Another step in Python 3 translation.
authorEric S. Raymond <esr@thyrsus.com>
Thu, 23 Feb 2012 16:49:02 +0000 (11:49 -0500)
committerEric S. Raymond <esr@thyrsus.com>
Thu, 23 Feb 2012 16:49:02 +0000 (11:49 -0500)
Detabify, and use integer division operations where needed.

All regression testrs pass (in Python 2).

sst.py
test/Makefile

diff --git a/sst.py b/sst.py
index 6ccccff7a90b484bb48d313a9e71d1f6fcb37f44..0ef0f092018d5931580923ece5694c1580ac6915 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -21,11 +21,11 @@ def _(st):
     return gettext.gettext(st)
 
 GALSIZE        = 8             # Galaxy size in quadrants
-NINHAB         = (GALSIZE * GALSIZE / 2)       # Number of inhabited worlds
+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
+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 
@@ -66,7 +66,7 @@ class Coord:
     def valid_quadrant(self):
         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
     def valid_sector(self):
-       return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
+        return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
     def invalidate(self):
         self.i = self.j = None
     def is_valid(self):
@@ -136,12 +136,12 @@ class Thingy(Coord):
 
 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.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?
+        self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
+        self.inhabited = False        # is it inhabited?
     def __str__(self):
         return self.name
 
@@ -149,18 +149,18 @@ 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"
+        self.starbase = False
+        self.klingons = 0
+        self.romulans = 0
+        self.supernova = False
+        self.charted = False
+        self.status = "secure"        # Could be "secure", "distressed", "enslaved"
 
 class Page:
     def __init__(self):
-       self.stars = None
-       self.starbase = False
-       self.klingons = None
+        self.stars = None
+        self.starbase = False
+        self.klingons = None
     def __repr__(self):
         return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
 
@@ -175,77 +175,77 @@ def fill2d(size, fillfun):
 
 class Snapshot:
     def __init__(self):
-        self.snap = False      # snapshot taken
-        self.crew = 0          # crew complement
-       self.remkl = 0          # remaining klingons
-       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
+        self.snap = False        # snapshot taken
+        self.crew = 0           # crew complement
+        self.remkl = 0          # remaining klingons
+        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())
+        self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
 
 class Event:
     def __init__(self):
-        self.date = None       # A real number
-        self.quadrant = None   # A coord structure
+        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_PLAIN   = 0x01000000    # user chose plain game 
-OPTION_ALMY    = 0x02000000    # user chose Almy variant 
-OPTION_COLOR    = 0x04000000   # enable color display (experimental, ESR, 2010)
+OPTION_ALL        = 0xffffffff
+OPTION_TTY        = 0x00000001        # old interface 
+OPTION_CURSES        = 0x00000002        # new interface 
+OPTION_IOMODES        = 0x00000003        # cover both interfaces 
+OPTION_PLANETS        = 0x00000004        # planets and mining 
+OPTION_THOLIAN        = 0x00000008        # Tholians and their webs (UT 1979 version)
+OPTION_THINGY        = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE        = 0x00000020        # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME        = 0x00000040        # bracket Enterprise in chart 
+OPTION_RAMMING        = 0x00000080        # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY        = 0x00000100        # more enemies can move (Almy)
+OPTION_BLKHOLE        = 0x00000200        # black hole may timewarp you (Stas, 2005) 
+OPTION_BASE        = 0x00000400        # bases have good shields (Stas, 2005)
+OPTION_WORLDS        = 0x00000800        # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN        = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_PLAIN        = 0x01000000        # user chose plain game 
+OPTION_ALMY        = 0x02000000        # user chose Almy variant 
+OPTION_COLOR    = 0x04000000        # enable color display (experimental, ESR, 2010)
 
 # Define devices 
-DSRSENS         = 0
-DLRSENS         = 1
-DPHASER         = 2
-DPHOTON         = 3
-DLIFSUP         = 4
-DWARPEN         = 5
-DIMPULS         = 6
-DSHIELD         = 7
-DRADIO  = 0
+DSRSENS         = 0
+DLRSENS         = 1
+DPHASER         = 2
+DPHOTON         = 3
+DLIFSUP         = 4
+DWARPEN         = 5
+DIMPULS         = 6
+DSHIELD         = 7
+DRADIO         = 0
 DSHUTTL  = 9
 DCOMPTR  = 10
-DNAVSYS         = 11
+DNAVSYS         = 11
 DTRANSP  = 12
-DSHCTRL         = 13
-DDRAY   = 14
-DDSP    = 15
-NDEVICES = 16  # Number of devices
-
-SKILL_NONE     = 0
-SKILL_NOVICE   = 1
-SKILL_FAIR     = 2
-SKILL_GOOD     = 3
-SKILL_EXPERT   = 4
-SKILL_EMERITUS = 5
+DSHCTRL         = 13
+DDRAY         = 14
+DDSP         = 15
+NDEVICES = 16        # Number of devices
+
+SKILL_NONE        = 0
+SKILL_NOVICE        = 1
+SKILL_FAIR        = 2
+SKILL_GOOD        = 3
+SKILL_EXPERT        = 4
+SKILL_EMERITUS        = 5
 
 def damaged(dev):
     return (game.damage[dev] != 0.0)
@@ -253,20 +253,20 @@ 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
+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 
@@ -281,7 +281,7 @@ class Enemy:
         self.kavgd = None
         if loc:
             self.move(loc)
-        self.power = power     # enemy energy level
+        self.power = power        # enemy energy level
         game.enemies.append(self)
     def move(self, loc):
         motion = (loc != self.location)
@@ -301,95 +301,95 @@ class Enemy:
             game.enemies.remove(self)
         return motion
     def __repr__(self):
-        return "<%s,%s.%f>" % (self.type, self.location, self.power)   # For debugging
+        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
+        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.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 = 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.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 = 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.statekscmdr = None # No SuperCommander coordinates yet.
     def recompute(self):
         # Stas thinks this should be (C expression): 
         # game.state.remkl + len(game.state.kcmdr) > 0 ?
-       #       game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+        #        game.state.remres/(game.state.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.
@@ -427,9 +427,9 @@ def randrange(*args):
 def randreal(*args):
     v = random.random()
     if len(args) == 1:
-        v *= args[0]           # from [0, args[0])
+        v *= args[0]                 # from [0, args[0])
     elif len(args) == 2:
-        v = args[0] + v*(args[1]-args[0])      # from [args[0], args[1])
+        v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
     return v
 
 # Code from ai.c begins here
@@ -437,8 +437,8 @@ def randreal(*args):
 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
+        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."
@@ -446,41 +446,41 @@ def tryexit(enemy, look, irun):
     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 False
+        return False
     if enemy.type == 'R':
-       return False # Romulans cannot escape! 
+        return False # Romulans cannot escape! 
     if not irun:
-       # avoid intruding on another commander's territory 
-       if enemy.type == 'C':
+        # 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 []
+            # 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()
+        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
+        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
+        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, ibq)]
 
