) and damaged(DIMPULS):
+        prout(_("Both warp and impulse engines damaged."))
+        return
+    if 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:
+        prout(crmshp() + _(" not adjacent to planet."))
+        skip(1)
+        return
+    game.optime = rnd.real(0.02, 0.05)
+    prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
+    newcnd()
+    if consumeTime():
+        return
+    game.height = rnd.real(1400, 8600)
+    prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+    game.inorbit = True
+    game.ididit = True
+
+def sensor():
+    "Examine planets in this quadrant."
+    if damaged(DSRSENS):
+        if game.options & OPTION_TTY:
+            prout(_("Short range sensors damaged."))
+        return
+    if game.iplnet is None:
+        if game.options & OPTION_TTY:
+            prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+        return
+    if game.iplnet.known == "unknown":
+        prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
+        skip(1)
+        prout(_("         Planet at Sector %s is of class %s.") %
+              (game.plnet, game.iplnet.pclass))
+        if game.iplnet.known=="shuttle_down":
+            prout(_("         Sensors show Galileo still on surface."))
+        proutn(_("         Readings indicate"))
+        if game.iplnet.crystals != "present":
+            proutn(_(" no"))
+        prout(_(" dilithium crystals present.\""))
+        if game.iplnet.known == "unknown":
+            game.iplnet.known = "known"
+    elif game.iplnet.inhabited:
+        prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
+        prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
+
+def beam():
+    "Use the transporter."
+    nrgneed = 0
+    scanner.chew()
+    skip(1)
+    if damaged(DTRANSP):
+        prout(_("Transporter damaged."))
+        if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
+            skip(1)
+            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
+            if ja():
+                shuttle()
+        return
+    if not game.inorbit:
+        prout(crmshp() + _(" not in standard orbit."))
+        return
+    if game.shldup:
+        prout(_("Impossible to transport through shields."))
+        return
+    if game.iplnet.known=="unknown":
+        prout(_("Spock-  \"Captain, we have no information on this planet"))
+        prout(_("  and Starfleet Regulations clearly state that in this situation"))
+        prout(_("  you may not go down.\""))
+        return
+    if not game.landed and game.iplnet.crystals=="absent":
+        prout(_("Spock-  \"Captain, I fail to see the logic in"))
+        prout(_("  exploring a planet with no dilithium crystals."))
+        proutn(_("  Are you sure this is wise?\" "))
+        if not ja():
+            scanner.chew()
+            return
+    if not (game.options & OPTION_PLAIN):
+        nrgneed = 50 * game.skill + game.height / 100.0
+        if nrgneed > game.energy:
+            prout(_("Engineering to bridge--"))
+            prout(_("  Captain, we don't have enough energy for transportation."))
+            return
+        if not game.landed and nrgneed * 2 > game.energy:
+            prout(_("Engineering to bridge--"))
+            prout(_("  Captain, we have enough energy only to transport you down to"))
+            prout(_("  the planet, but there wouldn't be an energy for the trip back."))
+            if game.iplnet.known == "shuttle_down":
+                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
+            proutn(_("  Are you sure this is wise?\" "))
+            if not ja():
+                scanner.chew()
+                return
+    if game.landed:
+        # Coming from planet
+        if game.iplnet.known=="shuttle_down":
+            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
+            if ja():
+                scanner.chew()
+                return
+            prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+        prout(_("Landing party assembled, ready to beam up."))
+        skip(1)
+        prout(_("Kirk whips out communicator..."))
+        prouts(_("BEEP  BEEP  BEEP"))
+        skip(2)
+        prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
+    else:
+        # Going to planet
+        prout(_("Scotty-  \"Transporter room ready, Sir.\""))
+        skip(1)
+        prout(_("Kirk and landing party prepare to beam down to planet surface."))
+        skip(1)
+        prout(_("Kirk-  \"Energize.\""))
+    game.ididit = True
+    skip(1)
+    prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
+    skip(2)
+    if not rnd.withprob(0.98):
+        prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+        skip(2)
+        prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
+        finish(FLOST)
+        return
+    prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
+    game.landed = not game.landed
+    game.energy -= nrgneed
+    skip(2)
+    prout(_("Transport complete."))
+    if game.landed and game.iplnet.known=="shuttle_down":
+        prout(_("The shuttle craft Galileo is here!"))
+    if not game.landed and game.imine:
+        game.icrystl = True
+        game.cryprob = 0.05
+    game.imine = False
+    return
+
+def mine():
+    "Strip-mine a world for dilithium."
+    skip(1)
+    scanner.chew()
+    if not game.landed:
+        prout(_("Mining party not on planet."))
+        return
+    if game.iplnet.crystals == "mined":
+        prout(_("This planet has already been strip-mined for dilithium."))
+        return
+    elif game.iplnet.crystals == "absent":
+        prout(_("No dilithium crystals on this planet."))
+        return
+    if game.imine:
+        prout(_("You've already mined enough crystals for this trip."))
+        return
+    if game.icrystl and game.cryprob == 0.05:
+        prout(_("With all those fresh crystals aboard the ") + crmshp())
+        prout(_("there's no reason to mine more at this time."))
+        return
+    game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+    if consumeTime():
+        return
+    prout(_("Mining operation complete."))
+    game.iplnet.crystals = "mined"
+    game.imine = game.ididit = True
+
+def usecrystals():
+    "Use dilithium crystals."
+    game.ididit = False
+    skip(1)
+    scanner.chew()
+    if not game.icrystl:
+        prout(_("No dilithium crystals available."))
+        return
+    if game.energy >= 1000:
+        prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
+        prout(_("  except when Condition Yellow exists."))
+        return
+    prout(_("Spock- \"Captain, I must warn you that loading"))
+    prout(_("  raw dilithium crystals into the ship's power"))
+    prout(_("  system may risk a severe explosion."))
+    proutn(_("  Are you sure this is wise?\" "))
+    if not ja():
+        scanner.chew()
+        return
+    skip(1)
+    prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
+    prout(_("  Mr. Spock and I will try it.\""))
+    skip(1)
+    prout(_("Spock-  \"Crystals in place, Sir."))
+    prout(_("  Ready to activate circuit.\""))
+    skip(1)
+    prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
+    skip(1)
+    if rnd.withprob(game.cryprob):
+        prouts(_("  \"Activating now! - - No good!  It's***"))
+        skip(2)
+        prouts(_("***RED ALERT!  RED A*L********************************"))
+        skip(1)
+        stars()
+        prouts(_("******************   KA-BOOM!!!!   *******************"))
+        skip(1)
+        kaboom()
+        return
+    game.energy += rnd.real(5000.0, 5500.0)
+    prouts(_("  \"Activating now! - - "))
+    prout(_("The instruments"))
+    prout(_("   are going crazy, but I think it's"))
+    prout(_("   going to work!!  Congratulations, Sir!\""))
+    game.cryprob *= 2.0
+    game.ididit = True
+
+def shuttle():
+    "Use shuttlecraft for planetary jaunt."
+    scanner.chew()
+    skip(1)
+    if damaged(DSHUTTL):
+        if game.damage[DSHUTTL] == -1.0:
+            if game.inorbit and game.iplnet.known == "shuttle_down":
+                prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
+            else:
+                prout(_("Ye Faerie Queene had no shuttle craft."))
+        elif game.damage[DSHUTTL] > 0:
+            prout(_("The Galileo is damaged."))
+        else: # game.damage[DSHUTTL] < 0
+            prout(_("Shuttle craft is now serving Big Macs."))
+        return
+    if not game.inorbit:
+        prout(crmshp() + _(" not in standard orbit."))
+        return
+    if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
+        prout(_("Shuttle craft not currently available."))
+        return
+    if not game.landed and game.iplnet.known=="shuttle_down":
+        prout(_("You will have to beam down to retrieve the shuttle craft."))
+        return
+    if game.shldup or game.condition == "docked":
+        prout(_("Shuttle craft cannot pass through shields."))
+        return
+    if game.iplnet.known=="unknown":
+        prout(_("Spock-  \"Captain, we have no information on this planet"))
+        prout(_("  and Starfleet Regulations clearly state that in this situation"))
+        prout(_("  you may not fly down.\""))
+        return
+    game.optime = 3.0e-5*game.height
+    if game.optime >= 0.8*game.state.remtime:
+        prout(_("First Officer Spock-  \"Captain, I compute that such"))
+        proutn(_("  a maneuver would require approximately %2d%% of our") % \
+               int(100*game.optime/game.state.remtime))
+        prout(_("remaining time."))
+        proutn(_("Are you sure this is wise?\" "))
+        if not ja():
+            game.optime = 0.0
+            return
+    if game.landed:
+        # Kirk on planet
+        if game.iscraft == "onship":
+            # Galileo on ship!
+            if not damaged(DTRANSP):
+                proutn(_("Spock-  \"Would you rather use the transporter?\" "))
+                if ja():
+                    beam()
+                    return
+                proutn(_("Shuttle crew"))
+            else:
+                proutn(_("Rescue party"))
+            prout(_(" boards Galileo and swoops toward planet surface."))
+            game.iscraft = "offship"
+            skip(1)
+            if consumeTime():
+                return
+            game.iplnet.known="shuttle_down"
+            prout(_("Trip complete."))
+            return
+        else:
+            # Ready to go back to ship
+            prout(_("You and your mining party board the"))
+            prout(_("shuttle craft for the trip back to the Enterprise."))
+            skip(1)
+            prouts(_("The short hop begins . . ."))
+            skip(1)
+            game.iplnet.known="known"
+            game.icraft = True
+            skip(1)
+            game.landed = False
+            if consumeTime():
+                return
+            game.iscraft = "onship"
+            game.icraft = False
+            if game.imine:
+                game.icrystl = True
+                game.cryprob = 0.05
+            game.imine = False
+            prout(_("Trip complete."))
+            return
+    else:
+        # Kirk on ship and so is Galileo
+        prout(_("Mining party assembles in the hangar deck,"))
+        prout(_("ready to board the shuttle craft \"Galileo\"."))
+        skip(1)
+        prouts(_("The hangar doors open; the trip begins."))
+        skip(1)
+        game.icraft = True
+        game.iscraft = "offship"
+        if consumeTime():
+            return
+        game.iplnet.known = "shuttle_down"
+        game.landed = True
+        game.icraft = False
+        prout(_("Trip complete."))
+        return
+
+def deathray():
+    "Use the big zapper."
+    game.ididit = False
+    skip(1)
+    scanner.chew()
+    if game.ship != 'E':
+        prout(_("Ye Faerie Queene has no death ray."))
+        return
+    if len(game.enemies)==0:
+        prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
+        return
+    if damaged(DDRAY):
+        prout(_("Death Ray is damaged."))
+        return
+    prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
+    prout(_("  is highly unpredictible.  Considering the alternatives,"))
+    proutn(_("  are you sure this is wise?\" "))
+    if not ja():
+        return
+    prout(_("Spock-  \"Acknowledged.\""))
+    skip(1)
+    game.ididit = True
+    prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
+    skip(1)
+    prout(_("Crew scrambles in emergency preparation."))
+    prout(_("Spock and Scotty ready the death ray and"))
+    prout(_("prepare to channel all ship's power to the device."))
+    skip(1)
+    prout(_("Spock-  \"Preparations complete, sir.\""))
+    prout(_("Kirk-  \"Engage!\""))
+    skip(1)
+    prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
+    skip(1)
+    dprob = 0.30
+    if game.options & OPTION_PLAIN:
+        dprob = 0.5
+    r = rnd.real()
+    if r > dprob:
+        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)
+        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
+        if game.unwon() == 0:
+            finish(FWON)
+        if (game.options & OPTION_PLAIN) == 0:
+            prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
+            if rnd.withprob(0.05):
+                prout(_("   is still operational.\""))
+            else:
+                prout(_("   has been rendered nonfunctional.\""))
+                game.damage[DDRAY] = 39.95
+        return
+    r = rnd.real()        # Pick failure method
+    if r <= 0.30:
+        prouts(_("Sulu- \"Captain!  It's working!\""))
+        skip(1)
+        prouts(_("***RED ALERT!  RED ALERT!"))
+        skip(1)
+        prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+        skip(1)
+        prouts(_("***RED ALERT!  RED A*L********************************"))
+        skip(1)
+        stars()
+        prouts(_("******************   KA-BOOM!!!!   *******************"))
+        skip(1)
+        kaboom()
+        return
+    if r <= 0.55:
+        prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
+        skip(1)
+        prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
+        skip(1)
+        prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
+        prout(_("  have apparently been transformed into strange mutations."))
+        prout(_("  Vulcans do not seem to be affected."))
+        skip(1)
+        prout(_("Kirk-  \"Raauch!  Raauch!\""))
+        finish(FDRAY)
+        return
+    if r <= 0.75:
+        prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
+        skip(2)
+        proutn(_("Spock-  \"I believe the word is"))
+        prouts(_(" *ASTONISHING*"))
+        prout(_(" Mr. Sulu."))
+        for i in range(QUADSIZE):
+            for j in range(QUADSIZE):
+                if game.quad[i][j] == '.':
+                    game.quad[i][j] = '?'
+        prout(_("  Captain, our quadrant is now infested with"))
+        prouts(_(" - - - - - -  *THINGS*."))
+        skip(1)
+        prout(_("  I have no logical explanation.\""))
+        return
+    prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
+    skip(1)
+    prout(_("Scotty-  \"There are so many tribbles down here"))
+    prout(_("  in Engineering, we can't move for 'em, Captain.\""))
+    finish(FTRIBBLE)
+    return
+
+# Code from reports.c begins here
+
+def attackreport(curt):
+    "eport status of bases under attack."
+    if not curt:
+        if is_scheduled(FCDBAS):
+            prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+            prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+        elif game.isatb == 1:
+            prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+            prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+        else:
+            prout(_("No Starbase is currently under attack."))
+    else:
+        if is_scheduled(FCDBAS):
+            proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+        if game.isatb:
+            proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+        clreol()
+
+def report():
+    # report on general game status
+    scanner.chew()
+    # pylint: disable=consider-using-ternary
+    s1 = (game.thawed and _("thawed ")) or ""
+    s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
+    s3 = (None, _("novice"), _("fair"),
+          _("good"), _("expert"), _("emeritus"))[game.skill]
+    prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
+    if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+        prout(_("No plaque is allowed."))
+    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.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.remkl() + (game.inscom - game.state.nscrem) > 0:
+        prout(_(", but no Commanders."))
+    else:
+        prout(".")
+    if game.skill > SKILL_FAIR:
+        prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+    if len(game.state.baseq) != game.inbase:
+        proutn(_("There "))
+        if game.inbase-len(game.state.baseq)==1:
+            proutn(_("has been 1 base"))
+        else:
+            proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+        prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
+    else:
+        prout(_("There are %d bases.") % game.inbase)
+    if communicating() or game.iseenit:
+        # Don't report this if not seen and
+        # either the radio is dead or not at base!
+        attackreport(False)
+        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':
+        proutn(_("You have "))
+        if game.nprobes:
+            proutn("%d" % (game.nprobes))
+        else:
+            proutn(_("no"))
+        proutn(_(" deep space probe"))
+        if game.nprobes!=1:
+            proutn(_("s"))
+        prout(".")
+    if communicating() and is_scheduled(FDSPROB):
+        if game.isarmed:
+            proutn(_("An armed deep space probe is in "))
+        else:
+            proutn(_("A deep space probe is in "))
+        prout("Quadrant %s." % game.probe.quadrant())
+    if game.icrystl:
+        if game.cryprob <= .05:
+            prout(_("Dilithium crystals aboard ship... not yet used."))
+        else:
+            i=0
+            ai = 0.05
+            while game.cryprob > ai:
+                ai *= 2.0
+                i += 1
+            prout(_("Dilithium crystals have been used %d time%s.") % \
+                  (i, (_("s"), "")[i==1]))
+    skip(1)
+
+def lrscan(silent):
+    "Long-range sensor scan."
+    if damaged(DLRSENS):
+        # Now allow base's sensors if docked
+        if game.condition != "docked":
+            if not silent:
+                prout(_("LONG-RANGE SENSORS DAMAGED."))
+            return
+        if not silent:
+            prout(_("Starbase's long-range scan"))
+    elif not silent:
+        prout(_("Long-range scan"))
+    for x in range(game.quadrant.i-1, game.quadrant.i+2):
+        if not silent:
+            proutn(" ")
+        for y in range(game.quadrant.j-1, game.quadrant.j+2):
+            if not Coord(x, y).valid_quadrant():
+                if not silent:
+                    proutn("  -1")
+            else:
+                if not damaged(DRADIO):
+                    game.state.galaxy[x][y].charted = True
+                game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+                game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+                game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+                if not silent and game.state.galaxy[x][y].supernova:
+                    proutn(" ***")
+                elif not silent:
+                    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(" ")
+
+def damagereport():
+    "Damage report."
+    jdam = False
+    scanner.chew()
+    for i in range(NDEVICES):
+        if damaged(i):
+            if not jdam:
+                prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+                prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+                jdam = True
+            prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
+                                               game.damage[i]+0.05,
+                                               DOCKFAC*game.damage[i]+0.005))
+    if not jdam:
+        prout(_("All devices functional."))
+
+def rechart():
+    "Update the chart in the Enterprise's computer from galaxy data."
+    game.lastchart = game.state.date
+    for i in range(GALSIZE):
+        for j in range(GALSIZE):
+            if game.state.galaxy[i][j].charted:
+                game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+                game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+                game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
+def chart():
+    "Display the star chart."
+    scanner.chew()
+    if (game.options & OPTION_AUTOSCAN):
+        lrscan(silent=True)
+    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.\""))
+        rechart()
+    prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
+    if game.state.date > game.lastchart:
+        prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+    prout("      1    2    3    4    5    6    7    8")
+    for i in range(GALSIZE):
+        proutn("%d |" % (i+1))
+        for j in range(GALSIZE):
+            if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+                proutn("<")
+            else:
+                proutn(" ")
+            if game.state.galaxy[i][j].supernova:
+                show = "***"
+            elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+                show = ".1."
+            elif game.state.galaxy[i][j].charted:
+                show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+                if (game.options & OPTION_DOTFILL):
+                    show = show.replace(" ", ".")
+            else:
+                show = "..."
+            proutn(show)
+            if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+                proutn(">")
+            else:
+                proutn(" ")
+        proutn("  |")
+        if i<GALSIZE:
+            skip(1)
+
+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):
+        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,
+                       '@':LIGHTGREEN,
+                       'P':LIGHTGREEN,
+                      }.get(game.quad[i][j], DEFAULT))
+        proutn("%c " % game.quad[i][j])
+        textcolor(DEFAULT)
+    else:
+        proutn("- ")
+
+def status(req=0):
+    "Emit status report lines"
+    if not req or req == 1:
+        prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+               % (game.state.date, game.state.remtime))
+    if not req or req == 2:
+        if game.condition != "docked":
+            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:
+        if damaged(DLIFSUP):
+            if game.condition == "docked":
+                s = _("DAMAGED, Base provides")
+            else:
+                s = _("DAMAGED, reserves=%4.2f") % game.lsupres
+        else:
+            s = _("ACTIVE")
+        prstat(_("Life Support"), s)
+    if not req or req == 5:
+        prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+    if not req or req == 6:
+        extra = ""
+        if game.icrystl and (game.options & OPTION_SHOWME):
+            extra = _(" (have crystals)")
+        prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+    if not req or req == 7:
+        prstat(_("Torpedoes"), "%d" % (game.torps))
+    if not req or req == 8:
+        if damaged(DSHIELD):
+            s = _("DAMAGED,")
+        elif game.shldup:
+            s = _("UP,")
+        else:
+            s = _("DOWN,")
+        data = _(" %d%% %.1f units") \
+               % (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.unwon())
+    if not req or req == 10:
+        if game.options & OPTION_WORLDS:
+            plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
+            if plnet and plnet.inhabited:
+                prstat(_("Major system"), plnet.name)
+            else:
+                prout(_("Sector is uninhabited"))
+    elif not req or req == 11:
+        attackreport(not req)
+
+def request():
+    "Request specified status data, a historical relic from slow TTYs."
+    requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+    while scanner.nexttok() == "IHEOL":
+        proutn(_("Information desired? "))
+    scanner.chew()
+    if scanner.token in requests:
+        status(requests.index(scanner.token))
+    else:
+        prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+        prout(("  date, condition, position, lsupport, warpfactor,"))
+        prout(("  energy, torpedoes, shields, klingons, system, time."))
+
+def srscan():
+    "Short-range scan."
+    goodScan=True
+    if damaged(DSRSENS):
+        # Allow base's sensors if docked
+        if game.condition != "docked":
+            prout(_("   S.R. SENSORS DAMAGED!"))
+            goodScan=False
+        else:
+            prout(_("  [Using Base's sensors]"))
+    else:
+        prout(_("     Short-range scan"))
+    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
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+    prout("    1 2 3 4 5 6 7 8 9 10")
+    if game.condition != "docked":
+        newcnd()
+    for i in range(QUADSIZE):
+        proutn("%2d  " % (i+1))
+        for j in range(QUADSIZE):
+            sectscan(goodScan, i, j)
+        skip(1)
+
+def eta():
+    "Use computer to get estimated time of arrival for a warp jump."
+    w1 = Coord(); w2 = Coord()
+    prompt = False
+    if damaged(DCOMPTR):
+        prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
+        skip(1)
+        return
+    if scanner.nexttok() != "IHREAL":
+        prompt = True
+        scanner.chew()
+        proutn(_("Destination quadrant and/or sector? "))
+        if scanner.nexttok()!="IHREAL":
+            huh()
+            return
+    w1.j = int(scanner.real-0.5)
+    if scanner.nexttok() != "IHREAL":
+        huh()
+        return
+    w1.i = int(scanner.real-0.5)
+    if scanner.nexttok() == "IHREAL":
+        w2.j = int(scanner.real-0.5)
+        if scanner.nexttok() != "IHREAL":
+            huh()
+            return
+        w2.i = int(scanner.real-0.5)
+    else:
+        if game.quadrant.j>w1.i:
+            w2.i = 0
+        else:
+            w2.i=QUADSIZE-1
+        if game.quadrant.i>w1.j:
+            w2.j = 0
+        else:
+            w2.j=QUADSIZE-1
+    if not w1.valid_quadrant() or not w2.valid_sector():
+        huh()
+        return
+    dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+                     (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
+    wfl = False
+    if prompt:
+        prout(_("Answer \"no\" if you don't know the value:"))
+    while True:
+        scanner.chew()
+        proutn(_("Time or arrival date? "))
+        if scanner.nexttok()=="IHREAL":
+            ttime = scanner.real
+            if ttime > game.state.date:
+                ttime -= game.state.date # Actually a star date
+            twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
+            if ttime <= 1e-10 or twarp > 10:
+                prout(_("We'll never make it, sir."))
+                scanner.chew()
+                return
+            twarp = max(twarp, 1.0)
+            break
+        scanner.chew()
+        proutn(_("Warp factor? "))
+        if scanner.nexttok()== "IHREAL":
+            wfl = True
+            twarp = scanner.real
+            if twarp<1.0 or twarp > 10.0:
+                huh()
+                return
+            break
+        prout(_("Captain, certainly you can give me one of these."))
+    while True:
+        scanner.chew()
+        ttime = (10.0*dist)/twarp**2
+        tpower = dist*twarp*twarp*twarp*(game.shldup+1)
+        if tpower >= game.energy:
+            prout(_("Insufficient energy, sir."))
+            if not game.shldup or tpower > game.energy*2.0:
+                if not wfl:
+                    return
+                proutn(_("New warp factor to try? "))
+                if scanner.nexttok() == "IHREAL":
+                    wfl = True
+                    twarp = scanner.real
+                    if twarp<1.0 or twarp > 10.0:
+                        huh()
+                        return
+                    continue
+                else:
+                    scanner.chew()
+                    skip(1)
+                    return
+            prout(_("But if you lower your shields,"))
+            proutn(_("remaining"))
+            tpower /= 2
+        else:
+            proutn(_("Remaining"))
+        prout(_(" energy will be %.2f.") % (game.energy-tpower))
+        if wfl:
+            prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+        elif twarp==1.0:
+            prout(_("Any warp speed is adequate."))
+        else:
+            prout(_("Minimum warp needed is %.2f,") % (twarp))
+            prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+        if game.state.remtime < ttime:
+            prout(_("Unfortunately, the Federation will be destroyed by then."))
+        if twarp > 6.0:
+            prout(_("You'll be taking risks at that speed, Captain"))
+        if (game.isatb==1 and game.state.kscmdr == w1 and \
+             scheduled(FSCDBAS)< ttime+game.state.date) or \
+            (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+            prout(_("The starbase there will be destroyed by then."))
+        proutn(_("New warp factor to try? "))
+        if scanner.nexttok() == "IHREAL":
+            wfl = True
+            twarp = scanner.real
+            if twarp<1.0 or twarp > 10.0:
+                huh()
+                return
+        else:
+            scanner.chew()
+            skip(1)
+            return
+
+# Code from setup.c begins here
+
+def prelim():
+    "Issue a historically correct banner."
+    skip(2)
+    prout(_("-SUPER- STAR TREK"))
+    skip(1)
+# From the FORTRAN original
+#    prout(_("Latest update-21 Sept 78"))
+#    skip(1)
+
+def freeze(boss):
+    "Save game."
+    if boss:
+        scanner.push("emsave.trk")
+    key = scanner.nexttok()
+    if key == "IHEOL":
+        proutn(_("File name: "))
+        key = scanner.nexttok()
+    if key != "IHALPHA":
+        huh()
+        return
+    if '.' not in scanner.token:
+        scanner.token += ".trk"
+    try:
+        fp = open(scanner.token, "wb")
+    except IOError:
+        prout(_("Can't freeze game as file %s") % scanner.token)
+        return
+    pickle.dump(game, fp)
+    fp.close()
+    scanner.chew()
+
+def thaw():
+    "Retrieve saved game."
+    global game
+    game.passwd = None
+    key = scanner.nexttok()
+    if key == "IHEOL":
+        proutn(_("File name: "))
+        key = scanner.nexttok()
+    if key != "IHALPHA":
+        huh()
+        return True
+    if '.' not in scanner.token:
+        scanner.token += ".trk"
+    try:
+        fp = open(scanner.token, "rb")
+    except IOError:
+        prout(_("Can't thaw game in %s") % scanner.token)
+        return True
+    game = pickle.load(fp)
+    fp.close()
+    scanner.chew()
+    return False
+
+# I used <http://www.memory-alpha.org> to find planets
+# with references in ST:TOS.  Earth and the Alpha Centauri
+# Colony have been omitted.
+#
+# Some planets marked Class G and P here will be displayed as class M
+# because of the way planets are generated. This is a known bug.
+systnames = (
+    # Federation Worlds
+    _("Andoria (Fesoan)"),        # several episodes
+    _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel"
+    _("Vulcan (T'Khasi)"),        # many episodes
+    _("Medusa"),                # TOS: "Is There in Truth No Beauty?"
+    _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD)
+    _("Ardana"),                # TOS: "The Cloud Minders"
+    _("Catulla (Cendo-Prae)"),        # TOS: "The Way to Eden"
+    _("Gideon"),                # TOS: "The Mark of Gideon"
+    _("Aldebaran III"),                # TOS: "The Deadly Years"
+    _("Alpha Majoris I"),        # TOS: "Wolf in the Fold"
+    _("Altair IV"),                # TOS: "Amok Time
+    _("Ariannus"),                # TOS: "Let That Be Your Last Battlefield"
+    _("Benecia"),                # TOS: "The Conscience of the King"
+    _("Beta Niobe I (Sarpeidon)"),        # TOS: "All Our Yesterdays"
+    _("Alpha Carinae II"),        # TOS: "The Ultimate Computer"
+    _("Capella IV (Kohath)"),        # TOS: "Friday's Child" (Class G)
+    _("Daran V"),                # TOS: "For the World is Hollow and I Have Touched the Sky"
+    _("Deneb II"),                # TOS: "Wolf in the Fold" ("IV" in BSD)
+    _("Eminiar VII"),                # TOS: "A Taste of Armageddon"
+    _("Gamma Canaris IV"),        # TOS: "Metamorphosis"
+    _("Gamma Tranguli VI (Vaalel)"),        # TOS: "The Apple"
+    _("Ingraham B"),                # TOS: "Operation: Annihilate"
+    _("Janus IV"),                # TOS: "The Devil in the Dark"
+    _("Makus III"),                # TOS: "The Galileo Seven"
+    _("Marcos XII"),                # TOS: "And the Children Shall Lead",
+    _("Omega IV"),                # TOS: "The Omega Glory"
+    _("Regulus V"),                # TOS: "Amok Time
+    _("Deneva"),                # TOS: "Operation -- Annihilate!"
+    # Worlds from BSD Trek
+    _("Rigel II"),                # TOS: "Shore Leave" ("III" in BSD)
+    _("Beta III"),                # TOS: "The Return of the Archons"
+    _("Triacus"),                # TOS: "And the Children Shall Lead",
+    _("Exo III"),                # TOS: "What Are Little Girls Made Of?" (Class P)
+    #        # Others
+    #    _("Hansen's Planet"),        # TOS: "The Galileo Seven"
+    #    _("Taurus IV"),                # TOS: "The Galileo Seven" (class G)
+    #    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
+    #    _("Izar"),                        # TOS: "Whom Gods Destroy"
+    #    _("Tiburon"),                # TOS: "The Way to Eden"
+    #    _("Merak II"),                # TOS: "The Cloud Minders"
+    #    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel"
+    #    _("Iotia"),                # TOS: "A Piece of the Action"
+)
+
+device = (
+    _("S. R. Sensors"), \
+    _("L. R. Sensors"), \
+    _("Phasers"), \
+    _("Photon Tubes"), \
+    _("Life Support"), \
+    _("Warp Engines"), \
+    _("Impulse Engines"), \
+    _("Shields"), \
+    _("Subspace Radio"), \
+    _("Shuttle Craft"), \
+    _("Computer"), \
+    _("Navigation System"), \
+    _("Transporter"), \
+    _("Shield Control"), \
+    _("Death Ray"), \
+    _("D. S. Probe"), \
+    _("Cloaking Device"), \
+)
+
+def setup():
+    "Prepare to play, set up cosmos."
+    w = Coord()
+    #  Decide how many of everything
+    if choose():
+        return # frozen game
+    # Prepare the Enterprise
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
+    game.ship = 'E'
+    game.state.crew = FULLCREW
+    game.energy = game.inenrg = 5000.0
+    game.shield = game.inshld = 2500.0
+    game.inlsr = 4.0
+    game.lsupres = 4.0
+    game.quadrant = randplace(GALSIZE)
+    game.sector = randplace(QUADSIZE)
+    game.torps = game.intorps = 10
+    game.nprobes = rnd.integer(2, 5)
+    game.warpfac = 5.0
+    for i in range(NDEVICES):
+        game.damage[i] = 0.0
+    # Set up assorted game parameters
+    game.battle = Coord()
+    game.state.date = game.indate = 100.0 * rnd.real(20, 51)
+    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.state.starkl = game.state.basekl = game.state.nworldkl = 0
+    game.iscraft = "onship"
+    game.landed = False
+    game.alive = True
+
+    # the galaxy
+    game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
+    # the starchart
+    game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+
+    game.state.planets = []      # Planet information
+    game.state.baseq = []      # Base quadrant coordinates
+    game.state.kcmdr = []      # Commander quadrant coordinates
+    game.statekscmdr = Coord() # Supercommander quadrant coordinates
+
+    # Starchart is functional but we've never seen it
+    game.lastchart = FOREVER
+    # Put stars in the galaxy
+    game.instar = 0
+    for i in range(GALSIZE):
+        for j in range(GALSIZE):
+            # Can't have more stars per quadrant than fit in one decimal digit,
+            # if we do the chart representation will break.
