Fix buggy processing of shield energy change request.
[super-star-trek.git] / src / sst.py
index de271754c729573b501a1c12e0dd875ad8fb88c2..187bc18a016ae69300af240c5bdd92f6dbb29c32 100644 (file)
 #!/usr/bin/env python
 """
-sst.py =-- Super Star Trek in Python
-
-This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of a lot of
-parallel arrays where a more modern language would use structures
-or objects.  (However, 1-origin array indexing was fixed.)
-
-Dave Matuszek says:
-
-SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
-LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
-were in the original non-"super" version of UT FORTRAN Star Trek.
-
-Tholians were not in the original. Dave is dubious about their merits.
-(They are now controlled by OPTION_THOLIAN and turned off if the game
-type is "plain".)
-
-Planets and dilithium crystals were not in the original.  Dave is OK
-with this idea. (It's now controlled by OPTION_PLANETS and turned 
-off if the game type is "plain".)
+sst.py -- Super Star Trek 2K
 
-Dave says the bit about the Galileo getting turned into a
-McDonald's is "consistant with our original vision".  (This has been
-left permanently enabled, as it can only happen if OPTION_PLANETS
-is on.)
+SST2K is a Python translation of a C translation of a FORTRAN
+original dating back to 1973.  Beautiful Python it is not, but it
+works.  Translation by Eric S. Raymond; original game by David Matuszek
+and Paul Reynolds, with modifications by Don Smith, Tom Almy,
+Stas Sergeev, and Eric S. Raymond.
 
-Dave also says the Space Thingy should not be preserved across saved
-games, so you can't prove to others that you've seen it.  He says it
-shouldn't fire back, either.  It should do nothing except scream and
-disappear when hit by photon torpedos.  It's OK that it may move
-when attacked, but it didn't in the original.  (Whether the Thingy
-can fire back is now controlled by OPTION_THINGY and turned off if the
-game type is "plain" or "almy".  The no-save behavior has been restored.)
-
-The Faerie Queen, black holes, and time warping were in the original.
-
-Here are Tom Almy's changes:
-
-In early 1997, I got the bright idea to look for references to
-"Super Star Trek" on the World Wide Web. There weren't many hits,
-but there was one that came up with 1979 Fortran sources! This
-version had a few additional features that mine didn't have,
-however mine had some feature it didn't have. So I merged its
-features that I liked. I also took a peek at the DECUS version (a
-port, less sources, to the PDP-10), and some other variations.
-
-1, Compared to the original UT version, I've changed the "help" command to
-"call" and the "terminate" command to "quit" to better match
-user expectations. The DECUS version apparently made those changes
-as well as changing "freeze" to "save". However I like "freeze".
-(Both "freeze" and "save" work in SST2K.)
-
-2. The experimental deathray originally had only a 5% chance of
-success, but could be used repeatedly. I guess after a couple
-years of use, it was less "experimental" because the 1979
-version had a 70% success rate. However it was prone to breaking
-after use. I upgraded the deathray, but kept the original set of
-failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
-and turned off if game type is "plain".)
-
-3. The 1979 version also mentions srscan and lrscan working when
-docked (using the starbase's scanners), so I made some changes here
-to do this (and indicating that fact to the player), and then realized
-the base would have a subspace radio as well -- doing a Chart when docked
-updates the star chart, and all radio reports will be heard. The Dock
-command will also give a report if a base is under attack.
-
-4. Tholian Web from the 1979 version.  (Now controlled by
-OPTION_THOLIAN and turned off if game type is "plain".)
-
-5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
-and turned off if game type is "plain".)
-
-6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
-This code could use improvement. (Now controlled by OPTION_MVBADDY
-and turned off if game type is "plain".)
-
-7. The deep-space probe feature from the DECUS version.  (Now controlled
-by OPTION_PROBE and turned off if game type is "plain").
-
-8. 'emexit' command from the 1979 version.
-
-9. Bugfix: Klingon commander movements are no longer reported if long-range 
-sensors are damaged.
-
-10. Bugfix: Better base positioning at startup (more spread out).
-That made sense to add because most people abort games with 
-bad base placement.
-
-In June 2002, I fixed two known bugs and a documentation typo.
-In June 2004 I fixed a number of bugs involving: 1) parsing invalid
-numbers, 2) manual phasers when SR scan is damaged and commander is
-present, 3) time warping into the future, 4) hang when moving
-klingons in crowded quadrants.  (These fixes are in SST2K.)
-
-Here are Stas Sergeev's changes:
-
-1. The Space Thingy can be shoved, if you ram it, and can fire back if 
-fired upon. (Now controlled by OPTION_THINGY and turned off if game 
-type is "plain" or "almy".)
-
-2. When you are docked, base covers you with an almost invincible shield. 
-(A commander can still ram you, or a Romulan can destroy the base,
-or a SCom can even succeed with direct attack IIRC, but this rarely 
-happens.)  (Now controlled by OPTION_BASE and turned off if game 
-type is "plain" or "almy".)
-
-3. Ramming a black hole is no longer instant death.  There is a
-chance you might get timewarped instead. (Now controlled by 
-OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
-
-4. The Tholian can be hit with phasers.
-
-5. SCom can't escape from you if no more enemies remain 
-(without this, chasing SCom can take an eternity).
-
-6. Probe target you enter is now the destination quadrant. Before I don't 
-remember what it was, but it was something I had difficulty using.
-
-7. Secret password is now autogenerated.
-
-8. "Plaque" is adjusted for A4 paper :-)
-
-9. Phasers now tells you how much energy needed, but only if the computer 
-is alive.
-
-10. Planets are auto-scanned when you enter the quadrant.
-
-11. Mining or using crystals in presense of enemy now yields an attack.
-There are other minor adjustments to what yields an attack
-and what does not.
-
-12. "freeze" command reverts to "save", most people will understand this
-better anyway. (SST2K recognizes both.)
-
-13. Screen-oriented interface, with sensor scans always up.  (SST2K
-supports both screen-oriented and TTY modes.)
-
-Eric Raymond's changes:
-
-Mainly, I translated this C code out of FORTRAN into C -- created #defines
-for a lot of magic numbers and refactored the heck out of it.
-
-1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
-
-2. Status report now indicates when dilithium crystals are on board.
-
-3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
-
-4. Added game option selection so you can play a close (but not bug-for-
-bug identical) approximation of older versions.
-
-5. Half the quadrants now have inhabited planets, from which one 
-cannot mine dilithium (there will still be the same additional number
-of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
-There is BSD-Trek-like logic for Klingons to attack and enslave 
-inhabited worlds, producing more ships (only is skill is 'good' or 
-better). (Controlled by OPTION_WORLDS and turned off if game 
-type is "plain" or "almy".)
-
-6. User input is now logged so we can do regression testing.
-
-7. More BSD-Trek features: You can now lose if your entire crew
-dies in battle.  When abandoning ship in a game with inhabited
-worlds enabled, they must have one in the quadrant to beam down
-to; otherwise they die in space and this counts heavily against
-your score.  Docking at a starbase replenishes your crew.
-
-8. Still more BSD-Trek: we now have a weighted damage table.
-Also, the nav subsystem (enabling automatic course
-setting) can be damaged separately from the main computer (which
-handles weapons targeting, ETA calculation, and self-destruct).
-
-After these features were added, I translated this into Python and added
-more:
-
-9. A long-range scan is done silently whenever you call CHART; thus
-the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
-and turned off if game type is "plain" or "almy".)
+See the doc/HACKING file in the distribution for designers notes and advice
+ion how to modify (and how not to modify!) this code.
 """
-import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
 
 SSTDOC         = "/usr/share/doc/sst/sst.doc"
 DOC_NAME       = "sst.doc"
 
-# Stub to be replaced
-def _(str): return str
-
-PHASEFAC       = 2.0
-GALSIZE        = 8
-NINHAB         = (GALSIZE * GALSIZE / 2)
-MAXUNINHAB     = 10
-PLNETMAX       = (NINHAB + MAXUNINHAB)
-QUADSIZE       = 10
-BASEMIN                = 2
-BASEMAX        = (GALSIZE * GALSIZE / 12)
-MAXKLGAME      = 127
-MAXKLQUAD      = 9
-FULLCREW       = 428   # BSD Trek was 387, that's wrong 
-FOREVER        = 1e30
-MAXBURST       = 3
-MINCMDR        = 10
-
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y):      return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-def VALID_SECTOR(x, y):        return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-
-# How to represent features
-IHR = 'R',
-IHK = 'K',
-IHC = 'C',
-IHS = 'S',
-IHSTAR = '*',
-IHP = 'P',
-IHW = '@',
-IHB = 'B',
-IHBLANK = ' ',
-IHDOT = '.',
-IHQUEST = '?',
-IHE = 'E',
-IHF = 'F',
-IHT = 'T',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0'
+def _(str): return gettext.gettext(str)
+
+GALSIZE        = 8             # Galaxy size in quadrants
+NINHAB         = (GALSIZE * GALSIZE / 2)       # Number of inhabited worlds
+MAXUNINHAB     = 10            # Maximum uninhabited worlds
+QUADSIZE       = 10            # Quadrant size in sectors
+BASEMIN                = 2                             # Minimum starbases
+BASEMAX        = (GALSIZE * GALSIZE / 12)      # Maximum starbases
+MAXKLGAME      = 127           # Maximum Klingons per game
+MAXKLQUAD      = 9             # Maximum Klingons per quadrant
+FULLCREW       = 428           # Crew size. BSD Trek was 387, that's wrong 
+FOREVER        = 1e30          # Time for the indefinite future
+MAXBURST       = 3             # Max # of torps you can launch in one turn
+MINCMDR        = 10            # Minimum number of Klingon commanders
+DOCKFAC                = 0.25          # Repair faster when docked
+PHASEFAC       = 2.0           # Unclear what this is, it was in the C version
+
+class TrekError:
+    pass
 