@@ -529,48 +529,48 @@ def movebaddy(enemy):
     irun = False
     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
     if game.skill >= SKILL_EXPERT:
-       nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+        nbaddys = (((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)
+        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
+        (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):
+        # 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
+                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 + randreal(200))/150.0) - 5.0
-       else:
+            motion = ((forces + randreal(200))/150.0) - 5.0
+        else:
             if forces > 1000.0: # Very strong -- move in for kill 
-               motion = (1.0 - randreal())**2 * old_dist + 1.0
-           if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
-               motion -= game.skill*(2.0-randreal()**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:
+                motion = (1.0 - randreal())**2 * old_dist + 1.0
+            if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
+                motion -= game.skill*(2.0-randreal()**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:
@@ -578,27 +578,27 @@ def movebaddy(enemy):
     # calculate preferred number of steps 
     nsteps = abs(int(motion))
     if motion > 0 and nsteps > mdist:
-       nsteps = mdist # don't overshoot 
+        nsteps = mdist # don't overshoot 
     if nsteps > QUADSIZE:
-       nsteps = QUADSIZE # This shouldn't be necessary 
+        nsteps = QUADSIZE # This shouldn't be necessary 
     if nsteps < 1:
-       nsteps = 1 # This shouldn't be necessary 
+        nsteps = 1 # This shouldn't be necessary 
     if game.idebug:
-       proutn("NSTEPS = %d:" % nsteps)
+        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
+        m.i = 0
     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
-       m.j = 0
+        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 game.idebug:
+            proutn(" %d" % (ll+1))
+        # Check if preferred position available 
+        look = goto + m
         if m.i < 0:
             krawli = 1
         else:
@@ -607,115 +607,115 @@ def movebaddy(enemy):
             krawlj = 1
         else:
             krawlj = -1
-       success = False
-       attempts = 0 # Settle mysterious hang problem 
-       while attempts < 20 and not success:
+        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 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 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 == 'C' or enemy.type == '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 
+                    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 == 'C' or enemy.type == '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)
+        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")
+        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 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 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)
+                tacmoves += movebaddy(enemy)
     return tacmoves
 
 def movescom(iq, avoid):
     "Commander 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
+        return False
     if game.justin and not game.iscate:
-       return False
+        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()
+        # 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"))
-               proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
-               prout(_("   by the Super-commander.\""))
-           break
+        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"))
+                proutn(_("   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()
@@ -724,51 +724,51 @@ def supercommander():
     idelta = Coord()
     basetbl = []
     if game.idebug:
-       prout("== SUPERCOMMANDER")
+        prout("== SUPERCOMMANDER")
     # Decide on being active or passive 
     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
-           (game.state.date-game.indate) < 3.0)
+            (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
+        # 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
+        # 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 game.state.baseq > 1:
+            basetbl.append((i, (base - sc).distance()))
+        if game.state.baseq > 1:
             basetbl.sort(lambda x, y: cmp(x[1], y[1]))
-       # look for nearest base without a commander, no Enterprise, and
+        # 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
+        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
+                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
@@ -776,63 +776,63 @@ def supercommander():
     # 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)
+        # 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)
+        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, randreal(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") \
+            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, randreal(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."))
-               proutn(_("   It can survive until stardate %d.\"") \
+                prout(_("   reports that it is under attack from the Klingon Super-commander."))
+                proutn(_("   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
+                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 \
-       (withprob(0.8) or \
-        (not communicating()) or \
-        not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
-       return
+        (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"))
     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
@@ -841,28 +841,28 @@ def supercommander():
 def movetholian():
     "Move the Tholian."
     if not game.tholian or game.justin:
-       return
+        return
     tid = Coord()
     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
-       tid.i = 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.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.i = QUADSIZE-1
         tid.j = 0
     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
-       tid.i = 0
+        tid.i = 0
         tid.j = 0
     else:
-       # something is wrong! 
-       game.tholian.move(None)
+        # something is wrong! 
+        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
-       return
+        return
     # do nothing if we are blocked 
     if game.quad[tid.i][tid.j] not in ('.', '#'):
-       return
+        return
     here = copy.copy(game.tholian.location)
     delta = (tid - game.tholian.location).sgn()
     # move in x axis 
@@ -877,14 +877,14 @@ def movetholian():
             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
+        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(' ')
@@ -899,135 +899,135 @@ def doshield(shraise):
     action = "NONE"
     game.ididit = False
     if shraise:
-       action = "SHUP"
+        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
+        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
+        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
+        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- "))
+        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
+        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% 
-       145,    # DSHIELD: deflector shields            14.5% 
-       30,     # DRADIO:  subspace radio                3.0% 
-       45,     # DSHUTTL: shuttle                       4.5% 
-       15,     # DCOMPTR: computer                      1.5% 
-       20,     # NAVCOMP: navigation system             2.0% 
-       75,     # DTRANSP: transporter                   7.5% 
-       20,     # DSHCTRL: high-speed shield controller  2.0% 
-       10,     # DDRAY: death ray                       1.0% 
-       30,     # DDSP: deep-space probes                3.0% 
+        105,        # DSRSENS: short range scanners        10.5% 
+        105,        # DLRSENS: long range scanners                10.5% 
+        120,        # DPHASER: phasers                        12.0% 
+        120,        # DPHOTON: photon torpedoes                12.0% 
+        25,        # DLIFSUP: life support                         2.5% 
+        65,        # DWARPEN: warp drive                         6.5% 
+        70,        # DIMPULS: impulse engines                 6.5% 
+        145,        # DSHIELD: deflector shields                14.5% 
+        30,        # DRADIO:  subspace radio                 3.0% 
+        45,        # DSHUTTL: shuttle                         4.5% 
+        15,        # DCOMPTR: computer                         1.5% 
+        20,        # NAVCOMP: navigation system                 2.0% 
+        75,        # DTRANSP: transporter                         7.5% 
+        20,        # DSHCTRL: high-speed shield controller  2.0% 
+        10,        # DDRAY: death ray                         1.0% 
+        30,        # DDSP: deep-space probes                 3.0% 
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
     wsum = 0
     for (i, w) in enumerate(weights):
-       wsum += w
-       if idx < wsum:
-           return i
-    return None        # we should never get here
+        wsum += w
+        if idx < wsum:
+            return i
+    return None        # we should never get here
 
 def collision(rammed, enemy):
     "Collision handling for rammong events."
@@ -1044,7 +1044,7 @@ def collision(rammed, enemy):
         proutn(_(" rams "))
     proutn(crmena(False, enemy.type, "sector", enemy.location))
     if rammed:
-       proutn(_(" (original position)"))
+        proutn(_(" (original position)"))
     skip(1)
     deadkl(enemy.location, enemy.type, game.sector)
     proutn("***" + crmshp() + " heavily damaged.")
@@ -1058,28 +1058,28 @@ def collision(rammed, enemy):
     ncrits = randrange(NDEVICES/2)
     while ncrits > 0:
         ncrits -= 1
-       dev = randdevice()
-       if game.damage[dev] < 0:
-           continue
-       extradm = (10.0*hardness*randreal()+1.0)*game.damfac
-       # Damage for at least time of travel! 
-       game.damage[dev] += game.optime + extradm
+        dev = randdevice()
+        if game.damage[dev] < 0:
+            continue
+        extradm = (10.0*hardness*randreal()+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.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
-       announce()
-       damagereport()
+        announce()
+        damagereport()
     else:
-       finish(FWON)
+        finish(FWON)
     return
 
 def torpedo(origin, bearing, dispersion, number, nburst):
     "Let a photon torpedo fly" 
     if not damaged(DSRSENS) or game.condition == "docked":
-       setwnd(srscan_window)
+        setwnd(srscan_window)
     else: 
-       setwnd(message_window)
-    ac = bearing + 0.25*dispersion     # dispersion is a random variable
+        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)
@@ -1089,39 +1089,39 @@ def torpedo(origin, bearing, dispersion, number, nburst):
         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 
+        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 + randreal(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 
+            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 + randreal(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+randreal(-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())
+            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)
@@ -1129,14 +1129,14 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                 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 withprob(0.05):
-               prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
-               prout(_("   torpedo neutralized."))
-               return None
+        elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
+            # find the enemy 
+            if iquad in ('C', 'S') and 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:
+                if w == enemy.location:
                     kp = math.fabs(enemy.power)
                     h1 = 700.0 + randrange(100) - \
                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
@@ -1175,99 +1175,99 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                 prout("Internal error, no enemy where expected!")
                 raise SystemExit(1)
             return None
-       elif iquad == 'B': # Hit a base 
-           skip(1)
-           prout(_("***STARBASE DESTROYED.."))
+        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 withprob(0.9):
-               nova(w)
+            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 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 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 + randrange(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 withprob(0.05):
-               prout(_(" survives photon blast."))
-               return None
-           prout(_(" disappears."))
-           game.tholian.move(None)
-           game.quad[w.i][w.j] = '#'
-           dropin(' ')
-           return None
+            return None
+        elif iquad == '?': # Hit a thingy 
+            if not (game.options & OPTION_THINGY) or 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 + randrange(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 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)
+            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."))
@@ -1276,24 +1276,24 @@ def torpedo(origin, bearing, dispersion, number, nburst):
 def fry(hit):
     "Critical-hit resolution." 
     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
-       return
+        return
     ncrit = int(1.0 + hit/(500.0+randreal(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 
+            j = randdevice()
+            # Cheat to prevent shuttle damage unless on ship 
             if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")):
                 break
-       cdam.append(j)
-       extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
-       game.damage[j] += extradm
+        cdam.append(j)
+        extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
+        game.damage[j] += extradm
         ncrit -= 1
     skipcount = 0
     for (i, j) in enumerate(cdam):
-       proutn(device[j])
+        proutn(device[j])
         if skipcount % 3 == 2 and i < len(cdam)-1:
             skip(1)
         skipcount += 1
@@ -1301,15 +1301,15 @@ def fry(hit):
             proutn(_(" and "))
     prout(_(" damaged."))
     if damaged(DSHIELD) and game.shldup:
-       prout(_("***Shields knocked down."))
-       game.shldup = False
+        prout(_("***Shields knocked down."))
+        game.shldup = False
 