+            k = rnd.integer(1, min(10, QUADSIZE**2/10))
+            game.instar += k
+            game.state.galaxy[i][j].stars = k
+    # Locate star bases in galaxy
+    if game.idebug:
+        prout("=== Allocating %d bases" % game.inbase)
+    for i in range(game.inbase):
+        while True:
+            while True:
+                w = randplace(GALSIZE)
+                if not game.state.galaxy[w.i][w.j].starbase:
+                    break
+            contflag = False
+            # C version: for (j = i-1; j > 0; j--)
+            # so it did them in the opposite order.
+            for j in range(1, i):
+                # Improved placement algorithm to spread out bases
+                distq = (w - game.state.baseq[j]).distance()
+                if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
+                    contflag = True
+                    if game.idebug:
+                        prout("=== Abandoning base #%d at %s" % (i, w))
+                    break
+                elif distq < 6.0 * (BASEMAX+1-game.inbase):
+                    if game.idebug:
+                        prout("=== Saving base #%d, close to #%d" % (i, j))
+            if not contflag:
+                break
+        if game.idebug:
+            prout("=== Placing base #%d in quadrant %s" % (i, w))
+        game.state.baseq.append(w)
+        game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
+    # Position ordinary Klingon Battle Cruisers
+    krem = game.inkling
+    klumper = 0.25*game.skill*(9.0-game.length)+1.0
+    klumper = min(klumper, MAXKLQUAD)
+    while True:
+        r = rnd.real()
+        klump = int((1.0 - r*r)*klumper)
+        klump = min(klump, krem)
+        krem -= klump
+        while True:
+            w = randplace(GALSIZE)
+            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 += klump
+        if krem <= 0:
+            break
+    # Position Klingon Commander Ships
+    for i in range(game.incom):
+        while True:
+            w = randplace(GALSIZE)
+            if not welcoming(w) or w in game.state.kcmdr:
+                continue
+            if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
+                break
+        game.state.galaxy[w.i][w.j].klingons += 1
+        game.state.kcmdr.append(w)
+    # Locate planets in galaxy
+    for i in range(game.inplan):
+        while True:
+            w = randplace(GALSIZE)
+            if game.state.galaxy[w.i][w.j].planet is None:
+                break
+        new = Planet()
+        new.quadrant = w
+        new.crystals = "absent"
+        if (game.options & OPTION_WORLDS) and i < NINHAB:
+            new.pclass = "M"        # All inhabited planets are class M
+            new.crystals = "absent"
+            new.known = "known"
+            new.name = systnames[i]
+            new.inhabited = True
+        else:
+            new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
+            if rnd.withprob(0.33):
+                new.crystals = "present"
+            new.known = "unknown"
+            new.inhabited = False
+        game.state.galaxy[w.i][w.j].planet = new
+        game.state.planets.append(new)
+    # Locate Romulans
+    for i in range(game.state.nromrem):
+        w = randplace(GALSIZE)
+        game.state.galaxy[w.i][w.j].romulans += 1
+    # Place the Super-Commander if needed
+    if game.state.nscrem > 0:
+        while True:
+            w = randplace(GALSIZE)
+            if welcoming(w):
+                break
+        game.state.kscmdr = w
+        game.state.galaxy[w.i][w.j].klingons += 1
+    # Initialize times for extraneous events
+    schedule(FSNOVA, expran(0.5 * game.intime))
+    schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+    schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
+    schedule(FBATTAK, expran(0.3*game.intime))
+    unschedule(FCDBAS)
+    if game.state.nscrem:
+        schedule(FSCMOVE, 0.2777)
+    else:
+        unschedule(FSCMOVE)
+    unschedule(FSCDBAS)
+    unschedule(FDSPROB)
+    if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+        schedule(FDISTR, expran(1.0 + game.intime))
+    else:
+        unschedule(FDISTR)
+    unschedule(FENSLV)
+    unschedule(FREPRO)
+    # Place thing (in tournament game, we don't want one!)
+    # New in SST2K: never place the Thing near a starbase.
+    # This makes sense and avoids a special case in the old code.
+    global thing
+    if game.tourn is None:
+        while True:
+            thing = randplace(GALSIZE)
+            if thing not in game.state.baseq:
+                break
+    skip(2)
+    game.state.snap = False
+    if game.skill == SKILL_NOVICE:
+        prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+        prout(_("a deadly Klingon invasion force. As captain of the United"))
+        prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+        prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+        prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+        prout(_("your mission.  As you proceed you may be given more time."))
+        skip(1)
+        prout(_("You will have %d supporting starbases.") % (game.inbase))
+        proutn(_("Starbase locations-  "))
+    else:
+        prout(_("Stardate %d.") % int(game.state.date))
+        skip(1)
+        prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+        prout(_("An unknown number of Romulans."))
+        if game.state.nscrem:
+            prout(_("And one (GULP) Super-Commander."))
+        prout(_("%d stardates.") % int(game.intime))
+        proutn(_("%d starbases in ") % game.inbase)
+    for i in range(game.inbase):
+        proutn(repr(game.state.baseq[i]))
+        proutn("  ")
+    skip(2)
+    proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
+    proutn(_(" Sector %s") % game.sector)
+    skip(2)
+    prout(_("Good Luck!"))
+    if game.state.nscrem:
+        prout(_("  YOU'LL NEED IT."))
+    waitfor()
+    clrscr()
+    setwnd(message_window)
+    newqad()
+    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)
+
+def choose():
+    "Choose your game type."
+    while True:
+        game.tourn = game.length = 0
+        game.thawed = False
+        game.skill = SKILL_NONE
+        # 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":
+                proutn(_("Type in tournament number-"))
+            if scanner.real == 0:
+                scanner.chew()
+                continue # We don't want a blank entry
+            game.tourn = int(round(scanner.real))
+            rnd.seed(scanner.real)
+            if logfp:
+                logfp.write("# rnd.seed(%d)\n" % scanner.real)
+            break
+        if scanner.sees("saved") or scanner.sees("frozen"):
+            if thaw():
+                continue
+            scanner.chew()
+            if game.passwd is None:
+                continue
+            if not game.alldone:
+                game.thawed = True # No plaque if not finished
+            report()
+            waitfor()
+            return True
+        if scanner.sees("regular"):
+            break
+        proutn(_("What is \"%s\"? ") % scanner.token)
+        scanner.chew()
+    while game.length==0 or game.skill==SKILL_NONE:
+        if scanner.nexttok() == "IHALPHA":
+            if scanner.sees("short"):
+                game.length = 1
+            elif scanner.sees("medium"):
+                game.length = 2
+            elif scanner.sees("long"):
+                game.length = 4
+            elif scanner.sees("novice"):
+                game.skill = SKILL_NOVICE
+            elif scanner.sees("fair"):
+                game.skill = SKILL_FAIR
+            elif scanner.sees("good"):
+                game.skill = SKILL_GOOD
+            elif scanner.sees("expert"):
+                game.skill = SKILL_EXPERT
+            elif scanner.sees("emeritus"):
+                game.skill = SKILL_EMERITUS
+            else:
+                proutn(_("What is \""))
+                proutn(scanner.token)
+                prout("\"?")
+        else:
+            scanner.chew()
+            if game.length==0:
+                proutn(_("Would you like a Short, Medium, or Long game? "))
+            elif game.skill == SKILL_NONE:
+                proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+    # Choose game options -- added by ESR for SST2K
+    if scanner.nexttok() != "IHALPHA":
+        scanner.chew()
+        proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
+        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 | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL)
+        game.options |= OPTION_PLAIN
+    elif scanner.sees("almy"):
+        # Approximates Tom Almy's version.
+        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
+        game.options |= OPTION_ALMY
+    elif scanner.sees("fancy") or scanner.sees("\n"):
+        pass
+    elif len(scanner.token):
+        proutn(_("What is \"%s\"?") % scanner.token)
+    setpassword()
+    if game.passwd == "debug":
+        game.idebug = True
+        prout("=== Debug mode enabled.")
+    # Use parameters to generate initial values of things
+    game.damfac = 0.5 * game.skill
+    game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
+    game.inplan = 0
+    if game.options & OPTION_PLANETS:
+        game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
+    if game.options & OPTION_WORLDS:
+        game.inplan += int(NINHAB)
+    game.state.nromrem = game.inrom = rnd.integer(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.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
+    game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
+    game.state.remres = (game.inkling+4*game.incom)*game.intime
+    game.inresor = game.state.remres
+    if game.inkling > 50:
+        game.inbase += 1
+    return False
+
+def dropin(iquad=None):
+    "Drop a feature on a random dot in the current quadrant."
+    while True:
+        w = randplace(QUADSIZE)
+        if game.quad[w.i][w.j] == '.':
+            break
+    if iquad is not None:
+        game.quad[w.i][w.j] = iquad
+    return w
+
+def newcnd():
+    "Update our alert status."
+    game.condition = "green"
+    if game.energy < 1000.0:
+        game.condition = "yellow"
+    if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
+        game.condition = "red"
+    if not game.alive:
+        game.condition="dead"
+
+def newkling():
+    "Drop new Klingon into current quadrant."
+    return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
+
+def sortenemies():
+    "Sort enemies by distance so 'nearest' is meaningful."
+    game.enemies.sort(key=lambda x: x.kdist)
+
+def newqad():
+    "Set up a new state of quadrant, for when we enter or re-enter it."
+    game.justin = True
+    game.iplnet = None
+    game.neutz = game.inorbit = game.landed = False
+    game.ientesc = game.iseenit = game.isviolreported = False
+    game.tholian = None
+    # Create a blank quadrant
+    game.quad = fill2d(QUADSIZE, lambda i, j: '.')
+    if game.iscate:
+        # Attempt to escape Super-commander, so tbeam back!
+        game.iscate = False
+        game.ientesc = True
+    q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+    # cope with supernova
+    if q.supernova:
+        return
+    game.klhere = q.klingons
+    game.irhere = q.romulans
+    # Position Starship
+    game.quad[game.sector.i][game.sector.j] = game.ship
+    game.enemies = []
+    if q.klingons:
+        # Position ordinary Klingons
+        for _i in range(game.klhere):
+            newkling()
+        # If we need a commander, promote a Klingon
+        for cmdr in game.state.kcmdr:
+            if cmdr == game.quadrant:
+                e = game.enemies[game.klhere-1]
+                game.quad[e.location.i][e.location.j] = 'C'
+                e.power = rnd.real(950,1350) + 50.0*game.skill
+                break
+        # If we need a super-commander, promote a Klingon
+        if game.quadrant == game.state.kscmdr:
+            e = game.enemies[0]
+            game.quad[e.location.i][e.location.j] = 'S'
+            e.power = rnd.real(1175.0,  1575.0) + 125.0*game.skill
+            game.iscate = (game.remkl() > 1)
+    # Put in Romulans if needed
+    for _i in range(q.romulans):
+        Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
+    # If quadrant needs a starbase, put it in
+    if q.starbase:
+        game.base = dropin('B')
+    # If quadrant needs a planet, put it in
+    if q.planet:
+        game.iplnet = q.planet
+        if not q.planet.inhabited:
+            game.plnet = dropin('P')
+        else:
+            game.plnet = dropin('@')
+    # Check for condition
+    newcnd()
+    # Check for RNZ
+    if game.irhere > 0 and game.klhere == 0:
+        game.neutz = True
+        if not damaged(DRADIO):
+            skip(1)
+            prout(_("LT. Uhura- \"Captain, an urgent message."))
+            prout(_("  I'll put it on audio.\"  CLICK"))
+            skip(1)
+            prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+    # Put in THING if needed
+    if thing == game.quadrant:
+        Enemy(etype='?', loc=dropin(),
+              power=rnd.real(6000,6500.0)+250.0*game.skill)
+        if not damaged(DSRSENS):
+            skip(1)
+            prout(_("Mr. Spock- \"Captain, this is most unusual."))
+            prout(_("    Please examine your short-range scan.\""))
+    # Decide if quadrant needs a Tholian; lighten up if skill is low
+    if game.options & OPTION_THOLIAN:
+        if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
+            (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
+            (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
+            w = Coord()
+            while True:
+                w.i = rnd.withprob(0.5) * (QUADSIZE-1)
+                w.j = rnd.withprob(0.5) * (QUADSIZE-1)
+                if game.quad[w.i][w.j] == '.':
+                    break
+            game.tholian = Enemy(etype='T', loc=w,
+                                 power=rnd.integer(100, 500) + 25.0*game.skill)
+            # Reserve unoccupied corners
+            if game.quad[0][0]=='.':
+                game.quad[0][0] = 'X'
+            if game.quad[0][QUADSIZE-1]=='.':
+                game.quad[0][QUADSIZE-1] = 'X'
+            if game.quad[QUADSIZE-1][0]=='.':
+                game.quad[QUADSIZE-1][0] = 'X'
+            if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
+                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+    sortenemies()
+    # And finally the stars
+    for _i in range(q.stars):
+        dropin('*')
+    # Put in a few black holes
+    for _i in range(1, 3+1):
+        if rnd.withprob(0.5):
+            dropin(' ')
+    # Take out X's in corners if Tholian present
+    if game.tholian:
+        if game.quad[0][0]=='X':
+            game.quad[0][0] = '.'
+        if game.quad[0][QUADSIZE-1]=='X':
+            game.quad[0][QUADSIZE-1] = '.'
+        if game.quad[QUADSIZE-1][0]=='X':
+            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."
+    if game.options & OPTION_PLAIN:
+        while True:
+            scanner.chew()
+            proutn(_("Please type in a secret password- "))
+            scanner.nexttok()
+            game.passwd = scanner.token
+            if game.passwd is not None:
+                break
+    else:
+        game.passwd = ""
+        game.passwd += chr(ord('a')+rnd.integer(26))
+        game.passwd += chr(ord('a')+rnd.integer(26))
+        game.passwd += chr(ord('a')+rnd.integer(26))
+
+# 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),
+    ("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),
+    ("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),
+]
+
+def listCommands():
+    "Generate a list of legal commands."
+    prout(_("LEGAL COMMANDS ARE:"))
+    emitted = 0
+    for (key, opt) in commands:
+        if not opt or (opt & game.options):
+            proutn("%-12s " % key)
+            emitted += 1
+            if emitted % 5 == 4:
+                skip(1)
+    skip(1)
+
+def helpme():
+    "Browse on-line help."
+    key = scanner.nexttok()
+    while True:
+        if key == "IHEOL":
+            setwnd(prompt_window)
+            proutn(_("Help on what command? "))
+            key = scanner.nexttok()
+        setwnd(message_window)
+        if key == "IHEOL":
+            return
+        cmds = [x[0] for x in commands]
+        if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
+            break
+        skip(1)
+        listCommands()
+        key = "IHEOL"
+        scanner.chew()
+        skip(1)
+    cmd = scanner.token.upper()
+    for directory in docpath:
+        try:
+            fp = open(os.path.join(directory, "sst.doc"), "r")
+            break
+        except IOError:
+            pass
+    else:
+        prout(_("Spock-  \"Captain, that information is missing from the"))
+        prout(_("   computer. You need to find sst.doc and put it somewhere"))
+        proutn(_("   in these directories: %s") % ":".join(docpath))
+        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.upper() == linebuf:
+                break
+    skip(1)
+    prout(_("Spock- \"Captain, I've found the following information:\""))
+    skip(1)
+    while True:
+        linebuf = fp.readline()
+        if "******" in linebuf:
+            break
+        proutn(linebuf)
+    fp.close()
+
+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
+            hitme = False
+            game.optime = game.justin = False
+            scanner.chew()
+            setwnd(prompt_window)
+            clrscr()
+            proutn("COMMAND> ")
+            if scanner.nexttok() == "IHEOL":
+                if game.options & OPTION_CURSES:
+                    makechart()
+                continue
+            elif scanner.token == "":
+                continue
+            game.ididit = False
+            clrscr()
+            setwnd(message_window)
+            clrscr()
+            abandon_passed = False
+            cmd = ""   # Force cmd to persist after loop
+            opt = 0    # Force opt to persist after loop
+            for (cmd, opt) in commands:
+                # commands after ABANDON cannot be abbreviated
+                if cmd == "ABANDON":
+                    abandon_passed = True
+                if cmd == scanner.token.upper() or (not abandon_passed \
+                        and cmd.startswith(scanner.token.upper())):
+                    break
+            if cmd == "":
+                listCommands()
+                continue
+            elif opt and not (opt & game.options):
+                huh()
+            else:
+                break
+        if game.options & OPTION_CURSES:
+            prout("COMMAND> %s" % cmd)
+        if cmd == "SRSCAN":                # srscan
+            srscan()
+        elif cmd == "STATUS":                # status
+            status()
+        elif cmd == "REQUEST":                # status request
+            request()
+        elif cmd == "LRSCAN":                # long range scan
+            lrscan(silent=False)
+        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)
+        elif cmd == "SHIELDS":                # shields
+            doshield(shraise=False)
+            if game.ididit:
+                hitme = True
+                game.shldchg = False
+        elif cmd == "DOCK":                # dock at starbase
+            dock(True)
+            if game.ididit:
+                attack(torps_ok=False)
+        elif cmd == "DAMAGES":                # damage reports
+            damagereport()
+        elif cmd == "CHART":                # chart
+            makechart()
+        elif cmd == "IMPULSE":                # impulse
+            impulse()
+        elif cmd == "REST":                # rest
+            wait()
+            if game.ididit:
+                hitme = True
+        elif cmd == "WARP":                # warp
+            setwarp()
+        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
+            raise SystemExit(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 == "CAPTURE":
+            capture()
+        elif cmd == "CLOAK":
+            cloak()
+        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 == "SCORE":
+            score()                         # see current score
+        elif cmd == "CURSES":
+            game.options |= (OPTION_CURSES | OPTION_COLOR)
+            iostart()
+        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.i][game.quadrant.j].supernova:
+                atover(False)
+                continue
+            if hitme and not game.justin:
+                attack(torps_ok=True)
+                if game.alldone:
+                    break
+                if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+                    atover(False)
+                    hitme = True
+                    continue
+            break
+        if game.alldone:
+            break
+    if game.idebug:
+        prout("=== Ending")
+
+def cramen(ch):
+    "Emit the name of an enemy or feature."
+    if   ch == 'R': s = _("Romulan")
+    elif ch == 'K': s = _("Klingon")
+    elif ch == 'C': s = _("Commander")
+    elif ch == 'S': s = _("Super-commander")
+    elif ch == '*': s = _("Star")
+    elif ch == 'P': s = _("Planet")
+    elif ch == 'B': s = _("Starbase")
+    elif ch == ' ': s = _("Black hole")
+    elif ch == 'T': s = _("Tholian")
+    elif ch == '#': s = _("Tholian web")
+    elif ch == '?': s = _("Stranger")
+    elif ch == '@': s = _("Inhabited World")
+    else: s = "Unknown??"
+    return s
+
+def crmena(loud, enemy, loctype, w):
+    "Emit the name of an enemy and his location."
+    buf = ""
+    if loud:
+        buf += "***"
+    buf += cramen(enemy) + _(" at ")
+    if loctype == "quadrant":
+        buf += _("Quadrant ")
+    elif loctype == "sector":
+        buf += _("Sector ")
+    return buf + repr(w)
+
+def crmshp():
+    "Emit our ship name."
+    return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
+
+def stars():
+    "Emit a line of stars"
+    prouts("******************************************************")
+    skip(1)
+
+def expran(avrage):
+    return -avrage*math.log(1e-7 + rnd.real())
+
+def randplace(size):
+    "Choose a random location."
+    w = Coord()
+    w.i = rnd.integer(size)
+    w.j = rnd.integer(size)
+    return w
+
+class sstscanner:
+    def __init__(self):
+        self.type = None
+        self.token = None
+        self.real = 0.0
+        self.inqueue = []
+    def nexttok(self):
+        # Get a token from the user
+        self.real = 0.0
+        self.token = ''
+        # Fill the token quue if nothing here
+        while not self.inqueue:
+            sline = cgetline()
+            if curwnd==prompt_window:
+                clrscr()
+                setwnd(message_window)
+                clrscr()
+            if sline == '':
+                return None
+            if not sline:
+                continue
+            else:
+                self.inqueue = sline.lstrip().split() + ["\n"]
+        # From here on in it's all looking at the queue
+        self.token = self.inqueue.pop(0)
+        if self.token == "\n":
+            self.type = "IHEOL"
+            return "IHEOL"
+        try:
+            self.real = float(self.token)
+            self.type = "IHREAL"
+            return "IHREAL"
+        except ValueError:
+            pass
+        # Treat as alpha
+        self.token = self.token.lower()
+        self.type = "IHALPHA"
+        self.real = None
+        return "IHALPHA"
+    def append(self, tok):
+        self.inqueue.append(tok)
+    def push(self, tok):
+        self.inqueue.insert(0, tok)
+    def waiting(self):
+        return self.inqueue
+    def chew(self):
+        # Demand input for next scan
+        self.inqueue = []
+        self.real = self.token = None
+    def sees(self, s):
+        # compares s to item and returns true if it matches to the length of s
+        return s.startswith(self.token)
+    def int(self):
+        # Round token value to nearest integer
+        return int(round(self.real))
+    def getcoord(self):
+        s = Coord()
+        self.nexttok()
+        if self.type != "IHREAL":
+            huh()
+            return None
+        s.i = self.int()-1
+        self.nexttok()
+        if self.type != "IHREAL":
+            huh()
+            return None
+        s.j = self.int()-1
+        return s
+    def __repr__(self):
+        return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
+
+def ja():
+    "Yes-or-no confirmation."
+    scanner.chew()
+    while True:
+        scanner.nexttok()
+        if scanner.token == 'y':
+            return True
+        if scanner.token == 'n':
+            return False
+        scanner.chew()
+        proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+    "Complain about unparseable input."
+    scanner.chew()
+    skip(1)
+    prout(_("Beg your pardon, Captain?"))
+
+def debugme():
+    "Access to the internals for debugging."
+    proutn("Reset levels? ")
+    if ja():
+        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():
+        for i in range(NDEVICES):
+            if game.damage[i] > 0.0:
+                game.damage[i] = 0.0
+    proutn("Toggle debug flag? ")
+    if ja():
+        game.idebug = not game.idebug
+        if game.idebug:
+            prout("Debug output ON")
+        else:
+            prout("Debug output OFF")
+    proutn("Cause selective damage? ")
+    if ja():
+        for i in range(NDEVICES):
+            proutn("Kill %s?" % device[i])
+            scanner.chew()
+            key = scanner.nexttok()
+            if key == "IHALPHA" and scanner.sees("y"):
+                game.damage[i] = 10.0
+    proutn("Examine/change events? ")
+    if ja():
+        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 in {FENSLV, FREPRO}:
+                    ev = findevent(i)
+                    proutn(" in %s" % ev.quadrant)
+            else:
+                proutn("never")
+            proutn("? ")
+            scanner.chew()
+            key = scanner.nexttok()
+            if key == 'n':
+                unschedule(i)
+                scanner.chew()
+            elif key == "IHREAL":
+                ev = schedule(i, scanner.real)
+                if i in {FENSLV, FREPRO}:
+                    scanner.chew()
+                    proutn("In quadrant- ")
+                    key = scanner.nexttok()
+                    # "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.i = int(round(scanner.real))
+                        key = scanner.nexttok()
+                        if key != "IHREAL":
+                            prout("Event %d canceled, no y coordinate." % (i))
+                            unschedule(i)
+                            continue
+                        w.j = int(round(scanner.real))
+                        ev.quadrant = w
+        scanner.chew()
+    proutn("Induce supernova here? ")
+    if ja():
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
+        atover(True)
+
+if __name__ == '__main__':
+    try:
+        #global line, thing, game
+        game = None
+        thing = Thingy()
+        game = Gamestate()
+        rnd = randomizer()
+        logfp = None
+        game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
+        if os.getenv("TERM"):
+            game.options |= OPTION_CURSES
+        else:
+            game.options |= OPTION_TTY
+        seed = int(time.time())
+        (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
+        replay = False
+        for (switch, val) in options:
+            if switch == '-r':
+                # pylint: disable=raise-missing-from
+                try:
+                    replayfp = open(val, "r")
+                except IOError:
+                    sys.stderr.write("sst: can't open replay file %s\n" % val)
+                    raise SystemExit(1)
+                # pylint: disable=raise-missing-from
+                try:
+                    line = replayfp.readline().strip()
+                    (leader, __, seed) = line.split()
+                    # pylint: disable=eval-used
+                    seed = eval(seed)
+                    line = replayfp.readline().strip()
+                    arguments += line.split()[2:]
+                    replay = True
+                except ValueError:
+                    sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+                    raise SystemExit(1)
+                game.options |= OPTION_TTY
+                game.options &=~ OPTION_CURSES
+            elif switch == '-s':
+                seed = int(val)
+            elif switch == '-t':
+                game.options |= OPTION_TTY
+                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)
+            else:
+                sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+                raise SystemExit(1)
+        # where to save the input in case of bugs
+        if "TMPDIR" in os.environ:
+            tmpdir = os.environ['TMPDIR']
+        else:
+            tmpdir = "/tmp"
+        try:
+            logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
+        except IOError:
+            sys.stderr.write("sst: warning, can't open logfile\n")
+            sys.exit(1)
+        if logfp:
+            logfp.write("# seed %s\n" % seed)
+            logfp.write("# options %s\n" % " ".join(arguments))
+            logfp.write("# SST2K version %s\n" % version)
+            logfp.write("# recorded by %s@%s on %s\n" % \
+                    (getpass.getuser(),socket.getfqdn(),time.ctime()))
+        rnd.seed(seed)
+        scanner = sstscanner()
+        for arg in arguments:
+            scanner.append(arg)
+        try:
+            iostart()
+            while True: # Play a game
+                setwnd(fullscreen_window)
+                clrscr()
+                prelim()
+                setup()
+                if game.alldone:
+                    score()
+                    game.alldone = False
+                else:
+                    makemoves()
+                if replay:
+                    break
+                skip(1)
+                stars()
+                skip(1)
+                if game.tourn and game.alldone:
+                    proutn(_("Do you want your score recorded?"))
+                    if ja():
+                        scanner.chew()
+                        scanner.push("\n")
+                        freeze(False)
+                scanner.chew()
+                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."))
+        finally:
+            ioend()
+        raise SystemExit(0)
+    except KeyboardInterrupt:
+        if logfp:
+            logfp.close()
+        print("")
+
+# End.
diff --git a/sst.py b/sst.py
deleted file mode 100755 (executable)
index 94bc397..0000000
--- a/sst.py
+++ /dev/null
@@ -1,6818 +0,0 @@
-#!/usr/bin/env python3
-"""
-sst.py -- Super Star Trek 2K
-
-SST2K is a Python translation of a C translation of a FORTRAN
-original dating back to 1973.  Beautiful Python it is not, but it
-works.  Translation by Eric S. Raymond; original game by David Matuszek
-and Paul Reynolds, with modifications by Don Smith, Tom Almy,
-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
-# Runs under Python 2 an Python 3. Preserve this property!
-# SPDX-License-Identifier: BSD-2-clause
-
-# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
-
-# pylint: disable=multiple-imports
-import os, sys, math, curses, time, pickle, copy, gettext, getpass
-import getopt, socket, locale
-import codecs
-
-# This import only works on Unixes.  The intention is to enable
-# Ctrl-P, Ctrl-N, and friends in Cmd.
-try:
-    # pylint: disable=unused-import
-    import readline
-except ImportError:
-    pass
-
-# Prevent lossage under Python 3
-try:
-    my_input = raw_input
-except NameError:
-    my_input = input
-
-version = "2.7"
-
-docpath        = (".", "doc/", "/usr/share/doc/sst/")
-
-def _(st):
-    return gettext.gettext(st)
-
-# Rolling our own LCG because Python changed its incompatibly in 3.2.
-# Thus, we need to have our own to be 2/3 polyglot, which will also
-# be helpful when we forwrard-port.
-
-class randomizer:
-    # LCG PRNG parameters tested against
-    # Knuth vol. 2. by the authors of ADVENT
-    LCG_A = 1093
-    LCG_C = 221587
-    LCG_M = 1048576
-
-    @staticmethod
-    def random():
-        old_x = game.lcg_x
-        game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
-        return old_x / randomizer.LCG_M
-
-    @staticmethod
-    def withprob(p):
-        v = randomizer.random()
-        #if logfp:
-        #    logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
-        return v < p
-
-    @staticmethod
-    def integer(*args):
-        v = randomizer.random()
-        if len(args) == 1:
-            v = int(v * args[0])
-        else:
-            v = args[0] + int(v * (args[1] - args[0]))
-        #if logfp:
-        #    logfp.write("#integer%s -> %s\n" % (args, v))
-        return int(v)
-
-    @staticmethod
-    def real(*args):
-        v = randomizer.random()
-        if len(args) == 1:
-            v *= args[0]                 # from [0, args[0])
-        elif len(args) == 2:
-            v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
-        #if logfp:
-        #    logfp.write("#real%s -> %f\n" % (args, v))
-        return v
-
-    @staticmethod
-    def seed(n):
-        #if logfp:
-        #    logfp.write("#seed(%d)\n" % n)
-        game.lcg_x = n % randomizer.LCG_M
-
-GALSIZE        = 8             # Galaxy size in quadrants
-NINHAB         = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
-MAXUNINHAB     = 10            # Maximum uninhabited worlds
-QUADSIZE       = 10            # Quadrant size in sectors
-BASEMIN                = 2                             # Minimum starbases
-BASEMAX        = (GALSIZE * GALSIZE // 12)     # Maximum starbases
-MAXKLGAME      = 127           # Maximum Klingons per game
-MAXKLQUAD      = 9             # Maximum Klingons per quadrant
-FULLCREW       = 428           # Crew size. BSD Trek was 387, that's wrong
-FOREVER        = 1e30          # Time for the indefinite future
-MAXBURST       = 3             # Max # of torps you can launch in one turn
-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
-GREEN        = 2
-CYAN         = 3
-RED          = 4
-MAGENTA      = 5
-BROWN        = 6
-LIGHTGRAY    = 7
-DARKGRAY     = 8
-LIGHTBLUE    = 9
-LIGHTGREEN   = 10
-LIGHTCYAN    = 11
-LIGHTRED     = 12
-LIGHTMAGENTA = 13
-YELLOW       = 14
-WHITE        = 15
-
-class TrekError(Exception):
-    pass
-
-class JumpOut(Exception):
-    pass
-
-class Coord:
-    def __init__(self, x=None, y=None):
-        self.i = x     # Row
-        self.j = y     # Column
-    def valid_quadrant(self):
-        return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
-    def valid_sector(self):
-        return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
-    def invalidate(self):
-        self.i = self.j = None
-    def __eq__(self, other):
-        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):
-        return Coord(self.i+other.i, self.j+other.j)
-    def __sub__(self, other):
-        return Coord(self.i-other.i, self.j-other.j)
-    def __mul__(self, other):
-        return Coord(self.i*other, self.j*other)
-    def __rmul__(self, other):
-        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 __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):
-        if not other:
-            other = Coord(0, 0)
-        return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
-    def bearing(self):
-        return 1.90985*math.atan2(self.j, self.i)
-    def sgn(self):
-        s = Coord()
-        if self.i == 0:
-            s.i = 0
-        elif self.i < 0:
-            s.i = -1
-        else:
-            s.i = 1
-        if self.j == 0:
-            s.j = 0
-        elif self.j < 0:
-            s.j = -1
-        else:
-            s.j = 1
-        return s
-    def quadrant(self):
-        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
-        return self.roundtogrid() // QUADSIZE
-    def sector(self):
-        return self.roundtogrid() % QUADSIZE
-    def scatter(self):
-        s = Coord()
-        s.i = self.i + rnd.integer(-1, 2)
-        s.j = self.j + rnd.integer(-1, 2)
-        return s
-    def __str__(self):
-        if self.i is None or self.j is None:
-            return "Nowhere"
-        return "%s - %s" % (self.i+1, self.j+1)
-    __repr__ = __str__
-
-class Thingy(Coord):
-    "Do not anger the Space Thingy!"