 class coord:
     def __init__(self, x=None, y=None):
         self.i = x
         self.j = y
+    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
     def invalidate(self):
         self.i = self.j = None
     def is_valid(self):
         return self.i != None and self.j != None
     def __eq__(self, other):
         return other != None and self.i == other.i and self.j == other.j
+    def __ne__(self, other):
+        return other == None or self.i != other.i or self.j != other.j
     def __add__(self, other):
         return coord(self.i+other.i, self.j+other.j)
     def __sub__(self, other):
@@ -247,16 +62,17 @@ class coord:
         return coord(self.i*other, self.j*other)
     def __div__(self, other):
         return coord(self.i/other, self.j/other)
+    def __mod__(self, other):
+        return coord(self.i % other, self.j % other)
     def __rdiv__(self, other):
         return coord(self.i/other, self.j/other)
-    def snaptogrid(self):
+    def roundtogrid(self):
         return coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
         if not other: other = coord(0, 0)
         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
-    def bearing(self, other=None):
-        if not other: other = coord(0, 0)
-        return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
+    def bearing(self):
+        return 1.90985*math.atan2(self.j, self.i)
     def sgn(self):
         s = coord()
         if self.i == 0:
@@ -268,13 +84,16 @@ class coord:
         else:
             s.j = self.j / abs(self.j)
         return s
+    def quadrant(self):
+        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+        return self.roundtogrid() / QUADSIZE
+    def sector(self):
+        return self.roundtogrid() % QUADSIZE
     def scatter(self):
         s = coord()
         s.i = self.i + randrange(-1, 2)
         s.j = self.j + randrange(-1, 2)
         return s
-    def __hash__(self):
-        return hash((x, y))
     def __str__(self):
         if self.i == None or self.j == None:
             return "Nowhere"
@@ -336,9 +155,9 @@ class snapshot:
         self.baseq = []        # Base quadrant coordinates
         self.kcmdr = []        # Commander quadrant coordinates
        self.kscmdr = coord()   # Supercommander quadrant coordinates
-        # the galaxy (subscript 0 not used)
+        # the galaxy
         self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
-        # the starchart (subscript 0 not used)
+        # the starchart
        self.chart = fill2d(GALSIZE, lambda i, j: page())
 
 class event:
@@ -410,39 +229,37 @@ 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
-# 
+# Abstract out the event handling -- underlying data structures will change
+# when we implement stateful events 
 def findevent(evtype): return game.future[evtype]
 
 class enemy:
     def __init__(self, type=None, loc=None, power=None):
         self.type = type
-        self.kloc = coord()
+        self.location = coord()
         if loc:
             self.move(loc)
-        self.kpower = power    # enemy energy level
+        self.power = power     # enemy energy level
         game.enemies.append(self)
     def move(self, loc):
-        motion = (loc != self.kloc)
-        if self.kloc.i is not None and self.kloc.j is not None:
+        motion = (loc != self.location)
+        if self.location.i is not None and self.location.j is not None:
             if motion:
-                if self.type == IHT:
-                    game.quad[self.kloc.i][self.kloc.j] = IHWEB
+                if self.type == 'T':
+                    game.quad[self.location.i][self.location.j] = '#'
                 else:
-                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
+                    game.quad[self.location.i][self.location.j] = '.'
         if loc:
-            self.kloc = copy.copy(loc)
-            game.quad[self.kloc.i][self.kloc.j] = self.type
+            self.location = copy.copy(loc)
+            game.quad[self.location.i][self.location.j] = self.type
             self.kdist = self.kavgd = (game.sector - loc).distance()
         else:
-            self.kloc = coord()
+            self.location = coord()
             self.kdist = self.kavgd = None
             game.enemies.remove(self)
         return motion
     def __repr__(self):
-        return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower)      # For debugging
+        return "<%s,%s.%f>" % (self.type, self.location, self.power)   # For debugging
 
 class gamestate:
     def __init__(self):
@@ -462,7 +279,6 @@ class gamestate:
         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.probec = None     # current probe quadrant
         self.gamewon = False   # Finished!
         self.ididit = False    # action taken -- allows enemy to attack
         self.alive = False     # we are alive (not killed)
@@ -505,7 +321,6 @@ class gamestate:
         self.irhere = 0                # Romulans in quadrant
         self.isatb = 0         # =1 if super commander is attacking base
         self.tourn = None      # tournament number
-        self.proben = 0                # number of moves for probe
         self.nprobes = 0       # number of probes available
         self.inresor = 0.0     # initial resources
         self.intime = 0.0      # initial time
@@ -516,19 +331,12 @@ class gamestate:
         self.energy = 0.0      # energy level
         self.shield = 0.0      # shield level
         self.warpfac = 0.0     # warp speed
-        self.wfacsq = 0.0      # squared warp factor
         self.lsupres = 0.0     # life support reserves
-        self.dist = 0.0                # movement distance
-        self.direc = 0.0       # movement direction
         self.optime = 0.0      # time taken by current operation
-        self.docfac = 0.0      # repair factor when docking (constant?)
         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.probex = 0.0      # location of probe
-        self.probey = 0.0      #
-        self.probeinx = 0.0    # probe x,y increment
-        self.probeiny = 0.0    #
+        self.probe = None      # object holding probe course info
         self.height = 0.0      # height of orbit around planet
     def recompute(self):
         # Stas thinks this should be (C expression): 
@@ -538,28 +346,7 @@ class gamestate:
         # after killing the last klingon when score is shown -- perhaps also
         # if the only remaining klingon is SCOM.
         game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
-# From enumerated type 'feature'
-IHR = 'R'
-IHK = 'K'
-IHC = 'C'
-IHS = 'S'
-IHSTAR = '*'
-IHP = 'P'
-IHW = '@'
-IHB = 'B'
-IHBLANK = ' '
-IHDOT = '.'
-IHQUEST = '?'
-IHE = 'E'
-IHF = 'F'
-IHT = 'T'
-IHWEB = '#'
-IHMATER0 = '-'
-IHMATER1 = 'o'
-IHMATER2 = '0'
-
-
-# From enumerated type 'FINTYPE'
+
 FWON = 0
 FDEPLETE = 1
 FLIFESUP = 2
@@ -583,34 +370,25 @@ FTRIBBLE = 19
 FHOLE = 20
 FCREW = 21
 
-# Log the results of pulling random numbers so we can check determinism.
-
-import traceback
-
 def withprob(p):
-    v = random.random()
-    #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
-    return v < p
+    return random.random() < p
 
 def randrange(*args):
-    v = random.randrange(*args)
-    #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
-    return v
+    return random.randrange(*args)
 
 def randreal(*args):
     v = random.random()
     if len(args) == 1:
-        v *= args[0]           # returns from [0, args[0])
+        v *= args[0]           # from [0, args[0])
     elif len(args) == 2:
-        v = args[0] + v*(args[1]-args[0])      # returns from [args[0], args[1])
-    #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+        v = args[0] + v*(args[1]-args[0])      # from [args[0], args[1])
     return v
 
 # Code from ai.c begins here
 
 def welcoming(iq):
     "Would this quadrant welcome another Klingon?"
-    return VALID_QUADRANT(iq.i,iq.j) and \
+    return iq.valid_quadrant() and \
        not game.state.galaxy[iq.i][iq.j].supernova and \
        game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
 
@@ -621,24 +399,24 @@ def tryexit(enemy, look, irun):
     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
     if not welcoming(iq):
        return False;
-    if enemy.type == IHR:
+    if enemy.type == 'R':
        return False; # Romulans cannot escape! 
     if not irun:
        # avoid intruding on another commander's territory 
-       if enemy.type == IHC:
+       if enemy.type == 'C':
             if iq in game.state.kcmdr:
                 return False
            # refuse to leave if currently attacking starbase 
            if game.battle == game.quadrant:
                return False
        # don't leave if over 1000 units of energy 
-       if enemy.kpower > 1000.0:
+       if enemy.power > 1000.0:
            return False
     # emit escape message and move out of quadrant.
     # we know this if either short or long range sensors are working
     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
        game.condition == "docked":
-       prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
+       prout(crmena(True, enemy.type, "sector", enemy.location) + \
               (_(" escapes to Quadrant %s (and regains strength).") % q))
     # handle local matters related to escape
     enemy.move(None)
@@ -648,7 +426,7 @@ def tryexit(enemy, look, irun):
     # 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==IHS:
+    if enemy.type=='S':
        game.iscate = False
        game.ientesc = False
        game.isatb = 0
@@ -662,7 +440,6 @@ def tryexit(enemy, look, irun):
                break
     return True; # success 
 
-#
 # The bad-guy movement algorithm:
 # 
 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
@@ -700,7 +477,6 @@ def tryexit(enemy, look, irun):
 # retreat, especially at high skill levels.
 # 
 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
-# 
 
 def movebaddy(enemy):
     "Tactical movement for the bad guys."
@@ -714,13 +490,13 @@ def movebaddy(enemy):
     dist1 = enemy.kdist
     mdist = int(dist1 + 0.5); # Nearest integer distance 
     # If SC, check with spy to see if should hi-tail it 
-    if enemy.type==IHS and \
-       (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+    if enemy.type=='S' and \
+       (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
        irun = True
        motion = -QUADSIZE
     else:
        # decide whether to advance, retreat, or hold position 
-       forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
+       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):
@@ -765,13 +541,13 @@ def movebaddy(enemy):
     if idebug:
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
-    m = game.sector - enemy.kloc
+    m = game.sector - enemy.location
     if 2.0 * abs(m.i) < abs(m.j):
        m.i = 0
-    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
        m.j = 0
     m = (motion * m).sgn()
-    next = enemy.kloc
+    next = enemy.location
     # main move loop 
     for ll in range(nsteps):
        if idebug:
@@ -804,10 +580,10 @@ def movebaddy(enemy):
                    break
                look.j = next.j + krawlj
                krawlj = -krawlj
-           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
+           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 == IHC or enemy.type == IHS):
+                   (enemy.type == 'C' or enemy.type == 'S'):
                    collision(rammed=True, enemy=enemy)
                    return
                if krawli != m.i and m.j != 0:
@@ -830,7 +606,7 @@ def movebaddy(enemy):
        skip(1)
     if enemy.move(next):
        if not damaged(DSRSENS) or game.condition == "docked":
-           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
+           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
@@ -845,11 +621,11 @@ def moveklings():
     # and do move
     if game.quadrant in game.state.kcmdr:
         for enemy in game.enemies:
-           if enemy.type == IHC:
+           if enemy.type == 'C':
                movebaddy(enemy)
     if game.state.kscmdr==game.quadrant:
         for enemy in game.enemies:
-           if enemy.type == IHS:
+           if enemy.type == 'S':
                movebaddy(enemy)
                break
     # If skill level is high, move other Klingons and Romulans too!
@@ -857,7 +633,7 @@ def moveklings():
     # commander(s) do.
     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
         for enemy in game.enemies:
-            if enemy.type in (IHK, IHR):
+            if enemy.type in ('K', 'R'):
                movebaddy(enemy)
     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
 