 def attack(torps_ok):
     # bad guy attacks us 
     # torps_ok == False forces use of phasers in an attack 
     # game could be over at this point, check
     if game.alldone:
-       return
+        return
     attempt = False
     ihurt = False
     hitmax = 0.0
@@ -1317,14 +1317,14 @@ def attack(torps_ok):
     chgfac = 1.0
     where = "neither"
     if game.idebug:
-       prout("=== ATTACK!")
+        prout("=== ATTACK!")
     # Tholian gets to move before attacking 
     if game.tholian:
-       movetholian()
+        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
+        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():
@@ -1347,129 +1347,129 @@ def attack(torps_ok):
         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
+        return
     # set up partial hits if attack happens during shield status change 
     pfac = 1.0/game.inshld
     if game.shldchg:
-       chgfac = 0.25 + randreal(0.5)
+        chgfac = 0.25 + randreal(0.5)
     skip(1)
     # message verbosity control 
     if game.skill <= SKILL_FAIR:
-       where = "sector"
+        where = "sector"
     for enemy in game.enemies:
-       if enemy.power < 0:
-           continue    # too weak to attack 
-       # compute hit strength and diminish shield power 
-       r = randreal()
-       # 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 = randreal(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 = (randreal()+randreal())*0.5 - 0.5
-           dispersion += 0.002*enemy.power*dispersion
-           hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
-           if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
-               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 == 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 enemy.power < 0:
+            continue        # too weak to attack 
+        # compute hit strength and diminish shield power 
+        r = randreal()
+        # 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 = randreal(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 = (randreal()+randreal())*0.5 - 0.5
+            dispersion += 0.002*enemy.power*dispersion
+            hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
+            if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+                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 == 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
-           if propor < 0.1:
-               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 propor < 0.1:
+                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
+        # 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."))
+        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 "))
+        # 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, "))
+        # 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 = randrange(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
+        icas = randrange(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
+        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 
@@ -1510,31 +1510,31 @@ def deadkl(w, etype, mv):
     # For each kind of enemy, finish message to player 
     prout(_(" destroyed."))
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
-       return
+        return
     game.recompute()
     # Remove enemy ship from arrays describing local conditions
     for e in game.enemies:
-       if e.location == w:
+        if e.location == w:
             e.move(None)
-           break
+            break
     return
 
 def targetcheck(w):
     "Return None if target is invalid, otherwise return a course angle."
     if not w.valid_sector():
-       huh()
-       return None
+        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
+        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():
@@ -1542,63 +1542,63 @@ def torps():
     tcourse = []
     game.ididit = False
     if damaged(DPHOTON):
-       prout(_("Photon tubes damaged."))
-       scanner.chew()
-       return
+        prout(_("Photon tubes damaged."))
+        scanner.chew()
+        return
     if game.torps == 0:
-       prout(_("No torpedoes left."))
-       scanner.chew()
-       return
+        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)
+        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"
-           n = scanner.int()
-           if n <= 0: # abort command 
-               scanner.chew()
-               return
-           if n > MAXBURST:
-               scanner.chew()
-               prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
-               return
+            proutn(_("Number of torpedoes to fire- "))
+            continue        # Go back around to get a number
+        else: # key == "IHREAL"
+            n = scanner.int()
+            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
+                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
+        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] == None:
             return
         tcourse.append(targetcheck(target[-1]))
         if tcourse[-1] == None:
-           return
+            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()
+        # 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] == None:
                 return
@@ -1608,45 +1608,45 @@ def torps():
     game.ididit = True
     # Loop for moving <n> torpedoes 
     for i in range(n):
-       if game.condition != "docked":
-           game.torps -= 1
-       dispersion = (randreal()+randreal())*0.5 -0.5
-       if math.fabs(dispersion) >= 0.47:
-           # misfire! 
-           dispersion *= randreal(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 withprob(0.2):
-               prout(_("***Photon tubes damaged by misfire."))
-               game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
-           break
-       if 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.condition != "docked":
+            game.torps -= 1
+        dispersion = (randreal()+randreal())*0.5 -0.5
+        if math.fabs(dispersion) >= 0.47:
+            # misfire! 
+            dispersion *= randreal(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 withprob(0.2):
+                prout(_("***Photon tubes damaged by misfire."))
+                game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
+            break
+        if game.shldup or game.condition == "docked":
+            dispersion *= 1.0 + 0.0001*game.shield
+        torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
+        if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            return
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
-       finish(FWON)
+        finish(FWON)
 
 def overheat(rpow):
     "Check for phasers overheating."
     if rpow > 1500:
         checkburn = (rpow-1500.0)*0.00038
         if withprob(checkburn):
-           prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
-           game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
+            prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
+            game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
 
 def checkshctrl(rpow):
     "Check shield control."
     skip(1)
     if withprob(0.998):
-       prout(_("Shields lowered."))
-       return False
+        prout(_("Shields lowered."))
+        return False
     # Something bad has happened 
     prouts(_("***RED ALERT!  RED ALERT!"))
     skip(2)
@@ -1654,11 +1654,11 @@ def checkshctrl(rpow):
     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 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.\""))
@@ -1666,11 +1666,11 @@ def checkshctrl(rpow):
     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(_("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."))
@@ -1683,44 +1683,44 @@ def hittem(hits):
     skip(1)
     kk = 0
     for wham in hits:
-       if wham == 0:
-           continue
-       dustfac = randreal(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 wham == 0:
+            continue
+        dustfac = randreal(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.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
-               finish(FWON)            
-           if game.alldone:
-               return
-           kk -= 1     # don't do the increment
+        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.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+                finish(FWON)                
+            if game.alldone:
+                return
+            kk -= 1        # don't do the increment
             continue
-       else: # decide whether or not to emasculate klingon 
-           if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
-               prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
-               prout(_("   has just lost its firepower.\""))
-               game.enemies[kk].power = -kpow
+        else: # decide whether or not to emasculate klingon 
+            if kpow > 0 and withprob(0.9) and kpow <= randreal(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
 
@@ -1740,239 +1740,239 @@ def phasers():
     skip(1)
     # SR sensors and Computer are needed for automode 
     if damaged(DSRSENS) or damaged(DCOMPTR):
-       itarg = False
+        itarg = False
     if game.condition == "docked":
-       prout(_("Phasers can't be fired through base shields."))
-       scanner.chew()
-       return
+        prout(_("Phasers can't be fired through base shields."))
+        scanner.chew()
+        return
     if damaged(DPHASER):
-       prout(_("Phaser control damaged."))
-       scanner.chew()
-       return
+        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
+        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? "))
+        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
+        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))*randreal(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"
+            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))*randreal(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
+        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 = randreal(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))
+        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 = randreal(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)
+        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
+        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 \
+            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 
-               k += 1
-               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))) *       randreal(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[k] = scanner.real
-           rpow += scanner.real
-           # If total requested is too much, inform and start over 
+                prout(cramen(ienm) + _(" can't be located without short range scan."))
+                scanner.chew()
+                key = "IHEOL"
+                hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko 
+                k += 1
+                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))) *        randreal(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[k] = 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 
-           k += 1
-       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
+                prout(_("Available energy exceeded -- try again."))
+                scanner.chew()
+                return
+            key = scanner.nexttok() # scan for next value 
+            k += 1
+        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
+        return
     if ifast:
-       skip(1)
-       if no == 0:
-           if 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
+        skip(1)
+        if no == 0:
+            if 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)
 