-    def __init__(self):
-        Coord.__init__(self)
-        self.angered = False
-    def angry(self):
-        self.angered = True
-    def at(self, q):
-        return (q.i, q.j) == (self.i, self.j)
-
-class Planet:
-    def __init__(self):
-        self.name = None        # string-valued if inhabited
-        self.quadrant = Coord()        # quadrant located
-        self.pclass = None        # could be ""M", "N", "O", or "destroyed"
-        self.crystals = "absent"# could be "mined", "present", "absent"
-        self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
-        self.inhabited = False        # is it inhabited?
-    def __str__(self):
-        return self.name
-
-class Quadrant:
-    def __init__(self):
-        self.stars = 0
-        self.planet = None
-        self.starbase = False
-        self.klingons = 0
-        self.romulans = 0
-        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):
-        self.stars = None
-        self.starbase = False
-        self.klingons = None
-    def __repr__(self):
-        return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
-
-def fill2d(size, fillfun):
-    "Fill an empty list in 2D."
-    lst = []
-    for i in range(size):
-        lst.append([])
-        for j in range(size):
-            lst[i].append(fillfun(i, j))
-    return lst
-
-class Snapshot:
-    def __init__(self):
-        self.snap = False       # snapshot taken
-        self.crew = 0           # crew complement
-        self.nscrem = 0         # remaining super commanders
-        self.starkl = 0         # destroyed stars
-        self.basekl = 0         # destroyed bases
-        self.nromrem = 0        # Romulans remaining
-        self.nplankl = 0        # destroyed uninhabited planets
-        self.nworldkl = 0        # destroyed inhabited planets
-        self.planets = []        # Planet information
-        self.date = 0.0           # stardate
-        self.remres = 0         # remaining resources
-        self.remtime = 0        # remaining time
-        self.baseq = []         # Base quadrant coordinates
-        self.kcmdr = []         # Commander quadrant coordinates
-        self.kscmdr = Coord()        # Supercommander quadrant coordinates
-        # the galaxy
-        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):
-        self.date = None        # A real number
-        self.quadrant = None        # A coord structure
-
-# game options
-OPTION_ALL        = 0xffffffff
-OPTION_TTY        = 0x00000001        # old interface
-OPTION_CURSES     = 0x00000002        # new interface
-OPTION_IOMODES    = 0x00000003        # cover both interfaces
-OPTION_PLANETS    = 0x00000004        # planets and mining
-OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (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)
-OPTION_DOTFILL    = 0x08000000        # fix dotfill glitch in chart (ESR, 2019)
-
-# Define devices
-DSRSENS         = 0
-DLRSENS         = 1
-DPHASER         = 2
-DPHOTON         = 3
-DLIFSUP         = 4
-DWARPEN         = 5
-DIMPULS         = 6
-DSHIELD         = 7
-DRADIO          = 8
-DSHUTTL         = 9
-DCOMPTR         = 10
-DNAVSYS         = 11
-DTRANSP         = 12
-DSHCTRL         = 13
-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)
-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
-FSNOVA  = 1        # Supernova
-FTBEAM  = 2        # Commander tractor beams Enterprise
-FSNAP   = 3        # Snapshot for time warp
-FBATTAK = 4        # Commander attacks base
-FCDBAS  = 5        # Commander destroys base
-FSCMOVE = 6        # Supercommander moves (might attack base)
-FSCDBAS = 7        # Supercommander destroys base
-FDSPROB = 8        # Move deep space probe
-FDISTR  = 9        # Emit distress call from an inhabited world
-FENSLV  = 10       # Inhabited word is enslaved
-FREPRO  = 11       # Klingons build a ship in an enslaved system
-NEVENTS = 12
-
-# Abstract out the event handling -- underlying data structures will change
-# when we implement stateful events
-def findevent(evtype):
-    return game.future[evtype]
-
-class Enemy:
-    def __init__(self, etype=None, loc=None, power=None):
-        self.type = etype
-        self.location = Coord()
-        self.kdist = None
-        self.kavgd = None
-        if loc:
-            self.move(loc)
-        self.power = power        # enemy energy level
-        game.enemies.append(self)
-    def move(self, loc):
-        motion = (loc != self.location)
-        if self.location.i is not None and self.location.j is not None:
-            if motion:
-                if self.type == 'T':
-                    game.quad[self.location.i][self.location.j] = '#'
-                else:
-                    game.quad[self.location.i][self.location.j] = '.'
-        if loc:
-            self.location = copy.copy(loc)
-            game.quad[self.location.i][self.location.j] = self.type
-            self.kdist = self.kavgd = (game.sector - loc).distance()
-        else:
-            self.location = Coord()
-            self.kdist = self.kavgd = None
-            # 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
-
-class Gamestate:
-    def __init__(self):
-        self.options = None        # Game options
-        self.state = Snapshot()        # A snapshot structure
-        self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
-        self.quad = None        # contents of our quadrant
-        self.damage = [0.0] * NDEVICES        # damage encountered
-        self.future = []        # future events
-        i = NEVENTS
-        while i > 0:
-            i -= 1
-            self.future.append(Event())
-        self.passwd  = None        # Self Destruct password
-        self.enemies = []
-        self.quadrant = None        # where we are in the large
-        self.sector = None        # where we are in the small
-        self.tholian = None        # Tholian enemy object
-        self.base = None        # position of base in current quadrant
-        self.battle = None        # base coordinates being attacked
-        self.plnet = None        # location of planet in quadrant
-        self.gamewon = False        # Finished!
-        self.ididit = False        # action taken -- allows enemy to attack
-        self.alive = False        # we are alive (not killed)
-        self.justin = False        # just entered quadrant
-        self.shldup = False        # shields are up
-        self.shldchg = False        # shield is changing (affects efficiency)
-        self.iscate = False        # super commander is here
-        self.ientesc = False        # attempted escape from supercommander
-        self.resting = False        # rest time
-        self.icraft = False        # Kirk in Galileo
-        self.landed = False        # party on planet (true), on ship (false)
-        self.alldone = False        # game is now finished
-        self.neutz = False        # Romulan Neutral Zone
-        self.isarmed = False        # probe is armed
-        self.inorbit = False        # orbiting a planet
-        self.imine = False        # mining
-        self.icrystl = False        # dilithium crystals aboard
-        self.iseenit = False        # seen base attack report
-        self.thawed = False        # thawed game
-        self.condition = None        # "green", "yellow", "red", "docked", "dead"
-        self.iscraft = None        # "onship", "offship", "removed"
-        self.skill = SKILL_NONE        # Player skill level
-        self.inkling = 0        # initial number of klingons
-        self.inbase = 0                # initial number of bases
-        self.incom = 0                # initial number of commanders
-        self.inscom = 0                # initial number of commanders
-        self.inrom = 0                # initial number of commanders
-        self.instar = 0                # initial stars
-        self.intorps = 0        # initial/max torpedoes
-        self.torps = 0                # number of torpedoes
-        self.ship = 0                # ship type -- 'E' is Enterprise
-        self.abandoned = 0        # count of crew abandoned in space
-        self.length = 0                # length of game
-        self.klhere = 0                # klingons here
-        self.casual = 0                # causalties
-        self.nhelp = 0                # calls for help
-        self.nkinks = 0                # count of energy-barrier crossings
-        self.iplnet = None        # planet # in quadrant
-        self.inplan = 0                # initial planets
-        self.irhere = 0                # Romulans in quadrant
-        self.isatb = 0                # =2 if super commander is attacking base
-        self.tourn = None        # tournament number
-        self.nprobes = 0        # number of probes available
-        self.inresor = 0.0        # initial resources
-        self.intime = 0.0        # initial time
-        self.inenrg = 0.0        # initial/max energy
-        self.inshld = 0.0        # initial/max shield
-        self.inlsr = 0.0        # initial life support resources
-        self.indate = 0.0        # initial date
-        self.energy = 0.0        # energy level
-        self.shield = 0.0        # shield level
-        self.warpfac = 0.0        # warp speed
-        self.lsupres = 0.0        # life support reserves
-        self.optime = 0.0        # time taken by current operation
-        self.damfac = 0.0        # damage factor
-        self.lastchart = 0.0        # time star chart was last updated
-        self.cryprob = 0.0        # probability that crystal will work
-        self.probe = None        # object holding probe course info
-        self.height = 0.0        # height of orbit around planet
-        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
-        self.lcg_x = 0         # LCG generator value
-    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.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.remkl() + 4*len(self.state.kcmdr))
-    def unwon(self):
-        "Are there Klingons remaining?"
-        return self.remkl()
-
-FWON = 0
-FDEPLETE = 1
-FLIFESUP = 2
-FNRG = 3
-FBATTLE = 4
-FNEG3 = 5
-FNOVA = 6
-FSNOVAED = 7
-FABANDN = 8
-FDILITHIUM = 9
-FMATERIALIZE = 10
-FPHASER = 11
-FLOST = 12
-FMINING = 13
-FDPLANET = 14
-FPNOVA = 15
-FSSC = 16
-FSTRACTOR = 17
-FDRAY = 18
-FTRIBBLE = 19
-FHOLE = 20
-FCREW = 21
-FCLOAK = 22
-
-# Code from ai.c begins here
-
-def welcoming(iq):
-    "Would this quadrant welcome another Klingon?"
-    return iq.valid_quadrant() and \
-        not game.state.galaxy[iq.i][iq.j].supernova and \
-        game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
-
-def tryexit(enemy, look, irun):
-    "A bad guy attempts to bug out."
-    iq = Coord()
-    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
-    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
-    if not welcoming(iq):
-        return []
-    if enemy.type == 'R':
-        return [] # Romulans cannot escape!
-    if not irun:
-        # avoid intruding on another commander's territory
-        if enemy.type == 'C':
-            if iq in game.state.kcmdr:
-                return []
-            # refuse to leave if currently attacking starbase
-            if game.battle == game.quadrant:
-                return []
-        # don't leave if over 1000 units of energy
-        if enemy.power > 1000.0:
-            return []
-    oldloc = copy.copy(enemy.location)
-    # handle local matters related to escape
-    enemy.move(None)
-    game.klhere -= 1
-    if game.condition != "docked":
-        newcnd()
-    # Handle global matters related to escape
-    game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
-    game.state.galaxy[iq.i][iq.j].klingons += 1
-    if enemy.type == 'S':
-        game.iscate = False
-        game.ientesc = False
-        game.isatb = 0
-        schedule(FSCMOVE, 0.2777)
-        unschedule(FSCDBAS)
-        game.state.kscmdr = iq
-    else:
-        for cmdr in game.state.kcmdr:
-            if cmdr == game.quadrant:
-                game.state.kcmdr.append(iq)
-                break
-    # report move out of quadrant.
-    return [(True, enemy, oldloc, iq)]
-
-# The bad-guy movement algorithm:
-#
-# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
-# If both are operating full strength, force is 1000. If both are damaged,
-# force is -1000. Having shields down subtracts an additional 1000.
-#
-# 2. Enemy has forces equal to the energy of the attacker plus
-# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
-# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
-#
-# Attacker Initial energy levels (nominal):
-# Klingon   Romulan   Commander   Super-Commander
-# Novice    400        700        1200
-# Fair      425        750        1250
-# Good      450        800        1300        1750
-# Expert    475        850        1350        1875
-# Emeritus  500        900        1400        2000
-# VARIANCE   75        200         200         200
-#
-# Enemy vessels only move prior to their attack. In Novice - Good games
-# only commanders move. In Expert games, all enemy vessels move if there
-# is a commander present. In Emeritus games all enemy vessels move.
-#
-# 3. If Enterprise is not docked, an aggressive action is taken if enemy
-# forces are 1000 greater than Enterprise.
-#
-# Agressive action on average cuts the distance between the ship and
-# the enemy to 1/4 the original.
-#
-# 4.  At lower energy advantage, movement units are proportional to the
-# advantage with a 650 advantage being to hold ground, 800 to move forward
-# 1, 950 for two, 150 for back 4, etc. Variance of 100.
-#
-# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
-# retreat, especially at high skill levels.
-#
-# 5.  Motion is limited to skill level, except for SC hi-tailing it out.
-
-def movebaddy(enemy):
-    "Tactical movement for the bad guys."
-    goto = Coord()
-    look = Coord()
-    irun = False
-    # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
-    if game.skill >= SKILL_EXPERT:
-        nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
-    else:
-        nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
-    old_dist = enemy.kdist
-    mdist = int(old_dist + 0.5) # Nearest integer distance
-    # If SC, check with spy to see if should hi-tail it
-    if enemy.type == 'S' and \
-        (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
-        irun = True
-        motion = -QUADSIZE
-    else:
-        # decide whether to advance, retreat, or hold position
-        forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
-        if not game.shldup:
-            forces += 1000 # Good for enemy if shield is down!
-        if not damaged(DPHASER) or not damaged(DPHOTON):
-            if damaged(DPHASER): # phasers damaged
-                forces += 300.0
-            else:
-                forces -= 0.2*(game.energy - 2500.0)
-            if damaged(DPHOTON): # photon torpedoes damaged
-                forces += 300.0
-            else:
-                forces -= 50.0*game.torps
-        else:
-            # phasers and photon tubes both out!
-            forces += 1000.0
-        motion = 0
-        if forces <= 1000.0 and game.condition != "docked": # Typical situation
-            motion = ((forces + rnd.real(200))/150.0) - 5.0
-        else:
-            if forces > 1000.0: # Very strong -- move in for kill
-                motion = (1.0 - rnd.real())**2 * old_dist + 1.0
-            if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
-                motion -= game.skill*(2.0-rnd.real()**2)
-        if game.idebug:
-            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
-        # don't move if no motion
-        if motion == 0:
-            return []
-        # Limit motion according to skill
-        if abs(motion) > game.skill:
-            if motion < 0:
-                motion = -game.skill
-            else:
-                motion = game.skill
-    # calculate preferred number of steps
-    nsteps = abs(int(motion))
-    if motion > 0 and nsteps > mdist:
-        nsteps = mdist # don't overshoot
-    nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
-    nsteps = max(nsteps, 1) # This shouldn't be necessary
-    if game.idebug:
-        proutn("NSTEPS = %d:" % nsteps)
-    # Compute preferred values of delta X and Y
-    m = game.sector - enemy.location
-    if 2.0 * abs(m.i) < abs(m.j):
-        m.i = 0
-    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
-        m.j = 0
-    m = (motion * m).sgn()
-    goto = enemy.location
-    # main move loop
-    for ll in range(nsteps):
-        if game.idebug:
-            proutn(" %d" % (ll+1))
-        # Check if preferred position available
-        look = goto + m
-        if m.i < 0:
-            krawli = 1
-        else:
-            krawli = -1
-        if m.j < 0:
-            krawlj = 1
-        else:
-            krawlj = -1
-        success = False
-        attempts = 0 # Settle mysterious hang problem
-        while attempts < 20 and not success:
-            attempts += 1
-            if look.i < 0 or look.i >= QUADSIZE:
-                if motion < 0:
-                    return tryexit(enemy, look, irun)
-                if krawli == m.i or m.j == 0:
-                    break
-                look.i = goto.i + krawli
-                krawli = -krawli
-            elif look.j < 0 or look.j >= QUADSIZE:
-                if motion < 0:
-                    return tryexit(enemy, look, irun)
-                if krawlj == m.j or m.i == 0:
-                    break
-                look.j = goto.j + krawlj
-                krawlj = -krawlj
-            elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
-                # See if enemy should ram ship
-                if game.quad[look.i][look.j] == game.ship and \
-                    enemy.type in ('C', 'S'):
-                    collision(rammed=True, enemy=enemy)
-                    return []
-                if krawli != m.i and m.j != 0:
-                    look.i = goto.i + krawli
-                    krawli = -krawli
-                elif krawlj != m.j and m.i != 0:
-                    look.j = goto.j + krawlj
-                    krawlj = -krawlj
-                else:
-                    break # we have failed
-            else:
-                success = True
-        if success:
-            goto = look
-            if game.idebug:
-                proutn(repr(goto))
-        else:
-            break # done early
-    if game.idebug:
-        skip(1)
-    # Enemy moved, but is still in sector
-    return [(False, enemy, old_dist, goto)]
-
-def moveklings():
-    "Sequence Klingon tactical movement."
-    if game.idebug:
-        prout("== MOVCOM")
-    # Figure out which Klingon is the commander (or Supercommander)
-    # and do move
-    tacmoves = []
-    if game.quadrant in game.state.kcmdr:
-        for enemy in game.enemies:
-            if enemy.type == 'C':
-                tacmoves += movebaddy(enemy)
-    if game.state.kscmdr == game.quadrant:
-        for enemy in game.enemies:
-            if enemy.type == 'S':
-                tacmoves += movebaddy(enemy)
-                break
-    # If skill level is high, move other Klingons and Romulans too!
-    # Move these last so they can base their actions on what the
-    # commander(s) do.
-    if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
-        for enemy in game.enemies:
-            if enemy.type in ('K', 'R'):
-                tacmoves += movebaddy(enemy)
-    return tacmoves
-
-def movescom(iq, avoid):
-    "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
-    if game.justin and not game.iscate:
-        return False
-    # do the move
-    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
-    game.state.kscmdr = iq
-    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
-    if game.state.kscmdr == game.quadrant:
-        # SC has scooted, remove him from current quadrant
-        game.iscate = False
-        game.isatb = 0
-        game.ientesc = False
-        unschedule(FSCDBAS)
-        for enemy in game.enemies:
-            if enemy.type == 'S':
-                enemy.move(None)
-        game.klhere -= 1
-        if game.condition != "docked":
-            newcnd()
-        sortenemies()
-    # check for a helpful planet
-    for i in range(game.inplan):
-        if game.state.planets[i].quadrant == game.state.kscmdr and \
-            game.state.planets[i].crystals == "present":
-            # destroy the planet
-            game.state.planets[i].pclass = "destroyed"
-            game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
-            if communicating():
-                announce()
-                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
-                prout(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
-                prout(_("   by the Super-commander.\""))
-            break
-    return True # looks good!
-
-def supercommander():
-    "Move the Super Commander."
-    iq = Coord()
-    sc = Coord()
-    ibq = Coord()
-    idelta = Coord()
-    basetbl = []
-    if game.idebug:
-        prout("== SUPERCOMMANDER")
-    # Decide on being active or passive
-    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
-        idelta = game.state.kscmdr-game.quadrant
-        if idelta.distance() > 2.0:
-            # circulate in space
-            idelta.i = game.state.kscmdr.j-game.quadrant.j
-            idelta.j = game.quadrant.i-game.state.kscmdr.i
-    else:
-        # compute distances to starbases
-        if not game.state.baseq:
-            # nothing left to do
-            unschedule(FSCMOVE)
-            return
-        sc = game.state.kscmdr
-        for (i, base) in enumerate(game.state.baseq):
-            basetbl.append((i, (base - sc).distance()))
-        if len(game.state.baseq) > 1:
-            basetbl.sort(key=lambda x: x[1])
-        # look for nearest base without a commander, no Enterprise, and
-        # without too many Klingons, and not already under attack.
-        ifindit = iwhichb = 0
-        for (i2, base) in enumerate(game.state.baseq):
-            i = basetbl[i2][0]        # bug in original had it not finding nearest
-            if base == game.quadrant or base == game.battle or not welcoming(base):
-                continue
-            # if there is a commander, and no other base is appropriate,
-            # we will take the one with the commander
-            for cmdr in game.state.kcmdr:
-                if base == cmdr and ifindit != 2:
-                    ifindit = 2
-                    iwhichb = i
-                    break
-            else:        # no commander -- use this one
-                ifindit = 1
-                iwhichb = i
-                break
-        if ifindit == 0:
-            return # Nothing suitable -- wait until next time
-        ibq = game.state.baseq[iwhichb]
-        # decide how to move toward base
-        idelta = ibq - game.state.kscmdr
-    # Maximum movement is 1 quadrant in either or both axes
-    idelta = idelta.sgn()
-    # try moving in both x and y directions
-    # there was what looked like a bug in the Almy C code here,
-    # but it might be this translation is just wrong.
-    iq = game.state.kscmdr + idelta
-    if not movescom(iq, avoid):
-        # failed -- try some other maneuvers
-        if idelta.i == 0 or idelta.j == 0:
-            # attempt angle move
-            if idelta.i != 0:
-                iq.j = game.state.kscmdr.j + 1
-                if not movescom(iq, avoid):
-                    iq.j = game.state.kscmdr.j - 1
-                    movescom(iq, avoid)
-            elif idelta.j != 0:
-                iq.i = game.state.kscmdr.i + 1
-                if not movescom(iq, avoid):
-                    iq.i = game.state.kscmdr.i - 1
-                    movescom(iq, avoid)
-        else:
-            # try moving just in x or y
-            iq.j = game.state.kscmdr.j
-            if not movescom(iq, avoid):
-                iq.j = game.state.kscmdr.j + idelta.j
-                iq.i = game.state.kscmdr.i
-                movescom(iq, avoid)
-    # check for a base
-    if len(game.state.baseq) == 0:
-        unschedule(FSCMOVE)
-    else:
-        for ibq in game.state.baseq:
-            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
-                # attack the base
-                if avoid:
-                    return # no, don't attack base!
-                game.iseenit = False
-                game.isatb = 1
-                schedule(FSCDBAS, rnd.real(1.0, 3.0))
-                if is_scheduled(FCDBAS):
-                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
-                if not communicating():
-                    return # no warning
-                game.iseenit = True
-                announce()
-                prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
-                      % game.state.kscmdr)
-                prout(_("   reports that it is under attack from the Klingon Super-commander."))
-                prout(_("   It can survive until stardate %d.\"") \
-                       % int(scheduled(FSCDBAS)))
-                if not game.resting:
-                    return
-                prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
-                if not ja():
-                    return
-                game.resting = False
-                game.optime = 0.0 # actually finished
-                return
-    # Check for intelligence report
-    if not game.idebug and \
-        (rnd.withprob(0.8) or \
-         (not communicating()) or \
-         not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
-        return
-    announce()
-    prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
-    prout(_("   the Super-commander is in Quadrant %s.") % game.state.kscmdr)
-    return
-
-def movetholian():
-    "Move the Tholian."
-    if not game.tholian or game.justin:
-        return
-    tid = Coord()
-    if game.tholian.location.i == 0 and game.tholian.location.j == 0:
-        tid.i = 0
-        tid.j = QUADSIZE-1
-    elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
-        tid.i = QUADSIZE-1
-        tid.j = QUADSIZE-1
-    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
-        tid.i = QUADSIZE-1
-        tid.j = 0
-    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
-        tid.i = 0
-        tid.j = 0
-    else:
-        # something is wrong!
-        game.tholian.move(None)
-        prout("***Internal error: Tholian in a bad spot.")
-        return
-    # do nothing if we are blocked
-    if game.quad[tid.i][tid.j] not in ('.', '#'):
-        return
-    here = copy.copy(game.tholian.location)
-    delta = (tid - game.tholian.location).sgn()
-    # move in x axis
-    while here.i != tid.i:
-        here.i += delta.i
-        if game.quad[here.i][here.j] == '.':
-            game.tholian.move(here)
-    # move in y axis
-    while here.j != tid.j:
-        here.j += delta.j
-        if game.quad[here.i][here.j] == '.':
-            game.tholian.move(here)
-    # check to see if all holes plugged
-    for i in range(QUADSIZE):
-        if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
-            return
-        if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
-            return
-        if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
-            return
-        if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
-            return
-    # All plugged up -- Tholian splits
-    game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
-    dropin(' ')
-    prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
-    game.tholian.move(None)
-    return
-
-# 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"
-    game.ididit = False
-    if shraise:
-        action = "SHUP"
-    else:
-        key = scanner.nexttok()
-        if key == "IHALPHA":
-            if scanner.sees("transfer"):
-                action = "NRG"
-            else:
-                if damaged(DSHIELD):
-                    prout(_("Shields damaged and down."))
-                    return
-                if scanner.sees("up"):
-                    action = "SHUP"
-                elif scanner.sees("down"):
-                    action = "SHDN"
-        if action == "NONE":
-            proutn(_("Do you wish to change shield energy? "))
-            if ja():
-                action = "NRG"
-            elif damaged(DSHIELD):
-                prout(_("Shields damaged and down."))
-                return
-            elif game.shldup:
-                proutn(_("Shields are up. Do you want them down? "))
-                if ja():
-                    action = "SHDN"
-                else:
-                    scanner.chew()
-                    return
-            else:
-                proutn(_("Shields are down. Do you want them up? "))
-                if ja():
-                    action = "SHUP"
-                else:
-                    scanner.chew()
-                    return
-    if action == "SHUP": # raise shields
-        if game.shldup:
-            prout(_("Shields already up."))
-            return
-        game.shldup = True
-        game.shldchg = True
-        if game.condition != "docked":
-            game.energy -= 50.0
-        prout(_("Shields raised."))
-        if game.energy <= 0:
-            skip(1)
-            prout(_("Shields raising uses up last of energy."))
-            finish(FNRG)
-            return
-        game.ididit = True
-        return
-    elif action == "SHDN":
-        if not game.shldup:
-            prout(_("Shields already down."))
-            return
-        game.shldup = False
-        game.shldchg = True
-        prout(_("Shields lowered."))
-        game.ididit = True
-        return
-    elif action == "NRG":
-        while scanner.nexttok() != "IHREAL":
-            scanner.chew()
-            proutn(_("Energy to transfer to shields- "))
-        nrg = scanner.real
-        scanner.chew()
-        if nrg == 0:
-            return
-        if nrg > game.energy:
-            prout(_("Insufficient ship energy."))
-            return
-        game.ididit = True
-        if game.shield+nrg >= game.inshld:
-            prout(_("Shield energy maximized."))
-            if game.shield+nrg > game.inshld:
-                prout(_("Excess energy requested returned to ship energy"))
-            game.energy -= game.inshld-game.shield
-            game.shield = game.inshld
-            return
-        if nrg < 0.0 and game.energy-nrg > game.inenrg:
-            # Prevent shield drain loophole
-            skip(1)
-            prout(_("Engineering to bridge--"))
-            prout(_("  Scott here. Power circuit problem, Captain."))
-            prout(_("  I can't drain the shields."))
-            game.ididit = False
-            return
-        if game.shield+nrg < 0:
-            prout(_("All shield energy transferred to ship."))
-            game.energy += game.shield
-            game.shield = 0.0
-            return
-        proutn(_("Scotty- \""))
-        if nrg > 0:
-            prout(_("Transferring energy to shields.\""))
-        else:
-            prout(_("Draining energy from shields.\""))
-        game.shield += nrg
-        game.energy -= nrg
-        return
-
-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%
-        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,        # DCLOAK: the cloaking device            1.0
-    )
-    assert(sum(weights) == 1000)
-    idx = rnd.integer(1000)
-    wsum = 0
-    for (i, w) in enumerate(weights):
-        wsum += w
-        if idx < wsum:
-            return i
-    return None        # we should never get here
-
-def collision(rammed, enemy):
-    "Collision handling for rammong events."
-    prouts(_("***RED ALERT!  RED ALERT!"))
-    skip(1)
-    prout(_("***COLLISION IMMINENT."))
-    skip(2)
-    proutn("***")
-    proutn(crmshp())
-    hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
-    if rammed:
-        proutn(_(" rammed by "))
-    else:
-        proutn(_(" rams "))
-    proutn(crmena(False, enemy.type, "sector", enemy.location))
-    if rammed:
-        proutn(_(" (original position)"))
-    skip(1)
-    deadkl(enemy.location, enemy.type, game.sector)
-    proutn("***" + crmshp() + " heavily damaged.")
-    icas = rnd.integer(10, 30)
-    prout(_("***Sickbay reports %d casualties") % icas)
-    game.casual += icas
-    game.state.crew -= icas
-    # In the pre-SST2K version, all devices got equiprobably damaged,
-    # which was silly.  Instead, pick up to half the devices at
-    # random according to our weighting table,
-    ncrits = rnd.integer(NDEVICES//2)
-    while ncrits > 0:
-        ncrits -= 1
-        dev = randdevice()
-        if game.damage[dev] < 0:
-            continue
-        extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
-        # Damage for at least time of travel!
-        game.damage[dev] += game.optime + extradm
-    game.shldup = False
-    prout(_("***Shields are down."))
-    if game.unwon():
-        announce()
-        damagereport()
-    else:
-        finish(FWON)
-
-def torpedo(origin, bearing, dispersion, number, nburst):
-    "Let a photon torpedo fly"
-    if not damaged(DSRSENS) or game.condition == "docked":
-        setwnd(srscan_window)
-    else:
-        setwnd(message_window)
-    ac = bearing + 0.25*dispersion        # dispersion is a random variable
-    bullseye = (15.0 - bearing)*0.5235988
-    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
-    bumpto = Coord(0, 0)
-    # Loop to move a single torpedo
-    setwnd(message_window)
-    for step in range(1, QUADSIZE*2):
-        if not track.nexttok():
-            break
-        w = track.sector()
-        if not w.valid_sector():
-            break
-        iquad = game.quad[w.i][w.j]
-        tracktorpedo(w, step, number, nburst, iquad)
-        if iquad == '.':
-            continue
-        # hit something
-        setwnd(message_window)
-        if not damaged(DSRSENS) or game.condition == "docked":
-            skip(1)        # start new line after text track
-        if iquad in ('E', 'F'): # Hit our ship
-            skip(1)
-            prout(_("Torpedo hits %s.") % crmshp())
-            hit = 700.0 + rnd.real(100) - \
-                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
-            newcnd() # we're blown out of dock
-            if game.landed or game.condition == "docked":
-                return hit # Cheat if on a planet
-            # In the C/FORTRAN version, dispersion was 2.5 radians, which
-            # is 143 degrees, which is almost exactly 4.8 clockface units
-            displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
-            displacement.nexttok()
-            bumpto = displacement.sector()
-            if not bumpto.valid_sector():
-                return hit
-            if game.quad[bumpto.i][bumpto.j] == ' ':
-                finish(FHOLE)
-                return hit
-            if game.quad[bumpto.i][bumpto.j] != '.':
-                # can't move into object
-                return hit
-            game.sector = bumpto
-            proutn(crmshp())
-            game.quad[w.i][w.j] = '.'
-            game.quad[bumpto.i][bumpto.j] = iquad
-            prout(_(" displaced by blast to Sector %s ") % bumpto)
-            for enemy in game.enemies:
-                enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-            sortenemies()
-            return None
-        elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
-            # find the enemy
-            if iquad in ('C', 'S') and rnd.withprob(0.05):
-                prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
-                prout(_("   torpedo neutralized."))
-                return None
-            for enemy in game.enemies:
-                if w == enemy.location:
-                    kp = math.fabs(enemy.power)
-                    h1 = 700.0 + rnd.integer(100) - \
-                        1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
-                    h1 = math.fabs(h1)
-                    if kp < h1:
-                        h1 = kp
-                    if enemy.power < 0:
-                        enemy.power -= -h1
-                    else:
-                        enemy.power -= h1
-                    if enemy.power == 0:
-                        deadkl(w, iquad, w)
-                        return None
-                    proutn(crmena(True, iquad, "sector", w))
-                    displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
-                    displacement.nexttok()
-                    bumpto = displacement.sector()
-                    if game.quad[bumpto.i][bumpto.j] == ' ':
-                        prout(_(" buffeted into black hole."))
-                        deadkl(w, iquad, bumpto)
-                        return None
-                    if not bumpto.valid_sector():
-                        prout(_(" damaged but not destroyed."))
-                        return None
-                    if game.quad[bumpto.i][bumpto.j] != '.':
-                        prout(_(" damaged but not destroyed."))
-                    else:
-                        prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
-                        enemy.location = bumpto
-                        game.quad[w.i][w.j] = '.'