@@ -865,9 +641,9 @@ 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 True
+       return False
     if game.justin and not game.iscate:
-       return True
+       return False
     # do the move 
     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
     game.state.kscmdr = iq
@@ -879,7 +655,7 @@ def movescom(iq, avoid):
        game.ientesc = False
        unschedule(FSCDBAS)
        for enemy in game.enemies:
-           if enemy.type == IHS:
+           if enemy.type == 'S':
                break
        enemy.move(None)
        game.klhere -= 1
@@ -899,7 +675,7 @@ def movescom(iq, avoid):
                proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
                prout(_("   by the Super-commander.\""))
            break
-    return False; # looks good! 
+    return True; # looks good! 
                        
 def supercommander():
     "Move the Super Commander." 
@@ -913,7 +689,7 @@ def supercommander():
     if not game.iscate and avoid:
        # compute move away from Enterprise 
        idelta = game.state.kscmdr-game.quadrant
-       if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
+       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
@@ -957,24 +733,24 @@ def supercommander():
     # there was what looked like a bug in the Almy C code here,
     # but it might be this translation is just wrong.
     iq = game.state.kscmdr + idelta
-    if movescom(iq, avoid):
+    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 movescom(iq, avoid):
+               if not movescom(iq, avoid):
                    iq.j = game.state.kscmdr.j - 1
                    movescom(iq, avoid)
-           else:
+           elif idelta.j != 0:
                iq.i = game.state.kscmdr.i + 1
-               if movescom(iq, avoid):
+               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 movescom(iq, avoid):
+           if not movescom(iq, avoid):
                iq.j = game.state.kscmdr.j + idelta.j
                iq.i = game.state.kscmdr.i
                movescom(iq, avoid)
@@ -982,7 +758,7 @@ def supercommander():
     if len(game.state.baseq) == 0:
        unschedule(FSCMOVE)
     else:
-        for (i, ibq) in enumerate(game.state.baseq):
+        for ibq in game.state.baseq:
            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
                if avoid:
@@ -1025,13 +801,13 @@ def movetholian():
     if not game.tholian or game.justin:
        return
     id = coord()
-    if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+    if game.tholian.location.i == 0 and game.tholian.location.j == 0:
        id.i = 0; id.j = QUADSIZE-1
-    elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+    elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
        id.i = QUADSIZE-1; id.j = QUADSIZE-1
-    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
        id.i = QUADSIZE-1; id.j = 0
-    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
        id.i = 0; id.j = 0
     else:
        # something is wrong! 
@@ -1039,34 +815,34 @@ def movetholian():
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
+    if game.quad[id.i][id.j] not in ('.', '#'):
        return
-    here = copy.copy(game.tholian.kloc)
-    delta = (id - game.tholian.kloc).sgn()
+    here = copy.copy(game.tholian.location)
+    delta = (id - game.tholian.location).sgn()
     # move in x axis 
     while here.i != id.i:
         here.i += delta.i
-        if game.quad[here.i][here.j]==IHDOT:
+        if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
     # move in y axis 
     while here.j != id.j:
         here.j += delta.j
-        if game.quad[here.i][here.j]==IHDOT:
+        if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
     # check to see if all holes plugged 
     for i in range(QUADSIZE):
-       if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
+       if game.quad[0][i]!='#' and game.quad[0][i]!='T':
            return
-       if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+       if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
            return
-       if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
+       if game.quad[i][0]!='#' and game.quad[i][0]!='T':
            return
-       if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+       if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
            return
     # All plugged up -- Tholian splits 
-    game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
-    dropin(IHBLANK)
-    prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
+    game.quad[game.tholian.location.i][game.tholian.location.j]='#'
+    dropin(' ')
+    prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
     game.tholian.move(None)
     return
 
@@ -1094,7 +870,6 @@ def doshield(shraise):
        if action=="NONE":
            proutn(_("Do you wish to change shield energy? "))
            if ja() == True:
-               proutn(_("Energy to transfer to shields- "))
                action = "NRG"
            elif damaged(DSHIELD):
                prout(_("Shields damaged and down."))
@@ -1142,21 +917,22 @@ def doshield(shraise):
        while scanner.next() != "IHREAL":
            scanner.chew()
            proutn(_("Energy to transfer to shields- "))
+        nrg = scanner.real
        scanner.chew()
-       if scanner.real == 0:
+       if nrg == 0:
            return
-       if scanner.real > game.energy:
+       if nrg > game.energy:
            prout(_("Insufficient ship energy."))
            return
        game.ididit = True
-       if game.shield+scanner.real >= game.inshld:
+       if game.shield+nrg >= game.inshld:
            prout(_("Shield energy maximized."))
-           if game.shield+scanner.real > game.inshld:
+           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 scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
+       if nrg < 0.0 and game.energy-nrg > game.inenrg:
            # Prevent shield drain loophole 
            skip(1)
            prout(_("Engineering to bridge--"))
@@ -1164,50 +940,28 @@ def doshield(shraise):
            prout(_("  I can't drain the shields."))
            game.ididit = False
            return
-       if game.shield+scanner.real < 0:
+       if game.shield+nrg < 0:
            prout(_("All shield energy transferred to ship."))
            game.energy += game.shield
            game.shield = 0.0
            return
        proutn(_("Scotty- \""))
-       if scanner.real > 0:
+       if nrg > 0:
            prout(_("Transferring energy to shields.\""))
        else:
            prout(_("Draining energy from shields.\""))
-       game.shield += scanner.real
-       game.energy -= scanner.real
+       game.shield += nrg
+       game.energy -= nrg
        return
 
 def randdevice():
     "Choose a device to damage, at random."
-    # Quoth Eric Allman in the code of BSD-Trek:
-    # "Under certain conditions you can get a critical hit.  This
-    # sort of hit damages devices.  The probability that a given
-    # device is damaged depends on the device.  Well protected
-    # devices (such as the computer, which is in the core of the
-    # ship and has considerable redundancy) almost never get
-    # damaged, whereas devices which are exposed (such as the
-    # warp engines) or which are particularly delicate (such as
-    # the transporter) have a much higher probability of being
-    # damaged."
-    # 
-    # This is one place where OPTION_PLAIN does not restore the
-    # original behavior, which was equiprobable damage across
-    # all devices.  If we wanted that, we'd return randrange(NDEVICES)
-    # and have done with it.  Also, in the original game, DNAVYS
-    # and DCOMPTR were the same device. 
-    # 
-    # Instead, we use a table of weights similar to the one from BSD Trek.
-    # BSD doesn't have the shuttle, shield controller, death ray, or probes. 
-    # We don't have a cloaking device.  The shuttle got the allocation
-    # for the cloaking device, then we shaved a half-percent off
-    # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
     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% 
+       25,     # DLIFSUP: life support                  2.5% 
        65,     # DWARPEN: warp drive                    6.5% 
        70,     # DIMPULS: impulse engines               6.5% 
        145,    # DSHIELD: deflector shields            14.5% 
@@ -1236,16 +990,16 @@ def collision(rammed, enemy):
     skip(2)
     proutn("***")
     proutn(crmshp())
-    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+    hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
     if rammed:
         proutn(_(" rammed by "))
     else:
         proutn(_(" rams "))
-    proutn(crmena(False, enemy.type, "sector", enemy.kloc))
+    proutn(crmena(False, enemy.type, "sector", enemy.location))
     if rammed:
        proutn(_(" (original position)"))
     skip(1)
-    deadkl(enemy.kloc, enemy.type, game.sector)
+    deadkl(enemy.location, enemy.type, game.sector)
     proutn("***" + crmship() + " heavily damaged.")
     icas = randrange(10, 30)
     prout(_("***Sickbay reports %d casualties"), icas)
@@ -1271,154 +1025,146 @@ def collision(rammed, enemy):
        finish(FWON)
     return
 