 # Code from events,c begins here.
@@ -2007,12 +2007,12 @@ def postpone(evtype, 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
+        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():
@@ -2107,104 +2107,104 @@ def events():
         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")
+        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
-       game.state.date = datemin
-       # Decrement Federation resources and recompute remaining time 
-       game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
+        # 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
+        game.state.date = datemin
+        # Decrement Federation resources and recompute remaining time 
+        game.state.remres -= (game.state.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.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 \
-               ictbeam or istract or \
+        # 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 \
+                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 \
+                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
+                # Tractor-beam her! 
+                istract = ictbeam = True
                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
-           else:
-               return
-       elif evcode == FTBEAM: # Tractor beam 
+            else:
+                return
+        elif evcode == FTBEAM: # Tractor beam 
             if not game.state.kcmdr:
                 unschedule(FTBEAM)
                 continue
@@ -2217,15 +2217,15 @@ def events():
                 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)
+        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
             try:
                 for ibq in game.state.baseq:
@@ -2239,147 +2239,147 @@ def events():
                     continue
             except JumpOut:
                 pass
-           # commander + starbase combination found -- launch attack 
-           game.battle = ibq
-           schedule(FCDBAS, randreal(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
+            # commander + starbase combination found -- launch attack 
+            game.battle = ibq
+            schedule(FCDBAS, randreal(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():
+                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)
+        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()
+                    game.battle.invalidate()
                     continue
-               # find the lucky pair 
-               for cmdr in game.state.kcmdr:
-                   if cmdr == game.battle: 
-                       break
+                # find the lucky pair 
+                for cmdr in game.state.kcmdr:
+                    if cmdr == game.battle: 
+                        break
                 else:
-                   # No action to take after all 
-                   continue
+                    # 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 \
+        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)
+                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 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
+                        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())
+                    #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)           # 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 
+            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)                # 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]
+                # 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 == None or \
-                     not q.planet.inhabited or \
-                     q.supernova or q.status!="secure" or q.klingons<=0):
+                      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") \
+                # 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") % \
+                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.state.remkl >= MAXKLGAME:
-               continue                # full right now 
-           # reproduce one Klingon 
-           w = ev.quadrant
+                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.state.remkl >= MAXKLGAME:
+                continue                # full right now 
+            # reproduce one Klingon 
+            w = ev.quadrant
             m = Coord()
-           if game.klhere >= MAXKLQUAD:
+            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
                     for m.i in range(w.i - 1, w.i + 2):
@@ -2392,73 +2392,73 @@ def events():
                                 continue
                             raise JumpOut
                     else:
-                        continue       # search for eligible quadrant failed
+                        continue        # search for eligible quadrant failed
                 except JumpOut:
                     w = m
-           # deliver the child 
-           game.state.remkl += 1
-           q.klingons += 1
-           if game.quadrant == w:
+            # deliver the child 
+            game.state.remkl += 1
+            q.klingons += 1
+            if game.quadrant == w:
                 game.klhere += 1
-               game.enemies.append(newkling())
-           # recompute time left
+                game.enemies.append(newkling())
+            # 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 != None:
-                       proutn(_("near %s ") % q.planet)
-                   prout(_("in Quadrant %s.") % w)
-                               
+            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 != 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? "))
+        key = scanner.nexttok()
+        if key  != "IHEOL":
+            break
+        proutn(_("How long? "))
     scanner.chew()
     if key != "IHREAL":
-       huh()
-       return
+        huh()
+        return
     origTime = delay = scanner.real
     if delay <= 0.0:
-       return
+        return
     if delay >= game.state.remtime or len(game.enemies) != 0:
-       proutn(_("Are you sure? "))
-       if not ja():
-           return
+        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 = randreal(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 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 = randreal(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
@@ -2469,9 +2469,9 @@ def nova(nov):
     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 withprob(0.05):
-       # Wow! We've supernova'ed 
-       supernova(game.quadrant)
-       return
+        # Wow! We've supernova'ed 
+        supernova(game.quadrant)
+        return
     # handle initial nova 
     game.quad[nov.i][nov.j] = '.'
     prout(crmena(False, '*', "sector", nov) + _(" novas."))
@@ -2501,10 +2501,10 @@ def nova(nov):
                         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.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 
@@ -2582,9 +2582,9 @@ def nova(nov):
     dist = kount*0.1
     direc = ncourse[3*(bump.i+1)+bump.j+2]
     if direc == 0.0:
-       dist = 0.0
+        dist = 0.0
     if dist == 0.0:
-       return
+        return
     scourse = course(bearing=direc, distance=dist)
     game.optime = scourse.time(warp=4)
     skip(1)
@@ -2592,70 +2592,70 @@ def nova(nov):
     imove(scourse, noattack=True)
     game.optime = scourse.time(warp=4)
     return
-       
+        
 def supernova(w):
     "Star goes supernova."
     num = 0; npdead = 0
     if w != None: 
-       nq = copy.copy(w)
+        nq = copy.copy(w)
     else:
-       # Scheduled supernova -- select star at random. 
-       stars = 0
+        # Scheduled supernova -- select star at random. 
+        stars = 0
         nq = Coord()
-       for nq.i in range(GALSIZE):
-           for nq.j in range(GALSIZE):
-               stars += game.state.galaxy[nq.i][nq.j].stars
-       if stars == 0:
-           return # nothing to supernova exists 
-       num = randrange(stars) + 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
+        for nq.i in range(GALSIZE):
+            for nq.j in range(GALSIZE):
+                stars += game.state.galaxy[nq.i][nq.j].stars
+        if stars == 0:
+            return # nothing to supernova exists 
+        num = randrange(stars) + 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 not 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)
+        # 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 = randrange(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
+        ns = Coord()
+        # we are in the quadrant! 
+        num = randrange(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
     kldead = game.state.galaxy[nq.i][nq.j].klingons
     game.state.galaxy[nq.i][nq.j].klingons = 0
     if nq == game.state.kscmdr:
-       # did in the Supercommander! 
-       game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
-       game.iscate = False
-       unschedule(FSCMOVE)
-       unschedule(FSCDBAS)
+        # 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)
     survivors = filter(lambda w: w != nq, game.state.kcmdr)
     comkills = len(game.state.kcmdr) - len(survivors)
     game.state.kcmdr = survivors
@@ -2669,30 +2669,30 @@ def supernova(w):
     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
+        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 != 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
+        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
+        game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message 
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
-       skip(2)
-       if w == None:
-           prout(_("Lucky you!"))
-       proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
-       finish(FWON)
-       return
+        skip(2)
+        if w == 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)
+        finish(FSNOVAED)
     return
 