-                        game.quad[bumpto.i][bumpto.j] = iquad
-                        for tenemy in game.enemies:
-                            tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
-                        sortenemies()
-                    break
-            else:
-                prout("Internal error, no enemy where expected!")
-                raise SystemExit(1)
-            return None
-        elif iquad == 'B': # Hit a base
-            skip(1)
-            prout(_("***STARBASE DESTROYED.."))
-            game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
-            game.quad[w.i][w.j] = '.'
-            game.base.invalidate()
-            game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
-            game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
-            game.state.basekl += 1
-            newcnd()
-            return None
-        elif iquad == 'P': # Hit a planet
-            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
-            game.state.nplankl += 1
-            game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
-            game.iplnet.pclass = "destroyed"
-            game.iplnet = None
-            game.plnet.invalidate()
-            game.quad[w.i][w.j] = '.'
-            if game.landed:
-                # captain perishes on planet
-                finish(FDPLANET)
-            return None
-        elif iquad == '@': # Hit an inhabited world -- very bad!
-            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
-            game.state.nworldkl += 1
-            game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
-            game.iplnet.pclass = "destroyed"
-            game.iplnet = None
-            game.plnet.invalidate()
-            game.quad[w.i][w.j] = '.'
-            if game.landed:
-                # captain perishes on planet
-                finish(FDPLANET)
-            prout(_("The torpedo destroyed an inhabited planet."))
-            return None
-        elif iquad == '*': # Hit a star
-            if rnd.withprob(0.9):
-                nova(w)
-            else:
-                prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
-            return None
-        elif iquad == '?': # Hit a thingy
-            if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
-                skip(1)
-                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
-                skip(1)
-                prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
-                skip(1)
-                proutn(_("Mr. Spock-"))
-                prouts(_("  \"Fascinating!\""))
-                skip(1)
-                deadkl(w, iquad, w)
-            else:
-                # Stas Sergeev added the possibility that
-                # you can shove the Thingy and piss it off.
-                # It then becomes an enemy and may fire at you.
-                thing.angry()
-            return None
-        elif iquad == ' ': # Black hole
-            skip(1)
-            prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
-            return None
-        elif iquad == '#': # hit the web
-            skip(1)
-            prout(_("***Torpedo absorbed by Tholian web."))
-            return None
-        elif iquad == 'T':  # Hit a Tholian
-            h1 = 700.0 + rnd.integer(100) - \
-                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
-            h1 = math.fabs(h1)
-            if h1 >= 600:
-                game.quad[w.i][w.j] = '.'
-                deadkl(w, iquad, w)
-                game.tholian = None
-                return None
-            skip(1)
-            proutn(crmena(True, 'T', "sector", w))
-            if rnd.withprob(0.05):
-                prout(_(" survives photon blast."))
-                return None
-            prout(_(" disappears."))
-            game.tholian.move(None)
-            game.quad[w.i][w.j] = '#'
-            dropin(' ')
-            return None
-        else: # Problem!
-            skip(1)
-            proutn("Don't know how to handle torpedo collision with ")
-            proutn(crmena(True, iquad, "sector", w))
-            skip(1)
-            return None
-        break
-    skip(1)
-    setwnd(message_window)
-    prout(_("Torpedo missed."))
-    return None
-
-def fry(hit):
-    "Critical-hit resolution."
-    if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
-        return
-    ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
-    proutn(_("***CRITICAL HIT--"))
-    # Select devices and cause damage
-    cdam = []
-    while ncrit > 0:
-        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") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
-                break
-        cdam.append(j)
-        extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
-        game.damage[j] += extradm
-        ncrit -= 1
-    skipcount = 0
-    for (i, j) in enumerate(cdam):
-        proutn(device[j])
-        if skipcount % 3 == 2 and i < len(cdam)-1:
-            skip(1)
-        skipcount += 1
-        if i < len(cdam)-1:
-            proutn(_(" and "))
-    prout(_(" damaged."))
-    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
-    attempt = False
-    ihurt = False
-    hitmax = 0.0
-    hittot = 0.0
-    chgfac = 1.0
-    where = "neither"
-    if game.idebug:
-        prout("=== ATTACK!")
-    # Tholian gets to move before attacking
-    if game.tholian:
-        movetholian()
-    # if you have just entered the RNZ, you'll get a warning
-    if game.neutz: # The one chance not to be attacked
-        game.neutz = False
-        return
-    # commanders get a chance to tac-move towards you
-    if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
-        for (bugout, enemy, old, goto) in  moveklings():
-            if bugout:
-                # we know about this if either short or long range
-                # sensors are working
-                if damaged(DSRSENS) and damaged(DLRSENS) \
-                       and game.condition != "docked":
-                    prout(crmena(True, enemy.type, "sector", old) + \
-                          (_(" escapes to Quadrant %s (and regains strength).") % goto))
-            else: # Enemy still in-sector
-                if enemy.move(goto):
-                    if not damaged(DSRSENS) or game.condition == "docked":
-                        proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
-                        if enemy.kdist < old:
-                            proutn(_(" advances to "))
-                        else:
-                            proutn(_(" retreats to "))
-                        prout("Sector %s." % goto)
-        sortenemies()
-    # if no enemies remain after movement, we're done
-    if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
-        return
-    # set up partial hits if attack happens during shield status change
-    pfac = 1.0/game.inshld
-    if game.shldchg:
-        chgfac = 0.25 + rnd.real(0.5)
-    skip(1)
-    # message verbosity control
-    if game.skill <= SKILL_FAIR:
-        where = "sector"
-    for enemy in game.enemies:
-        if enemy.power < 0:
-            continue        # too weak to attack
-        # compute hit strength and diminish shield power
-        r = rnd.real()
-        # Increase chance of photon torpedos if docked or enemy energy is low
-        if game.condition == "docked":
-            r *= 0.25
-        if enemy.power < 500:
-            r *= 0.25
-        if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
-            continue
-        # different enemies have different probabilities of throwing a torp
-        usephasers = not torps_ok or \
-            (enemy.type == 'K' and r > 0.0005) or \
-            (enemy.type == 'C' and r > 0.015) or \
-            (enemy.type == 'R' and r > 0.3) or \
-            (enemy.type == 'S' and r > 0.07) or \
-            (enemy.type == '?' and r > 0.05)
-        if usephasers:            # Enemy uses phasers
-            if game.condition == "docked":
-                continue # Don't waste the effort!
-            attempt = True # Attempt to attack
-            dustfac = rnd.real(0.8, 0.85)
-            hit = enemy.power*math.pow(dustfac, enemy.kavgd)
-            enemy.power *= 0.75
-        else: # Enemy uses photon torpedo
-            # We should be able to make the bearing() method work here
-            pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
-            hit = 0
-            proutn(_("***TORPEDO INCOMING"))
-            if not damaged(DSRSENS):
-                proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
-            attempt = True
-            prout("  ")
-            dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
-            dispersion += 0.002*enemy.power*dispersion
-            hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
-            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
-            if hit is None:
-                continue
-        # incoming phaser or torpedo, shields may dissipate it
-        if game.shldup or game.shldchg or game.condition == "docked":
-            # shields will take hits
-            propor = pfac * game.shield
-            if game.condition == "docked":
-                propor *= 2.1
-            propor = max(propor, 0.1)
-            hitsh = propor*chgfac*hit+1.0
-            absorb = 0.8*hitsh
-            if absorb > game.shield:
-                absorb = game.shield
-            game.shield -= absorb
-            hit -= hitsh
-            # taking a hit blasts us out of a starbase dock
-            if game.condition == "docked":
-                dock(False)
-            # but the shields may take care of it
-            if propor > 0.1 and hit < 0.005*game.energy:
-                continue
-        # hit from this opponent got through shields, so take damage
-        ihurt = True
-        proutn(_("%d unit hit") % int(hit))
-        if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
-            proutn(_(" on the ") + crmshp())
-        if not damaged(DSRSENS) and usephasers:
-            prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
-        skip(1)
-        # Decide if hit is critical
-        if hit > hitmax:
-            hitmax = hit
-        hittot += hit
-        fry(hit)
-        game.energy -= hit
-    if game.energy <= 0:
-        # Returning home upon your shield, not with it...
-        finish(FBATTLE)
-        return
-    if not attempt and game.condition == "docked":
-        prout(_("***Enemies decide against attacking your ship."))
-    percent = 100.0*pfac*game.shield+0.5
-    if not ihurt:
-        # Shields fully protect ship
-        proutn(_("Enemy attack reduces shield strength to "))
-    else:
-        # Emit message if starship suffered hit(s)
-        skip(1)
-        proutn(_("Energy left %2d    shields ") % int(game.energy))
-        if game.shldup:
-            proutn(_("up "))
-        elif not damaged(DSHIELD):
-            proutn(_("down "))
-        else:
-            proutn(_("damaged, "))
-    prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
-    # Check if anyone was hurt
-    if hitmax >= 200 or hittot >= 500:
-        icas = rnd.integer(int(hittot * 0.015))
-        if icas >= 2:
-            skip(1)
-            prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
-            prout(_("   in that last attack.\""))
-            game.casual += icas
-            game.state.crew -= icas
-    # After attack, reset average distance to enemies
-    for enemy in game.enemies:
-        enemy.kavgd = enemy.kdist
-    sortenemies()
-    return
-
-def deadkl(w, etype, mv):
-    "Kill a Klingon, Tholian, Romulan, or Thingy."
-    # Added mv to allow enemy to "move" before dying
-    proutn(crmena(True, etype, "sector", mv))
-    # Decide what kind of enemy it is and update appropriately
-    if etype == 'R':
-        # Chalk up a Romulan
-        game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
-        game.irhere -= 1
-        game.state.nromrem -= 1
-    elif etype == 'T':
-        # Killed a Tholian
-        game.tholian = None
-    elif etype == '?':
-        # Killed a Thingy
-        global thing
-        thing = None
-    else:
-        # Killed some type of Klingon
-        game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
-        game.klhere -= 1
-        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 etype ==  'K':
-            pass
-        elif etype ==  'S':
-            game.state.nscrem -= 1
-            game.state.kscmdr.invalidate()
-            game.isatb = 0
-            game.iscate = False
-            unschedule(FSCMOVE)
-            unschedule(FSCDBAS)
-    # For each kind of enemy, finish message to player
-    prout(_(" destroyed."))
-    if game.unwon() == 0:
-        return
-    game.recompute()
-    # Remove enemy ship from arrays describing local conditions
-    for e in game.enemies:
-        if e.location == w:
-            e.move(None)
-            break
-    return
-
-def targetcheck(w):
-    "Return None if target is invalid, otherwise return a course angle."
-    if not w.valid_sector():
-        huh()
-        return None
-    delta = Coord()
-    # C code this was translated from is wacky -- why the sign reversal?
-    delta.j = (w.j - game.sector.j)
-    delta.i = (game.sector.i - w.i)
-    if delta == Coord(0, 0):
-        skip(1)
-        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
-        prout(_("  I recommend an immediate review of"))
-        prout(_("  the Captain's psychological profile.\""))
-        scanner.chew()
-        return None
-    return delta.bearing()
-
-def torps():
-    "Launch photon torpedo salvo."
-    tcourse = []
-    game.ididit = False
-    if damaged(DPHOTON):
-        prout(_("Photon tubes damaged."))
-        scanner.chew()
-        return
-    if game.torps == 0:
-        prout(_("No torpedoes left."))
-        scanner.chew()
-        return
-    # First, get torpedo count
-    while True:
-        scanner.nexttok()
-        if scanner.token == "IHALPHA":
-            huh()
-            return
-        elif scanner.token == "IHEOL" or not scanner.waiting():
-            prout(_("%d torpedoes left.") % game.torps)
-            scanner.chew()
-            proutn(_("Number of torpedoes to fire- "))
-            continue        # Go back around to get a number
-        else: # key == "IHREAL"
-            try:
-                n = scanner.int()
-            except TypeError:
-                huh()
-                return
-            if n <= 0: # abort command
-                scanner.chew()
-                return
-            if n > MAXBURST:
-                scanner.chew()
-                prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
-                return
-            if n > game.torps:
-                scanner.chew()        # User requested more torps than available
-                continue        # Go back around
-            break        # All is good, go to next stage
-    # Next, get targets
-    target = []
-    for i in range(n):
-        key = scanner.nexttok()
-        if i == 0 and key == "IHEOL":
-            break        # no coordinate waiting, we will try prompting
-        if i == 1 and key == "IHEOL":
-            # direct all torpedoes at one target
-            while i < n:
-                target.append(target[0])
-                tcourse.append(tcourse[0])
-                i += 1
-            break
-        scanner.push(scanner.token)
-        target.append(scanner.getcoord())
-        if target[-1] is None:
-            return
-        tcourse.append(targetcheck(target[-1]))
-        if tcourse[-1] is None:
-            return
-    scanner.chew()
-    if len(target) == 0:
-        # prompt for each one
-        for i in range(n):
-            proutn(_("Target sector for torpedo number %d- ") % (i+1))
-            scanner.chew()
-            target.append(scanner.getcoord())
-            if target[-1] is None:
-                return
-            tcourse.append(targetcheck(target[-1]))
-            if tcourse[-1] is None:
-                return
-    game.ididit = True
-    # Loop for moving <n> torpedoes
-    for i in range(n):
-        if game.condition != "docked":
-            game.torps -= 1
-        dispersion = (rnd.real()+rnd.real())*0.5 -0.5
-        if math.fabs(dispersion) >= 0.47:
-            # misfire!
-            dispersion *= rnd.real(1.2, 2.2)
-            if n > 0:
-                prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
-            else:
-                prouts(_("***TORPEDO MISFIRES."))
-            skip(1)
-            if i < n:
-                prout(_("  Remainder of burst aborted."))
-            if rnd.withprob(0.2):
-                prout(_("***Photon tubes damaged by misfire."))
-                game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
-            break
-        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.unwon()<=0:
-        finish(FWON)
-
-def overheat(rpow):
-    "Check for phasers overheating."
-    if rpow > 1500:
-        checkburn = (rpow-1500.0)*0.00038
-        if rnd.withprob(checkburn):
-            prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
-            game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
-
-def checkshctrl(rpow):
-    "Check shield control."
-    skip(1)
-    if rnd.withprob(0.998):
-        prout(_("Shields lowered."))
-        return False
-    # Something bad has happened
-    prouts(_("***RED ALERT!  RED ALERT!"))
-    skip(2)
-    hit = rpow*game.shield/game.inshld
-    game.energy -= rpow+hit*0.8
-    game.shield -= hit*0.2
-    if game.energy <= 0.0:
-        prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
-        skip(1)
-        stars()
-        finish(FPHASER)
-        return True
-    prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
-    skip(2)
-    prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
-    icas = rnd.integer(int(hit*0.012))
-    skip(1)
-    fry(0.8*hit)
-    if icas:
-        skip(1)
-        prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
-        prout(_("  %d casualties so far.\"") % icas)
-        game.casual += icas
-        game.state.crew -= icas
-    skip(1)
-    prout(_("Phaser energy dispersed by shields."))
-    prout(_("Enemy unaffected."))
-    overheat(rpow)
-    return True
-
-def hittem(hits):
-    "Register a phaser hit on Klingons and Romulans."
-    w = Coord()
-    skip(1)
-    kk = 0
-    for wham in hits:
-        if wham == 0:
-            continue
-        dustfac = rnd.real(0.9, 1.0)
-        hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
-        kpini = game.enemies[kk].power
-        kp = math.fabs(kpini)
-        if PHASEFAC*hit < kp:
-            kp = PHASEFAC*hit
-        if game.enemies[kk].power < 0:
-            game.enemies[kk].power -= -kp
-        else:
-            game.enemies[kk].power -= kp
-        kpow = game.enemies[kk].power
-        w = game.enemies[kk].location
-        if hit > 0.005:
-            if not damaged(DSRSENS):
-                boom(w)
-            proutn(_("%d unit hit on ") % int(hit))
-        else:
-            proutn(_("Very small hit on "))
-        ienm = game.quad[w.i][w.j]
-        if ienm == '?':
-            thing.angry()
-        proutn(crmena(False, ienm, "sector", w))
-        skip(1)
-        if kpow == 0:
-            deadkl(w, ienm, w)
-            if game.unwon()==0:
-                finish(FWON)
-            if game.alldone:
-                return
-            continue
-        else: # decide whether or not to emasculate klingon
-            # pylint: disable=chained-comparison
-            if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
-                prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
-                prout(_("   has just lost its firepower.\""))
-                game.enemies[kk].power = -kpow
-        kk += 1
-    return
-
-def phasers():
-    "Fire phasers at bad guys."
-    hits = []
-    kz = 0
-    k = 1
-    irec = 0 # Cheating inhibitor
-    ifast = False
-    no = False
-    itarg = True
-    msgflag = True
-    rpow = 0.0
-    automode = "NOTSET"
-    key = ""
-    skip(1)
-    # SR sensors and Computer are needed for automode
-    if damaged(DSRSENS) or damaged(DCOMPTR):
-        itarg = False
-    if game.condition == "docked":
-        prout(_("Phasers can't be fired through base shields."))
-        scanner.chew()
-        return
-    if damaged(DPHASER):
-        prout(_("Phaser control damaged."))
-        scanner.chew()
-        return
-    if game.shldup:
-        if damaged(DSHCTRL):
-            prout(_("High speed shield control damaged."))
-            scanner.chew()
-            return
-        if game.energy <= 200.0:
-            prout(_("Insufficient energy to activate high-speed shield control."))
-            scanner.chew()
-            return
-        prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
-        ifast = True
-    # Original code so convoluted, I re-did it all
-    # (That was Tom Almy talking about the C code, I think -- ESR)
-    while automode == "NOTSET":
-        key = scanner.nexttok()
-        if key == "IHALPHA":
-            if scanner.sees("manual"):
-                if len(game.enemies)==0:
-                    prout(_("There is no enemy present to select."))
-                    scanner.chew()
-                    key = "IHEOL"
-                    automode = "AUTOMATIC"
-                else:
-                    automode = "MANUAL"
-                    key = scanner.nexttok()
-            elif scanner.sees("automatic"):
-                if (not itarg) and len(game.enemies) != 0:
-                    automode = "FORCEMAN"
-                else:
-                    if len(game.enemies)==0:
-                        prout(_("Energy will be expended into space."))
-                    automode = "AUTOMATIC"
-                    key = scanner.nexttok()
-            elif scanner.sees("no"):
-                no = True
-            else:
-                huh()
-                return
-        elif key == "IHREAL":
-            if len(game.enemies)==0:
-                prout(_("Energy will be expended into space."))
-                automode = "AUTOMATIC"
-            elif not itarg:
-                automode = "FORCEMAN"
-            else:
-                automode = "AUTOMATIC"
-        else:
-            # "IHEOL"
-            if len(game.enemies)==0:
-                prout(_("Energy will be expended into space."))
-                automode = "AUTOMATIC"
-            elif not itarg:
-                automode = "FORCEMAN"
-            else:
-                proutn(_("Manual or automatic? "))
-                scanner.chew()
-    avail = game.energy
-    if ifast:
-        avail -= 200.0
-    if automode == "AUTOMATIC":
-        if key == "IHALPHA" and scanner.sees("no"):
-            no = True
-            key = scanner.nexttok()
-        if key != "IHREAL" and len(game.enemies) != 0:
-            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
-        irec = 0
-        while True:
-            scanner.chew()
-            if not kz:
-                for i in range(len(game.enemies)):
-                    irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
-            kz = 1
-            proutn(_("%d units required. ") % irec)
-            scanner.chew()
-            proutn(_("Units to fire= "))
-            key = scanner.nexttok()
-            if key != "IHREAL":
-                return
-            rpow = scanner.real
-            if rpow > avail:
-                proutn(_("Energy available= %.2f") % avail)
-                skip(1)
-                key = "IHEOL"
-            if not rpow > avail:
-                break
-        if rpow <= 0:
-            # chicken out
-            scanner.chew()
-            return
-        key = scanner.nexttok()
-        if key == "IHALPHA" and scanner.sees("no"):
-            no = True
-        if ifast:
-            game.energy -= 200 # Go and do it!
-            if checkshctrl(rpow):
-                return
-        scanner.chew()
-        game.energy -= rpow
-        extra = rpow
-        if len(game.enemies):
-            extra = 0.0
-            powrem = rpow
-            for i in range(len(game.enemies)):
-                hits.append(0.0)
-                if powrem <= 0:
-                    continue
-                hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
-                over = rnd.real(1.01, 1.06) * hits[i]
-                temp = powrem
-                powrem -= hits[i] + over
-                if powrem <= 0 and temp < hits[i]:
-                    hits[i] = temp
-                if powrem <= 0:
-                    over = 0.0
-                extra += over
-            if powrem > 0.0:
-                extra += powrem
-            hittem(hits)
-            game.ididit = True
-        if extra > 0 and not game.alldone:
-            if game.tholian:
-                proutn(_("*** Tholian web absorbs "))
-                if len(game.enemies)>0:
-                    proutn(_("excess "))
-                prout(_("phaser energy."))
-            else:
-                prout(_("%d expended on empty space.") % int(extra))
-    elif automode == "FORCEMAN":
-        scanner.chew()
-        key = "IHEOL"
-        if damaged(DCOMPTR):
-            prout(_("Battle computer damaged, manual fire only."))
-        else:
-            skip(1)
-            prouts(_("---WORKING---"))
-            skip(1)
-            prout(_("Short-range-sensors-damaged"))
-            prout(_("Insufficient-data-for-automatic-phaser-fire"))
-            prout(_("Manual-fire-must-be-used"))
-            skip(1)
-    elif automode == "MANUAL":
-        rpow = 0.0
-        for k in range(len(game.enemies)):
-            aim = game.enemies[k].location
-            ienm = game.quad[aim.i][aim.j]
-            if msgflag:
-                proutn(_("Energy available= %.2f") % (avail-0.006))
-                skip(1)
-                msgflag = False
-                rpow = 0.0
-            if damaged(DSRSENS) and \
-               not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
-                prout(cramen(ienm) + _(" can't be located without short range scan."))
-                scanner.chew()
-                key = "IHEOL"
-                hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
-                continue
-            if key == "IHEOL":
-                scanner.chew()
-                if itarg and k > kz:
-                    irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        rnd.real(1.01, 1.06) + 1.0
-                kz = k
-                proutn("(")
-                if not damaged(DCOMPTR):
-                    proutn("%d" % irec)
-                else:
-                    proutn("??")
-                proutn(")  ")
-                proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
-                key = scanner.nexttok()
-            if key == "IHALPHA" and scanner.sees("no"):
-                no = True
-                key = scanner.nexttok()
-                continue
-            if key == "IHALPHA":
-                huh()
-                return
-            if key == "IHEOL":
-                if k == 1: # Let me say I'm baffled by this
-                    msgflag = True
-                continue
-            if scanner.real < 0:
-                # abort out
-                scanner.chew()
-                return
-            hits.append(scanner.real)
-            rpow += scanner.real
-            # If total requested is too much, inform and start over
-            if rpow > avail:
-                prout(_("Available energy exceeded -- try again."))
-                scanner.chew()
-                return
-            key = scanner.nexttok() # scan for next value
-        if rpow == 0.0:
-            # zero energy -- abort
-            scanner.chew()
-            return
-        if key == "IHALPHA" and scanner.sees("no"):
-            no = True
-        game.energy -= rpow
-        scanner.chew()
-        if ifast:
-            game.energy -= 200.0
-            if checkshctrl(rpow):
-                return
-        hittem(hits)
-        game.ididit = True
-     # Say shield raised or malfunction, if necessary
-    if game.alldone:
-        return
-    if ifast:
-        skip(1)
-        if no == 0:
-            if rnd.withprob(0.01):
-                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
-                prouts(_("         CLICK   CLICK   POP  . . ."))
-                prout(_(" No response, sir!"))
-                game.shldup = False
-            else:
-                prout(_("Shields raised."))
-        else:
-            game.shldup = False
-    overheat(rpow)
-
-
-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 < rnd.real(100):
-        # guess what, he surrendered!!!
-        prout(_("Klingon captain at %s surrenders.") % weakest.location)
-        i = rnd.real(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
-# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
-# BSD Trek, from which we swiped the idea, can have up to 5.
-
-def unschedule(evtype):
-    "Remove an event from the schedule."
-    game.future[evtype].date = FOREVER
-    return game.future[evtype]
-
-def is_scheduled(evtype):
-    "Is an event of specified type scheduled."
-    return game.future[evtype].date != FOREVER
-
-def scheduled(evtype):
-    "When will this event happen?"
-    return game.future[evtype].date
-
-def schedule(evtype, offset):
-    "Schedule an event of specified type."
-    game.future[evtype].date = game.state.date + offset
-    return game.future[evtype]
-
-def postpone(evtype, offset):
-    "Postpone a scheduled event."
-    game.future[evtype].date += offset
-
-def cancelrest():
-    "Rest period is interrupted by event."
-    if game.resting:
-        skip(1)
-        proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
-        if ja():
-            game.resting = False
-            game.optime = 0.0
-            return True
-    return False
-
-def events():
-    "Run through the event queue looking for things to do."
-    i = 0
-    fintim = game.state.date + game.optime
-    yank = 0
-    ictbeam = False
-    istract = False
-    w = Coord()
-    hold = Coord()
-    ev = Event()
-    ev2 = Event()
-
-    def tractorbeam(yank):
-        "Tractor-beaming cases merge here."
-        announce()
-        game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
-        skip(1)
-        prout("***" + crmshp() + _(" caught in long range tractor beam--"))
-        # If Kirk & Co. screwing around on planet, handle
-        atover(True) # atover(true) is Grab
-        if game.alldone:
-            return
-        if game.icraft: # Caught in Galileo?
-            finish(FSTRACTOR)
-            return
-        # Check to see if shuttle is aboard
-        if game.iscraft == "offship":
-            skip(1)
-            if rnd.withprob(0.5):
-                prout(_("Galileo, left on the planet surface, is captured"))
-                prout(_("by aliens and made into a flying McDonald's."))
-                game.damage[DSHUTTL] = -10
-                game.iscraft = "removed"
-            else:
-                prout(_("Galileo, left on the planet surface, is well hidden."))
-        if evcode == FSPY:
-            game.quadrant = game.state.kscmdr
-        else:
-            game.quadrant = game.state.kcmdr[i]
-        game.sector = randplace(QUADSIZE)
-        prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
-               % (game.quadrant, game.sector))
-        if game.resting:
-            prout(_("(Remainder of rest/repair period cancelled.)"))
-            game.resting = False
-        if not game.shldup:
-            if not damaged(DSHIELD) and game.shield > 0:
-                doshield(shraise=True) # raise shields
-                game.shldchg = False
-            else:
-                prout(_("(Shields not currently useable.)"))
-        newqad()
-        # Adjust finish time to time of tractor beaming?
-        # fintim = game.state.date+game.optime
-        attack(torps_ok=False)
-        if not game.state.kcmdr:
-            unschedule(FTBEAM)
-        else:
-            schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
-
-    def destroybase():
-        "Code merges here for any commander destroying a starbase."
-        # Not perfect, but will have to do
-        # Handle case where base is in same quadrant as starship
-        if game.battle == game.quadrant:
-            game.state.chart[game.battle.i][game.battle.j].starbase = False
-            game.quad[game.base.i][game.base.j] = '.'
-            game.base.invalidate()
-            newcnd()
-            skip(1)
-            prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
-        elif game.state.baseq and communicating():
-            # Get word via subspace radio
-            announce()
-            skip(1)
-            prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
-            proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
-            if game.isatb == 2:
-                prout(_("the Klingon Super-Commander"))
-            else:
-                prout(_("a Klingon Commander"))
-            game.state.chart[game.battle.i][game.battle.j].starbase = False
-        # Remove Starbase from galaxy
-        game.state.galaxy[game.battle.i][game.battle.j].starbase = False
-        game.state.baseq = [x for x in game.state.baseq if x != game.battle]
-        if game.isatb == 2:
-            # reinstate a commander's base attack
-            game.battle = hold
-            game.isatb = 0
-        else:
-            game.battle.invalidate()
-    if game.idebug:
-        prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
-        for i in range(1, NEVENTS):
-            if   i == FSNOVA:  proutn("=== Supernova       ")
-            elif i == FTBEAM:  proutn("=== T Beam          ")
-            elif i == FSNAP:   proutn("=== Snapshot        ")
-            elif i == FBATTAK: proutn("=== Base Attack     ")
-            elif i == FCDBAS:  proutn("=== Base Destroy    ")
-            elif i == FSCMOVE: proutn("=== SC Move         ")
-            elif i == FSCDBAS: proutn("=== SC Base Destroy ")
-            elif i == FDSPROB: proutn("=== Probe Move      ")
-            elif i == FDISTR:  proutn("=== Distress Call   ")
-            elif i == FENSLV:  proutn("=== Enslavement     ")
-            elif i == FREPRO:  proutn("=== Klingon Build   ")
-            if is_scheduled(i):
-                prout("%.2f" % (scheduled(i)))
-            else:
-                prout("never")
-    radio_was_broken = damaged(DRADIO)
-    hold.i = hold.j = 0
-    while True:
-        # Select earliest extraneous event, evcode==0 if no events
-        evcode = FSPY
-        if game.alldone:
-            return
-        datemin = fintim
-        for l in range(1, NEVENTS):
-            if game.future[l].date < datemin:
-                evcode = l
-                if game.idebug:
-                    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.remkl()+4*len(game.state.kcmdr))*xtime
-        game.recompute()
-        if game.state.remtime <= 0:
-            finish(FDEPLETE)
-            return
-        # Any crew left alive?
-        if game.state.crew <= 0:
-            finish(FCREW)
-            return
-        # Is life support adequate?
-        if damaged(DLIFSUP) and game.condition != "docked":
-            if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
-                finish(FLIFESUP)
-                return
-            game.lsupres -= xtime
-            if game.damage[DLIFSUP] <= xtime:
-                game.lsupres = game.inlsr
-        # Fix devices
-        repair = xtime
-        if game.condition == "docked":
-            repair /= DOCKFAC
-        # Don't fix Deathray here
-        for l in range(NDEVICES):
-            if game.damage[l] > 0.0 and l != DDRAY:
-                if game.damage[l]-repair > 0.0:
-                    game.damage[l] -= repair
-                else:
-                    game.damage[l] = 0.0
-        # If radio repaired, update star chart and attack reports
-        if radio_was_broken and not damaged(DRADIO):
-            prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
-            prout(_("   surveillance reports are coming in."))
-            skip(1)
-            if not game.iseenit:
-                attackreport(False)
-                game.iseenit = True
-            rechart()
-            prout(_("   The star chart is now up to date.\""))
-            skip(1)
-        # Cause extraneous event EVCODE to occur
-        game.optime -= xtime
-        if evcode == FSNOVA: # Supernova
-            announce()
-            supernova(None)
-            schedule(FSNOVA, expran(0.5*game.intime))
-            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 game.iscloaked or \
-                ictbeam or istract or \
-                game.condition == "docked" or game.isatb == 1 or game.iscate:
-                return
-            if game.ientesc or \
-                (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
-                (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
-                (damaged(DSHIELD) and \
-                 (game.energy < 2500 or damaged(DPHASER)) and \
-                 (game.torps < 5 or damaged(DPHOTON))):
-                # Tractor-beam her!