-def torpedo(origin, course, dispersion, number, nburst):
+def torpedo(origin, bearing, dispersion, number, nburst):
     "Let a photon torpedo fly" 
     if not damaged(DSRSENS) or game.condition=="docked":
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
-    shoved = False
-    ac = course + 0.25*dispersion
-    angle = (15.0-ac)*0.5235988
-    bullseye = (15.0 - course)*0.5235988
-    delta = coord(-math.sin(angle), math.cos(angle))          
-    bigger = max(abs(delta.i), abs(delta.j))
-    delta /= bigger
-    w = coord(0, 0); jw = coord(0, 0)
-    ungridded = copy.copy(origin)
+    ac = bearing + 0.25*dispersion     # dispersion is a random variable
+    bullseye = (15.0 - bearing)*0.5235988
+    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
+    bumpto = coord(0, 0)
     # Loop to move a single torpedo 
+    setwnd(message_window)
     for step in range(1, QUADSIZE*2):
-       ungridded += delta
-       w = ungridded.snaptogrid()
-       if not VALID_SECTOR(w.i, w.j):
+        if not track.next(): break
+        w = track.sector()
+       if not w.valid_sector():
            break
        iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
-       if iquad==IHDOT:
+       if iquad=='.':
            continue
        # hit something 
-       setwnd(message_window)
-       if damaged(DSRSENS) and not game.condition=="docked":
+       if not damaged(DSRSENS) or game.condition == "docked":
            skip(1);    # start new line after text track 
-       if iquad in (IHE, IHF): # Hit our ship 
+       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-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
            newcnd(); # we're blown out of dock 
-           # We may be displaced. 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           jw.i = int(w.i+xx+0.5)
-           jw.j = int(w.j+yy+0.5)
-           if not VALID_SECTOR(jw.i, jw.j):
+            # 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.next()
+            bumpto = displacement.sector()
+           if not bumpto.valid_sector():
                return hit
-           if game.quad[jw.i][jw.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j]==' ':
                finish(FHOLE)
                return hit
-           if game.quad[jw.i][jw.j]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j]!='.':
                # can't move into object 
                return hit
-           game.sector = jw
+           game.sector = bumpto
            proutn(crmshp())
-           shoved = True
-       elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
+            game.quad[w.i][w.j]='.'
+            game.quad[bumpto.i][bumpto.j]=iquad
+            prout(_(" displaced by blast to Sector %s ") % bumpto)
+            for enemy in game.enemies:
+                enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
+       elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
            # find the enemy 
-           if withprob(0.05):
+           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.kloc:
+               if w == enemy.location:
                    break
-           kp = math.fabs(enemy.kpower)
+           kp = math.fabs(enemy.power)
            h1 = 700.0 + randrange(100) - \
-               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
-            if enemy.kpower < 0:
-                enemy.kpower -= -h1
+            if enemy.power < 0:
+                enemy.power -= -h1
             else:
-                enemy.kpower -= h1
-           if enemy.kpower == 0:
+                enemy.power -= h1
+           if enemy.power == 0:
                deadkl(w, iquad, w)
                return None
            proutn(crmena(True, iquad, "sector", w))
-           # If enemy damaged but not destroyed, try to displace 
-           ang = angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           jw.i = int(w.i+xx+0.5)
-           jw.j = int(w.j+yy+0.5)
-           if not VALID_SECTOR(jw.i, jw.j):
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
+            if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.i][jw.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j] == ' ':
                prout(_(" buffeted into black hole."))
-               deadkl(w, iquad, jw)
-               return None
-           if game.quad[jw.i][jw.j]!=IHDOT:
-               # can't move into object 
+               deadkl(w, iquad, bumpto)
+           if game.quad[bumpto.i][bumpto.j] != '.':
                prout(_(" damaged but not destroyed."))
-               return None
-           proutn(_(" damaged--"))
-           enemy.kloc = jw
-           shoved = True
-           break
-       elif iquad == IHB: # Hit a base 
+            else:
+                prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                enemy.location = bumpto
+                game.quad[w.i][w.j]='.'
+                game.quad[bumpto.i][bumpto.j]=iquad
+                for enemy in game.enemies:
+                    enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+                game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
+       elif iquad == 'B': # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
-           game.quad[w.i][w.j]=IHDOT
+           game.quad[w.i][w.j]='.'
            game.base.invalidate()
            game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
            game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
            game.state.basekl += 1
            newcnd()
            return None
-       elif iquad == IHP: # Hit a planet 
+       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] = IHDOT
+           game.quad[w.i][w.j] = '.'
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
            return None
-       elif iquad == IHW: # Hit an inhabited world -- very bad! 
+       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] = IHDOT
+           game.quad[w.i][w.j] = '.'
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
-           prout(_("You have just destroyed an inhabited planet."))
-           prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+           prout(_("The torpedo destroyed an inhabited planet."))
            return None
-       elif iquad == IHSTAR: # Hit a star 
+       elif iquad == '*': # Hit a star 
            if withprob(0.9):
                nova(w)
             else:
-                prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
+                prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
            return None
-       elif iquad == IHQUEST: # Hit a thingy 
+       elif iquad == '?': # Hit a thingy 
            if not (game.options & OPTION_THINGY) or withprob(0.3):
                skip(1)
                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
@@ -1436,32 +1182,32 @@ def torpedo(origin, course, dispersion, number, nburst):
                thing.angry = True
                shoved = True
            return None
-       elif iquad == IHBLANK: # Black hole 
+       elif iquad == ' ': # Black hole 
            skip(1)
-           prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
+           prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
            return None
-       elif iquad == IHWEB: # hit the web 
+       elif iquad == '#': # hit the web 
            skip(1)
            prout(_("***Torpedo absorbed by Tholian web."))
            return None
-       elif iquad == IHT:  # Hit a Tholian 
+       elif iquad == 'T':  # Hit a Tholian 
            h1 = 700.0 + randrange(100) - \
                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
-               game.quad[w.i][w.j] = IHDOT
+               game.quad[w.i][w.j] = '.'
                deadkl(w, iquad, w)
                game.tholian = None
                return None
            skip(1)
-           proutn(crmena(True, IHT, "sector", w))
+           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] = IHWEB
-           dropin(IHBLANK)
+           game.quad[w.i][w.j] = '#'
+           dropin(' ')
            return None
         else: # Problem!
            skip(1)
@@ -1470,16 +1216,6 @@ def torpedo(origin, course, dispersion, number, nburst):
            skip(1)
            return None
        break
-    if curwnd!=message_window:
-       setwnd(message_window)
-    if shoved:
-       game.quad[w.i][w.j]=IHDOT
-       game.quad[jw.i][jw.j]=iquad
-       prout(_(" displaced by blast to Sector %s ") % jw)
-       for ll in range(len(game.enemies)):
-           game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
-        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-       return None
     skip(1)
     prout(_("Torpedo missed."))
     return None;
@@ -1547,43 +1283,43 @@ def attack(torps_ok):
     if game.skill <= SKILL_FAIR:
        where = "sector"
     for enemy in game.enemies:
-       if enemy.kpower < 0:
+       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.kpower < 500:
+       if enemy.power < 500:
            r *= 0.25; 
-       if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
+       if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
            continue
        # different enemies have different probabilities of throwing a torp 
        usephasers = not torps_ok or \
-           (enemy.type == IHK and r > 0.0005) or \
-           (enemy.type==IHC and r > 0.015) or \
-           (enemy.type==IHR and r > 0.3) or \
-           (enemy.type==IHS and r > 0.07) or \
-           (enemy.type==IHQUEST and r > 0.05)
+           (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.kpower*math.pow(dustfac,enemy.kavgd)
-           enemy.kpower *= 0.75
+           hit = enemy.power*math.pow(dustfac,enemy.kavgd)
+           enemy.power *= 0.75
        else: # Enemy uses photon torpedo 
-           #course2 = (enemy.kloc-game.sector).bearing()
-           course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
+           # We should be able to make the bearing() method work here
+           course = 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.kloc))
+               proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
            attempt = True
            prout("  ")
            dispersion = (randreal()+randreal())*0.5 - 0.5
-           dispersion += 0.002*enemy.kpower*dispersion
-           hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
+           dispersion += 0.002*enemy.power*dispersion
+           hit = torpedo(enemy.location, course, 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:
@@ -1616,7 +1352,7 @@ def attack(torps_ok):
        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.kloc))
+           prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
        skip(1)
        # Decide if hit is critical 
        if hit > hitmax:
@@ -1665,32 +1401,32 @@ def deadkl(w, type, mv):
     # Added mv to allow enemy to "move" before dying 
     proutn(crmena(True, type, "sector", mv))
     # Decide what kind of enemy it is and update appropriately 
-    if type == IHR:
-        # chalk up a Romulan 
+    if type == 'R':
+        # Chalk up a Romulan 
         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
         game.irhere -= 1
         game.state.nromrem -= 1
-    elif type == IHT:
+    elif type == 'T':
         # Killed a Tholian 
         game.tholian = None
-    elif type == IHQUEST:
+    elif type == '?':
         # Killed a Thingy
         global thing
         thing = None
     else:
-        # Some type of a Klingon 
+        # Killed some type of Klingon 
         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
-        if type == IHC:
+        if type == 'C':
             game.state.kcmdr.remove(game.quadrant)
             unschedule(FTBEAM)
             if game.state.kcmdr:
                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
                 unschedule(FCDBAS)    
-        elif type ==  IHK:
+        elif type ==  'K':
             game.state.remkl -= 1
-        elif type ==  IHS:
+        elif type ==  'S':
             game.state.nscrem -= 1
             game.state.kscmdr.invalidate()
             game.isatb = 0
@@ -1704,14 +1440,14 @@ def deadkl(w, type, mv):
     game.recompute()
     # Remove enemy ship from arrays describing local conditions
     for e in game.enemies:
-       if e.kloc == w:
+       if e.location == w:
             e.move(None)
            break
     return
 
 def targetcheck(w):
     "Return None if target is invalid, otherwise return a course angle."
-    if not VALID_SECTOR(w.i, w.j):
+    if not w.valid_sector():
        huh()
        return None
     delta = coord()
@@ -1725,7 +1461,7 @@ def targetcheck(w):
        prout(_("  the Captain's psychological profile.\""))
        scanner.chew()
        return None
-    return 1.90985932*math.atan2(delta.j, delta.i)
+    return delta.bearing()
 
 def photon():
     "Launch photon torpedo."
@@ -1877,16 +1613,16 @@ def hittem(hits):
            continue
        dustfac = randreal(0.9, 1.0)
        hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
-       kpini = game.enemies[kk].kpower
+       kpini = game.enemies[kk].power
        kp = math.fabs(kpini)
        if PHASEFAC*hit < kp:
            kp = PHASEFAC*hit
-        if game.enemies[kk].kpower < 0:
-            game.enemies[kk].kpower -= -kp
+        if game.enemies[kk].power < 0:
+            game.enemies[kk].power -= -kp
         else:
-            game.enemies[kk].kpower -= kp
-       kpow = game.enemies[kk].kpower
-       w = game.enemies[kk].kloc
+            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)
@@ -1894,7 +1630,7 @@ def hittem(hits):
        else:
            proutn(_("Very small hit on "))
        ienm = game.quad[w.i][w.j]
-       if ienm==IHQUEST:
+       if ienm=='?':
            thing.angry = True
        proutn(crmena(False, ienm, "sector", w))
        skip(1)
@@ -1910,7 +1646,7 @@ def hittem(hits):
            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].kpower = -kpow
+               game.enemies[kk].power = -kpow
         kk += 1
     return
 