 # Code from finish.c ends here.
@@ -2701,8 +2701,8 @@ def selfdestruct():
     "Self-destruct maneuver. Finish with a BANG!" 
     scanner.chew()
     if damaged(DCOMPTR):
-       prout(_("Computer damaged; cannot execute destruct sequence."))
-       return
+        prout(_("Computer damaged; cannot execute destruct sequence."))
+        return
     prouts(_("---WORKING---")); skip(1)
     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
     prouts("   10"); skip(1)
@@ -2719,11 +2719,11 @@ def selfdestruct():
     skip(1)
     scanner.nexttok()
     if game.passwd != scanner.token:
-       prouts(_("PASSWORD-REJECTED;"))
-       skip(1)
-       prouts(_("CONTINUITY-EFFECTED"))
-       skip(2)
-       return
+        prouts(_("PASSWORD-REJECTED;"))
+        skip(1)
+        prouts(_("CONTINUITY-EFFECTED"))
+        skip(2)
+        return
     prouts(_("PASSWORD-ACCEPTED")); skip(1)
     prouts("                   5"); skip(1)
     prouts("                      4"); skip(1)
@@ -2731,29 +2731,29 @@ def selfdestruct():
     prouts("                            2"); skip(1)
     prouts("                              1"); skip(1)
     if withprob(0.15):
-       prouts(_("GOODBYE-CRUEL-WORLD"))
-       skip(1)
+        prouts(_("GOODBYE-CRUEL-WORLD"))
+        skip(1)
     kaboom()
 
 def kaboom():
     stars()
     if game.ship=='E':
-       prouts("***")
+        prouts("***")
     prouts(_("********* Entropy of %s maximized *********") % crmshp())
     skip(1)
     stars()
     skip(1)
     if len(game.enemies) != 0:
-       whammo = 25.0 * game.energy
-       for l in range(len(game.enemies)):
-           if game.enemies[l].power*game.enemies[l].kdist <= whammo: 
-               deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
+        whammo = 25.0 * game.energy
+        for l in range(len(game.enemies)):
+            if game.enemies[l].power*game.enemies[l].kdist <= whammo: 
+                deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
     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
+    if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
         return 0
     else:
         starting = (game.inkling + game.incom + game.inscom)
@@ -2783,270 +2783,270 @@ def finish(ifin):
     prout(_("It is stardate %.1f.") % game.state.date)
     skip(1)
     if ifin == FWON: # Game has been won
-       if game.state.nromrem != 0:
-           prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
-                 game.state.nromrem)
-
-       prout(_("You have smashed the Klingon invasion fleet and saved"))
-       prout(_("the Federation."))
-       game.gamewon = True
-       if game.alive:
+        if game.state.nromrem != 0:
+            prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+                  game.state.nromrem)
+
+        prout(_("You have smashed the Klingon invasion fleet and saved"))
+        prout(_("the Federation."))
+        game.gamewon = True
+        if game.alive:
             badpt = badpoints()
             if badpt < 100.0:
-                badpt = 0.0    # Close enough!
+                badpt = 0.0        # Close enough!
             # killsPerDate >= RateMax
-           if game.state.date-game.indate < 5.0 or \
+            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
+                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.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
-           prout(_("acquitted."))
-           skip(1)
-           prout(_("LIVE LONG AND PROSPER."))
-       else:
-           prout(_("found guilty and"))
-           prout(_("sentenced to death by slow torture."))
-           game.alive = False
-       score()
-       return
+        prout(_("Your time has run out and the Federation has been"))
+        prout(_("conquered.  Your starship is now Klingon property,"))
+        prout(_("and you are put on trial as a war criminal.  On the"))
+        proutn(_("basis of your record, you are "))
+        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+            prout(_("acquitted."))
+            skip(1)
+            prout(_("LIVE LONG AND PROSPER."))
+        else:
+            prout(_("found guilty and"))
+            prout(_("sentenced to death by slow torture."))
+            game.alive = False
+        score()
+        return
     elif ifin == FLIFESUP:
-       prout(_("Your life support reserves have run out, and"))
-       prout(_("you die of thirst, starvation, and asphyxiation."))
-       prout(_("Your starship is a derelict in space."))
+        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."))
+        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."))
+        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()
+        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)
+        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..."))
+        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."))
+        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"))
+        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"))
+        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())
+        prout(_("The %s has been cremated by its own phasers.") % crmshp())
     elif ifin == FLOST:
-       prout(_("You and your landing party have been"))
-       prout(_("converted to energy, disipating through space."))
+        prout(_("You and your landing party have been"))
+        prout(_("converted to energy, disipating through space."))
     elif ifin == FMINING:
-       prout(_("You are left with your landing party on"))
-       prout(_("a wild jungle planet inhabited by primitive cannibals."))
-       skip(1)
-       prout(_("They are very fond of \"Captain Kirk\" soup."))
-       skip(1)
-       prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+        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)
+        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."))
+        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."))
+        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())
+        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."))
+        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."))
+        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."))
+        prout(_("Your ship is drawn to the center of the black hole."))
+        prout(_("You are crushed into extremely dense matter."))
     elif ifin == FCREW:
-       prout(_("Your last crew member has died."))
+        prout(_("Your last crew member has died."))
     if game.ship == 'F':
-       game.ship = None
+        game.ship = None
     elif game.ship == 'E':
-       game.ship = 'F'
+        game.ship = 'F'
     game.alive = False
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
-       goodies = game.state.remres/game.inresor
-       baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
-       if goodies/baddies >= randreal(1.0, 1.5):
-           prout(_("As a result of your actions, a treaty with the Klingon"))
-           prout(_("Empire has been signed. The terms of the treaty are"))
-           if goodies/baddies >= randreal(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."))
+        goodies = game.state.remres/game.inresor
+        baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+        if goodies/baddies >= randreal(1.0, 1.5):
+            prout(_("As a result of your actions, a treaty with the Klingon"))
+            prout(_("Empire has been signed. The terms of the treaty are"))
+            if goodies/baddies >= randreal(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
+        prout(_("Since you took the last Klingon with you, you are a"))
+        prout(_("martyr and a hero. Someday maybe they'll erect a"))
+        prout(_("statue in your memory. Rest in peace, and try not"))
+        prout(_("to think about pigeons."))
+        game.gamewon = True
     score()
 
 def score():
     "Compute player's score."
     timused = game.state.date - game.indate
     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
-       timused = 5.0
+        timused = 5.0
     game.perdate = killrate()
     ithperd = 500*game.perdate + 0.5
     iwon = 0
     if game.gamewon:
-       iwon = 100*game.skill
+        iwon = 100*game.skill
     if game.ship == 'E': 
-       klship = 0
+        klship = 0
     elif game.ship == 'F': 
-       klship = 1
+        klship = 1
     else:
-       klship = 2
+        klship = 2
     game.score = 10*(game.inkling - game.state.remkl) \
              + 50*(game.incom - len(game.state.kcmdr)) \
              + ithperd + iwon \
              + 20*(game.inrom - game.state.nromrem) \
              + 200*(game.inscom - game.state.nscrem) \
-            - game.state.nromrem \
+                 - game.state.nromrem \
              - badpoints()
     if not game.alive:
-       game.score -= 200
+        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)))
+        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))
+        prout(_("%6d Romulans captured                  %5d") %
+              (game.state.nromrem, game.state.nromrem))
     if game.inkling - game.state.remkl:
-       prout(_("%6d ordinary Klingons destroyed        %5d") %
-             (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+        prout(_("%6d ordinary Klingons destroyed        %5d") %
+              (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
     if game.incom - len(game.state.kcmdr):
-       prout(_("%6d Klingon commanders destroyed       %5d") %
-             (game.incom - len(game.state.kcmdr), 50*(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.inscom - game.state.nscrem:
-       prout(_("%6d Super-Commander destroyed          %5d") %
-             (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
+        prout(_("%6d Super-Commander destroyed          %5d") %
+              (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
     if ithperd:
-       prout(_("%6.2f Klingons per stardate              %5d") %
-             (game.perdate, 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))
+        prout(_("%6d stars destroyed by your action     %5d") %
+              (game.state.starkl, -5*game.state.starkl))
     if game.state.nplankl:
-       prout(_("%6d planets destroyed by your action   %5d") %
-             (game.state.nplankl, -10*game.state.nplankl))
+        prout(_("%6d planets destroyed by your action   %5d") %
+              (game.state.nplankl, -10*game.state.nplankl))
     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
-       prout(_("%6d inhabited planets destroyed by your action   %5d") %
-             (game.state.nworldkl, -300*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))
+        prout(_("%6d bases destroyed by your action     %5d") %
+              (game.state.basekl, -100*game.state.basekl))
     if game.nhelp:
-       prout(_("%6d calls for help from starbase       %5d") %
-             (game.nhelp, -45*game.nhelp))
+        prout(_("%6d calls for help from starbase       %5d") %
+              (game.nhelp, -45*game.nhelp))
     if game.casual:
-       prout(_("%6d casualties incurred                %5d") %
-             (game.casual, -game.casual))
+        prout(_("%6d casualties incurred                %5d") %
+              (game.casual, -game.casual))
     if game.abandoned:
-       prout(_("%6d crew abandoned in space            %5d") %
-             (game.abandoned, -3*game.abandoned))
+        prout(_("%6d crew abandoned in space            %5d") %
+              (game.abandoned, -3*game.abandoned))
     if klship:
-       prout(_("%6d ship(s) lost or destroyed          %5d") %
-             (klship, -100*klship))
+        prout(_("%6d ship(s) lost or destroyed          %5d") %
+              (klship, -100*klship))
     if not game.alive:
-       prout(_("Penalty for getting yourself killed        -200"))
+        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)
+        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)
 