-                istract = ictbeam = True
-                tractorbeam((game.state.kscmdr-game.quadrant).distance())
-            else:
-                return
-        elif evcode == FTBEAM: # Tractor beam
-            if not game.state.kcmdr:
-                unschedule(FTBEAM)
-                continue
-            i = rnd.integer(len(game.state.kcmdr))
-            yank = (game.state.kcmdr[i]-game.quadrant).distance()
-            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)))
-                continue
-            ictbeam = True
-            tractorbeam(yank)
-        elif evcode == FSNAP: # Snapshot of the universe (for time warp)
-            game.snapsht = copy.deepcopy(game.state)
-            game.state.snap = True
-            schedule(FSNAP, expran(0.5 * game.intime))
-        elif evcode == FBATTAK: # Commander attacks starbase
-            if not game.state.kcmdr or not game.state.baseq:
-                # no can do
-                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
-                # no match found -- try later
-                schedule(FBATTAK, expran(0.3*game.intime))
-                unschedule(FCDBAS)
-                continue
-            except JumpOut:
-                pass
-            # commander + starbase combination found -- launch attack
-            game.battle = ibq
-            schedule(FCDBAS, rnd.real(1.0, 4.0))
-            if game.isatb: # extra time if SC already attacking
-                postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
-            game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
-            game.iseenit = False
-            if not communicating():
-                continue # No warning :-(
-            game.iseenit = True
-            announce()
-            skip(1)
-            prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
-            prout(_("   reports that it is under attack and that it can"))
-            prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
-            if cancelrest():
-                return
-        elif evcode == FSCDBAS: # Supercommander destroys base
-            unschedule(FSCDBAS)
-            game.isatb = 2
-            if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
-                continue # WAS RETURN!
-            hold = game.battle
-            game.battle = game.state.kscmdr
-            destroybase()
-        elif evcode == FCDBAS: # Commander succeeds in destroying base
-            if evcode == FCDBAS:
-                unschedule(FCDBAS)
-                if not game.state.baseq \
-                       or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
-                    game.battle.invalidate()
-                    continue
-                # find the lucky pair
-                for cmdr in game.state.kcmdr:
-                    if cmdr == game.battle:
-                        break
-                else:
-                    # No action to take after all
-                    continue
-            destroybase()
-        elif evcode == FSCMOVE: # Supercommander moves
-            schedule(FSCMOVE, 0.2777)
-            if not game.ientesc and not istract and game.isatb != 1 and \
-                   (not game.iscate or not game.justin):
-                supercommander()
-        elif evcode == FDSPROB: # Move deep space probe
-            schedule(FDSPROB, 0.01)
-            if not game.probe.nexttok():
-                if not game.probe.quadrant().valid_quadrant() or \
-                    game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
-                    # Left galaxy or ran into supernova
-                    if communicating():
-                        announce()
-                        skip(1)
-                        proutn(_("Lt. Uhura-  \"The deep space probe "))
-                        if not game.probe.quadrant().valid_quadrant():
-                            prout(_("has left the galaxy.\""))
-                        else:
-                            prout(_("is no longer transmitting.\""))
-                    unschedule(FDSPROB)
-                    continue
-                if communicating():
-                    #announce()
-                    skip(1)
-                    prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
-            pquad = game.probe.quadrant()
-            pdest = game.state.galaxy[pquad.i][pquad.j]
-            if communicating():
-                game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
-                game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
-                game.state.chart[pquad.i][pquad.j].stars = pdest.stars
-                pdest.charted = True
-            game.probe.moves -= 1 # One less to travel
-            if game.probe.arrived() and game.isarmed and pdest.stars:
-                supernova(game.probe.quadrant())                # fire in the hole!
-                unschedule(FDSPROB)
-                if game.state.galaxy[pquad.i][pquad.j].supernova:
-                    return
-        elif evcode == FDISTR: # inhabited system issues distress call
-            unschedule(FDISTR)
-            # try a whole bunch of times to find something suitable
-            for i in range(100):
-                # need a quadrant which is not the current one,
-                # which has some stars which are inhabited and
-                # not already under attack, which is not
-                # supernova'ed, and which has some Klingons in it
-                w = randplace(GALSIZE)
-                q = game.state.galaxy[w.i][w.j]
-                if not (game.quadrant == w or q.planet is None or \
-                      not q.planet.inhabited or \
-                      q.supernova or q.status!="secure" or q.klingons<=0):
-                    break
-            else:
-                # can't seem to find one; ignore this call
-                if game.idebug:
-                    prout("=== Couldn't find location for distress event.")
-                continue
-            # got one!!  Schedule its enslavement
-            ev = schedule(FENSLV, expran(game.intime))
-            ev.quadrant = w
-            q.status = "distressed"
-            # tell the captain about it if we can
-            if communicating():
-                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
-                        % (q.planet, repr(w)))
-                prout(_("by a Klingon invasion fleet."))
-                if cancelrest():
-                    return
-        elif evcode == FENSLV:                # starsystem is enslaved
-            ev = unschedule(FENSLV)
-            # see if current distress call still active
-            q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
-            if q.klingons <= 0:
-                q.status = "secure"
-                continue
-            q.status = "enslaved"
-
-            # play stork and schedule the first baby
-            ev2 = schedule(FREPRO, expran(2.0 * game.intime))
-            ev2.quadrant = ev.quadrant
-
-            # report the disaster if we can
-            if communicating():
-                prout(_("Uhura- We've lost contact with starsystem %s") % \
-                        q.planet)
-                prout(_("in Quadrant %s.\n") % ev.quadrant)
-        elif evcode == FREPRO:                # Klingon reproduces
-            # If we ever switch to a real event queue, we'll need to
-            # explicitly retrieve and restore the x and y.
-            ev = schedule(FREPRO, expran(1.0 * game.intime))
-            # see if current distress call still active
-            q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
-            if q.klingons <= 0:
-                q.status = "secure"
-                continue
-            if game.remkl() >= MAXKLGAME:
-                continue                # full right now
-            # reproduce one Klingon
-            w = ev.quadrant
-            m = Coord()
-            if game.klhere >= MAXKLQUAD:
-                try:
-                    # this quadrant not ok, pick an adjacent one
-                    for m.i in range(w.i - 1, w.i + 2):
-                        for m.j in range(w.j - 1, w.j + 2):
-                            if not m.valid_quadrant():
-                                continue
-                            q = game.state.galaxy[m.i][m.j]
-                            # check for this quad ok (not full & no snova)
-                            if q.klingons >= MAXKLQUAD or q.supernova:
-                                continue
-                            raise JumpOut
-                    # search for eligible quadrant failed
-                    continue
-                except JumpOut:
-                    w = m
-            # deliver the child
-            q.klingons += 1
-            if game.quadrant == w:
-                game.klhere += 1
-                newkling() # also adds it to game.enemies
-            # recompute time left
-            game.recompute()
-            if communicating():
-                if game.quadrant == w:
-                    prout(_("Spock- sensors indicate the Klingons have"))
-                    prout(_("launched a warship from %s.") % q.planet)
-                else:
-                    prout(_("Uhura- Starfleet reports increased Klingon activity"))
-                    if q.planet is not None:
-                        proutn(_("near %s ") % q.planet)
-                    prout(_("in Quadrant %s.") % w)
-
-def wait():
-    "Wait on events."
-    game.ididit = False
-    while True:
-        key = scanner.nexttok()
-        if key  != "IHEOL":
-            break
-        proutn(_("How long? "))
-        scanner.chew()
-    if key != "IHREAL":
-        huh()
-        return
-    origTime = delay = scanner.real
-    if delay <= 0.0:
-        return
-    if delay >= game.state.remtime or len(game.enemies) != 0:
-        proutn(_("Are you sure? "))
-        if not ja():
-            return
-    # Alternate resting periods (events) with attacks
-    game.resting = True
-    while True:
-        if delay <= 0:
-            game.resting = False
-        if not game.resting:
-            prout(_("%d stardates left.") % int(game.state.remtime))
-            return
-        temp = game.optime = delay
-        if len(game.enemies):
-            rtime = rnd.real(1.0, 2.0)
-            if rtime < temp:
-                temp = rtime
-            game.optime = temp
-        if game.optime < delay:
-            attack(torps_ok=False)
-        if game.alldone:
-            return
-        events()
-        game.ididit = True
-        if game.alldone:
-            return
-        delay -= temp
-        # Repair Deathray if long rest at starbase
-        if origTime-delay >= 9.99 and game.condition == "docked":
-            game.damage[DDRAY] = 0.0
-        # leave if quadrant supernovas
-        if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-            break
-    game.resting = False
-    game.optime = 0.0
-
-def nova(nov):
-    "Star goes nova."
-    ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
-    newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
-    if rnd.withprob(0.05):
-        # Wow! We've supernova'ed
-        supernova(game.quadrant)
-        return
-    # handle initial nova
-    game.quad[nov.i][nov.j] = '.'
-    prout(crmena(False, '*', "sector", nov) + _(" novas."))
-    game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
-    game.state.starkl += 1
-    # Set up queue to recursively trigger adjacent stars
-    hits = [nov]
-    kount = 0
-    while hits:
-        offset = Coord()
-        start = hits.pop()
-        for offset.i in range(-1, 1+1):
-            for offset.j in range(-1, 1+1):
-                if offset.j == 0 and offset.i == 0:
-                    continue
-                neighbor = start + offset
-                if not neighbor.valid_sector():
-                    continue
-                iquad = game.quad[neighbor.i][neighbor.j]
-                # Empty space ends reaction
-                if iquad in ('.', '?', ' ', 'T', '#'):
-                    pass
-                elif iquad == '*': # Affect another star
-                    if rnd.withprob(0.05):
-                        # This star supernovas
-                        supernova(game.quadrant)
-                        return
-                    else:
-                        hits.append(neighbor)
-                        game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
-                        game.state.starkl += 1
-                        proutn(crmena(True, '*', "sector", neighbor))
-                        prout(_(" novas."))
-                        game.quad[neighbor.i][neighbor.j] = '.'
-                        kount += 1
-                elif iquad in ('P', '@'): # Destroy planet
-                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
-                    if iquad == 'P':
-                        game.state.nplankl += 1
-                    else:
-                        game.state.nworldkl += 1
-                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
-                    game.iplnet.pclass = "destroyed"
-                    game.iplnet = None
-                    game.plnet.invalidate()
-                    if game.landed:
-                        finish(FPNOVA)
-                        return
-                    game.quad[neighbor.i][neighbor.j] = '.'
-                elif iquad == 'B': # Destroy base
-                    game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
-                    game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
-                    game.base.invalidate()
-                    game.state.basekl += 1
-                    newcnd()
-                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
-                    game.quad[neighbor.i][neighbor.j] = '.'
-                elif iquad in ('E', 'F'): # Buffet ship
-                    prout(_("***Starship buffeted by nova."))
-                    if game.shldup:
-                        if game.shield >= 2000.0:
-                            game.shield -= 2000.0
-                        else:
-                            diff = 2000.0 - game.shield
-                            game.energy -= diff
-                            game.shield = 0.0
-                            game.shldup = False
-                            prout(_("***Shields knocked out."))
-                            game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
-                    else:
-                        game.energy -= 2000.0
-                    if game.energy <= 0:
-                        finish(FNOVA)
-                        return
-                    # add in course nova contributes to kicking starship
-                    if hits:
-                        bump += (game.sector-hits[-1]).sgn()
-                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
-                    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]
-    if direc == 0.0:
-        dist = 0.0
-    if dist == 0.0:
-        return
-    scourse = course(bearing=direc, distance=dist)
-    game.optime = scourse.time(w=4)
-    skip(1)
-    prout(_("Force of nova displaces starship."))
-    imove(scourse, noattack=True)
-    game.optime = scourse.time(w=4)
-    return
-
-def supernova(w):
-    "Star goes supernova."
-    num = 0; npdead = 0
-    if w is not None:
-        nq = copy.copy(w)
-    else:
-        # Scheduled supernova -- select star at random.
-        nstars = 0
-        nq = Coord()
-        for nq.i in range(GALSIZE):
-            for nq.j in range(GALSIZE):
-                nstars += game.state.galaxy[nq.i][nq.j].stars
-        if nstars == 0:
-            return # nothing to supernova exists
-        num = rnd.integer(nstars) + 1
-        for nq.i in range(GALSIZE):
-            for nq.j in range(GALSIZE):
-                num -= game.state.galaxy[nq.i][nq.j].stars
-                if num <= 0:
-                    break
-            if num <=0:
-                break
-        if game.idebug:
-            proutn("=== Super nova here?")
-            if ja():
-                nq = game.quadrant
-    if nq != game.quadrant or game.justin:
-        # it isn't here, or we just entered (treat as enroute)
-        if communicating():
-            skip(1)
-            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
-            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
-    else:
-        ns = Coord()
-        # we are in the quadrant!
-        num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
-        for ns.i in range(QUADSIZE):
-            for ns.j in range(QUADSIZE):
-                if game.quad[ns.i][ns.j]=='*':
-                    num -= 1
-                    if num==0:
-                        break
-            if num==0:
-                break
-        skip(1)
-        prouts(_("***RED ALERT!  RED ALERT!"))
-        skip(1)
-        prout(_("***Incipient supernova detected at Sector %s") % ns)
-        if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
-            proutn(_("Emergency override attempts t"))
-            prouts("***************")
-            skip(1)
-            stars()
-            game.alldone = True
-    # destroy any Klingons in supernovaed quadrant
-    game.state.galaxy[nq.i][nq.j].klingons = 0
-    if nq == game.state.kscmdr:
-        # did in the Supercommander!
-        game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
-        game.iscate = False
-        unschedule(FSCMOVE)
-        unschedule(FSCDBAS)
-    # 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
-    if not game.state.kcmdr:
-        unschedule(FTBEAM)
-    # 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
-    game.state.nromrem -= nrmdead
-    # Destroy planets
-    for loop in range(game.inplan):
-        if game.state.planets[loop].quadrant == nq:
-            game.state.planets[loop].pclass = "destroyed"
-            npdead += 1
-    # 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 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
-    # mark supernova in galaxy and in star chart
-    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.unwon()==0 and nq != game.quadrant:
-        skip(2)
-        if w is None:
-            prout(_("Lucky you!"))
-        proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
-        finish(FWON)
-        return
-    # if some Klingons remain, continue or die in supernova
-    if game.alldone:
-        finish(FSNOVAED)
-    return
-
-# Code from finish.c ends here.
-
-def selfdestruct():
-    "Self-destruct maneuver. Finish with a BANG!"
-    scanner.chew()
-    if damaged(DCOMPTR):
-        prout(_("Computer damaged; cannot execute destruct sequence."))
-        return
-    prouts(_("---WORKING---")); skip(1)
-    prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
-    prouts("   10"); skip(1)
-    prouts("       9"); skip(1)
-    prouts("          8"); skip(1)
-    prouts("             7"); skip(1)
-    prouts("                6"); skip(1)
-    skip(1)
-    prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
-    skip(1)
-    prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
-    skip(1)
-    prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
-    skip(1)
-    scanner.nexttok()
-    if game.passwd != scanner.token:
-        prouts(_("PASSWORD-REJECTED;"))
-        skip(1)
-        prouts(_("CONTINUITY-EFFECTED"))
-        skip(2)
-        return
-    prouts(_("PASSWORD-ACCEPTED")); skip(1)
-    prouts("                   5"); skip(1)
-    prouts("                      4"); skip(1)
-    prouts("                         3"); skip(1)
-    prouts("                            2"); skip(1)
-    prouts("                              1"); skip(1)
-    if rnd.withprob(0.15):
-        prouts(_("GOODBYE-CRUEL-WORLD"))
-        skip(1)
-    kaboom()
-
-def kaboom():
-    stars()
-    if game.ship=='E':
-        prouts("***")
-    prouts(_("********* Entropy of %s maximized *********") % crmshp())
-    skip(1)
-    stars()
-    skip(1)
-    if len(game.enemies) != 0:
-        whammo = 25.0 * game.energy
-        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():
-    "Compute our rate of kils over time."
-    elapsed = game.state.date - game.indate
-    if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
-        return 0
-    else:
-        starting = (game.inkling + game.incom + game.inscom)
-        remaining = game.unwon()
-        return (starting - remaining)/elapsed
-
-def badpoints():
-    "Compute demerits."
-    badpt = 5.0*game.state.starkl + \
-            game.casual + \
-            10.0*game.state.nplankl + \
-            300*game.state.nworldkl + \
-            45.0*game.nhelp +\
-            100.0*game.state.basekl +\
-            3.0*game.abandoned +\
-            100*game.ncviol
-    if game.ship == 'F':
-        badpt += 100.0
-    elif game.ship is None:
-        badpt += 200.0
-    return badpt
-
-def finish(ifin):
-    # end the game, with appropriate notifications
-    igotit = False
-    game.alldone = True
-    skip(3)
-    prout(_("It is stardate %.1f.") % game.state.date)
-    skip(1)
-    if ifin == FWON: # Game has been won
-        if game.state.nromrem != 0:
-            prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
-                  game.state.nromrem)
-
-        prout(_("You have smashed the Klingon invasion fleet and saved"))
-        prout(_("the Federation."))
-        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()
-            if badpt < 100.0:
-                badpt = 0.0        # Close enough!
-            # killsPerDate >= RateMax
-            if game.state.date-game.indate < 5.0 or \
-                killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
-                skip(1)
-                prout(_("In fact, you have done so well that Starfleet Command"))
-                if game.skill == SKILL_NOVICE:
-                    prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
-                elif game.skill == SKILL_FAIR:
-                    prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
-                elif game.skill == SKILL_GOOD:
-                    prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
-                elif game.skill == SKILL_EXPERT:
-                    prout(_("promotes you to Commodore Emeritus."))
-                    skip(1)
-                    prout(_("Now that you think you're really good, try playing"))
-                    prout(_("the \"Emeritus\" game. It will splatter your ego."))
-                elif game.skill == SKILL_EMERITUS:
-                    skip(1)
-                    proutn(_("Computer-  "))
-                    prouts(_("ERROR-ERROR-ERROR-ERROR"))
-                    skip(2)
-                    prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
-                    skip(1)
-                    prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
-                    skip(1)
-                    prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
-                    skip(1)
-                    prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
-                    skip(1)
-                    prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
-                    skip(2)
-                    prout(_("Now you can retire and write your own Star Trek game!"))
-                    skip(1)
-                elif game.skill >= SKILL_EXPERT:
-                    if game.thawed and not game.idebug:
-                        prout(_("You cannot get a citation, so..."))
-                    else:
-                        proutn(_("Do you want your Commodore Emeritus Citation printed? "))
-                        scanner.chew()
-                        if ja():
-                            igotit = True
-            # Only grant long life if alive (original didn't!)
-            skip(1)
-            prout(_("LIVE LONG AND PROSPER."))
-        score()
-        if igotit:
-            plaque()
-        return
-    elif ifin == FDEPLETE: # Federation Resources Depleted
-        prout(_("Your time has run out and the Federation has been"))
-        prout(_("conquered.  Your starship is now Klingon property,"))
-        prout(_("and you are put on trial as a war criminal.  On the"))
-        proutn(_("basis of your record, you are "))
-        if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
-            prout(_("acquitted."))
-            skip(1)
-            prout(_("LIVE LONG AND PROSPER."))
-        else:
-            prout(_("found guilty and"))
-            prout(_("sentenced to death by slow torture."))
-            game.alive = False
-        score()
-        return
-    elif ifin == FLIFESUP:
-        prout(_("Your life support reserves have run out, and"))
-        prout(_("you die of thirst, starvation, and asphyxiation."))
-        prout(_("Your starship is a derelict in space."))
-    elif ifin == FNRG:
-        prout(_("Your energy supply is exhausted."))
-        skip(1)
-        prout(_("Your starship is a derelict in space."))
-    elif ifin == FBATTLE:
-        prout(_("The %s has been destroyed in battle.") % crmshp())
-        skip(1)
-        prout(_("Dulce et decorum est pro patria mori."))
-    elif ifin == FNEG3:
-        prout(_("You have made three attempts to cross the negative energy"))
-        prout(_("barrier which surrounds the galaxy."))
-        skip(1)
-        prout(_("Your navigation is abominable."))
-        score()
-    elif ifin == FNOVA:
-        prout(_("Your starship has been destroyed by a nova."))
-        prout(_("That was a great shot."))
-        skip(1)
-    elif ifin == FSNOVAED:
-        prout(_("The %s has been fried by a supernova.") % crmshp())
-        prout(_("...Not even cinders remain..."))
-    elif ifin == FABANDN:
-        prout(_("You have been captured by the Klingons. If you still"))
-        prout(_("had a starbase to be returned to, you would have been"))
-        prout(_("repatriated and given another chance. Since you have"))
-        prout(_("no starbases, you will be mercilessly tortured to death."))
-    elif ifin == FDILITHIUM:
-        prout(_("Your starship is now an expanding cloud of subatomic particles"))
-    elif ifin == FMATERIALIZE:
-        prout(_("Starbase was unable to re-materialize your starship."))
-        prout(_("Sic transit gloria mundi"))
-    elif ifin == FPHASER:
-        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, dissipating through space."))
-    elif ifin == FMINING:
-        prout(_("You are left with your landing party on"))
-        prout(_("a wild jungle planet inhabited by primitive cannibals."))
-        skip(1)
-        prout(_("They are very fond of \"Captain Kirk\" soup."))
-        skip(1)
-        prout(_("Without your leadership, the %s is destroyed.") % crmshp())
-    elif ifin == FDPLANET:
-        prout(_("You and your mining party perish."))
-        skip(1)
-        prout(_("That was a great shot."))
-        skip(1)
-    elif ifin == FSSC:
-        prout(_("The Galileo is instantly annihilated by the supernova."))
-        prout(_("You and your mining party are atomized."))
-        skip(1)
-        prout(_("Mr. Spock takes command of the %s and") % crmshp())
-        prout(_("joins the Romulans, wreaking terror on the Federation."))
-    elif ifin == FPNOVA:
-        prout(_("You and your mining party are atomized."))
-        skip(1)
-        prout(_("Mr. Spock takes command of the %s and") % crmshp())
-        prout(_("joins the Romulans, wreaking terror on the Federation."))
-    elif ifin == FSTRACTOR:
-        prout(_("The shuttle craft Galileo is also caught,"))
-        prout(_("and breaks up under the strain."))
-        skip(1)
-        prout(_("Your debris is scattered for millions of miles."))
-        prout(_("Without your leadership, the %s is destroyed.") % crmshp())
-    elif ifin == FDRAY:
-        prout(_("The mutants attack and kill Spock."))
-        prout(_("Your ship is captured by Klingons, and"))
-        prout(_("your crew is put on display in a Klingon zoo."))
-    elif ifin == FTRIBBLE:
-        prout(_("Tribbles consume all remaining water,"))
-        prout(_("food, and oxygen on your ship."))
-        skip(1)
-        prout(_("You die of thirst, starvation, and asphyxiation."))
-        prout(_("Your starship is a derelict in space."))
-    elif ifin == FHOLE:
-        prout(_("Your ship is drawn to the center of the black hole."))
-        prout(_("You are crushed into extremely dense matter."))
-    elif ifin == 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.unwon() != 0:
-        goodies = game.state.remres/game.inresor
-        baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
-        if goodies/baddies >= rnd.real(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"))
-            if goodies/baddies >= rnd.real(3.0):
-                prout(_("favorable to the Federation."))
-                skip(1)
-                prout(_("Congratulations!"))
-            else:
-                prout(_("highly unfavorable to the Federation."))
-        else:
-            prout(_("The Federation will be destroyed."))
-    else:
-        prout(_("Since you took the last Klingon with you, you are a"))
-        prout(_("martyr and a hero. Someday maybe they'll erect a"))
-        prout(_("statue in your memory. Rest in peace, and try not"))
-        prout(_("to think about pigeons."))
-        game.gamewon = True
-    score()
-    scanner.chew()     # Clean up leftovers
-
-def score():
-    "Compute player's score."
-    timused = game.state.date - game.indate
-    if (timused == 0 or game.unwon() != 0) and timused < 5.0:
-        timused = 5.0
-    game.perdate = killrate()
-    ithperd = 500*game.perdate + 0.5
-    iwon = 0
-    if game.gamewon:
-        iwon = 100*game.skill
-    if game.ship == 'E':
-        klship = 0
-    elif game.ship == 'F':
-        klship = 1
-    else:
-        klship = 2
-    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
-    skip(2)
-    prout(_("Your score --"))
-    if game.inrom - game.state.nromrem:
-        prout(_("%6d Romulans destroyed                 %5d") %
-              (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
-    if game.state.nromrem and game.gamewon:
-        prout(_("%6d Romulans captured                  %5d") %
-              (game.state.nromrem, game.state.nromrem))
-    if dead_ordinaries:
-        prout(_("%6d ordinary Klingons destroyed        %5d") %
-              (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)))
-    if ithperd:
-        prout(_("%6.2f Klingons per stardate              %5d") %
-              (game.perdate, ithperd))
-    if game.state.starkl:
-        prout(_("%6d stars destroyed by your action     %5d") %
-              (game.state.starkl, -5*game.state.starkl))
-    if game.state.nplankl:
-        prout(_("%6d planets destroyed by your action   %5d") %
-              (game.state.nplankl, -10*game.state.nplankl))
-    if (game.options & OPTION_WORLDS) and game.state.nworldkl:
-        prout(_("%6d inhabited planets destroyed by your action   %5d") %
-              (game.state.nworldkl, -300*game.state.nworldkl))
-    if game.state.basekl:
-        prout(_("%6d bases destroyed by your action     %5d") %
-              (game.state.basekl, -100*game.state.basekl))
-    if game.nhelp:
-        prout(_("%6d calls for help from starbase       %5d") %
-              (game.nhelp, -45*game.nhelp))
-    if game.casual:
-        prout(_("%6d casualties incurred                %5d") %
-              (game.casual, -game.casual))
-    if game.abandoned:
-        prout(_("%6d crew abandoned in space            %5d") %
-              (game.abandoned, -3*game.abandoned))
-    if klship:
-        prout(_("%6d ship(s) lost or destroyed          %5d") %
-              (klship, -100*klship))
-    if 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:
-        proutn(_("Bonus for winning "))
-        if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
-        elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
-        elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
-        elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
-        elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
-        prout("           %5d" % iwon)
-    skip(1)
-    prout(_("TOTAL SCORE                               %5d") % game.score)
-
-def plaque():
-    "Emit winner's commemmorative plaque."
-    skip(2)
-    while True:
-        proutn(_("File or device name for your plaque: "))
-        winner = cgetline()
-        try:
-            fp = open(winner, "w")
-            break
-        except IOError:
-            prout(_("Invalid name."))
-
-    proutn(_("Enter name to go on plaque (up to 30 characters): "))
-    winner = cgetline()
-    # The 38 below must be 64 for 132-column paper
-    nskip = 38 - len(winner)/2
-    # 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")
-    fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
-    fp.write("\n")
-    fp.write(_("                                                Starfleet Command bestows to you\n"))
-    fp.write("\n")
-    fp.write("%*s%s\n\n" % (nskip, "", winner))
-    fp.write(_("                                                           the rank of\n\n"))
-    fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
-    fp.write("                                                          ")
-    if game.skill ==  SKILL_EXPERT:
-        fp.write(_(" Expert level\n\n"))
-    elif game.skill == SKILL_EMERITUS:
-        fp.write(_("Emeritus level\n\n"))
-    else:
-        fp.write(_(" Cheat level\n\n"))
-    timestring = time.ctime()
-    fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
-             (timestring+4, timestring+20, timestring+11))
-    fp.write(_("                                                        Your score:  %d\n\n") % game.score)
-    fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
-    fp.close()
-
-# Code from io.c begins here
-
-rows = linecount = 0        # for paging
-stdscr = None
-replayfp = None
-fullscreen_window = None
-srscan_window     = None   # Short range scan
-report_window     = None   # Report legends for status window
-status_window     = None   # The status window itself
-lrscan_window     = None   # Long range scan
-message_window    = None   # Main window for scrolling text
-prompt_window     = None   # Prompt window at bottom of display
-curwnd = None
-
-def iostart():
-    global stdscr, rows
-    # for some recent versions of python2, the following enables UTF8
-    # for the older ones we probably need to set C locale, and python3
-    # has no problems at all
-    if sys.version_info[0] < 3:
-        locale.setlocale(locale.LC_ALL, "")
-    gettext.bindtextdomain("sst", "/usr/local/share/locale")
-    gettext.textdomain("sst")
-    if not (game.options & OPTION_CURSES):
-        ln_env = os.getenv("LINES")
-        if ln_env:
-            rows = ln_env
-        else:
-            rows = 25
-    else:
-        stdscr = curses.initscr()
-        stdscr.keypad(True)
-        curses.nonl()
-        curses.cbreak()
-        if game.options & OPTION_COLOR:
-            curses.start_color()
-            curses.use_default_colors()
-            curses.init_pair(curses.COLOR_BLACK,   curses.COLOR_BLACK, -1)
-            curses.init_pair(curses.COLOR_GREEN,   curses.COLOR_GREEN, -1)
-            curses.init_pair(curses.COLOR_RED,     curses.COLOR_RED, -1)
-            curses.init_pair(curses.COLOR_CYAN,    curses.COLOR_CYAN, -1)
-            curses.init_pair(curses.COLOR_WHITE,   curses.COLOR_WHITE, -1)
-            curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
-            curses.init_pair(curses.COLOR_BLUE,    curses.COLOR_BLUE, -1)
-            curses.init_pair(curses.COLOR_YELLOW,  curses.COLOR_YELLOW, -1)
-        global fullscreen_window, srscan_window, report_window, status_window
-        global lrscan_window, message_window, prompt_window
-        (rows, _columns)   = stdscr.getmaxyx()
-        fullscreen_window = stdscr
-        srscan_window     = curses.newwin(12, 25, 0,       0)
-        report_window     = curses.newwin(11, 0,  1,       25)
-        status_window     = curses.newwin(10, 0,  1,       39)
-        lrscan_window     = curses.newwin(5,  0,  0,       64)
-        message_window    = curses.newwin(0,  0,  12,      0)
-        prompt_window     = curses.newwin(1,  0,  rows-2,  0)
-        message_window.scrollok(True)
-        setwnd(fullscreen_window)
-
-def ioend():
-    "Wrap up I/O."
-    if game.options & OPTION_CURSES:
-        stdscr.keypad(False)
-        curses.echo()
-        curses.nocbreak()
-        curses.endwin()
-
-def waitfor():
-    "Wait for user action -- OK to do nothing if on a TTY"
-    if game.options & OPTION_CURSES:
-        stdscr.getch()
-
-def announce():
-    skip(1)
-    prouts(_("[ANNOUNCEMENT ARRIVING...]"))
-    skip(1)
-
-def pause_game():
-    if game.skill > SKILL_FAIR:
-        prompt = _("[CONTINUE?]")
-    else:
-        prompt = _("[PRESS ENTER TO CONTINUE]")
-
-    if game.options & OPTION_CURSES:
-        drawmaps(0)
-        setwnd(prompt_window)
-        prompt_window.clear()
-        prompt_window.addstr(prompt)
-        prompt_window.getstr()
-        prompt_window.clear()
-        prompt_window.refresh()
-        setwnd(message_window)
-    else:
-        global linecount
-        sys.stdout.write('\n')
-        proutn(prompt)
-        if not replayfp:
-            my_input()
-        sys.stdout.write('\n' * rows)
-        linecount = 0
-
-def skip(i):
-    "Skip i lines.  Pause game if this would cause a scrolling event."
-    for _dummy in range(i):
-        if game.options & OPTION_CURSES:
-            (y, _x) = curwnd.getyx()
-            try:
-                curwnd.move(y+1, 0)
-            except curses.error:
-                pass
-        else:
-            global linecount
-            linecount += 1
-            if rows and linecount >= rows:
-                pause_game()
-            else:
-                sys.stdout.write('\n')
-
-def proutn(proutntline):
-    "Utter a line with no following line feed."
-    if game.options & OPTION_CURSES:
-        (y, x) = curwnd.getyx()
-        (my, _mx) = curwnd.getmaxyx()
-        if curwnd == message_window and y >= my - 2:
-            pause_game()
-            clrscr()
-        if logfp and game.cdebug:
-            logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
-        curwnd.addstr(proutntline)
-        curwnd.refresh()
-    else:
-        sys.stdout.write(proutntline)
-        sys.stdout.flush()
-
-def prout(proutline):
-    proutn(proutline)
-    skip(1)
-
-def prouts(proutsline):
-    "Emit slowly!"