@@ -2003,7 +1739,7 @@ def phasers():
            scanner.chew()
            if not kz:
                for i in range(len(game.enemies)):
-                   irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
+                   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()
@@ -2039,7 +1775,7 @@ def phasers():
                hits.append(0.0)
                if powrem <= 0:
                    continue
-               hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+               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
@@ -2076,7 +1812,7 @@ def phasers():
     elif automode == "MANUAL":
        rpow = 0.0
         for k in range(len(game.enemies)):
-           aim = game.enemies[k].kloc
+           aim = game.enemies[k].location
            ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
@@ -2084,7 +1820,7 @@ def phasers():
                msgflag = False
                rpow = 0.0
            if damaged(DSRSENS) and \
-               not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
+               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"
@@ -2094,7 +1830,7 @@ def phasers():
            if key == "IHEOL":
                scanner.chew()
                if itarg and k > kz:
-                   irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
+                   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):
@@ -2148,7 +1884,7 @@ def phasers():
     if ifast:
        skip(1)
        if no == 0:
-           if withprob(0.99):
+           if withprob(0.01):
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
@@ -2261,7 +1997,7 @@ def events():
         # Handle case where base is in same quadrant as starship 
         if game.battle == game.quadrant:
             game.state.chart[game.battle.i][game.battle.j].starbase = False
-            game.quad[game.base.i][game.base.j] = IHDOT
+            game.quad[game.base.i][game.base.j] = '.'
             game.base.invalidate()
             newcnd()
             skip(1)
@@ -2341,7 +2077,7 @@ def events():
        # Fix devices 
        repair = xtime
        if game.condition == "docked":
-           repair /= game.docfac
+           repair /= DOCKFAC
        # Don't fix Deathray here 
        for l in range(NDEVICES):
            if game.damage[l] > 0.0 and l != DDRAY:
@@ -2466,45 +2202,36 @@ def events():
                supercommander()
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
-           game.probex += game.probeinx
-           game.probey += game.probeiny
-           i = (int)(game.probex/QUADSIZE +0.05)
-           j = (int)(game.probey/QUADSIZE + 0.05)
-           if game.probec.i != i or game.probec.j != j:
-               game.probec.i = i
-               game.probec.j = j
-               if not VALID_QUADRANT(i, j) or \
-                   game.state.galaxy[game.probec.i][game.probec.j].supernova:
+            if not game.probe.next():
+               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 comunicating():
+                    if communicating():
                        announce()
                        skip(1)
                        proutn(_("Lt. Uhura-  \"The deep space probe "))
-                       if not VALID_QUADRANT(j, i):
-                           proutn(_("has left the galaxy"))
+                       if not game.probe.quadrant().valid_quadrant():
+                           prout(_("has left the galaxy.\""))
                        else:
-                           proutn(_("is no longer transmitting"))
-                       prout(".\"")
+                           prout(_("is no longer transmitting.\""))
                    unschedule(FDSPROB)
                    continue
-                if not communicating():
-                   announce()
+                if communicating():
+                   #announce()
                    skip(1)
-                   proutn(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probec)
-           pdest = game.state.galaxy[game.probec.i][game.probec.j]
-           # Update star chart if Radio is working or have access to radio
+                   prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+           pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
            if communicating():
-               chp = game.state.chart[game.probec.i][game.probec.j]
+               chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
                chp.klingons = pdest.klingons
                chp.starbase = pdest.starbase
                chp.stars = pdest.stars
                pdest.charted = True
-           game.proben -= 1 # One less to travel
-           if game.proben == 0 and game.isarmed and pdest.stars:
-               # lets blow the sucker! 
-               supernova(game.probec)
+           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[game.quadrant.i][game.quadrant.j].supernova: 
+               if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
                    return
        elif evcode == FDISTR: # inhabited system issues distress call 
            unschedule(FDISTR)
@@ -2567,14 +2294,15 @@ def events():
                continue                # full right now 
            # reproduce one Klingon 
            w = ev.quadrant
+            m = coord()
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
-                    for i in range(w.i - 1, w.i + 2):
-                        for j in range(w.j - 1, w.j + 2):
-                            if not VALID_QUADRANT(i, j):
+                    for m.i in range(w.i - 1, w.i + 2):
+                        for m.j in range(w.j - 1, w.j + 2):
+                            if not m.valid_quadrant():
                                 continue
-                            q = game.state.galaxy[w.i][w.j]
+                            q = game.state.galaxy[m.i][m.j]
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
@@ -2582,7 +2310,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.i = i; w.j = j
+                    w = m
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2591,7 +2319,6 @@ def events():
                game.enemies.append(newkling())
            # recompute time left
             game.recompute()
-           # report the disaster if we can 
            if communicating():
                if game.quadrant == w:
                    prout(_("Spock- sensors indicate the Klingons have"))
@@ -2653,13 +2380,6 @@ def wait():
     game.resting = False
     game.optime = 0
 
-# A nova occurs.  It is the result of having a star hit with a
-# photon torpedo, or possibly of a probe warhead going off.
-# Stars that go nova cause stars which surround them to undergo
-# the same probabilistic process.  Klingons next to them are
-# destroyed.  And if the starship is next to it, it gets zapped.
-# If the zap is too much, it gets destroyed.
-        
 def nova(nov):
     "Star goes nova." 
     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
@@ -2669,8 +2389,8 @@ def nova(nov):
        supernova(game.quadrant)
        return
     # handle initial nova 
-    game.quad[nov.i][nov.j] = IHDOT
-    prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
+    game.quad[nov.i][nov.j] = '.'
+    prout(crmena(False, '*', "sector", nov) + _(" novas."))
     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
     game.state.starkl += 1
     # Set up queue to recursively trigger adjacent stars 
@@ -2684,13 +2404,13 @@ def nova(nov):
                 if offset.j==0 and offset.i==0:
                     continue
                 neighbor = start + offset
-                if not VALID_SECTOR(neighbor.j, neighbor.i):
+                if not neighbor.valid_sector():
                     continue
                 iquad = game.quad[neighbor.i][neighbor.j]
                 # Empty space ends reaction
-                if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+                if iquad in ('.', '?', ' ', 'T', '#'):
                     pass
-                elif iquad == IHSTAR: # Affect another star 
+                elif iquad == '*': # Affect another star 
                     if withprob(0.05):
                         # This star supernovas 
                         supernova(game.quadrant)
@@ -2699,33 +2419,33 @@ def nova(nov):
                         hits.append(neighbor)
                        game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
                        game.state.starkl += 1
-                       proutn(crmena(True, IHSTAR, "sector", neighbor))
+                       proutn(crmena(True, '*', "sector", neighbor))
                        prout(_(" novas."))
-                        game.quad[neighbor.i][neighbor.j] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = '.'
                         kount += 1
-                elif iquad in (IHP, IHW): # Destroy planet 
+                elif iquad in ('P', '@'): # Destroy planet 
                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
-                    if iquad == IHP:
+                    if iquad == 'P':
                         game.state.nplankl += 1
                     else:
                         game.state.worldkl += 1
-                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
                     game.iplnet.pclass = "destroyed"
                     game.iplnet = None
                     game.plnet.invalidate()
                     if game.landed:
                         finish(FPNOVA)
                         return
-                    game.quad[neighbor.i][neighbor.j] = IHDOT
-                elif iquad == IHB: # Destroy base 
+                    game.quad[neighbor.i][neighbor.j] = '.'
+                elif iquad == 'B': # Destroy base 
                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
                     game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
                     game.base.invalidate()
                     game.state.basekl += 1
                     newcnd()
-                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
-                    game.quad[neighbor.i][neighbor.j] = IHDOT
-                elif iquad in (IHE, IHF): # Buffet ship 
+                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+                    game.quad[neighbor.i][neighbor.j] = '.'
+                elif iquad in ('E', 'F'): # Buffet ship 
                     prout(_("***Starship buffeted by nova."))
                     if game.shldup:
                         if game.shield >= 2000.0:
@@ -2744,48 +2464,49 @@ def nova(nov):
                         return
                     # add in course nova contributes to kicking starship
                     bump += (game.sector-hits[mm]).sgn()
-                elif iquad == IHK: # kill klingon 
+                elif iquad == 'K': # kill klingon 
                     deadkl(neighbor, iquad, neighbor)
-                elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
+                elif iquad in ('C','S','R'): # Damage/destroy big enemies 
                     for ll in range(len(game.enemies)):
-                        if game.enemies[ll].kloc == neighbor:
+                        if game.enemies[ll].location == neighbor:
                             break
-                    game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
-                    if game.enemies[ll].kpower <= 0.0:
+                    game.enemies[ll].power -= 800.0 # If firepower is lost, die 
+                    if game.enemies[ll].power <= 0.0:
                         deadkl(neighbor, iquad, neighbor)
                         break
                     newc = neighbor + neighbor - hits[mm]
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not VALID_SECTOR(newc.i, newc.j):
+                    if not newc.valid_sector():
                         # can't leave quadrant 
                         skip(1)
                         break
                     iquad1 = game.quad[newc.i][newc.j]
-                    if iquad1 == IHBLANK:
-                        proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
+                    if iquad1 == ' ':
+                        proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
                         skip(1)
                         deadkl(neighbor, iquad, newc)
                         break
-                    if iquad1 != IHDOT:
+                    if iquad1 != '.':
                         # can't move into something else 
                         skip(1)
                         break
                     proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.i][neighbor.j] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = '.'
                     game.quad[newc.i][newc.j] = iquad
                     game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
-    game.dist = kount*0.1
-    game.direc = course[3*(bump.i+1)+bump.j+2]
-    if game.direc == 0.0:
-       game.dist = 0.0
-    if game.dist == 0.0:
+    dist = kount*0.1
+    direc = course[3*(bump.i+1)+bump.j+2]
+    if direc == 0.0:
+       dist = 0.0
+    if dist == 0.0:
        return
-    game.optime = 10.0*game.dist/16.0
+    course = course(bearing=direc, distance=dist)
+    game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(novapush=True)
-    game.optime = 10.0*game.dist/16.0
+    imove(course, noattack=True)
+    game.optime = course.time(warp=4)
     return
        
 def supernova(w):
@@ -2826,7 +2547,7 @@ def supernova(w):
        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]==IHSTAR:
+               if game.quad[ns.i][ns.j]=='*':
                    num -= 1
                    if num==0:
                        break
@@ -2933,7 +2654,7 @@ def selfdestruct():
 
 def kaboom():
     stars()
-    if game.ship==IHE:
+    if game.ship=='E':
        prouts("***")
     prouts(_("********* Entropy of %s maximized *********") % crmshp())
     skip(1)
@@ -2943,8 +2664,8 @@ def kaboom():
        whammo = 25.0 * game.energy
        l=1
        while l <= len(game.enemies):
-           if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
-               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
+           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)
            l += 1
     finish(FDILITHIUM)
                                