@@ -3110,7 +3110,7 @@ def plaque():
 
 # Code from io.c begins here
 
-rows = linecount = 0   # for paging 
+rows = linecount = 0        # for paging 
 stdscr = None
 replayfp = None
 fullscreen_window = None
@@ -3128,21 +3128,21 @@ def iostart():
     "for the older ones we probably need to set C locale, and the python3"
     "has no problems at all"
     if sys.version_info[0] < 3:
-       import locale
-       locale.setlocale(locale.LC_ALL, "")
+        import locale
+        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")
+        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()
+        stdscr = curses.initscr()
+        stdscr.keypad(True)
+        curses.nonl()
+        curses.cbreak()
         if game.options & OPTION_COLOR:
             curses.start_color()
             curses.use_default_colors()
@@ -3157,15 +3157,15 @@ def iostart():
         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)
+        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."
@@ -3178,7 +3178,7 @@ def ioend():
 def waitfor():
     "Wait for user action -- OK to do nothing if on a TTY"
     if game.options & OPTION_CURSES:
-       stdscr.getch()
+        stdscr.getch()
 
 def announce():
     skip(1)
@@ -3212,35 +3212,35 @@ def pause_game():
 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:
+        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')
+            linecount += 1
+            if rows and linecount >= rows:
+                pause_game()
+            else:
+                sys.stdout.write('\n')
 
 def proutn(line):
     "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()
+        (y, x) = curwnd.getyx()
+        (my, mx) = curwnd.getmaxyx()
+        if curwnd == message_window and y >= my - 2:
+            pause_game()
+            clrscr()
         # Uncomment this to debug curses problems
         if logfp:
             logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
-       curwnd.addstr(line)
-       curwnd.refresh()
+        curwnd.addstr(line)
+        curwnd.refresh()
     else:
-       sys.stdout.write(line)
+        sys.stdout.write(line)
         sys.stdout.flush()
 
 def prout(line):
@@ -3250,23 +3250,23 @@ def prout(line):
 def prouts(line):
     "Emit slowly!" 
     for c in line:
-        if not replayfp or replayfp.closed:    # Don't slow down replays
+        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()
+        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:
-       line = curwnd.getstr() + "\n"
-       curwnd.refresh()
+        line = curwnd.getstr() + "\n"
+        curwnd.refresh()
     else:
-       if replayfp and not replayfp.closed:
+        if replayfp and not replayfp.closed:
             while True:
                 line = replayfp.readline()
                 proutn(line)
@@ -3276,10 +3276,10 @@ def cgetline():
                     break
                 elif line[0] != "#":
                     break
-       else:
-           line = eval(input()) + "\n"
+        else:
+            line = eval(input()) + "\n"
     if logfp:
-       logfp.write(line)
+        logfp.write(line)
     return line
 
 def setwnd(wnd):
@@ -3329,40 +3329,40 @@ def clrscr():
 
 def textcolor(color=DEFAULT):
     if game.options & OPTION_COLOR:
-       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)
+        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:
@@ -3375,23 +3375,23 @@ def highvideo():
 def drawmaps(mode):
     "Hook to be called after moving to redraw maps."
     if game.options & OPTION_CURSES:
-       if mode == 1:
-           sensor()
+        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)
+        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."
@@ -3402,87 +3402,87 @@ def put_srscan_sym(w, sym):
 def boom(w):
     "Enemy fall down, go boom."  
     if game.options & OPTION_CURSES:
-       drawmaps(2)
-       setwnd(srscan_window)
-       srscan_window.attron(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.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) 
+        drawmaps(2)
+        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)
+        drawmaps(2)
+        setwnd(message_window)
+        #sound(50)
     prouts("     . . . . .     ")
     if game.options & OPTION_CURSES:
-       #curses.delay_output(1000)
-       #nosound()
+        #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==4 or step==9: 
-           skip(1)
-       proutn("%s   " % w)
+        if step == 1:
+            if n != 1:
+                skip(1)
+                proutn(_("Track for torpedo number %d-  ") % (i+1))
+            else:
+                skip(1)
+                proutn(_("Torpedo track- "))
+        elif step==4 or step==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=='.') or (iquad==' '):
-               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)
+        if not damaged(DSRSENS) or game.condition=="docked":
+            if i != 0 and step == 1:
+                drawmaps(2)
+                time.sleep(0.4)
+            if (iquad=='.') or (iquad==' '):
+                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()
+        setwnd(message_window)
+        message_window.clear()
     chart()
     if game.options & OPTION_TTY:
-       skip(1)
+        skip(1)
 
-NSYM   = 14
+NSYM        = 14
 
 def prstat(txt, data):
     proutn(txt)
     if game.options & OPTION_CURSES:
-       skip(1)
-       setwnd(status_window)
+        skip(1)
+        setwnd(status_window)
     else:
         proutn(" " * (NSYM - len(txt)))
     proutn(data)
     skip(1)
     if game.options & OPTION_CURSES:
-       setwnd(report_window)
+        setwnd(report_window)
 
 # Code from moving.c begins here
 
@@ -3595,14 +3595,14 @@ def imove(icourse=None, noattack=False):
 
     trbeam = False
     if game.inorbit:
-       prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
-       game.inorbit = False
+        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):
-       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
+        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):
@@ -3637,30 +3637,30 @@ def dock(verbose):
     "Dock our ship at a starbase."
     scanner.chew()
     if game.condition == "docked" and verbose:
-       prout(_("Already docked."))
-       return
+        prout(_("Already docked."))
+        return
     if game.inorbit:
-       prout(_("You must first leave standard orbit."))
-       return
+        prout(_("You must first leave standard orbit."))
+        return
     if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
-       prout(crmshp() + _(" not adjacent to base."))
-       return
+        prout(crmshp() + _(" not adjacent to base."))
+        return
     game.condition = "docked"
     if "verbose":
-       prout(_("Docked."))
+        prout(_("Docked."))
     game.ididit = True
     if game.energy < game.inenrg:
-       game.energy = game.inenrg
+        game.energy = game.inenrg
     game.shield = game.inshld
     game.torps = game.intorps
     game.lsupres = game.inlsr
     game.state.crew = FULLCREW
     if not damaged(DRADIO) and \
-       ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
-       # get attack report from base 
-       prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
-       attackreport(False)
-       game.iseenit = True
+        ((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:
@@ -3679,125 +3679,125 @@ def getcourse(isprobe):
     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
+        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
+        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 key == "IHEOL":
+            proutn(_("Manual or automatic- "))
+            iprompt = True
+            scanner.chew()
+        elif key == "IHALPHA":
             if scanner.sees("manual"):
-               navmode = "manual"
-               key = scanner.nexttok()
-               break
+                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
+                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:
+        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:
+            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.\""))
+                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)
+        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":
-           huh()
-           raise TrekError
-       delta.j = scanner.real
-       key = scanner.nexttok()
-       if key != "IHREAL":
-           huh()
-           raise TrekError
-       delta.i = scanner.real
+        while key == "IHEOL":
+            proutn(_("X and Y displacements- "))
+            scanner.chew()
+            iprompt = True
+            key = scanner.nexttok()
+        itemp = "verbose"
+        if key != "IHREAL":
+            huh()
+            raise TrekError
+        delta.j = scanner.real
+        key = scanner.nexttok()
+        if key != "IHREAL":
+            huh()
+            raise TrekError
+        delta.i = scanner.real
     # Check for zero movement 
     if delta.i == 0 and delta.j == 0:
-       scanner.chew()
-       raise TrekError
+        scanner.chew()
+        raise TrekError
     if itemp == "verbose" and not isprobe:
-       skip(1)
-       prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+        skip(1)
+        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
     scanner.chew()
     return course(bearing=delta.bearing(), distance=delta.distance())
 