-    for c in proutsline:
-        if not replayfp or replayfp.closed:        # Don't slow down replays
-            time.sleep(0.03)
-        proutn(c)
-        if game.options & OPTION_CURSES:
-            curwnd.refresh()
-        else:
-            sys.stdout.flush()
-    if not replayfp or replayfp.closed:
-        time.sleep(0.03)
-
-def cgetline():
-    "Get a line of input."
-    if game.options & OPTION_CURSES:
-        linein = codecs.decode(curwnd.getstr()) + "\n"
-        curwnd.refresh()
-    else:
-        if replayfp and not replayfp.closed:
-            while True:
-                linein = replayfp.readline()
-                proutn(linein)
-                if linein == '':
-                    prout("*** Replay finished")
-                    replayfp.close()
-                    break
-                elif linein[0] != "#":
-                    break
-        else:
-            try:
-                linein = my_input() + "\n"
-            except EOFError:
-                prout("")
-                sys.exit(0)
-    if logfp:
-        logfp.write(linein)
-    return linein
-
-def setwnd(wnd):
-    "Change windows -- OK for this to be a no-op in tty mode."
-    global curwnd
-    if game.options & OPTION_CURSES:
-        if game.cdebug and logfp:
-            if wnd == fullscreen_window:
-                legend = "fullscreen"
-            elif wnd == srscan_window:
-                legend = "srscan"
-            elif wnd == report_window:
-                legend = "report"
-            elif wnd == status_window:
-                legend = "status"
-            elif wnd == lrscan_window:
-                legend = "lrscan"
-            elif wnd == message_window:
-                legend = "message"
-            elif wnd == prompt_window:
-                legend = "prompt"
-            else:
-                legend = "unknown"
-            logfp.write("#curses: setwnd(%s)\n" % legend)
-        curwnd = wnd
-        # Some curses implementations get confused when you try this.
-        try:
-            curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
-        except curses.error:
-            pass
-
-def clreol():
-    "Clear to end of line -- can be a no-op in tty mode"
-    if game.options & OPTION_CURSES:
-        curwnd.clrtoeol()
-        curwnd.refresh()
-
-def clrscr():
-    "Clear screen -- can be a no-op in tty mode."
-    global linecount
-    if game.options & OPTION_CURSES:
-        curwnd.clear()
-        curwnd.move(0, 0)
-        curwnd.refresh()
-    linecount = 0
-
-def textcolor(color=DEFAULT):
-    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
-        if color == DEFAULT:
-            curwnd.attrset(0)
-        elif color ==  BLACK:
-            curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
-        elif color ==  BLUE:
-            curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
-        elif color ==  GREEN:
-            curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
-        elif color ==  CYAN:
-            curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
-        elif color ==  RED:
-            curwnd.attron(curses.color_pair(curses.COLOR_RED))
-        elif color ==  MAGENTA:
-            curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
-        elif color ==  BROWN:
-            curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
-        elif color ==  LIGHTGRAY:
-            curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
-        elif color ==  DARKGRAY:
-            curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
-        elif color ==  LIGHTBLUE:
-            curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
-        elif color ==  LIGHTGREEN:
-            curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
-        elif color ==  LIGHTCYAN:
-            curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
-        elif color ==  LIGHTRED:
-            curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
-        elif color ==  LIGHTMAGENTA:
-            curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
-        elif color ==  YELLOW:
-            curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
-        elif color ==  WHITE:
-            curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
-
-def highvideo():
-    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
-        curwnd.attron(curses.A_REVERSE)
-
-#
-# Things past this point have policy implications.
-#
-
-def drawmaps(mode):
-    "Hook to be called after moving to redraw maps."
-    if game.options & OPTION_CURSES:
-        if mode == 1:
-            sensor()
-        setwnd(srscan_window)
-        curwnd.move(0, 0)
-        srscan()
-        if mode != 2:
-            setwnd(status_window)
-            status_window.clear()
-            status_window.move(0, 0)
-            setwnd(report_window)
-            report_window.clear()
-            report_window.move(0, 0)
-            status()
-            setwnd(lrscan_window)
-            lrscan_window.clear()
-            lrscan_window.move(0, 0)
-            lrscan(silent=False)
-
-def put_srscan_sym(w, sym):
-    "Emit symbol for short-range scan."
-    srscan_window.move(w.i+1, w.j*2+2)
-    srscan_window.addch(sym)
-    srscan_window.refresh()
-
-def boom(w):
-    "Enemy fall down, go boom."
-    if game.options & OPTION_CURSES:
-        drawmaps(0)
-        setwnd(srscan_window)
-        srscan_window.attron(curses.A_REVERSE)
-        put_srscan_sym(w, game.quad[w.i][w.j])
-        #sound(500)
-        #time.sleep(1.0)
-        #nosound()
-        srscan_window.attroff(curses.A_REVERSE)
-        put_srscan_sym(w, game.quad[w.i][w.j])
-        curses.delay_output(500)
-        setwnd(message_window)
-
-def warble():
-    "Sound and visual effects for teleportation."
-    if game.options & OPTION_CURSES:
-        drawmaps(2)
-        setwnd(message_window)
-        #sound(50)
-    prouts("     . . . . .     ")
-    if game.options & OPTION_CURSES:
-        #curses.delay_output(1000)
-        #nosound()
-        pass
-
-def tracktorpedo(w, step, i, n, iquad):
-    "Torpedo-track animation."
-    if not game.options & OPTION_CURSES:
-        if step == 1:
-            if n != 1:
-                skip(1)
-                proutn(_("Track for torpedo number %d-  ") % (i+1))
-            else:
-                skip(1)
-                proutn(_("Torpedo track- "))
-        elif step in {4, 9}:
-            skip(1)
-        proutn("%s   " % w)
-    else:
-        if not damaged(DSRSENS) or game.condition=="docked":
-            if i != 0 and step == 1:
-                drawmaps(2)
-                time.sleep(0.4)
-            if iquad in {'.', ' '}:
-                put_srscan_sym(w, '+')
-                #sound(step*10)
-                #time.sleep(0.1)
-                #nosound()
-                put_srscan_sym(w, iquad)
-            else:
-                curwnd.attron(curses.A_REVERSE)
-                put_srscan_sym(w, iquad)
-                #sound(500)
-                #time.sleep(1.0)
-                #nosound()
-                curwnd.attroff(curses.A_REVERSE)
-                put_srscan_sym(w, iquad)
-        else:
-            proutn("%s   " % w)
-
-def makechart():
-    "Display the current galaxy chart."
-    if game.options & OPTION_CURSES:
-        setwnd(message_window)
-        message_window.clear()
-    chart()
-    if game.options & OPTION_TTY:
-        skip(1)
-
-NSYM        = 14
-
-def prstat(txt, data):
-    proutn(txt)
-    if game.options & OPTION_CURSES:
-        skip(1)
-        setwnd(status_window)
-    else:
-        proutn(" " * (NSYM - len(txt)))
-    proutn(data)
-    skip(1)
-    if game.options & OPTION_CURSES:
-        setwnd(report_window)
-
-# Code from moving.c begins here
-
-def imove(icourse=None, noattack=False):
-    "Movement execution for warp, impulse, supernova, and tractor-beam events."
-    w = Coord()
-
-    def newquadrant(noattack):
-        # Leaving quadrant -- allow final enemy attack
-        # 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()
-                enemy.kavgd = 0.5 * (finald + enemy.kdist)
-            # Stas Sergeev added the condition
-            # that attacks only happen if Klingons
-            # are present and your skill is good.
-            if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-                attack(torps_ok=False)
-            if game.alldone:
-                return
-        # check for edge of galaxy
-        kinks = 0
-        while True:
-            kink = False
-            if icourse.final.i < 0:
-                icourse.final.i = -icourse.final.i
-                kink = True
-            if icourse.final.j < 0:
-                icourse.final.j = -icourse.final.j
-                kink = True
-            if icourse.final.i >= GALSIZE*QUADSIZE:
-                icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
-                kink = True
-            if icourse.final.j >= GALSIZE*QUADSIZE:
-                icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
-                kink = True
-            if kink:
-                kinks += 1
-            else:
-                break
-        if kinks:
-            game.nkinks += 1
-            if game.nkinks == 3:
-                # Three strikes -- you're out!
-                finish(FNEG3)
-                return
-            skip(1)
-            prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
-            prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
-            prout(_("YOU WILL BE DESTROYED."))
-        # Compute final position in new quadrant
-        if trbeam: # Don't bother if we are to be beamed
-            return
-        game.quadrant = icourse.final.quadrant()
-        game.sector = icourse.final.sector()
-        skip(1)
-        prout(_("Entering Quadrant %s.") % game.quadrant)
-        game.quad[game.sector.i][game.sector.j] = game.ship
-        newqad()
-        if game.skill>SKILL_NOVICE:
-            attack(torps_ok=False)
-
-    def check_collision(h):
-        iquad = game.quad[h.i][h.j]
-        if iquad != '.':
-            # object encountered in flight path
-            stopegy = 50.0*icourse.distance/game.optime
-            if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
-                for enemy in game.enemies:
-                    if enemy.location == game.sector:
-                        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!"))
-                skip(1)
-                proutn("***" + crmshp())
-                proutn(_(" pulled into black hole at Sector %s") % h)
-                # Getting pulled into a black hole was certain
-                # death in Almy's original.  Stas Sergeev added a
-                # possibility that you'll get timewarped instead.
-                n=0
-                for m in range(NDEVICES):
-                    if game.damage[m]>0:
-                        n += 1
-                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
-                if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
-                    timwrp()
-                else:
-                    finish(FHOLE)
-                return True
-            else:
-                # something else
-                skip(1)
-                proutn(crmshp())
-                if iquad == '#':
-                    prout(_(" encounters Tholian web at %s;") % h)
-                else:
-                    prout(_(" blocked by object at %s;") % h)
-                proutn(_("Emergency stop required "))
-                prout(_("%2d units of energy.") % int(stopegy))
-                game.energy -= stopegy
-                if game.energy <= 0:
-                    finish(FNRG)
-                return True
-        return False
-
-    trbeam = False
-    if game.inorbit:
-        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
-        game.inorbit = False
-    # If tractor beam is to occur, don't move full distance
-    if game.state.date+game.optime >= scheduled(FTBEAM):
-        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.state.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):
-        icourse.nexttok()
-        w = icourse.sector()
-        if icourse.origin.quadrant() != icourse.location.quadrant():
-            newquadrant(noattack)
-            break
-        elif check_collision(w):
-            prout(_("Collision detected"))
-            break
-        else:
-            game.sector = w
-    # We're in destination quadrant -- compute new average enemy distances
-    game.quad[game.sector.i][game.sector.j] = game.ship
-    if game.enemies:
-        for enemy in game.enemies:
-            finald = (w-enemy.location).distance()
-            enemy.kavgd = 0.5 * (finald + enemy.kdist)
-            enemy.kdist = finald
-        sortenemies()
-        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-            attack(torps_ok=False)
-        for enemy in game.enemies:
-            enemy.kavgd = enemy.kdist
-    newcnd()
-    drawmaps(0)
-    setwnd(message_window)
-
-def dock(verbose):
-    "Dock our ship at a starbase."
-    scanner.chew()
-    if game.condition == "docked" and verbose:
-        prout(_("Already docked."))
-        return
-    if game.inorbit:
-        prout(_("You must first leave standard orbit."))
-        return
-    if game.base is None or not game.base.valid_sector():
-        prout(_("No starbase available for docking in this quadrant."))
-        return
-    if (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:
-        prout(_("Docked."))
-    game.ididit = True
-    if game.energy < game.inenrg:
-        game.energy = game.inenrg
-    game.shield = game.inshld
-    game.torps = game.intorps
-    game.lsupres = game.inlsr
-    game.state.crew = FULLCREW
-    if 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:\""))
-        attackreport(False)
-        game.iseenit = True
-
-def cartesian(loc1=None, loc2=None):
-    if loc1 is None:
-        return game.quadrant * QUADSIZE + game.sector
-    elif loc2 is None:
-        return game.quadrant * QUADSIZE + loc1
-    else:
-        return loc1 * QUADSIZE + loc2
-
-def getcourse(isprobe):
-    "Get a course and distance from the user."
-    key = ""
-    dquad = copy.copy(game.quadrant)
-    navmode = "unspecified"
-    itemp = "curt"
-    dsect = Coord()
-    iprompt = False
-    if game.landed and not isprobe:
-        prout(_("Dummy! You can't leave standard orbit until you"))
-        proutn(_("are back aboard the ship."))
-        scanner.chew()
-        raise TrekError
-    while navmode == "unspecified":
-        if damaged(DNAVSYS):
-            if isprobe:
-                prout(_("Computer damaged; manual navigation only"))
-            else:
-                prout(_("Computer damaged; manual movement only"))
-            scanner.chew()
-            navmode = "manual"
-            key = "IHEOL"
-            break
-        key = scanner.nexttok()
-        if key == "IHEOL":
-            proutn(_("Manual or automatic- "))
-            iprompt = True
-            scanner.chew()
-        elif key == "IHALPHA":
-            if scanner.sees("manual"):
-                navmode = "manual"
-                key = scanner.nexttok()
-                break
-            elif scanner.sees("automatic"):
-                navmode = "automatic"
-                key = scanner.nexttok()
-                break
-            else:
-                huh()
-                scanner.chew()
-                raise TrekError
-        else: # numeric
-            if isprobe:
-                prout(_("(Manual navigation assumed.)"))
-            else:
-                prout(_("(Manual movement assumed.)"))
-            navmode = "manual"
-            break
-    delta = Coord()
-    if navmode == "automatic":
-        while key == "IHEOL":
-            if isprobe:
-                proutn(_("Target quadrant or quadrant&sector- "))
-            else:
-                proutn(_("Destination sector or quadrant&sector- "))
-            scanner.chew()
-            iprompt = True
-            key = scanner.nexttok()
-        if key != "IHREAL":
-            huh()
-            raise TrekError
-        xi = int(round(scanner.real))-1
-        key = scanner.nexttok()
-        if key != "IHREAL":
-            huh()
-            raise TrekError
-        xj = int(round(scanner.real))-1
-        key = scanner.nexttok()
-        if key == "IHREAL":
-            # both quadrant and sector specified
-            xk = int(round(scanner.real))-1
-            key = scanner.nexttok()
-            if key != "IHREAL":
-                huh()
-                raise TrekError
-            xl = int(round(scanner.real))-1
-            dquad.i = xi
-            dquad.j = xj
-            dsect.i = xk
-            dsect.j = xl
-        else:
-            # only one pair of numbers was specified
-            if isprobe:
-                # only quadrant specified -- go to center of dest quad
-                dquad.i = xi
-                dquad.j = xj
-                dsect.j = dsect.i = 4        # preserves 1-origin behavior
-            else:
-                # only sector specified
-                dsect.i = xi
-                dsect.j = xj
-            itemp = "normal"
-        if not dquad.valid_quadrant() or not dsect.valid_sector():
-            huh()
-            raise TrekError
-        skip(1)
-        if not isprobe:
-            if itemp > "curt":
-                if iprompt:
-                    prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
-            else:
-                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
-        # the actual deltas get computed here
-        delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
-        delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
-    else: # manual
-        while key == "IHEOL":
-            proutn(_("X and Y displacements- "))
-            scanner.chew()
-            iprompt = True
-            key = scanner.nexttok()
-        itemp = "verbose"
-        if key == "IHREAL":
-            delta.j = scanner.real
-        else:
-            huh()
-            raise TrekError
-        key = scanner.nexttok()
-        if key == "IHREAL":
-            delta.i = scanner.real
-        elif key == "IHEOL":
-            delta.i = 0
-            scanner.push("\n")
-        else:
-            huh()
-            raise TrekError
-    # Check for zero movement
-    if delta.i == 0 and delta.j == 0:
-        scanner.chew()
-        raise TrekError
-    if itemp == "verbose" and not isprobe:
-        skip(1)
-        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
-    scanner.chew()
-    return course(bearing=delta.bearing(), distance=delta.distance())
-
-class course:
-    def __init__(self, bearing, distance, origin=None):
-        self.distance = distance
-        self.bearing = bearing
-        if origin is None:
-            self.origin = cartesian(game.quadrant, game.sector)
-        else:
-            self.origin = origin
-        # The bearing() code we inherited from FORTRAN is actually computing
-        # clockface directions!
-        if self.bearing < 0.0:
-            self.bearing += 12.0
-        self.angle = ((15.0 - self.bearing) * 0.5235988)
-        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
-    def arrived(self):
-        return self.location.roundtogrid() == self.final
-    def nexttok(self):
-        "Next step on course."
-        self.step += 1
-        self.nextlocation = self.location + self.increment
-        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
-        self.location = self.nextlocation
-        return samequad
-    def quadrant(self):
-        return self.location.quadrant()
-    def sector(self):
-        return self.location.sector()
-    def power(self, w):
-        return self.distance*(w**3)*(game.shldup+1)
-    def time(self, w):
-        return 10.0*self.distance/w**2
-
-def impulse():
-    "Move under impulse power."
-    game.ididit = False
-    if damaged(DIMPULS):
-        scanner.chew()
-        skip(1)
-        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
-        return
-    if game.energy > 30.0:
-        try:
-            icourse = getcourse(isprobe=False)
-        except TrekError:
-            return
-        power = 20.0 + 100.0*icourse.distance
-    else:
-        power = 30.0
-    if power >= game.energy:
-        # Insufficient power for trip
-        skip(1)
-        prout(_("First Officer Spock- \"Captain, the impulse engines"))
-        prout(_("require 20.0 units to engage, plus 100.0 units per"))
-        if game.energy > 30:
-            proutn(_("quadrant.  We can go, therefore, a maximum of %d") %
-                   int(0.01 * (game.energy-20.0)-0.05))
-            prout(_(" quadrants.\""))
-        else:
-            prout(_("quadrant.  They are, therefore, useless.\""))
-        scanner.chew()
-        return
-    # Make sure enough time is left for the trip
-    game.optime = icourse.distance/0.095
-    if game.optime >= game.state.remtime:
-        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
-        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
-        proutn(_("we dare spend the time?\" "))
-        if not ja():
-            return
-    # Activate impulse engines and pay the cost
-    imove(icourse, noattack=False)
-    game.ididit = True
-    if game.alldone:
-        return
-    power = 20.0 + 100.0*icourse.distance
-    game.energy -= power
-    game.optime = icourse.distance/0.095
-    if game.energy <= 0:
-        finish(FNRG)
-    return
-
-def warp(wcourse, involuntary):
-    "ove under warp drive."
-    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)
-            prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
-            return
-        if damaged(DWARPEN) and game.warpfac > 4.0:
-            scanner.chew()
-            skip(1)
-            prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
-            prout(_("  is repaired, I can only give you warp 4.\""))
-            return
-               # Read in course and distance
-        if wcourse is None:
-            try:
-                wcourse = getcourse(isprobe=False)
-            except TrekError:
-                return
-        # Make sure starship has enough energy for the trip
-        # Note: this formula is slightly different from the C version,
-        # and lets you skate a bit closer to the edge.
-        if wcourse.power(game.warpfac) >= game.energy:
-            # Insufficient power for trip
-            game.ididit = False
-            skip(1)
-            prout(_("Engineering to bridge--"))
-            if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
-                iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
-                if iwarp <= 0:
-                    prout(_("We can't do it, Captain. We don't have enough energy."))
-                else:
-                    proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
-                    if game.shldup:
-                        prout(",")
-                        prout(_("if you'll lower the shields."))
-                    else:
-                        prout(".")
-            else:
-                prout(_("We haven't the energy to go that far with the shields up."))
-            return
-        # Make sure enough time is left for the trip
-        game.optime = wcourse.time(game.warpfac)
-        if game.optime >= 0.8*game.state.remtime:
-            skip(1)
-            prout(_("First Officer Spock- \"Captain, I compute that such"))
-            proutn(_("  a trip would require approximately %2.0f") %
-                   (100.0*game.optime/game.state.remtime))
-            prout(_(" percent of our"))
-            proutn(_("  remaining time.  Are you sure this is wise?\" "))
-            if not ja():
-                game.ididit = False
-                game.optime=0
-                return
-    # Entry WARPX
-    if game.warpfac > 6.0:
-        # Decide if engine damage will occur
-        # ESR: Seems wrong. Probability of damage goes *down* with distance?
-        prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
-        if prob > rnd.real():
-            blooey = True
-            wcourse.distance = rnd.real(wcourse.distance)
-        # Decide if time warp will occur
-        if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
-            twarp = True
-        if game.idebug and game.warpfac==10 and not twarp:
-            blooey = False
-            proutn("=== Force time warp? ")
-            if ja():
-                twarp = True
-        if blooey or twarp:
-            # If time warp or engine damage, check path
-            # If it is obstructed, don't do warp or damage
-            look = wcourse.moves
-            while look > 0:
-                look -= 1
-                wcourse.nexttok()
-                w = wcourse.sector()
-                if not w.valid_sector():
-                    break
-                if game.quad[w.i][w.j] != '.':
-                    blooey = False
-                    twarp = False
-            wcourse.reset()
-    # Activate Warp Engines and pay the cost
-    imove(wcourse, noattack=False)
-    if game.alldone:
-        return
-    game.energy -= wcourse.power(game.warpfac)
-    if game.energy <= 0:
-        finish(FNRG)
-    game.optime = wcourse.time(game.warpfac)
-    if twarp:
-        timwrp()
-    if blooey:
-        game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
-        skip(1)
-        prout(_("Engineering to bridge--"))
-        prout(_("  Scott here.  The warp engines are damaged."))
-        prout(_("  We'll have to reduce speed to warp 4."))
-    game.ididit = True
-    return
-
-def setwarp():
-    "Change the warp factor."
-    while True:
-        key=scanner.nexttok()
-        if key != "IHEOL":
-            break
-        scanner.chew()
-        proutn(_("Warp factor- "))
-    if key != "IHREAL":
-        huh()
-        return
-    if game.damage[DWARPEN] > 10.0:
-        prout(_("Warp engines inoperative."))
-        return
-    if damaged(DWARPEN) and scanner.real > 4.0:
-        prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
-        prout(_("  but right now we can only go warp 4.\""))
-        return
-    if scanner.real > 10.0:
-        prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
-        return
-    if scanner.real < 1.0:
-        prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
-        return
-    oldfac = game.warpfac
-    game.warpfac = scanner.real
-    if game.warpfac <= oldfac or game.warpfac <= 6.0:
-        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
-              int(game.warpfac))
-        return
-    if game.warpfac < 8.00:
-        prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
-        return
-    if game.warpfac == 10.0:
-        prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
-        return
-    prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
-    return
-
-def atover(igrab):
-    "Cope with being tossed out of quadrant by supernova or yanked by beam."
-    scanner.chew()
-    # is captain on planet?
-    if game.landed:
-        if damaged(DTRANSP):
-            finish(FPNOVA)
-            return
-        prout(_("Scotty rushes to the transporter controls."))
-        if game.shldup:
-            prout(_("But with the shields up it's hopeless."))
-            finish(FPNOVA)
-        prouts(_("His desperate attempt to rescue you . . ."))
-        if rnd.withprob(0.5):
-            prout(_("fails."))
-            finish(FPNOVA)
-            return
-        prout(_("SUCCEEDS!"))
-        if game.imine:
-            game.imine = False
-            proutn(_("The crystals mined were "))
-            if rnd.withprob(0.25):
-                prout(_("lost."))
-            else:
-                prout(_("saved."))
-                game.icrystl = True
-    if igrab:
-        return
-    # Check to see if captain in shuttle craft
-    if game.icraft:
-        finish(FSTRACTOR)
-    if game.alldone:
-        return
-    # Inform captain of attempt to reach safety
-    skip(1)
-    while True:
-        if game.justin:
-            prouts(_("***RED ALERT!  RED ALERT!"))
-            skip(1)
-            proutn(_("The %s has stopped in a quadrant containing") % crmshp())
-            prouts(_("   a supernova."))
-            skip(2)
-        prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
-        prout(_("safely out of quadrant."))
-        if not damaged(DRADIO):
-            game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
-        # Try to use warp engines
-        if damaged(DWARPEN):
-            skip(1)
-            prout(_("Warp engines damaged."))
-            finish(FSNOVAED)
-            return
-        game.warpfac = rnd.real(6.0, 8.0)
-        prout(_("Warp factor set to %d") % int(game.warpfac))
-        power = 0.75*game.energy
-        dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
-        dist = max(dist, rnd.real(math.sqrt(2)))
-        bugout = course(bearing=rnd.real(12), distance=dist)        # How dumb!
-        game.optime = bugout.time(game.warpfac)
-        game.justin = False
-        game.inorbit = False
-        warp(bugout, involuntary=True)
-        if not game.justin:
-            # This is bad news, we didn't leave quadrant.
-            if game.alldone:
-                return
-            skip(1)
-            prout(_("Insufficient energy to leave quadrant."))
-            finish(FSNOVAED)
-            return
-        # Repeat if another snova
-        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-            break
-    if game.unwon()==0:
-        finish(FWON) # Snova killed remaining enemy.
-
-def timwrp():
-    "Let's do the time warp again."
-    prout(_("***TIME WARP ENTERED."))
-    if game.state.snap and rnd.withprob(0.5):
-        # Go back in time
-        prout(_("You are traveling backwards in time %d stardates.") %
-              int(game.state.date-game.snapsht.date))
-        game.state = game.snapsht
-        game.state.snap = False
-        if len(game.state.kcmdr):
-            schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
-            schedule(FBATTAK, expran(0.3*game.intime))
-        schedule(FSNOVA, expran(0.5*game.intime))
-        # next snapshot will be sooner
-        schedule(FSNAP, expran(0.25*game.state.remtime))
-
-        if game.state.nscrem:
-            schedule(FSCMOVE, 0.2777)
-        game.isatb = 0
-        unschedule(FCDBAS)
-        unschedule(FSCDBAS)
-        game.battle.invalidate()
-        # Make sure Galileo is consistant -- Snapshot may have been taken
-        # when on planet, which would give us two Galileos!
-        gotit = False
-        for l in range(game.inplan):
-            if game.state.planets[l].known == "shuttle_down":
-                gotit = True
-                if game.iscraft == "onship" and game.ship=='E':
-                    prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
-                    game.iscraft = "offship"
-        # Likewise, if in the original time the Galileo was abandoned, but
-        # was on ship earlier, it would have vanished -- let's restore it.
-        if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
-            prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
-            game.iscraft = "onship"
-        # There used to be code to do the actual reconstrction here,
-        # but the starchart is now part of the snapshotted galaxy state.
-        prout(_("Spock has reconstructed a correct star chart from memory"))
-    else:
-        # Go forward in time
-        game.optime = expran(0.5*game.intime)
-        prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
-        # cheat to make sure no tractor beams occur during time warp
-        postpone(FTBEAM, game.optime)
-        game.damage[DRADIO] += game.optime
-    newqad()
-    events()        # Stas Sergeev added this -- do pending events
-
-def probe():
-    "Launch deep-space probe."
-    # New code to launch a deep space probe
-    if game.nprobes == 0:
-        scanner.chew()
-        skip(1)
-        if game.ship == 'E':
-            prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
-        else:
-            prout(_("Ye Faerie Queene has no deep space probes."))
-        return
-    if damaged(DDSP):
-        scanner.chew()
-        skip(1)
-        prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
-        return
-    if is_scheduled(FDSPROB):
-        scanner.chew()
-        skip(1)
-        if damaged(DRADIO) and game.condition != "docked":
-            prout(_("Spock-  \"Records show the previous probe has not yet"))
-            prout(_("   reached its destination.\""))
-        else:
-            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
-        return
-    key = scanner.nexttok()
-    if key == "IHEOL":
-        if game.nprobes == 1:
-            prout(_("1 probe left."))
-        else:
-            prout(_("%d probes left") % game.nprobes)
-        proutn(_("Are you sure you want to fire a probe? "))
-        if not ja():
-            return
-    game.isarmed = False
-    if key == "IHALPHA" and scanner.token == "armed":
-        game.isarmed = True
-        key = scanner.nexttok()
-    elif key == "IHEOL":
-        proutn(_("Arm NOVAMAX warhead? "))
-        game.isarmed = ja()
-    elif key == "IHREAL":                # first element of course
-        scanner.push(scanner.token)
-    try:
-        game.probe = getcourse(isprobe=True)
-    except TrekError:
-        return
-    game.nprobes -= 1
-    schedule(FDSPROB, 0.01) # Time to move one sector
-    prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
-    game.ididit = True
-    return
-
-def mayday():
-    "Yell for help from nearest starbase."
-    # There's more than one way to move in this game!
-    scanner.chew()
-    # Test for conditions which prevent calling for help
-    if game.condition == "docked":
-        prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
-        return
-    if damaged(DRADIO):
-        prout(_("Subspace radio damaged."))
-        return
-    if not game.state.baseq:
-        prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
-        return
-    if game.landed:
-        prout(_("You must be aboard the %s.") % crmshp())
-        return
-    # OK -- call for help from nearest starbase
-    game.nhelp += 1
-    if game.base.i!=0:
-        # 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()
-    # dematerialize starship
-    game.quad[game.sector.i][game.sector.j]='.'
-    proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
-           % (game.quadrant, crmshp()))
-    game.sector.invalidate()
-    for m in range(1, 5+1):
-        w = game.base.scatter()
-        if w.valid_sector() and game.quad[w.i][w.j]=='.':
-            # found one -- finish up
-            game.sector = w
-            break
-    if game.sector is None:
-        prout(_("You have been lost in space..."))
-        finish(FMATERIALIZE)
-        return
-    # Give starbase three chances to rematerialize starship
-    probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
-    for m in range(1, 3+1):
-        if m == 1: proutn(_("1st"))
-        elif m == 2: proutn(_("2nd"))
-        elif m == 3: proutn(_("3rd"))
-        proutn(_(" attempt to re-materialize ") + crmshp())
-        game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
-        textcolor(RED)
-        warble()
-        if rnd.real() > probf:
-            break
-        prout(_("fails."))
-        textcolor(DEFAULT)
-        if game.options & OPTION_CURSES:
-            curses.delay_output(500)
-    if m > 3:
-        game.quad[game.sector.i][game.sector.j]='?'
-        game.alive = False
-        drawmaps(1)
-        setwnd(message_window)
-        finish(FMATERIALIZE)
-        return
-    game.quad[game.sector.i][game.sector.j]=game.ship
-    textcolor(GREEN)
-    prout(_("succeeds."))
-    textcolor(DEFAULT)
-    dock(False)
-    skip(1)
-    prout(_("Lt. Uhura-  \"Captain, we made it!\""))
-
-def abandon():
-    "Abandon ship."
-    scanner.chew()
-    if game.condition=="docked":
-        if game.ship!='E':
-            prout(_("You cannot abandon Ye Faerie Queene."))
-            return
-    else:
-        # Must take shuttle craft to exit
-        if game.damage[DSHUTTL]==-1:
-            prout(_("Ye Faerie Queene has no shuttle craft."))
-            return
-        if game.damage[DSHUTTL]<0:
-            prout(_("Shuttle craft now serving Big Macs."))
-            return
-        if game.damage[DSHUTTL]>0:
-            prout(_("Shuttle craft damaged."))
-            return
-        if game.landed:
-            prout(_("You must be aboard the ship."))
-            return
-        if game.iscraft != "onship":
-            prout(_("Shuttle craft not currently available."))
-            return
-        # Emit abandon ship messages
-        skip(1)
-        prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
-        skip(1)
-        prouts(_("***ALL HANDS ABANDON SHIP!"))
-        skip(2)
-        prout(_("Captain and crew escape in shuttle craft."))
-        if not game.state.baseq:
-            # Oops! no place to go...
-            finish(FABANDN)
-            return
-        q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
-        # Dispose of crew
-        if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
-            prout(_("Remainder of ship's complement beam down"))
-            prout(_("to nearest habitable planet."))