@@ -2967,7 +2688,7 @@ def badpoints():
             45.0*game.nhelp +\
             100.0*game.state.basekl +\
             3.0*game.abandoned
-    if game.ship == IHF:
+    if game.ship == 'F':
         badpt += 100.0
     elif game.ship == None:
         badpt += 200.0
@@ -3139,10 +2860,10 @@ def finish(ifin):
        prout(_("You are crushed into extremely dense matter."))
     elif ifin == FCREW:
        prout(_("Your last crew member has died."))
-    if game.ship == IHF:
+    if game.ship == 'F':
        game.ship = None
-    elif game.ship == IHE:
-       game.ship = IHF
+    elif game.ship == 'E':
+       game.ship = 'F'
     game.alive = False
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
        goodies = game.state.remres/game.inresor
@@ -3177,9 +2898,9 @@ def score():
     iwon = 0
     if game.gamewon:
        iwon = 100*game.skill
-    if game.ship == IHE
+    if game.ship == 'E'
        klship = 0
-    elif game.ship == IHF
+    elif game.ship == 'F'
        klship = 1
     else:
        klship = 2
@@ -3302,7 +3023,7 @@ def plaque():
         fp.write(_("Emeritus level\n\n"))
     else:
         fp.write(_(" Cheat level\n\n"))
-    timestring = ctime()
+    timestring = time.ctime()
     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
                     (timestring+4, timestring+20, timestring+11))
     fp.write(_("                                                        Your score:  %d\n\n") % iscore)
@@ -3323,27 +3044,10 @@ message_window    = None
 prompt_window     = None
 curwnd = None
 
-def outro():
-    "Wrap up, either normally or due to signal"
-    if game.options & OPTION_CURSES:
-       #clear()
-       #curs_set(1)
-       #refresh()
-       #resetterm()
-       #echo()
-       curses.endwin()
-       sys.stdout.write('\n')
-    if logfp:
-       logfp.close()
-
 def iostart():
     global stdscr, rows
-    #setlocale(LC_ALL, "")
-    #bindtextdomain(PACKAGE, LOCALEDIR)
-    #textdomain(PACKAGE)
-    if atexit.register(outro):
-       sys.stderr.write("Unable to register outro(), exiting...\n")
-       raise SysExit,1
+    gettext.bindtextdomain("sst", "/usr/local/share/locale")
+    gettext.textdomain("sst")
     if not (game.options & OPTION_CURSES):
        ln_env = os.getenv("LINES")
         if ln_env:
@@ -3353,19 +3057,8 @@ def iostart():
     else:
        stdscr = curses.initscr()
        stdscr.keypad(True)
-       #saveterm()
        curses.nonl()
        curses.cbreak()
-        curses.start_color()
-        curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
-       #noecho()
         global fullscreen_window, srscan_window, report_window, status_window
         global lrscan_window, message_window, prompt_window
         (rows, columns)   = stdscr.getmaxyx()
@@ -3378,24 +3071,23 @@ def iostart():
        prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
        message_window.scrollok(True)
        setwnd(fullscreen_window)
-       textcolor(DEFAULT)
-
-def textcolor(color):
-    "Set text foreground color.  Presently a stub."
-    pass       # FIXME
 
 def ioend():
-    "Wrap up I/O.  Presently a stub."
-    pass
+    "Wrap up I/O."
+    if game.options & OPTION_CURSES:
+        stdscr.keypad(False)
+        curses.echo()
+        curses.nocbreak()
+        curses.endwin()
 
 def waitfor():
     "Wait for user action -- OK to do nothing if on a TTY"
     if game.options & OPTION_CURSES:
-       stsdcr.getch()
+       stdscr.getch()
 
 def announce():
     skip(1)
-    prouts(_("[ANOUNCEMENT ARRIVING...]"))
+    prouts(_("[ANNOUNCEMENT ARRIVING...]"))
     skip(1)
 
 def pause_game():
@@ -3407,7 +3099,7 @@ def pause_game():
     if game.options & OPTION_CURSES:
         drawmaps(0)
         setwnd(prompt_window)
-        prompt_window.wclear()
+        prompt_window.clear()
         prompt_window.addstr(prompt)
         prompt_window.getstr()
         prompt_window.clear()
@@ -3432,7 +3124,10 @@ def skip(i):
                pause_game()
                clrscr()
            else:
-               proutn("\n")
+                try:
+                    curwnd.move(y+1, 0)
+                except curses.error:
+                    pass
        else:
             global linecount
            linecount += 1
@@ -3461,7 +3156,7 @@ def prouts(line):
             time.sleep(0.03)
        proutn(c)
        if game.options & OPTION_CURSES:
-           wrefresh(curwnd)
+           curwnd.refresh()
        else:
            sys.stdout.flush()
     if not replayfp or replayfp.closed:
@@ -3499,8 +3194,8 @@ def setwnd(wnd):
 def clreol():
     "Clear to end of line -- can be a no-op in tty mode" 
     if game.options & OPTION_CURSES:
-        wclrtoeol(curwnd)
-        wrefresh(curwnd)
+        curwnd.clrtoeol()
+        curwnd.refresh()
 
 def clrscr():
     "Clear screen -- can be a no-op in tty mode."
@@ -3511,11 +3206,6 @@ def clrscr():
        curwnd.refresh()
     linecount = 0
     
-def highvideo():
-    "Set highlight video, if this is reasonable."
-    if game.options & OPTION_CURSES:
-       curwnd.attron(curses.A_REVERSE)
 #
 # Things past this point have policy implications.
 # 
@@ -3580,7 +3270,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
        if step == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.i][origin.j],i+1))
+               proutn(_("Track for torpedo number %d-  ") % (i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3592,7 +3282,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
            if i != 0 and step == 1:
                drawmaps(2)
                time.sleep(0.4)
-           if (iquad==IHDOT) or (iquad==IHBLANK):
+           if (iquad=='.') or (iquad==' '):
                put_srscan_sym(w, '+')
                #sound(step*10)
                #time.sleep(0.1)
@@ -3634,180 +3324,151 @@ def prstat(txt, data):
 
 # Code from moving.c begins here
 
-def imove(novapush):
+def imove(course=None, noattack=False):
     "Movement execution for warp, impulse, supernova, and tractor-beam events."
-    w = coord(); final = coord()
-    trbeam = False
+    w = coord()
 