@@ -3841,7 +3841,7 @@ class course:
     def sector(self):
         return self.location.sector()
     def power(self, warp):
-       return self.distance*(warp**3)*(game.shldup+1)
+        return self.distance*(warp**3)*(game.shldup+1)
     def time(self, warp):
         return 10.0*self.distance/warp**2
 
@@ -3849,127 +3849,127 @@ 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
+        scanner.chew()
+        skip(1)
+        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+        return
     if game.energy > 30.0:
         try:
             course = getcourse(isprobe=False)
         except TrekError:
-           return
-       power = 20.0 + 100.0*course.distance
+            return
+        power = 20.0 + 100.0*course.distance
     else:
-       power = 30.0
+        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") %
+        # 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
+            prout(_(" quadrants.\""))
+        else:
+            prout(_("quadrant.  They are, therefore, useless.\""))
+        scanner.chew()
+        return
     # Make sure enough time is left for the trip 
     game.optime = course.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
+        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(course, noattack=False)
     game.ididit = True
     if game.alldone:
-       return
+        return
     power = 20.0 + 100.0*course.distance
     game.energy -= power
     game.optime = course.distance/0.095
     if game.energy <= 0:
-       finish(FNRG)
+        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.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
+        game.ididit = False
+        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==None:
             try:
                 wcourse = getcourse(isprobe=False)
             except TrekError:
                 return
-       # Make sure starship has enough energy for the trip
+        # 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
+        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
+        # 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 > randreal():
-           blooey = True
-           wcourse.distance = randreal(wcourse.distance)
-       # Decide if time warp will occur 
-       if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
-           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
+        prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
+        if prob > randreal():
+            blooey = True
+            wcourse.distance = randreal(wcourse.distance)
+        # Decide if time warp will occur 
+        if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+            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
@@ -3977,26 +3977,26 @@ def warp(wcourse, involuntary):
                 w = wcourse.sector()
                 if not w.valid_sector():
                     break
-               if game.quad[w.i][w.j] != '.':
-                   blooey = False
-                   twarp = False
+                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
+        return
     game.energy -= wcourse.power(game.warpfac)
     if game.energy <= 0:
-       finish(FNRG)
+        finish(FNRG)
     game.optime = wcourse.time(game.warpfac)
     if twarp:
-       timwrp()
+        timwrp()
     if blooey:
-       game.damage[DWARPEN] = game.damfac * randreal(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.damage[DWARPEN] = game.damfac * randreal(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
 
@@ -4006,36 +4006,36 @@ def setwarp():
         key=scanner.nexttok()
         if key != "IHEOL":
             break
-       scanner.chew()
-       proutn(_("Warp factor- "))
+        scanner.chew()
+        proutn(_("Warp factor- "))
     if key != "IHREAL":
-       huh()
-       return
+        huh()
+        return
     if game.damage[DWARPEN] > 10.0:
-       prout(_("Warp engines inoperative."))
-       return
+        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
+        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
+        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
+        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
+        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
+        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, we'll try it.\""))
+        return
     prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
     return
 
@@ -4044,168 +4044,168 @@ def atover(igrab):
     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 withprob(0.5):
-           prout(_("fails."))
-           finish(FPNOVA)
-           return
-       prout(_("SUCCEEDS!"))
-       if game.imine:
-           game.imine = False
-           proutn(_("The crystals mined were "))
-           if withprob(0.25):
-               prout(_("lost."))
-           else:
-               prout(_("saved."))
-               game.icrystl = True
+        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 withprob(0.5):
+            prout(_("fails."))
+            finish(FPNOVA)
+            return
+        prout(_("SUCCEEDS!"))
+        if game.imine:
+            game.imine = False
+            proutn(_("The crystals mined were "))
+            if withprob(0.25):
+                prout(_("lost."))
+            else:
+                prout(_("saved."))
+                game.icrystl = True
     if igrab:
-       return
+        return
     # Check to see if captain in shuttle craft 
     if game.icraft:
-       finish(FSTRACTOR)
+        finish(FSTRACTOR)
     if game.alldone:
-       return
+        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 = randreal(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, randreal(math.sqrt(2)))
-        bugout = course(bearing=randreal(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 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 = randreal(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, randreal(math.sqrt(2)))
+        bugout = course(bearing=randreal(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.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
-       finish(FWON) # Snova killed remaining enemy. 
+        finish(FWON) # Snova killed remaining enemy. 
 
 def timwrp():
     "Let's do the time warp again."
     prout(_("***TIME WARP ENTERED."))
     if game.state.snap and 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
+        # 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"
+        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"))
+        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
+        # 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 
+    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
+        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
+        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
+        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
+        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()
+        game.isarmed = True
+        key = scanner.nexttok()
     elif key == "IHEOL":
-       proutn(_("Arm NOVAMAX warhead? "))
-       game.isarmed = ja()
-    elif key == "IHREAL":              # first element of course
+        proutn(_("Arm NOVAMAX warhead? "))
+        game.isarmed = ja()
+    elif key == "IHREAL":                # first element of course
         scanner.push(scanner.token)
     try:
         game.probe = getcourse(isprobe=True)
@@ -4223,31 +4223,31 @@ def mayday():
     scanner.chew()
     # Test for conditions which prevent calling for help 
     if game.condition == "docked":
-       prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
-       return
+        prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
+        return
     if damaged(DRADIO):
-       prout(_("Subspace radio damaged."))
-       return
+        prout(_("Subspace radio damaged."))
+        return
     if not game.state.baseq:
-       prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
-       return
+        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
+        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()
+        # There's one in this quadrant 
+        ddist = (game.base - game.sector).distance()
     else:
-       ddist = FOREVER
+        ddist = FOREVER
         for ibq in game.state.baseq:
-           xdist = QUADSIZE * (ibq - game.quadrant).distance()
-           if xdist < ddist:
-               ddist = xdist
-       # Since starbase not in quadrant, set up new quadrant 
-       game.quadrant = ibq
-       newqad()
+            xdist = QUADSIZE * (ibq - game.quadrant).distance()
+            if xdist < ddist:
+                ddist = xdist
+        # 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") \
@@ -4255,36 +4255,36 @@ def mayday():
     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 
+        if w.valid_sector() and game.quad[w.i][w.j]=='.':
+            # found one -- finish up 
             game.sector = w
-           break
+            break
     if not game.sector.is_valid():
-       prout(_("You have been lost in space..."))
-       finish(FMATERIALIZE)
-       return
+        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]
+        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 randreal() > probf:
-           break
-       prout(_("fails."))
+        warble()
+        if randreal() > probf:
+            break
+        prout(_("fails."))
         textcolor(DEFAULT)
-       curses.delay_output(500)
+        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.alive = False
+        drawmaps(1)
+        setwnd(message_window)
+        finish(FMATERIALIZE)
+        return
     game.quad[game.sector.i][game.sector.j]=game.ship
     textcolor(GREEN)
     prout(_("succeeds."))
@@ -4297,75 +4297,75 @@ def abandon():
     "Abandon ship."
     scanner.chew()
     if game.condition=="docked":
-       if game.ship!='E':
-           prout(_("You cannot abandon Ye Faerie Queene."))
-           return
+        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 != 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 = randrange(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] = '.'
-           for l in range(QUADSIZE):
-               game.sector = game.base.scatter()
-               if game.sector.valid_sector() and \
+        # 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 != 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 = randrange(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] = '.'
+            for l in range(QUADSIZE):
+                game.sector = game.base.scatter()
+                if game.sector.valid_sector() and \
                        game.quad[game.sector.i][game.sector.j] == '.':
                     break
-           if l < QUADSIZE+1:
-               break # found a spot 
-           game.sector.i=QUADSIZE/2
-           game.sector.j=QUADSIZE/2
-           newqad()
+            if l < QUADSIZE+1:
+                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
@@ -4373,13 +4373,13 @@ def abandon():
     prout(_("the Faerie Queene, which is antiquated but,"))
     prout(_("still useable."))
     if game.icrystl:
-       prout(_("The dilithium crystals have been moved."))
+        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[l] = 0.0
     game.damage[DSHUTTL] = -1
     game.energy = game.inenrg = 3000.0
     game.shield = game.inshld = 1250.0
@@ -4396,7 +4396,7 @@ def consumeTime():
     game.ididit = True
     events()
     if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: 
-       return True
+        return True
     return False
 
 def survey():
@@ -4407,48 +4407,48 @@ def survey():
     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" \
+        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."))
+            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."))
+        prout(_("No information available."))
 
