$player->take_turns(15);
$player->sector_change();
$player->detected = 'false';
$player->update();
// We need to release the lock on our old sector
release_lock();
// We need a lock on the new sector so that more than one person isn't hitting the same mines
acquire_lock($player->sector_id);
// delete plotted course
$db->query("DELETE FROM player_plotted_course " . "WHERE account_id = {$player->account_id} AND " . "game_id = {$player->game_id}");
// get new sector object
$sector = new SMR_SECTOR($player->sector_id, $player->game_id, $player->account_id);
// make current sector visible to him
$sector->mark_visited();
// send scout msg
$sector->entering_sector();
$db->query("SELECT * FROM sector_has_forces, player " . "WHERE sector_has_forces.game_id = player.game_id AND " . "sector_has_forces.owner_id = player.account_id AND " . "sector_has_forces.game_id = {$player->game_id} AND " . "sector_has_forces.sector_id = {$player->sector_id} AND " . "mines > 0 AND " . "owner_id != {$player->account_id} AND " . "(alliance_id != {$player->alliance_id} OR alliance_id = 0)");
while ($db->next_record()) {
    // we may skip forces if this is a protected gal.
    if ($sector->is_protected_gal()) {
        $forces_account = new SMR_ACCOUNT();
        $forces_account->get_by_id($db->f("owner_id"));
        // if one is vet and the other is newbie we skip it
        if (different_level($rank_id, $forces_account->get_rank(), $account->veteran, $forces_account->veteran)) {
            continue;
        }
    }
    if ($player->newbie_turns > 0) {
        $container = array();
        $container["url"] = "skeleton.php";
        $container["body"] = "current_sector.php";