-    def no_quad_change():
-        # No quadrant change -- compute new average enemy distances 
-        game.quad[game.sector.i][game.sector.j] = game.ship
-        if game.enemies:
+    def newquadrant(noattack):
+        # Leaving quadrant -- allow final enemy attack 
+        # Don't do it if being pushed by Nova 
+        if len(game.enemies) != 0 and not noattack:
+            newcnd()
             for enemy in game.enemies:
-                finald = (w-enemy.kloc).distance()
+                finald = (w - enemy.location).distance()
                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
-                enemy.kdist = finald
-            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-            if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            # Stas Sergeev added the condition
+            # that attacks only happen if Klingons
+            # are present and your skill is good.
+            if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 attack(torps_ok=False)
-            for enemy in game.enemies:
-                enemy.kavgd = enemy.kdist
-        newcnd()
-        drawmaps(0)
-        setwnd(message_window)
-    w.i = w.j = 0
+            if game.alldone:
+                return
+        # check for edge of galaxy 
+        kinks = 0
+        while True:
+            kink = False
+            if course.final.i < 0:
+                course.final.i = -course.final.i
+                kink = True
+            if course.final.j < 0:
+                course.final.j = -course.final.j
+                kink = True
+            if course.final.i >= GALSIZE*QUADSIZE:
+                course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+                kink = True
+            if course.final.j >= GALSIZE*QUADSIZE:
+                course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+                kink = True
+            if kink:
+                kinks += 1
+            else:
+                break
+        if kinks:
+            game.nkinks += 1
+            if game.nkinks == 3:
+                # Three strikes -- you're out! 
+                finish(FNEG3)
+                return
+            skip(1)
+            prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+            prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+            prout(_("YOU WILL BE DESTROYED."))
+        # Compute final position in new quadrant 
+        if trbeam: # Don't bother if we are to be beamed 
+            return
+        game.quadrant = course.final.quadrant()
+        game.sector = course.final.sector()
+        skip(1)
+        prout(_("Entering Quadrant %s.") % game.quadrant)
+        game.quad[game.sector.i][game.sector.j] = game.ship
+        newqad()
+        if game.skill>SKILL_NOVICE:
+            attack(torps_ok=False)  
+
+    def check_collision(h):
+        iquad = game.quad[h.i][h.j]
+        if iquad != '.':
+            # object encountered in flight path 
+            stopegy = 50.0*course.distance/game.optime
+            if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
+                for enemy in game.enemies:
+                    if enemy.location == game.sector:
+                        break
+                collision(rammed=False, enemy=enemy)
+                return True
+            elif iquad == ' ':
+                skip(1)
+                prouts(_("***RED ALERT!  RED ALERT!"))
+                skip(1)
+                proutn("***" + crmshp())
+                proutn(_(" pulled into black hole at Sector %s") % h)
+                # Getting pulled into a black hole was certain
+                # death in Almy's original.  Stas Sergeev added a
+                # possibility that you'll get timewarped instead.
+                n=0
+                for m in range(NDEVICES):
+                    if game.damage[m]>0: 
+                        n += 1
+                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
+                    timwrp()
+                else: 
+                    finish(FHOLE)
+                return True
+            else:
+                # something else 
+                skip(1)
+                proutn(crmshp())
+                if iquad == '#':
+                    prout(_(" encounters Tholian web at %s;") % h)
+                else:
+                    prout(_(" blocked by object at %s;") % h)
+                proutn(_("Emergency stop required "))
+                prout(_("%2d units of energy.") % int(stopegy))
+                game.energy -= stopegy
+                if game.energy <= 0:
+                    finish(FNRG)
+                return True
+        return False
+
+    trbeam = False
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
-    angle = ((15.0 - game.direc) * 0.5235988)
-    deltax = -math.sin(angle)
-    deltay = math.cos(angle)
-    if math.fabs(deltax) > math.fabs(deltay):
-       bigger = math.fabs(deltax)
-    else:
-       bigger = math.fabs(deltay)
-    deltay /= bigger
-    deltax /= bigger
     # If tractor beam is to occur, don't move full distance 
     if game.state.date+game.optime >= scheduled(FTBEAM):
        trbeam = True
        game.condition = "red"
-       game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+       course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
-    # Move within the quadrant 
-    game.quad[game.sector.i][game.sector.j] = IHDOT
-    x = game.sector.i
-    y = game.sector.j
-    n = int(10.0*game.dist*bigger+0.5)
-    if n > 0:
-       for m in range(1, n+1):
-            x += deltax
-            y += deltay
-           w.i = int(round(x))
-           w.j = int(round(y))
-           if not VALID_SECTOR(w.i, w.j):
-               # Leaving quadrant -- allow final enemy attack 
-               # Don't do it if being pushed by Nova 
-               if len(game.enemies) != 0 and not novapush:
-                   newcnd()
-                   for enemy in game.enemies:
-                       finald = (w - enemy.kloc).distance()
-                       enemy.kavgd = 0.5 * (finald + enemy.kdist)
-                   #
-                   # Stas Sergeev added the condition
-                   # that attacks only happen if Klingons
-                   # are present and your skill is good.
-                   # 
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-                       attack(torps_ok=False)
-                   if game.alldone:
-                       return
-               # compute final position -- new quadrant and sector 
-               x = (QUADSIZE*game.quadrant.i)+game.sector.i
-               y = (QUADSIZE*game.quadrant.j)+game.sector.j
-               w.i = int(round(x+10.0*game.dist*bigger*deltax))
-               w.j = int(round(y+10.0*game.dist*bigger*deltay))
-               # check for edge of galaxy 
-               kinks = 0
-                while True:
-                   kink = False
-                   if w.i < 0:
-                       w.i = -w.i
-                       kink = True
-                   if w.j < 0:
-                       w.j = -w.j
-                       kink = True
-                   if w.i >= GALSIZE*QUADSIZE:
-                       w.i = (GALSIZE*QUADSIZE*2) - w.i
-                       kink = True
-                   if w.j >= GALSIZE*QUADSIZE:
-                       w.j = (GALSIZE*QUADSIZE*2) - w.j
-                       kink = True
-                   if kink:
-                       kinks += 1
-                    else:
-                        break
-               if kinks:
-                   game.nkinks += 1
-                   if game.nkinks == 3:
-                       # Three strikes -- you're out! 
-                       finish(FNEG3)
-                       return
-                   skip(1)
-                   prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
-                   prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
-                   prout(_("YOU WILL BE DESTROYED."))
-               # Compute final position in new quadrant 
-               if trbeam: # Don't bother if we are to be beamed 
-                   return
-               game.quadrant.i = w.i/QUADSIZE
-               game.quadrant.j = w.j/QUADSIZE
-               game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
-               game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
-               skip(1)
-               prout(_("Entering Quadrant %s.") % game.quadrant)
-               game.quad[game.sector.i][game.sector.j] = game.ship
-               newqad()
-               if game.skill>SKILL_NOVICE:
-                   attack(torps_ok=False)  
-               return
-           iquad = game.quad[w.i][w.j]
-           if iquad != IHDOT:
-               # object encountered in flight path 
-               stopegy = 50.0*game.dist/game.optime
-               game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
-                if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
-                   game.sector = w
-                    for enemy in game.enemies:
-                        if enemy.kloc == game.sector:
-                            break
-                   collision(rammed=False, enemy=enemy)
-                   final = game.sector
-               elif iquad == IHBLANK:
-                   skip(1)
-                   prouts(_("***RED ALERT!  RED ALERT!"))
-                   skip(1)
-                   proutn("***" + crmshp())
-                   proutn(_(" pulled into black hole at Sector %s") % w)
-                   #
-                   # Getting pulled into a black hole was certain
-                   # death in Almy's original.  Stas Sergeev added a
-                   # possibility that you'll get timewarped instead.
-                   # 
-                   n=0
-                   for m in range(NDEVICES):
-                       if game.damage[m]>0: 
-                           n += 1
-                   probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
-                   if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
-                       timwrp()
-                   else: 
-                       finish(FHOLE)
-                   return
-               else:
-                   # something else 
-                   skip(1)
-                   proutn(crmshp())
-                   if iquad == IHWEB:
-                       prout(_(" encounters Tholian web at %s;") % w)
-                   else:
-                       prout(_(" blocked by object at %s;") % w)
-                   proutn(_("Emergency stop required "))
-                   prout(_("%2d units of energy.") % int(stopegy))
-                   game.energy -= stopegy
-                   final.i = int(round(deltax))
-                   final.j = int(round(deltay))
-                   game.sector = final
-                   if game.energy <= 0:
-                       finish(FNRG)
-                       return
-                # We're here!
-               no_quad_change()
-                return
-       game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
-       game.sector = w
-    final = game.sector
-    no_quad_change()
+    # Move out
+    game.quad[game.sector.i][game.sector.j] = '.'
+    for m in range(course.moves):
+        course.next()
+        w = course.sector()
+        if course.origin.quadrant() != course.location.quadrant():
+            newquadrant(noattack)
+            break
+        elif check_collision(w):
+            print "Collision detected"
+            break
+        else:
+            game.sector = w
+    # We're in destination quadrant -- compute new average enemy distances
+    game.quad[game.sector.i][game.sector.j] = game.ship
+    if game.enemies:
+        for enemy in game.enemies:
+            finald = (w-enemy.location).distance()
+            enemy.kavgd = 0.5 * (finald + enemy.kdist)
+            enemy.kdist = finald
+        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            attack(torps_ok=False)
+        for enemy in game.enemies:
+            enemy.kavgd = enemy.kdist
+    newcnd()
+    drawmaps(0)
+    setwnd(message_window)
     return
 
 def dock(verbose):
@@ -3838,16 +3499,16 @@ def dock(verbose):
        prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
        attackreport(False)
        game.iseenit = True
-# This program originally required input in terms of a (clock)
-# direction and distance. Somewhere in history, it was changed to
-# cartesian coordinates. So we need to convert.  Probably
-# "manual" input should still be done this way -- it's a real
-# pain if the computer isn't working! Manual mode is still confusing
-# because it involves giving x and y motions, yet the coordinates
-# are always displayed y - x, where +y is downward!
-
-def getcourse(isprobe, akey):
+
+def cartesian(loc1=None, loc2=None):
+    if loc1 is None:
+        return game.quadrant * QUADSIZE + game.sector
+    elif loc2 is None:
+        return game.quadrant * QUADSIZE + loc1
+    else:
+        return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
     "Get a course and distance from the user."
     key = 0
     dquad = copy.copy(game.quadrant)
@@ -3859,7 +3520,7 @@ def getcourse(isprobe, akey):
        prout(_("Dummy! You can't leave standard orbit until you"))
        proutn(_("are back aboard the ship."))
        scanner.chew()
-       return False
+       raise TrekError
     while navmode == "unspecified":
        if damaged(DNAVSYS):
            if isprobe:
@@ -3870,12 +3531,7 @@ def getcourse(isprobe, akey):
            navmode = "manual"
            key = "IHEOL"
            break
-       if isprobe and akey != -1:
-           # For probe launch, use pre-scanned value first time 
-           key = akey
-           akey = -1
-       else: 
-           key = scanner.next()
+        key = scanner.next()
        if key == "IHEOL":
            proutn(_("Manual or automatic- "))
            iprompt = True
@@ -3892,7 +3548,7 @@ def getcourse(isprobe, akey):
            else:
                huh()
                scanner.chew()
-               return False
+               raise TrekError
        else: # numeric 
            if isprobe:
                prout(_("(Manual navigation assumed.)"))
@@ -3900,6 +3556,7 @@ def getcourse(isprobe, akey):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
+    delta = coord()
     if navmode == "automatic":
        while key == "IHEOL":
            if isprobe:
@@ -3911,12 +3568,12 @@ def getcourse(isprobe, akey):
            key = scanner.next()
        if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        xi = int(round(scanner.real))-1
        key = scanner.next()
        if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        xj = int(round(scanner.real))-1
        key = scanner.next()
        if key == "IHREAL":
@@ -3925,7 +3582,7 @@ def getcourse(isprobe, akey):
            key = scanner.next()
            if key != "IHREAL":
                huh()
-               return False
+               raise TrekError
            xl = int(round(scanner.real))-1
            dquad.i = xi
            dquad.j = xj
@@ -3943,9 +3600,9 @@ def getcourse(isprobe, akey):
                dsect.i = xi
                dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
+       if not dquad.valid_quadrant() or not dsect.valid_sector():
            huh()
-           return False
+           raise TrekError
        skip(1)
        if not isprobe:
            if itemp > "curt":
@@ -3954,9 +3611,8 @@ def getcourse(isprobe, akey):
            else:
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
         # the actual deltas get computed here
-        delta = coord()
-       delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
-       delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
+       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- "))
@@ -3966,27 +3622,66 @@ def getcourse(isprobe, akey):
        itemp = "verbose"
        if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        delta.j = scanner.real
        key = scanner.next()
        if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        delta.i = scanner.real
     # Check for zero movement 
     if delta.i == 0 and delta.j == 0:
        scanner.chew()
-       return False
+       raise TrekError
     if itemp == "verbose" and not isprobe:
        skip(1)
        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
-    # Course actually laid in.
-    game.dist = delta.distance()
-    game.direc = delta.bearing()
-    if game.direc < 0.0:
-       game.direc += 12.0
     scanner.chew()
-    return True
+    return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+    def __init__(self, bearing, distance, origin=None): 
+        self.distance = distance
+        self.bearing = bearing
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = origin
+        # The bearing() code we inherited from FORTRAN is actually computing
+        # clockface directions!
+        if self.bearing < 0.0:
+            self.bearing += 12.0
+        self.angle = ((15.0 - self.bearing) * 0.5235988)
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = cartesian(game.quadrant, origin)
+        self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+        bigger = max(abs(self.increment.i), abs(self.increment.j))
+        self.increment /= bigger
+        self.moves = int(round(10*self.distance*bigger))
+        self.reset()
+        self.final = (self.location + self.moves*self.increment).roundtogrid()
+    def reset(self):
+        self.location = self.origin
+        self.step = 0
+    def arrived(self):
+        return self.location.roundtogrid() == self.final
+    def next(self):
+        "Next step on course."
+        self.step += 1
+        self.nextlocation = self.location + self.increment
+        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+        self.location = self.nextlocation
+        return samequad
+    def quadrant(self):
+        return self.location.quadrant()
+    def sector(self):
+        return self.location.sector()
+    def power(self, warp):
+       return self.distance*(warp**3)*(game.shldup+1)
+    def time(self, warp):
+        return 10.0*self.distance/warp**2
 