-        elif q.planet is not None and not damaged(DTRANSP):
-            prout(_("Remainder of ship's complement beam down to %s.") %
-                  q.planet)
-        else:
-            prout(_("Entire crew of %d left to die in outer space.") %
-                  game.state.crew)
-            game.casual += game.state.crew
-            game.abandoned += game.state.crew
-        # If at least one base left, give 'em the Faerie Queene
-        skip(1)
-        game.icrystl = False # crystals are lost
-        game.nprobes = 0 # No probes
-        prout(_("You are captured by Klingons and released to"))
-        prout(_("the Federation in a prisoner-of-war exchange."))
-        nb = rnd.integer(len(game.state.baseq))
-        # Set up quadrant and position FQ adjacient to base
-        if not game.quadrant == game.state.baseq[nb]:
-            game.quadrant = game.state.baseq[nb]
-            game.sector.i = game.sector.j = 5
-            newqad()
-        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:
-                break # found a spot
-            game.sector.i=QUADSIZE/2
-            game.sector.j=QUADSIZE/2
-            newqad()
-    # Get new commission
-    game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
-    game.state.crew = FULLCREW
-    prout(_("Starfleet puts you in command of another ship,"))
-    prout(_("the Faerie Queene, which is antiquated but,"))
-    prout(_("still useable."))
-    if game.icrystl:
-        prout(_("The dilithium crystals have been moved."))
-    game.imine = False
-    game.iscraft = "offship" # Galileo disappears
-    # Resupply ship
-    game.condition="docked"
-    for l in range(NDEVICES):
-        game.damage[l] = 0.0
-    game.damage[DSHUTTL] = -1
-    game.energy = game.inenrg = 3000.0
-    game.shield = game.inshld = 1250.0
-    game.torps = game.intorps = 6
-    game.lsupres=game.inlsr=3.0
-    game.shldup=False
-    game.warpfac=5.0
-    game.brigfree = game.brigcapacity = 300
-    return
-
-# Code from planets.c begins here.
-
-def consumeTime():
-    "Abort a lengthy operation if an event interrupts it."
-    game.ididit = True
-    events()
-    if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
-        return True
-    return False
-
-def survey():
-    "Report on (uninhabited) planets in the galaxy."
-    iknow = False
-    skip(1)
-    scanner.chew()
-    prout(_("Spock-  \"Planet report follows, Captain.\""))
-    skip(1)
-    for i in range(game.inplan):
-        if game.state.planets[i].pclass == "destroyed":
-            continue
-        if (game.state.planets[i].known != "unknown" \
-            and not game.state.planets[i].inhabited) \
-            or game.idebug:
-            iknow = True
-            if game.idebug and game.state.planets[i].known=="unknown":
-                proutn("(Unknown) ")
-            proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
-            proutn(_("   class "))
-            proutn(game.state.planets[i].pclass)
-            proutn("   ")
-            if game.state.planets[i].crystals != "present":
-                proutn(_("no "))
-            prout(_("dilithium crystals present."))
-            if game.state.planets[i].known=="shuttle_down":
-                prout(_("    Shuttle Craft Galileo on surface."))
-    if not iknow:
-        prout(_("No information available."))
-
-def orbit():
-    "Enter standard orbit."
-    skip(1)
-    scanner.chew()
-    if game.inorbit:
-        prout(_("Already in standard orbit."))
-        return
-    if damaged(DWARPEN) and damaged(DIMPULS):
-        prout(_("Both warp and impulse engines damaged."))
-        return
-    if 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:
-        prout(crmshp() + _(" not adjacent to planet."))
-        skip(1)
-        return
-    game.optime = rnd.real(0.02, 0.05)
-    prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
-    newcnd()
-    if consumeTime():
-        return
-    game.height = rnd.real(1400, 8600)
-    prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
-    game.inorbit = True
-    game.ididit = True
-
-def sensor():
-    "Examine planets in this quadrant."
-    if damaged(DSRSENS):
-        if game.options & OPTION_TTY:
-            prout(_("Short range sensors damaged."))
-        return
-    if game.iplnet is None:
-        if game.options & OPTION_TTY:
-            prout(_("Spock- \"No planet in this quadrant, Captain.\""))
-        return
-    if game.iplnet.known == "unknown":
-        prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
-        skip(1)
-        prout(_("         Planet at Sector %s is of class %s.") %
-              (game.plnet, game.iplnet.pclass))
-        if game.iplnet.known=="shuttle_down":
-            prout(_("         Sensors show Galileo still on surface."))
-        proutn(_("         Readings indicate"))
-        if game.iplnet.crystals != "present":
-            proutn(_(" no"))
-        prout(_(" dilithium crystals present.\""))
-        if game.iplnet.known == "unknown":
-            game.iplnet.known = "known"
-    elif game.iplnet.inhabited:
-        prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
-        prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
-
-def beam():
-    "Use the transporter."
-    nrgneed = 0
-    scanner.chew()
-    skip(1)
-    if damaged(DTRANSP):
-        prout(_("Transporter damaged."))
-        if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
-            skip(1)
-            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
-            if ja():
-                shuttle()
-        return
-    if not game.inorbit:
-        prout(crmshp() + _(" not in standard orbit."))
-        return
-    if game.shldup:
-        prout(_("Impossible to transport through shields."))
-        return
-    if game.iplnet.known=="unknown":
-        prout(_("Spock-  \"Captain, we have no information on this planet"))
-        prout(_("  and Starfleet Regulations clearly state that in this situation"))
-        prout(_("  you may not go down.\""))
-        return
-    if not game.landed and game.iplnet.crystals=="absent":
-        prout(_("Spock-  \"Captain, I fail to see the logic in"))
-        prout(_("  exploring a planet with no dilithium crystals."))
-        proutn(_("  Are you sure this is wise?\" "))
-        if not ja():
-            scanner.chew()
-            return
-    if not (game.options & OPTION_PLAIN):
-        nrgneed = 50 * game.skill + game.height / 100.0
-        if nrgneed > game.energy:
-            prout(_("Engineering to bridge--"))
-            prout(_("  Captain, we don't have enough energy for transportation."))
-            return
-        if not game.landed and nrgneed * 2 > game.energy:
-            prout(_("Engineering to bridge--"))
-            prout(_("  Captain, we have enough energy only to transport you down to"))
-            prout(_("  the planet, but there wouldn't be an energy for the trip back."))
-            if game.iplnet.known == "shuttle_down":
-                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
-            proutn(_("  Are you sure this is wise?\" "))
-            if not ja():
-                scanner.chew()
-                return
-    if game.landed:
-        # Coming from planet
-        if game.iplnet.known=="shuttle_down":
-            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
-            if ja():
-                scanner.chew()
-                return
-            prout(_("Your crew hides the Galileo to prevent capture by aliens."))
-        prout(_("Landing party assembled, ready to beam up."))
-        skip(1)
-        prout(_("Kirk whips out communicator..."))
-        prouts(_("BEEP  BEEP  BEEP"))
-        skip(2)
-        prout(_("\"Kirk to enterprise-  Lock on coordinates...energize.\""))
-    else:
-        # Going to planet
-        prout(_("Scotty-  \"Transporter room ready, Sir.\""))
-        skip(1)
-        prout(_("Kirk and landing party prepare to beam down to planet surface."))
-        skip(1)
-        prout(_("Kirk-  \"Energize.\""))
-    game.ididit = True
-    skip(1)
-    prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
-    skip(2)
-    if not rnd.withprob(0.98):
-        prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
-        skip(2)
-        prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
-        finish(FLOST)
-        return
-    prouts(".    .   .  .  .  .  .E.E.EEEERRRRRIIIIIOOOHWW")
-    game.landed = not game.landed
-    game.energy -= nrgneed
-    skip(2)
-    prout(_("Transport complete."))
-    if game.landed and game.iplnet.known=="shuttle_down":
-        prout(_("The shuttle craft Galileo is here!"))
-    if not game.landed and game.imine:
-        game.icrystl = True
-        game.cryprob = 0.05
-    game.imine = False
-    return
-
-def mine():
-    "Strip-mine a world for dilithium."
-    skip(1)
-    scanner.chew()
-    if not game.landed:
-        prout(_("Mining party not on planet."))
-        return
-    if game.iplnet.crystals == "mined":
-        prout(_("This planet has already been strip-mined for dilithium."))
-        return
-    elif game.iplnet.crystals == "absent":
-        prout(_("No dilithium crystals on this planet."))
-        return
-    if game.imine:
-        prout(_("You've already mined enough crystals for this trip."))
-        return
-    if game.icrystl and game.cryprob == 0.05:
-        prout(_("With all those fresh crystals aboard the ") + crmshp())
-        prout(_("there's no reason to mine more at this time."))
-        return
-    game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
-    if consumeTime():
-        return
-    prout(_("Mining operation complete."))
-    game.iplnet.crystals = "mined"
-    game.imine = game.ididit = True
-
-def usecrystals():
-    "Use dilithium crystals."
-    game.ididit = False
-    skip(1)
-    scanner.chew()
-    if not game.icrystl:
-        prout(_("No dilithium crystals available."))
-        return
-    if game.energy >= 1000:
-        prout(_("Spock-  \"Captain, Starfleet Regulations prohibit such an operation"))
-        prout(_("  except when Condition Yellow exists."))
-        return
-    prout(_("Spock- \"Captain, I must warn you that loading"))
-    prout(_("  raw dilithium crystals into the ship's power"))
-    prout(_("  system may risk a severe explosion."))
-    proutn(_("  Are you sure this is wise?\" "))
-    if not ja():
-        scanner.chew()
-        return
-    skip(1)
-    prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
-    prout(_("  Mr. Spock and I will try it.\""))
-    skip(1)
-    prout(_("Spock-  \"Crystals in place, Sir."))
-    prout(_("  Ready to activate circuit.\""))
-    skip(1)
-    prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
-    skip(1)
-    if rnd.withprob(game.cryprob):
-        prouts(_("  \"Activating now! - - No good!  It's***"))
-        skip(2)
-        prouts(_("***RED ALERT!  RED A*L********************************"))
-        skip(1)
-        stars()
-        prouts(_("******************   KA-BOOM!!!!   *******************"))
-        skip(1)
-        kaboom()
-        return
-    game.energy += rnd.real(5000.0, 5500.0)
-    prouts(_("  \"Activating now! - - "))
-    prout(_("The instruments"))
-    prout(_("   are going crazy, but I think it's"))
-    prout(_("   going to work!!  Congratulations, Sir!\""))
-    game.cryprob *= 2.0
-    game.ididit = True
-
-def shuttle():
-    "Use shuttlecraft for planetary jaunt."
-    scanner.chew()
-    skip(1)
-    if damaged(DSHUTTL):
-        if game.damage[DSHUTTL] == -1.0:
-            if game.inorbit and game.iplnet.known == "shuttle_down":
-                prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
-            else:
-                prout(_("Ye Faerie Queene had no shuttle craft."))
-        elif game.damage[DSHUTTL] > 0:
-            prout(_("The Galileo is damaged."))
-        else: # game.damage[DSHUTTL] < 0
-            prout(_("Shuttle craft is now serving Big Macs."))
-        return
-    if not game.inorbit:
-        prout(crmshp() + _(" not in standard orbit."))
-        return
-    if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
-        prout(_("Shuttle craft not currently available."))
-        return
-    if not game.landed and game.iplnet.known=="shuttle_down":
-        prout(_("You will have to beam down to retrieve the shuttle craft."))
-        return
-    if game.shldup or game.condition == "docked":
-        prout(_("Shuttle craft cannot pass through shields."))
-        return
-    if game.iplnet.known=="unknown":
-        prout(_("Spock-  \"Captain, we have no information on this planet"))
-        prout(_("  and Starfleet Regulations clearly state that in this situation"))
-        prout(_("  you may not fly down.\""))
-        return
-    game.optime = 3.0e-5*game.height
-    if game.optime >= 0.8*game.state.remtime:
-        prout(_("First Officer Spock-  \"Captain, I compute that such"))
-        proutn(_("  a maneuver would require approximately %2d%% of our") % \
-               int(100*game.optime/game.state.remtime))
-        prout(_("remaining time."))
-        proutn(_("Are you sure this is wise?\" "))
-        if not ja():
-            game.optime = 0.0
-            return
-    if game.landed:
-        # Kirk on planet
-        if game.iscraft == "onship":
-            # Galileo on ship!
-            if not damaged(DTRANSP):
-                proutn(_("Spock-  \"Would you rather use the transporter?\" "))
-                if ja():
-                    beam()
-                    return
-                proutn(_("Shuttle crew"))
-            else:
-                proutn(_("Rescue party"))
-            prout(_(" boards Galileo and swoops toward planet surface."))
-            game.iscraft = "offship"
-            skip(1)
-            if consumeTime():
-                return
-            game.iplnet.known="shuttle_down"
-            prout(_("Trip complete."))
-            return
-        else:
-            # Ready to go back to ship
-            prout(_("You and your mining party board the"))
-            prout(_("shuttle craft for the trip back to the Enterprise."))
-            skip(1)
-            prouts(_("The short hop begins . . ."))
-            skip(1)
-            game.iplnet.known="known"
-            game.icraft = True
-            skip(1)
-            game.landed = False
-            if consumeTime():
-                return
-            game.iscraft = "onship"
-            game.icraft = False
-            if game.imine:
-                game.icrystl = True
-                game.cryprob = 0.05
-            game.imine = False
-            prout(_("Trip complete."))
-            return
-    else:
-        # Kirk on ship and so is Galileo
-        prout(_("Mining party assembles in the hangar deck,"))
-        prout(_("ready to board the shuttle craft \"Galileo\"."))
-        skip(1)
-        prouts(_("The hangar doors open; the trip begins."))
-        skip(1)
-        game.icraft = True
-        game.iscraft = "offship"
-        if consumeTime():
-            return
-        game.iplnet.known = "shuttle_down"
-        game.landed = True
-        game.icraft = False
-        prout(_("Trip complete."))
-        return
-
-def deathray():
-    "Use the big zapper."
-    game.ididit = False
-    skip(1)
-    scanner.chew()
-    if game.ship != 'E':
-        prout(_("Ye Faerie Queene has no death ray."))
-        return
-    if len(game.enemies)==0:
-        prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
-        return
-    if damaged(DDRAY):
-        prout(_("Death Ray is damaged."))
-        return
-    prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
-    prout(_("  is highly unpredictible.  Considering the alternatives,"))
-    proutn(_("  are you sure this is wise?\" "))
-    if not ja():
-        return
-    prout(_("Spock-  \"Acknowledged.\""))
-    skip(1)
-    game.ididit = True
-    prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
-    skip(1)
-    prout(_("Crew scrambles in emergency preparation."))
-    prout(_("Spock and Scotty ready the death ray and"))
-    prout(_("prepare to channel all ship's power to the device."))
-    skip(1)
-    prout(_("Spock-  \"Preparations complete, sir.\""))
-    prout(_("Kirk-  \"Engage!\""))
-    skip(1)
-    prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
-    skip(1)
-    dprob = 0.30
-    if game.options & OPTION_PLAIN:
-        dprob = 0.5
-    r = rnd.real()
-    if r > dprob:
-        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)
-        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
-        if game.unwon() == 0:
-            finish(FWON)
-        if (game.options & OPTION_PLAIN) == 0:
-            prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
-            if rnd.withprob(0.05):
-                prout(_("   is still operational.\""))
-            else:
-                prout(_("   has been rendered nonfunctional.\""))
-                game.damage[DDRAY] = 39.95
-        return
-    r = rnd.real()        # Pick failure method
-    if r <= 0.30:
-        prouts(_("Sulu- \"Captain!  It's working!\""))
-        skip(1)
-        prouts(_("***RED ALERT!  RED ALERT!"))
-        skip(1)
-        prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
-        skip(1)
-        prouts(_("***RED ALERT!  RED A*L********************************"))
-        skip(1)
-        stars()
-        prouts(_("******************   KA-BOOM!!!!   *******************"))
-        skip(1)
-        kaboom()
-        return
-    if r <= 0.55:
-        prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
-        skip(1)
-        prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
-        skip(1)
-        prout(_("Spock-  \"Fascinating!  . . . All humans aboard"))
-        prout(_("  have apparently been transformed into strange mutations."))
-        prout(_("  Vulcans do not seem to be affected."))
-        skip(1)
-        prout(_("Kirk-  \"Raauch!  Raauch!\""))
-        finish(FDRAY)
-        return
-    if r <= 0.75:
-        prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
-        skip(2)
-        proutn(_("Spock-  \"I believe the word is"))
-        prouts(_(" *ASTONISHING*"))
-        prout(_(" Mr. Sulu."))
-        for i in range(QUADSIZE):
-            for j in range(QUADSIZE):
-                if game.quad[i][j] == '.':
-                    game.quad[i][j] = '?'
-        prout(_("  Captain, our quadrant is now infested with"))
-        prouts(_(" - - - - - -  *THINGS*."))
-        skip(1)
-        prout(_("  I have no logical explanation.\""))
-        return
-    prouts(_("Sulu- \"Captain!  The Death Ray is creating tribbles!\""))
-    skip(1)
-    prout(_("Scotty-  \"There are so many tribbles down here"))
-    prout(_("  in Engineering, we can't move for 'em, Captain.\""))
-    finish(FTRIBBLE)
-    return
-
-# Code from reports.c begins here
-
-def attackreport(curt):
-    "eport status of bases under attack."
-    if not curt:
-        if is_scheduled(FCDBAS):
-            prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
-            prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
-        elif game.isatb == 1:
-            prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
-            prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
-        else:
-            prout(_("No Starbase is currently under attack."))
-    else:
-        if is_scheduled(FCDBAS):
-            proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
-        if game.isatb:
-            proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
-        clreol()
-
-def report():
-    # report on general game status
-    scanner.chew()
-    # pylint: disable=consider-using-ternary
-    s1 = (game.thawed and _("thawed ")) or ""
-    s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
-    s3 = (None, _("novice"), _("fair"),
-          _("good"), _("expert"), _("emeritus"))[game.skill]
-    prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
-    if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
-        prout(_("No plaque is allowed."))
-    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.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.remkl() + (game.inscom - game.state.nscrem) > 0:
-        prout(_(", but no Commanders."))
-    else:
-        prout(".")
-    if game.skill > SKILL_FAIR:
-        prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
-    if len(game.state.baseq) != game.inbase:
-        proutn(_("There "))
-        if game.inbase-len(game.state.baseq)==1:
-            proutn(_("has been 1 base"))
-        else:
-            proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
-        prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
-    else:
-        prout(_("There are %d bases.") % game.inbase)
-    if communicating() or game.iseenit:
-        # Don't report this if not seen and
-        # either the radio is dead or not at base!
-        attackreport(False)
-        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':
-        proutn(_("You have "))
-        if game.nprobes:
-            proutn("%d" % (game.nprobes))
-        else:
-            proutn(_("no"))
-        proutn(_(" deep space probe"))
-        if game.nprobes!=1:
-            proutn(_("s"))
-        prout(".")
-    if communicating() and is_scheduled(FDSPROB):
-        if game.isarmed:
-            proutn(_("An armed deep space probe is in "))
-        else:
-            proutn(_("A deep space probe is in "))
-        prout("Quadrant %s." % game.probe.quadrant())
-    if game.icrystl:
-        if game.cryprob <= .05:
-            prout(_("Dilithium crystals aboard ship... not yet used."))
-        else:
-            i=0
-            ai = 0.05
-            while game.cryprob > ai:
-                ai *= 2.0
-                i += 1
-            prout(_("Dilithium crystals have been used %d time%s.") % \
-                  (i, (_("s"), "")[i==1]))
-    skip(1)
-
-def lrscan(silent):
-    "Long-range sensor scan."
-    if damaged(DLRSENS):
-        # Now allow base's sensors if docked
-        if game.condition != "docked":
-            if not silent:
-                prout(_("LONG-RANGE SENSORS DAMAGED."))
-            return
-        if not silent:
-            prout(_("Starbase's long-range scan"))
-    elif not silent:
-        prout(_("Long-range scan"))
-    for x in range(game.quadrant.i-1, game.quadrant.i+2):
-        if not silent:
-            proutn(" ")
-        for y in range(game.quadrant.j-1, game.quadrant.j+2):
-            if not Coord(x, y).valid_quadrant():
-                if not silent:
-                    proutn("  -1")
-            else:
-                if not damaged(DRADIO):
-                    game.state.galaxy[x][y].charted = True
-                game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
-                game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
-                game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
-                if not silent and game.state.galaxy[x][y].supernova:
-                    proutn(" ***")
-                elif not silent:
-                    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(" ")
-
-def damagereport():
-    "Damage report."
-    jdam = False
-    scanner.chew()
-    for i in range(NDEVICES):
-        if damaged(i):
-            if not jdam:
-                prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
-                prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
-                jdam = True
-            prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
-                                               game.damage[i]+0.05,
-                                               DOCKFAC*game.damage[i]+0.005))
-    if not jdam:
-        prout(_("All devices functional."))
-
-def rechart():
-    "Update the chart in the Enterprise's computer from galaxy data."
-    game.lastchart = game.state.date
-    for i in range(GALSIZE):
-        for j in range(GALSIZE):
-            if game.state.galaxy[i][j].charted:
-                game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
-                game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
-                game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
-
-def chart():
-    "Display the star chart."
-    scanner.chew()
-    if (game.options & OPTION_AUTOSCAN):
-        lrscan(silent=True)
-    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.\""))
-        rechart()
-    prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
-    if game.state.date > game.lastchart:
-        prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
-    prout("      1    2    3    4    5    6    7    8")
-    for i in range(GALSIZE):
-        proutn("%d |" % (i+1))
-        for j in range(GALSIZE):
-            if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
-                proutn("<")
-            else:
-                proutn(" ")
-            if game.state.galaxy[i][j].supernova:
-                show = "***"
-            elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
-                show = ".1."
-            elif game.state.galaxy[i][j].charted:
-                show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
-                if (game.options & OPTION_DOTFILL):
-                    show = show.replace(" ", ".")
-            else:
-                show = "..."
-            proutn(show)
-            if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
-                proutn(">")
-            else:
-                proutn(" ")
-        proutn("  |")
-        if i<GALSIZE:
-            skip(1)
-
-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):
-        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,
-                       '@':LIGHTGREEN,
-                       'P':LIGHTGREEN,
-                      }.get(game.quad[i][j], DEFAULT))
-        proutn("%c " % game.quad[i][j])
-        textcolor(DEFAULT)
-    else:
-        proutn("- ")
-
-def status(req=0):
-    "Emit status report lines"
-    if not req or req == 1:
-        prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
-               % (game.state.date, game.state.remtime))
-    if not req or req == 2:
-        if game.condition != "docked":
-            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:
-        if damaged(DLIFSUP):
-            if game.condition == "docked":
-                s = _("DAMAGED, Base provides")
-            else:
-                s = _("DAMAGED, reserves=%4.2f") % game.lsupres
-        else:
-            s = _("ACTIVE")
-        prstat(_("Life Support"), s)
-    if not req or req == 5:
-        prstat(_("Warp Factor"), "%.1f" % game.warpfac)
-    if not req or req == 6:
-        extra = ""
-        if game.icrystl and (game.options & OPTION_SHOWME):
-            extra = _(" (have crystals)")
-        prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
-    if not req or req == 7:
-        prstat(_("Torpedoes"), "%d" % (game.torps))
-    if not req or req == 8:
-        if damaged(DSHIELD):
-            s = _("DAMAGED,")
-        elif game.shldup:
-            s = _("UP,")
-        else:
-            s = _("DOWN,")
-        data = _(" %d%% %.1f units") \
-               % (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.unwon())
-    if not req or req == 10:
-        if game.options & OPTION_WORLDS:
-            plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
-            if plnet and plnet.inhabited:
-                prstat(_("Major system"), plnet.name)
-            else:
-                prout(_("Sector is uninhabited"))
-    elif not req or req == 11:
-        attackreport(not req)
-
-def request():
-    "Request specified status data, a historical relic from slow TTYs."
-    requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
-    while scanner.nexttok() == "IHEOL":
-        proutn(_("Information desired? "))
-    scanner.chew()
-    if scanner.token in requests:
-        status(requests.index(scanner.token))
-    else:
-        prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
-        prout(("  date, condition, position, lsupport, warpfactor,"))
-        prout(("  energy, torpedoes, shields, klingons, system, time."))
-
-def srscan():
-    "Short-range scan."
-    goodScan=True
-    if damaged(DSRSENS):
-        # Allow base's sensors if docked
-        if game.condition != "docked":
-            prout(_("   S.R. SENSORS DAMAGED!"))
-            goodScan=False
-        else:
-            prout(_("  [Using Base's sensors]"))
-    else:
-        prout(_("     Short-range scan"))
-    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
-        game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
-    prout("    1 2 3 4 5 6 7 8 9 10")
-    if game.condition != "docked":
-        newcnd()
-    for i in range(QUADSIZE):
-        proutn("%2d  " % (i+1))
-        for j in range(QUADSIZE):
-            sectscan(goodScan, i, j)
-        skip(1)
-
-def eta():
-    "Use computer to get estimated time of arrival for a warp jump."
-    w1 = Coord(); w2 = Coord()
-    prompt = False
-    if damaged(DCOMPTR):
-        prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
-        skip(1)
-        return
-    if scanner.nexttok() != "IHREAL":
-        prompt = True
-        scanner.chew()
-        proutn(_("Destination quadrant and/or sector? "))
-        if scanner.nexttok()!="IHREAL":
-            huh()
-            return
-    w1.j = int(scanner.real-0.5)
-    if scanner.nexttok() != "IHREAL":
-        huh()
-        return
-    w1.i = int(scanner.real-0.5)
-    if scanner.nexttok() == "IHREAL":
-        w2.j = int(scanner.real-0.5)
-        if scanner.nexttok() != "IHREAL":
-            huh()
-            return
-        w2.i = int(scanner.real-0.5)
-    else:
-        if game.quadrant.j>w1.i:
-            w2.i = 0
-        else:
-            w2.i=QUADSIZE-1
-        if game.quadrant.i>w1.j:
-            w2.j = 0
-        else:
-            w2.j=QUADSIZE-1
-    if not w1.valid_quadrant() or not w2.valid_sector():
-        huh()
-        return
-    dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
-                     (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
-    wfl = False
-    if prompt:
-        prout(_("Answer \"no\" if you don't know the value:"))
-    while True:
-        scanner.chew()
-        proutn(_("Time or arrival date? "))
-        if scanner.nexttok()=="IHREAL":
-            ttime = scanner.real
-            if ttime > game.state.date:
-                ttime -= game.state.date # Actually a star date
-            twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
-            if ttime <= 1e-10 or twarp > 10:
-                prout(_("We'll never make it, sir."))
-                scanner.chew()
-                return
-            twarp = max(twarp, 1.0)
-            break
-        scanner.chew()
-        proutn(_("Warp factor? "))
-        if scanner.nexttok()== "IHREAL":
-            wfl = True
-            twarp = scanner.real
-            if twarp<1.0 or twarp > 10.0:
-                huh()
-                return
-            break
-        prout(_("Captain, certainly you can give me one of these."))
-    while True:
-        scanner.chew()
-        ttime = (10.0*dist)/twarp**2
-        tpower = dist*twarp*twarp*twarp*(game.shldup+1)
-        if tpower >= game.energy:
-            prout(_("Insufficient energy, sir."))
-            if not game.shldup or tpower > game.energy*2.0:
-                if not wfl:
-                    return
-                proutn(_("New warp factor to try? "))
-                if scanner.nexttok() == "IHREAL":
-                    wfl = True
-                    twarp = scanner.real
-                    if twarp<1.0 or twarp > 10.0:
-                        huh()
-                        return
-                    continue
-                else:
-                    scanner.chew()
-                    skip(1)
-                    return
-            prout(_("But if you lower your shields,"))
-            proutn(_("remaining"))
-            tpower /= 2
-        else:
-            proutn(_("Remaining"))
-        prout(_(" energy will be %.2f.") % (game.energy-tpower))
-        if wfl:
-            prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
-        elif twarp==1.0:
-            prout(_("Any warp speed is adequate."))
-        else:
-            prout(_("Minimum warp needed is %.2f,") % (twarp))
-            prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
-        if game.state.remtime < ttime:
-            prout(_("Unfortunately, the Federation will be destroyed by then."))
-        if twarp > 6.0:
-            prout(_("You'll be taking risks at that speed, Captain"))
-        if (game.isatb==1 and game.state.kscmdr == w1 and \
-             scheduled(FSCDBAS)< ttime+game.state.date) or \
-            (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
-            prout(_("The starbase there will be destroyed by then."))
-        proutn(_("New warp factor to try? "))
-        if scanner.nexttok() == "IHREAL":
-            wfl = True
-            twarp = scanner.real
-            if twarp<1.0 or twarp > 10.0:
-                huh()
-                return
-        else:
-            scanner.chew()
-            skip(1)
-            return
-
-# Code from setup.c begins here
-
-def prelim():
-    "Issue a historically correct banner."
-    skip(2)
-    prout(_("-SUPER- STAR TREK"))
-    skip(1)
-# From the FORTRAN original
-#    prout(_("Latest update-21 Sept 78"))
-#    skip(1)
-
-def freeze(boss):
-    "Save game."
-    if boss:
-        scanner.push("emsave.trk")
-    key = scanner.nexttok()
-    if key == "IHEOL":
-        proutn(_("File name: "))
-        key = scanner.nexttok()
-    if key != "IHALPHA":
-        huh()
-        return
-    if '.' not in scanner.token:
-        scanner.token += ".trk"
-    try:
-        fp = open(scanner.token, "wb")
-    except IOError:
-        prout(_("Can't freeze game as file %s") % scanner.token)
-        return
-    pickle.dump(game, fp)
-    fp.close()
-    scanner.chew()
-
-def thaw():
-    "Retrieve saved game."
-    global game
-    game.passwd = None
-    key = scanner.nexttok()
-    if key == "IHEOL":
-        proutn(_("File name: "))
-        key = scanner.nexttok()
-    if key != "IHALPHA":
-        huh()
-        return True
-    if '.' not in scanner.token:
-        scanner.token += ".trk"
-    try:
-        fp = open(scanner.token, "rb")
-    except IOError:
-        prout(_("Can't thaw game in %s") % scanner.token)
-        return True
-    game = pickle.load(fp)
-    fp.close()
-    scanner.chew()
-    return False
-
-# I used <http://www.memory-alpha.org> to find planets
-# with references in ST:TOS.  Earth and the Alpha Centauri
-# Colony have been omitted.
-#
-# Some planets marked Class G and P here will be displayed as class M
-# because of the way planets are generated. This is a known bug.
-systnames = (
-    # Federation Worlds
-    _("Andoria (Fesoan)"),        # several episodes
-    _("Tellar Prime (Miracht)"),        # TOS: "Journey to Babel"
-    _("Vulcan (T'Khasi)"),        # many episodes
-    _("Medusa"),                # TOS: "Is There in Truth No Beauty?"