 def orbit():
     "Enter standard orbit." 
     skip(1)
     scanner.chew()
     if game.inorbit:
-       prout(_("Already in standard orbit."))
-       return
+        prout(_("Already in standard orbit."))
+        return
     if damaged(DWARPEN) and damaged(DIMPULS):
-       prout(_("Both warp and impulse engines damaged."))
-       return
+        prout(_("Both warp and impulse engines damaged."))
+        return
     if not game.plnet.is_valid():
         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
+        prout(crmshp() + _(" not adjacent to planet."))
+        skip(1)
+        return
     game.optime = randreal(0.02, 0.05)
     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
     newcnd()
     if consumeTime():
-       return
+        return
     game.height = randreal(1400, 8600)
     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
     game.inorbit = True
@@ -4457,26 +4457,26 @@ def orbit():
 def sensor():
     "Examine planets in this quadrant."
     if damaged(DSRSENS):
-       if game.options & OPTION_TTY:
-           prout(_("Short range sensors damaged."))
-       return
+        if game.options & OPTION_TTY:
+            prout(_("Short range sensors damaged."))
+        return
     if game.iplnet == None:
-       if game.options & OPTION_TTY:
-           prout(_("Spock- \"No planet in this quadrant, Captain.\""))
-       return
+        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"
+        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)
@@ -4487,88 +4487,88 @@ def beam():
     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?\" "))
+        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
+                shuttle()
+        return
     if not game.inorbit:
-       prout(crmshp() + _(" not in standard orbit."))
-       return
+        prout(crmshp() + _(" not in standard orbit."))
+        return
     if game.shldup:
-       prout(_("Impossible to transport through shields."))
-       return
+        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
+        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
+        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
+        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.\""))
+        # 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.\""))
+        # 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 withprob(0.98):
-       prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
-       skip(2)
-       prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
-       finish(FLOST)
-       return
+        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!"))
+        prout(_("The shuttle craft Galileo is here!"))
     if not game.landed and game.imine:
-       game.icrystl = True
-       game.cryprob = 0.05
+        game.icrystl = True
+        game.cryprob = 0.05
     game.imine = False
     return
 
@@ -4577,24 +4577,24 @@ def mine():
     skip(1)
     scanner.chew()
     if not game.landed:
-       prout(_("Mining party not on planet."))
-       return
+        prout(_("Mining party not on planet."))
+        return
     if game.iplnet.crystals == "mined":
-       prout(_("This planet has already been strip-mined for dilithium."))
-       return
+        prout(_("This planet has already been strip-mined for dilithium."))
+        return
     elif game.iplnet.crystals == "absent":
-       prout(_("No dilithium crystals on this planet."))
-       return
+        prout(_("No dilithium crystals on this planet."))
+        return
     if game.imine:
-       prout(_("You've already mined enough crystals for this trip."))
-       return
+        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
+        prout(_("With all those fresh crystals aboard the ") + crmshp())
+        prout(_("there's no reason to mine more at this time."))
+        return
     game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
     if consumeTime():
-       return
+        return
     prout(_("Mining operation complete."))
     game.iplnet.crystals = "mined"
     game.imine = game.ididit = True
@@ -4605,19 +4605,19 @@ def usecrystals():
     skip(1)
     scanner.chew()
     if not game.icrystl:
-       prout(_("No dilithium crystals available."))
-       return
+        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, 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
+        scanner.chew()
+        return
     skip(1)
     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
     prout(_("  Mr. Spock and I will try it.\""))
@@ -4628,15 +4628,15 @@ def usecrystals():
     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
     skip(1)
     if 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
+        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 += randreal(5000.0, 5500.0)
     prouts(_("  \"Activating now! - - "))
     prout(_("The instruments"))
@@ -4650,100 +4650,100 @@ def shuttle():
     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 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
+        prout(crmshp() + _(" not in standard orbit."))
+        return
     if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
-       prout(_("Shuttle craft not currently available."))
-       return
+        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
+        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
+        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
+        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
+        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
+        # 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
+        # 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."
@@ -4751,19 +4751,19 @@ def deathray():
     skip(1)
     scanner.chew()
     if game.ship != 'E':
-       prout(_("Ye Faerie Queene has no death ray."))
-       return
+        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
+        prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
+        return
     if damaged(DDRAY):
-       prout(_("Death Ray is damaged."))
-       return
+        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
+        return
     prout(_("Spock-  \"Acknowledged.\""))
     skip(1)
     game.ididit = True
@@ -4780,66 +4780,66 @@ def deathray():
     skip(1)
     dprob = 0.30
     if game.options & OPTION_PLAIN:
-       dprob = 0.5
+        dprob = 0.5
     r = randreal()
     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.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
-           finish(FWON)    
-       if (game.options & OPTION_PLAIN) == 0:
-           prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
-           if withprob(0.05):
-               prout(_("   is still operational.\""))
-           else:
-               prout(_("   has been rendered nonfunctional.\""))
-               game.damage[DDRAY] = 39.95
-       return
-    r = randreal()     # Pick failure method 
+        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.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+            finish(FWON)    
+        if (game.options & OPTION_PLAIN) == 0:
+            prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
+            if withprob(0.05):
+                prout(_("   is still operational.\""))
+            else:
+                prout(_("   has been rendered nonfunctional.\""))
+                game.damage[DDRAY] = 39.95
+        return
+    r = randreal()        # 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
+        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
+        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!  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"))
@@ -4852,20 +4852,20 @@ def deathray():
 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."))
+        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)))
+            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()
+            proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+        clreol()
 
 def report():
     # report on general game status 
@@ -4876,124 +4876,124 @@ def report():
           _("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."))
+        prout(_("No plaque is allowed."))
     if game.tourn:
-       prout(_("This is tournament game %d.") % game.tourn)
+        prout(_("This is tournament game %d.") % game.tourn)
     prout(_("Your secret password is \"%s\"") % game.passwd)
     proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)), 
-          (game.inkling + game.incom + game.inscom)))
+           (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]))
+        prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
     elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
-       prout(_(", but no Commanders."))
+        prout(_(", but no Commanders."))
     else:
-       prout(".")
+        prout(".")
     if game.skill > SKILL_FAIR:
-       prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+        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))
+        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)
+        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
+        # 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]))
+        prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
     if game.nhelp:
-       prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
+        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(".")
+        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.probec)
+        if game.isarmed: 
+            proutn(_("An armed deep space probe is in "))
+        else:
+            proutn(_("A deep space probe is in "))
+        prout("Quadrant %s." % game.probec)
     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.") % \
+        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":
+        # Now allow base's sensors if docked 
+        if game.condition != "docked":
             if not silent:
                 prout(_("LONG-RANGE SENSORS DAMAGED."))
-           return
+            return
         if not silent:
             prout(_("Starbase's long-range scan"))
     elif not silent:
-       prout(_("Long-range scan"))
+        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 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:
-                   proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
-       if not silent:
-           prout(" ")
+            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:
+                    proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+        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],
+        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."))
+        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
+        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."
@@ -5001,37 +5001,37 @@ def chart():
     if (game.options & OPTION_AUTOSCAN):
         lrscan(silent=True)
     if not damaged(DRADIO):
-       rechart()
+        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(_("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(_("(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)
-           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)
+        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)
+            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."</