-    _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD)
-    _("Ardana"),                # TOS: "The Cloud Minders"
-    _("Catulla (Cendo-Prae)"),        # TOS: "The Way to Eden"
-    _("Gideon"),                # TOS: "The Mark of Gideon"
-    _("Aldebaran III"),                # TOS: "The Deadly Years"
-    _("Alpha Majoris I"),        # TOS: "Wolf in the Fold"
-    _("Altair IV"),                # TOS: "Amok Time
-    _("Ariannus"),                # TOS: "Let That Be Your Last Battlefield"
-    _("Benecia"),                # TOS: "The Conscience of the King"
-    _("Beta Niobe I (Sarpeidon)"),        # TOS: "All Our Yesterdays"
-    _("Alpha Carinae II"),        # TOS: "The Ultimate Computer"
-    _("Capella IV (Kohath)"),        # TOS: "Friday's Child" (Class G)
-    _("Daran V"),                # TOS: "For the World is Hollow and I Have Touched the Sky"
-    _("Deneb II"),                # TOS: "Wolf in the Fold" ("IV" in BSD)
-    _("Eminiar VII"),                # TOS: "A Taste of Armageddon"
-    _("Gamma Canaris IV"),        # TOS: "Metamorphosis"
-    _("Gamma Tranguli VI (Vaalel)"),        # TOS: "The Apple"
-    _("Ingraham B"),                # TOS: "Operation: Annihilate"
-    _("Janus IV"),                # TOS: "The Devil in the Dark"
-    _("Makus III"),                # TOS: "The Galileo Seven"
-    _("Marcos XII"),                # TOS: "And the Children Shall Lead",
-    _("Omega IV"),                # TOS: "The Omega Glory"
-    _("Regulus V"),                # TOS: "Amok Time
-    _("Deneva"),                # TOS: "Operation -- Annihilate!"
-    # Worlds from BSD Trek
-    _("Rigel II"),                # TOS: "Shore Leave" ("III" in BSD)
-    _("Beta III"),                # TOS: "The Return of the Archons"
-    _("Triacus"),                # TOS: "And the Children Shall Lead",
-    _("Exo III"),                # TOS: "What Are Little Girls Made Of?" (Class P)
-    #        # Others
-    #    _("Hansen's Planet"),        # TOS: "The Galileo Seven"
-    #    _("Taurus IV"),                # TOS: "The Galileo Seven" (class G)
-    #    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
-    #    _("Izar"),                        # TOS: "Whom Gods Destroy"
-    #    _("Tiburon"),                # TOS: "The Way to Eden"
-    #    _("Merak II"),                # TOS: "The Cloud Minders"
-    #    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel"
-    #    _("Iotia"),                # TOS: "A Piece of the Action"
-)
-
-device = (
-    _("S. R. Sensors"), \
-    _("L. R. Sensors"), \
-    _("Phasers"), \
-    _("Photon Tubes"), \
-    _("Life Support"), \
-    _("Warp Engines"), \
-    _("Impulse Engines"), \
-    _("Shields"), \
-    _("Subspace Radio"), \
-    _("Shuttle Craft"), \
-    _("Computer"), \
-    _("Navigation System"), \
-    _("Transporter"), \
-    _("Shield Control"), \
-    _("Death Ray"), \
-    _("D. S. Probe"), \
-    _("Cloaking Device"), \
-)
-
-def setup():
-    "Prepare to play, set up cosmos."
-    w = Coord()
-    #  Decide how many of everything
-    if choose():
-        return # frozen game
-    # Prepare the Enterprise
-    game.alldone = game.gamewon = game.shldchg = game.shldup = False
-    game.ship = 'E'
-    game.state.crew = FULLCREW
-    game.energy = game.inenrg = 5000.0
-    game.shield = game.inshld = 2500.0
-    game.inlsr = 4.0
-    game.lsupres = 4.0
-    game.quadrant = randplace(GALSIZE)
-    game.sector = randplace(QUADSIZE)
-    game.torps = game.intorps = 10
-    game.nprobes = rnd.integer(2, 5)
-    game.warpfac = 5.0
-    for i in range(NDEVICES):
-        game.damage[i] = 0.0
-    # Set up assorted game parameters
-    game.battle = Coord()
-    game.state.date = game.indate = 100.0 * rnd.real(20, 51)
-    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.state.starkl = game.state.basekl = game.state.nworldkl = 0
-    game.iscraft = "onship"
-    game.landed = False
-    game.alive = True
-
-    # the galaxy
-    game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
-    # the starchart
-    game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
-
-    game.state.planets = []      # Planet information
-    game.state.baseq = []      # Base quadrant coordinates
-    game.state.kcmdr = []      # Commander quadrant coordinates
-    game.statekscmdr = Coord() # Supercommander quadrant coordinates
-
-    # Starchart is functional but we've never seen it
-    game.lastchart = FOREVER
-    # Put stars in the galaxy
-    game.instar = 0
-    for i in range(GALSIZE):
-        for j in range(GALSIZE):
-            # Can't have more stars per quadrant than fit in one decimal digit,
-            # if we do the chart representation will break.
-            k = rnd.integer(1, min(10, QUADSIZE**2/10))
-            game.instar += k
-            game.state.galaxy[i][j].stars = k
-    # Locate star bases in galaxy
-    if game.idebug:
-        prout("=== Allocating %d bases" % game.inbase)
-    for i in range(game.inbase):
-        while True:
-            while True:
-                w = randplace(GALSIZE)
-                if not game.state.galaxy[w.i][w.j].starbase:
-                    break
-            contflag = False
-            # C version: for (j = i-1; j > 0; j--)
-            # so it did them in the opposite order.
-            for j in range(1, i):
-                # Improved placement algorithm to spread out bases
-                distq = (w - game.state.baseq[j]).distance()
-                if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
-                    contflag = True
-                    if game.idebug:
-                        prout("=== Abandoning base #%d at %s" % (i, w))
-                    break
-                elif distq < 6.0 * (BASEMAX+1-game.inbase):
-                    if game.idebug:
-                        prout("=== Saving base #%d, close to #%d" % (i, j))
-            if not contflag:
-                break
-        if game.idebug:
-            prout("=== Placing base #%d in quadrant %s" % (i, w))
-        game.state.baseq.append(w)
-        game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
-    # Position ordinary Klingon Battle Cruisers
-    krem = game.inkling
-    klumper = 0.25*game.skill*(9.0-game.length)+1.0
-    klumper = min(klumper, MAXKLQUAD)
-    while True:
-        r = rnd.real()
-        klump = int((1.0 - r*r)*klumper)
-        klump = min(klump, krem)
-        krem -= klump
-        while True:
-            w = randplace(GALSIZE)
-            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 += klump
-        if krem <= 0:
-            break
-    # Position Klingon Commander Ships
-    for i in range(game.incom):
-        while True:
-            w = randplace(GALSIZE)
-            if not welcoming(w) or w in game.state.kcmdr:
-                continue
-            if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
-                break
-        game.state.galaxy[w.i][w.j].klingons += 1
-        game.state.kcmdr.append(w)
-    # Locate planets in galaxy
-    for i in range(game.inplan):
-        while True:
-            w = randplace(GALSIZE)
-            if game.state.galaxy[w.i][w.j].planet is None:
-                break
-        new = Planet()
-        new.quadrant = w
-        new.crystals = "absent"
-        if (game.options & OPTION_WORLDS) and i < NINHAB:
-            new.pclass = "M"        # All inhabited planets are class M
-            new.crystals = "absent"
-            new.known = "known"
-            new.name = systnames[i]
-            new.inhabited = True
-        else:
-            new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
-            if rnd.withprob(0.33):
-                new.crystals = "present"
-            new.known = "unknown"
-            new.inhabited = False
-        game.state.galaxy[w.i][w.j].planet = new
-        game.state.planets.append(new)
-    # Locate Romulans
-    for i in range(game.state.nromrem):
-        w = randplace(GALSIZE)
-        game.state.galaxy[w.i][w.j].romulans += 1
-    # Place the Super-Commander if needed
-    if game.state.nscrem > 0:
-        while True:
-            w = randplace(GALSIZE)
-            if welcoming(w):
-                break
-        game.state.kscmdr = w
-        game.state.galaxy[w.i][w.j].klingons += 1
-    # Initialize times for extraneous events
-    schedule(FSNOVA, expran(0.5 * game.intime))
-    schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
-    schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
-    schedule(FBATTAK, expran(0.3*game.intime))
-    unschedule(FCDBAS)
-    if game.state.nscrem:
-        schedule(FSCMOVE, 0.2777)
-    else:
-        unschedule(FSCMOVE)
-    unschedule(FSCDBAS)
-    unschedule(FDSPROB)
-    if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
-        schedule(FDISTR, expran(1.0 + game.intime))
-    else:
-        unschedule(FDISTR)
-    unschedule(FENSLV)
-    unschedule(FREPRO)
-    # Place thing (in tournament game, we don't want one!)
-    # New in SST2K: never place the Thing near a starbase.
-    # This makes sense and avoids a special case in the old code.
-    global thing
-    if game.tourn is None:
-        while True:
-            thing = randplace(GALSIZE)
-            if thing not in game.state.baseq:
-                break
-    skip(2)
-    game.state.snap = False
-    if game.skill == SKILL_NOVICE:
-        prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
-        prout(_("a deadly Klingon invasion force. As captain of the United"))
-        prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
-        prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
-        prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
-        prout(_("your mission.  As you proceed you may be given more time."))
-        skip(1)
-        prout(_("You will have %d supporting starbases.") % (game.inbase))
-        proutn(_("Starbase locations-  "))
-    else:
-        prout(_("Stardate %d.") % int(game.state.date))
-        skip(1)
-        prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
-        prout(_("An unknown number of Romulans."))
-        if game.state.nscrem:
-            prout(_("And one (GULP) Super-Commander."))
-        prout(_("%d stardates.") % int(game.intime))
-        proutn(_("%d starbases in ") % game.inbase)
-    for i in range(game.inbase):
-        proutn(repr(game.state.baseq[i]))
-        proutn("  ")
-    skip(2)
-    proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
-    proutn(_(" Sector %s") % game.sector)
-    skip(2)
-    prout(_("Good Luck!"))
-    if game.state.nscrem:
-        prout(_("  YOU'LL NEED IT."))
-    waitfor()
-    clrscr()
-    setwnd(message_window)
-    newqad()
-    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)
-
-def choose():
-    "Choose your game type."
-    while True:
-        game.tourn = game.length = 0
-        game.thawed = False
-        game.skill = SKILL_NONE
-        # 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":
-                proutn(_("Type in tournament number-"))
-            if scanner.real == 0:
-                scanner.chew()
-                continue # We don't want a blank entry
-            game.tourn = int(round(scanner.real))
-            rnd.seed(scanner.real)
-            if logfp:
-                logfp.write("# rnd.seed(%d)\n" % scanner.real)
-            break
-        if scanner.sees("saved") or scanner.sees("frozen"):
-            if thaw():
-                continue
-            scanner.chew()
-            if game.passwd is None:
-                continue
-            if not game.alldone:
-                game.thawed = True # No plaque if not finished
-            report()
-            waitfor()
-            return True
-        if scanner.sees("regular"):
-            break
-        proutn(_("What is \"%s\"? ") % scanner.token)
-        scanner.chew()
-    while game.length==0 or game.skill==SKILL_NONE:
-        if scanner.nexttok() == "IHALPHA":
-            if scanner.sees("short"):
-                game.length = 1
-            elif scanner.sees("medium"):
-                game.length = 2
-            elif scanner.sees("long"):
-                game.length = 4
-            elif scanner.sees("novice"):
-                game.skill = SKILL_NOVICE
-            elif scanner.sees("fair"):
-                game.skill = SKILL_FAIR
-            elif scanner.sees("good"):
-                game.skill = SKILL_GOOD
-            elif scanner.sees("expert"):
-                game.skill = SKILL_EXPERT
-            elif scanner.sees("emeritus"):
-                game.skill = SKILL_EMERITUS
-            else:
-                proutn(_("What is \""))
-                proutn(scanner.token)
-                prout("\"?")
-        else:
-            scanner.chew()
-            if game.length==0:
-                proutn(_("Would you like a Short, Medium, or Long game? "))
-            elif game.skill == SKILL_NONE:
-                proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
-    # Choose game options -- added by ESR for SST2K
-    if scanner.nexttok() != "IHALPHA":
-        scanner.chew()
-        proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
-        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 | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL)
-        game.options |= OPTION_PLAIN
-    elif scanner.sees("almy"):
-        # Approximates Tom Almy's version.
-        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
-        game.options |= OPTION_ALMY
-    elif scanner.sees("fancy") or scanner.sees("\n"):
-        pass
-    elif len(scanner.token):
-        proutn(_("What is \"%s\"?") % scanner.token)
-    setpassword()
-    if game.passwd == "debug":
-        game.idebug = True
-        prout("=== Debug mode enabled.")
-    # Use parameters to generate initial values of things
-    game.damfac = 0.5 * game.skill
-    game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
-    game.inplan = 0
-    if game.options & OPTION_PLANETS:
-        game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
-    if game.options & OPTION_WORLDS:
-        game.inplan += int(NINHAB)
-    game.state.nromrem = game.inrom = rnd.integer(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.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
-    game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
-    game.state.remres = (game.inkling+4*game.incom)*game.intime
-    game.inresor = game.state.remres
-    if game.inkling > 50:
-        game.inbase += 1
-    return False
-
-def dropin(iquad=None):
-    "Drop a feature on a random dot in the current quadrant."
-    while True:
-        w = randplace(QUADSIZE)
-        if game.quad[w.i][w.j] == '.':
-            break
-    if iquad is not None:
-        game.quad[w.i][w.j] = iquad
-    return w
-
-def newcnd():
-    "Update our alert status."
-    game.condition = "green"
-    if game.energy < 1000.0:
-        game.condition = "yellow"
-    if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
-        game.condition = "red"
-    if not game.alive:
-        game.condition="dead"
-
-def newkling():
-    "Drop new Klingon into current quadrant."
-    return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
-
-def sortenemies():
-    "Sort enemies by distance so 'nearest' is meaningful."
-    game.enemies.sort(key=lambda x: x.kdist)
-
-def newqad():
-    "Set up a new state of quadrant, for when we enter or re-enter it."
-    game.justin = True
-    game.iplnet = None
-    game.neutz = game.inorbit = game.landed = False
-    game.ientesc = game.iseenit = game.isviolreported = False
-    game.tholian = None
-    # Create a blank quadrant
-    game.quad = fill2d(QUADSIZE, lambda i, j: '.')
-    if game.iscate:
-        # Attempt to escape Super-commander, so tbeam back!
-        game.iscate = False
-        game.ientesc = True
-    q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
-    # cope with supernova
-    if q.supernova:
-        return
-    game.klhere = q.klingons
-    game.irhere = q.romulans
-    # Position Starship
-    game.quad[game.sector.i][game.sector.j] = game.ship
-    game.enemies = []
-    if q.klingons:
-        # Position ordinary Klingons
-        for _i in range(game.klhere):
-            newkling()
-        # If we need a commander, promote a Klingon
-        for cmdr in game.state.kcmdr:
-            if cmdr == game.quadrant:
-                e = game.enemies[game.klhere-1]
-                game.quad[e.location.i][e.location.j] = 'C'
-                e.power = rnd.real(950,1350) + 50.0*game.skill
-                break
-        # If we need a super-commander, promote a Klingon
-        if game.quadrant == game.state.kscmdr:
-            e = game.enemies[0]
-            game.quad[e.location.i][e.location.j] = 'S'
-            e.power = rnd.real(1175.0,  1575.0) + 125.0*game.skill
-            game.iscate = (game.remkl() > 1)
-    # Put in Romulans if needed
-    for _i in range(q.romulans):
-        Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
-    # If quadrant needs a starbase, put it in
-    if q.starbase:
-        game.base = dropin('B')
-    # If quadrant needs a planet, put it in
-    if q.planet:
-        game.iplnet = q.planet
-        if not q.planet.inhabited:
-            game.plnet = dropin('P')
-        else:
-            game.plnet = dropin('@')
-    # Check for condition
-    newcnd()
-    # Check for RNZ
-    if game.irhere > 0 and game.klhere == 0:
-        game.neutz = True
-        if not damaged(DRADIO):
-            skip(1)
-            prout(_("LT. Uhura- \"Captain, an urgent message."))
-            prout(_("  I'll put it on audio.\"  CLICK"))
-            skip(1)
-            prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
-            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-    # Put in THING if needed
-    if thing == game.quadrant:
-        Enemy(etype='?', loc=dropin(),
-              power=rnd.real(6000,6500.0)+250.0*game.skill)
-        if not damaged(DSRSENS):
-            skip(1)
-            prout(_("Mr. Spock- \"Captain, this is most unusual."))
-            prout(_("    Please examine your short-range scan.\""))
-    # Decide if quadrant needs a Tholian; lighten up if skill is low
-    if game.options & OPTION_THOLIAN:
-        if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
-            (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
-            (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
-            w = Coord()
-            while True:
-                w.i = rnd.withprob(0.5) * (QUADSIZE-1)
-                w.j = rnd.withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.i][w.j] == '.':
-                    break
-            game.tholian = Enemy(etype='T', loc=w,
-                                 power=rnd.integer(100, 500) + 25.0*game.skill)
-            # Reserve unoccupied corners
-            if game.quad[0][0]=='.':
-                game.quad[0][0] = 'X'
-            if game.quad[0][QUADSIZE-1]=='.':
-                game.quad[0][QUADSIZE-1] = 'X'
-            if game.quad[QUADSIZE-1][0]=='.':
-                game.quad[QUADSIZE-1][0] = 'X'
-            if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
-                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
-    sortenemies()
-    # And finally the stars
-    for _i in range(q.stars):
-        dropin('*')
-    # Put in a few black holes
-    for _i in range(1, 3+1):
-        if rnd.withprob(0.5):
-            dropin(' ')
-    # Take out X's in corners if Tholian present
-    if game.tholian:
-        if game.quad[0][0]=='X':
-            game.quad[0][0] = '.'
-        if game.quad[0][QUADSIZE-1]=='X':
-            game.quad[0][QUADSIZE-1] = '.'
-        if game.quad[QUADSIZE-1][0]=='X':
-            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."
-    if game.options & OPTION_PLAIN:
-        while True:
-            scanner.chew()
-            proutn(_("Please type in a secret password- "))
-            scanner.nexttok()
-            game.passwd = scanner.token
-            if game.passwd is not None:
-                break
-    else:
-        game.passwd = ""
-        game.passwd += chr(ord('a')+rnd.integer(26))
-        game.passwd += chr(ord('a')+rnd.integer(26))
-        game.passwd += chr(ord('a')+rnd.integer(26))
-
-# 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),
-    ("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),
-    ("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),
-]
-
-def listCommands():
-    "Generate a list of legal commands."
-    prout(_("LEGAL COMMANDS ARE:"))
-    emitted = 0
-    for (key, opt) in commands:
-        if not opt or (opt & game.options):
-            proutn("%-12s " % key)
-            emitted += 1
-            if emitted % 5 == 4:
-                skip(1)
-    skip(1)
-
-def helpme():
-    "Browse on-line help."
-    key = scanner.nexttok()
-    while True:
-        if key == "IHEOL":
-            setwnd(prompt_window)
-            proutn(_("Help on what command? "))
-            key = scanner.nexttok()
-        setwnd(message_window)
-        if key == "IHEOL":
-            return
-        cmds = [x[0] for x in commands]
-        if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
-            break
-        skip(1)
-        listCommands()
-        key = "IHEOL"
-        scanner.chew()
-        skip(1)
-    cmd = scanner.token.upper()
-    for directory in docpath:
-        try:
-            fp = open(os.path.join(directory, "sst.doc"), "r")
-            break
-        except IOError:
-            pass
-    else:
-        prout(_("Spock-  \"Captain, that information is missing from the"))
-        prout(_("   computer. You need to find sst.doc and put it somewhere"))
-        proutn(_("   in these directories: %s") % ":".join(docpath))
-        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.upper() == linebuf:
-                break
-    skip(1)
-    prout(_("Spock- \"Captain, I've found the following information:\""))
-    skip(1)
-    while True:
-        linebuf = fp.readline()
-        if "******" in linebuf:
-            break
-        proutn(linebuf)
-    fp.close()
-
-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
-            hitme = False
-            game.optime = game.justin = False
-            scanner.chew()
-            setwnd(prompt_window)
-            clrscr()
-            proutn("COMMAND> ")
-            if scanner.nexttok() == "IHEOL":
-                if game.options & OPTION_CURSES:
-                    makechart()
-                continue
-            elif scanner.token == "":
-                continue
-            game.ididit = False
-            clrscr()
-            setwnd(message_window)
-            clrscr()
-            abandon_passed = False
-            cmd = ""   # Force cmd to persist after loop
-            opt = 0    # Force opt to persist after loop
-            for (cmd, opt) in commands:
-                # commands after ABANDON cannot be abbreviated
-                if cmd == "ABANDON":
-                    abandon_passed = True
-                if cmd == scanner.token.upper() or (not abandon_passed \
-                        and cmd.startswith(scanner.token.upper())):
-                    break
-            if cmd == "":
-                listCommands()
-                continue
-            elif opt and not (opt & game.options):
-                huh()
-            else:
-                break
-        if game.options & OPTION_CURSES:
-            prout("COMMAND> %s" % cmd)
-        if cmd == "SRSCAN":                # srscan
-            srscan()
-        elif cmd == "STATUS":                # status
-            status()
-        elif cmd == "REQUEST":                # status request
-            request()
-        elif cmd == "LRSCAN":                # long range scan
-            lrscan(silent=False)
-        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)
-        elif cmd == "SHIELDS":                # shields
-            doshield(shraise=False)
-            if game.ididit:
-                hitme = True
-                game.shldchg = False
-        elif cmd == "DOCK":                # dock at starbase
-            dock(True)
-            if game.ididit:
-                attack(torps_ok=False)
-        elif cmd == "DAMAGES":                # damage reports
-            damagereport()
-        elif cmd == "CHART":                # chart
-            makechart()
-        elif cmd == "IMPULSE":                # impulse
-            impulse()
-        elif cmd == "REST":                # rest
-            wait()
-            if game.ididit:
-                hitme = True
-        elif cmd == "WARP":                # warp
-            setwarp()
-        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
-            raise SystemExit(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 == "CAPTURE":
-            capture()
-        elif cmd == "CLOAK":
-            cloak()
-        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 == "SCORE":
-            score()                         # see current score
-        elif cmd == "CURSES":
-            game.options |= (OPTION_CURSES | OPTION_COLOR)
-            iostart()
-        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.i][game.quadrant.j].supernova:
-                atover(False)
-                continue
-            if hitme and not game.justin:
-                attack(torps_ok=True)
-                if game.alldone:
-                    break
-                if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-                    atover(False)
-                    hitme = True
-                    continue
-            break
-        if game.alldone:
-            break
-    if game.idebug:
-        prout("=== Ending")
-
-def cramen(ch):
-    "Emit the name of an enemy or feature."
-    if   ch == 'R': s = _("Romulan")
-    elif ch == 'K': s = _("Klingon")
-    elif ch == 'C': s = _("Commander")
-    elif ch == 'S': s = _("Super-commander")
-    elif ch == '*': s = _("Star")
-    elif ch == 'P': s = _("Planet")
-    elif ch == 'B': s = _("Starbase")
-    elif ch == ' ': s = _("Black hole")
-    elif ch == 'T': s = _("Tholian")
-    elif ch == '#': s = _("Tholian web")
-    elif ch == '?': s = _("Stranger")
-    elif ch == '@': s = _("Inhabited World")
-    else: s = "Unknown??"
-    return s
-
-def crmena(loud, enemy, loctype, w):
-    "Emit the name of an enemy and his location."
-    buf = ""
-    if loud:
-        buf += "***"
-    buf += cramen(enemy) + _(" at ")
-    if loctype == "quadrant":
-        buf += _("Quadrant ")
-    elif loctype == "sector":
-        buf += _("Sector ")
-    return buf + repr(w)
-
-def crmshp():
-    "Emit our ship name."
-    return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
-
-def stars():
-    "Emit a line of stars"
-    prouts("******************************************************")
-    skip(1)
-
-def expran(avrage):
-    return -avrage*math.log(1e-7 + rnd.real())
-
-def randplace(size):
-    "Choose a random location."
-    w = Coord()
-    w.i = rnd.integer(size)
-    w.j = rnd.integer(size)
-    return w
-
-class sstscanner:
-    def __init__(self):
-        self.type = None
-        self.token = None
-        self.real = 0.0
-        self.inqueue = []
-    def nexttok(self):
-        # Get a token from the user
-        self.real = 0.0
-        self.token = ''
-        # Fill the token quue if nothing here
-        while not self.inqueue:
-            sline = cgetline()
-            if curwnd==prompt_window:
-                clrscr()
-                setwnd(message_window)
-                clrscr()
-            if sline == '':
-                return None
-            if not sline:
-                continue
-            else:
-                self.inqueue = sline.lstrip().split() + ["\n"]
-        # From here on in it's all looking at the queue
-        self.token = self.inqueue.pop(0)
-        if self.token == "\n":
-            self.type = "IHEOL"
-            return "IHEOL"
-        try:
-            self.real = float(self.token)
-            self.type = "IHREAL"
-            return "IHREAL"
-        except ValueError:
-            pass
-        # Treat as alpha
-        self.token = self.token.lower()
-        self.type = "IHALPHA"
-        self.real = None
-        return "IHALPHA"
-    def append(self, tok):
-        self.inqueue.append(tok)
-    def push(self, tok):
-        self.inqueue.insert(0, tok)
-    def waiting(self):
-        return self.inqueue
-    def chew(self):
-        # Demand input for next scan
-        self.inqueue = []
-        self.real = self.token = None
-    def sees(self, s):
-        # compares s to item and returns true if it matches to the length of s
-        return s.startswith(self.token)
-    def int(self):
-        # Round token value to nearest integer
-        return int(round(self.real))
-    def getcoord(self):
-        s = Coord()
-        self.nexttok()
-        if self.type != "IHREAL":
-            huh()
-            return None
-        s.i = self.int()-1
-        self.nexttok()
-        if self.type != "IHREAL":
-            huh()
-            return None
-        s.j = self.int()-1
-        return s
-    def __repr__(self):
-        return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
-
-def ja():
-    "Yes-or-no confirmation."
-    scanner.chew()
-    while True:
-        scanner.nexttok()
-        if scanner.token == 'y':
-            return True
-        if scanner.token == 'n':
-            return False
-        scanner.chew()
-        proutn(_("Please answer with \"y\" or \"n\": "))
-
-def huh():
-    "Complain about unparseable input."
-    scanner.chew()
-    skip(1)
-    prout(_("Beg your pardon, Captain?"))
-
-def debugme():
-    "Access to the internals for debugging."
-    proutn("Reset levels? ")
-    if ja():
-        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():
-        for i in range(NDEVICES):
-            if game.damage[i] > 0.0:
-                game.damage[i] = 0.0
-    proutn("Toggle debug flag? ")
-    if ja():
-        game.idebug = not game.idebug
-        if game.idebug:
-            prout("Debug output ON")
-        else:
-            prout("Debug output OFF")
-    proutn("Cause selective damage? ")
-    if ja():
-        for i in range(NDEVICES):
-            proutn("Kill %s?" % device[i])
-            scanner.chew()
-            key = scanner.nexttok()
-            if key == "IHALPHA" and scanner.sees("y"):
-                game.damage[i] = 10.0
-    proutn("Examine/change events? ")
-    if ja():
-        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 in {FENSLV, FREPRO}:
-                    ev = findevent(i)
-                    proutn(" in %s" % ev.quadrant)
-            else:
-                proutn("never")
-            proutn("? ")
-            scanner.chew()
-            key = scanner.nexttok()
-            if key == 'n':
-                unschedule(i)
-                scanner.chew()
-            elif key == "IHREAL":
-                ev = schedule(i, scanner.real)
-                if i in {FENSLV, FREPRO}:
-                    scanner.chew()
-                    proutn("In quadrant- ")
-                    key = scanner.nexttok()
-                    # "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.i = int(round(scanner.real))
-                        key = scanner.nexttok()
-                        if key != "IHREAL":
-                            prout("Event %d canceled, no y coordinate." % (i))
-                            unschedule(i)
-                            continue
-                        w.j = int(round(scanner.real))
-                        ev.quadrant = w
-        scanner.chew()
-    proutn("Induce supernova here? ")
-    if ja():
-        game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
-        atover(True)
-
-if __name__ == '__main__':
-    try:
-        #global line, thing, game
-        game = None
-        thing = Thingy()
-        game = Gamestate()
-        rnd = randomizer()
-        logfp = None
-        game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
-        if os.getenv("TERM"):
-            game.options |= OPTION_CURSES
-        else:
-            game.options |= OPTION_TTY
-        seed = int(time.time())
-        (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
-        replay = False
-        for (switch, val) in options:
-            if switch == '-r':
-                # pylint: disable=raise-missing-from
-                try:
-                    replayfp = open(val, "r")
-                except IOError:
-                    sys.stderr.write("sst: can't open replay file %s\n" % val)
-                    raise SystemExit(1)
-                # pylint: disable=raise-missing-from
-                try:
-                    line = replayfp.readline().strip()
-                    (leader, __, seed) = line.split()
-                    # pylint: disable=eval-used
-                    seed = eval(seed)
-                    line = replayfp.readline().strip()
-                    arguments += line.split()[2:]
-                    replay = True
-                except ValueError:
-                    sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
-                    raise SystemExit(1)
-                game.options |= OPTION_TTY
-                game.options &=~ OPTION_CURSES
-            elif switch == '-s':
-                seed = int(val)
-            elif switch == '-t':
-                game.options |= OPTION_TTY
-                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)
-            else:
-                sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
-                raise SystemExit(1)
-        # where to save the input in case of bugs
-        if "TMPDIR" in os.environ:
-            tmpdir = os.environ['TMPDIR']
-        else:
-            tmpdir = "/tmp"
-        try:
-            logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
-        except IOError:
-            sys.stderr.write("sst: warning, can't open logfile\n")
-            sys.exit(1)
-        if logfp:
-            logfp.write("# seed %s\n" % seed)
-            logfp.write("# options %s\n" % " ".join(arguments))
-            logfp.write("# SST2K version %s\n" % version)
-            logfp.write("# recorded by %s@%s on %s\n" % \
-                    (getpass.getuser(),socket.getfqdn(),time.ctime()))
-        rnd.seed(seed)
-        scanner = sstscanner()
-        for arg in arguments:
-            scanner.append(arg)
-        try:
-            iostart()
-            while True: # Play a game
-                setwnd(fullscreen_window)
-                clrscr()
-                prelim()
-                setup()
-                if game.alldone:
-                    score()
-                    game.alldone = False
-                else:
-                    makemoves()
-                if replay:
-                    break
-                skip(1)
-                stars()
-                skip(1)
-                if game.tourn and game.alldone:
-                    proutn(_("Do you want your score recorded?"))
-                    if ja():
-                        scanner.chew()
-                        scanner.push("\n")
-                        freeze(False)
-                scanner.chew()
-                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."))
-        finally:
-            ioend()
-        raise SystemExit(0)
-    except KeyboardInterrupt:
-        if logfp:
-            logfp.close()
-        print("")
-
-# End.
index f735cc70afef8f3c9016df7e8a929ee618dae866..11be77ca2d92633423ec5c9c10ad3195e21c5e47 100644 (file)
@@ -12,7 +12,7 @@ all:
 .SUFFIXES: .log .chk
 
 .log.chk:
-       ../sst.py -r $< >$@ 2>&1
+       ../sst -r $< >$@ 2>&1
 
 TESTLOADS := $(shell ls *.log | sed '/.log/s///')
 buildregress:
@@ -20,7 +20,7 @@ buildregress:
            if [ ! -f $${test}.tst ] ; \
            then \
                    echo "Remaking $${test}.chk"; \
-                   rm -f $${test}.chk && ../sst.py -r $${test}.log >$${test}.chk 2>&1; \
+                   rm -f $${test}.chk && ../sst -r $${test}.log >$${test}.chk 2>&1; \
            fi \
        done
 regress:
@@ -30,7 +30,7 @@ regress:
            if [ ! -f $${test}.tst ] ; \
            then \
                legend=$$(sed -n -e '/# Test/s//Test/p' <$${test}.log); \
-               ../sst.py -r "$${test}.log" | ./tapdiffer "$${legend}" "$${test}.chk"; \
+               ../sst -r "$${test}.log" | ./tapdiffer "$${legend}" "$${test}.chk"; \
            fi \
        done
        @rm -f /tmp/regress