 def impulse():
     "Move under impulse power."
@@ -3997,9 +3692,11 @@ def impulse():
        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
        return
     if game.energy > 30.0:
-        if not getcourse(isprobe=False, akey=0):
+        try:
+            course = getcourse(isprobe=False)
+        except TrekError:
            return
-       power = 20.0 + 100.0*game.dist
+       power = 20.0 + 100.0*course.distance
     else:
        power = 30.0
     if power >= game.energy:
@@ -4016,7 +3713,7 @@ def impulse():
        scanner.chew()
        return
     # Make sure enough time is left for the trip 
-    game.optime = game.dist/0.095
+    game.optime = course.dist/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"))
@@ -4024,26 +3721,26 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(novapush=False)
+    imove(course, noattack=False)
     game.ididit = True
     if game.alldone:
        return
-    power = 20.0 + 100.0*game.dist
+    power = 20.0 + 100.0*course.dist
     game.energy -= power
-    game.optime = game.dist/0.095
+    game.optime = course.dist/0.095
     if game.energy <= 0:
        finish(FNRG)
     return
 
-def warp(timewarp):
+def warp(course, involuntary):
     "ove under warp drive."
     blooey = False; twarp = False
-    if not timewarp: # Not WARPX entry 
+    if not involuntary: # Not WARPX entry 
        game.ididit = False
        if game.damage[DWARPEN] > 10.0:
            scanner.chew()
            skip(1)
-           prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+           prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
            return
        if damaged(DWARPEN) and game.warpfac > 4.0:
            scanner.chew()
@@ -4051,18 +3748,22 @@ def warp(timewarp):
            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 not getcourse(isprobe=False, akey=0):
-           return
-       # Make sure starship has enough energy for the trip 
-       power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
-       if power >= game.energy:
+               # Read in course and distance
+        if course==None:
+            try:
+                course = getcourse(isprobe=False)
+            except TrekError:
+                return
+       # Make sure starship has enough energy for the trip
+        # Note: this formula is slightly different from the C version,
+        # and lets you skate a bit closer to the edge.
+       if course.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*power > game.energy:
-               iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+               iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
                if iwarp <= 0:
                    prout(_("We can't do it, Captain. We don't have enough energy."))
                else:
@@ -4074,10 +3775,9 @@ def warp(timewarp):
                        prout(".")
            else:
                prout(_("We haven't the energy to go that far with the shields up."))
-           return
-                                               
+           return                              
        # Make sure enough time is left for the trip 
-       game.optime = 10.0*game.dist/game.warpfac**2
+       game.optime = course.time(game.warpfac)
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4093,12 +3793,12 @@ def warp(timewarp):
     if game.warpfac > 6.0:
        # Decide if engine damage will occur
         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
-       prob = game.dist*(6.0-game.warpfac)**2/66.666666666
+       prob = course.distance*(6.0-game.warpfac)**2/66.666666666
        if prob > randreal():
            blooey = True
-           game.dist = randreal(game.dist)
+           course.distance = randreal(course.distance)
        # Decide if time warp will occur 
-       if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+       if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
@@ -4108,36 +3808,23 @@ def warp(timewarp):
        if blooey or twarp:
            # If time warp or engine damage, check path 
            # If it is obstructed, don't do warp or damage 
-           angle = ((15.0-game.direc)*0.5235998)
-           deltax = -math.sin(angle)
-           deltay = math.cos(angle)
-           if math.fabs(deltax) > math.fabs(deltay):
-               bigger = math.fabs(deltax)
-           else:
-               bigger = math.fabs(deltay)
-           deltax /= bigger
-           deltay /= bigger
-           n = 10.0 * game.dist * bigger +0.5
-           x = game.sector.i
-           y = game.sector.j
-           for l in range(1, n+1):
-               x += deltax
-               ix = x + 0.5
-               y += deltay
-               iy = y +0.5
-               if not VALID_SECTOR(ix, iy):
-                   break
-               if game.quad[ix][iy] != IHDOT:
+            for m in range(course.moves):
+                course.next()
+                w = course.sector()
+                if not w.valid_sector():
+                    break
+               if game.quad[w.i][w.j] != '.':
                    blooey = False
                    twarp = False
+            course.reset()
     # Activate Warp Engines and pay the cost 
-    imove(novapush=False)
+    imove(course, noattack=False)
     if game.alldone:
        return
-    game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+    game.energy -= course.power(game.warpfac)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = 10.0*game.dist/game.warpfac**2
+    game.optime = course.time(game.warpfac)
     if twarp:
        timwrp()
     if blooey:
@@ -4232,7 +3919,6 @@ def atover(igrab):
            prouts(_("   a supernova."))
            skip(2)
        prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
-       skip(1)
        prout(_("safely out of quadrant."))
        if not damaged(DRADIO):
            game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
@@ -4245,15 +3931,13 @@ def atover(igrab):
        game.warpfac = randreal(6.0, 8.0)
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
-       game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
-       distreq = randreal(math.sqrt(2))
-       if distreq < game.dist:
-           game.dist = distreq
-       game.optime = 10.0*game.dist/game.warpfac**2
-       game.direc = randreal(12)       # How dumb! 
+       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(True)
+       warp(bugout, involuntary=True)
        if not game.justin:
            # This is bad news, we didn't leave quadrant. 
            if game.alldone:
@@ -4290,27 +3974,26 @@ def timwrp():
        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==IHE:
+               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(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""))
+           prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
            game.iscraft = "onship"
         # There used to be code to do the actual reconstrction here,
         # but the starchart is now part of the snapshotted galaxy state.
        prout(_("Spock has reconstructed a correct star chart from memory"))
     else:
        # Go forward in time 
-       game.optime = -0.5*game.intime*math.log(randreal())
+       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)
@@ -4324,7 +4007,7 @@ def probe():
     if game.nprobes == 0:
        scanner.chew()
        skip(1)
-       if game.ship == IHE
+       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."))
@@ -4345,7 +4028,6 @@ def probe():
        return
     key = scanner.next()
     if key == "IHEOL":
-       # slow mode, so let Kirk know how many probes there are left
         if game.nprobes == 1:
             prout(_("1 probe left."))
         else:
@@ -4360,44 +4042,18 @@ def probe():
     elif key == "IHEOL":
        proutn(_("Arm NOVAMAX warhead? "))
        game.isarmed = ja()
-    if not getcourse(isprobe=True, akey=key):
-       return
+    elif key == "IHREAL":              # first element of course
+        scanner.push(scanner.token)
+    try:
+        game.probe = getcourse(isprobe=True)
+    except TrekError:
+        return
     game.nprobes -= 1
-    angle = ((15.0 - game.direc) * 0.5235988)
-    game.probeinx = -math.sin(angle)
-    game.probeiny = math.cos(angle)
-    if math.fabs(game.probeinx) > math.fabs(game.probeiny):
-       bigger = math.fabs(game.probeinx)
-    else:
-       bigger = math.fabs(game.probeiny)
-    game.probeiny /= bigger
-    game.probeinx /= bigger
-    game.proben = 10.0*game.dist*bigger +0.5
-    game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
-    game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
-    game.probec = game.quadrant
     schedule(FDSPROB, 0.01) # Time to move one sector
     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
     game.ididit = True
     return
 
-# Here's how the mayday code works:
-# 
-# First, the closest starbase is selected.  If there is a a starbase
-# in your own quadrant, you are in good shape.  This distance takes
-# quadrant distances into account only.
-#
-# A magic number is computed based on the distance which acts as the
-# probability that you will be rematerialized.  You get three tries.
-#
-# When it is determined that you should be able to be rematerialized
-# (i.e., when the probability thing mentioned above comes up
-# positive), you are put into that quadrant (anywhere).  Then, we try
-# to see if there is a spot adjacent to the star- base.  If not, you
-# can't be rematerialized!!!  Otherwise, it drops you there.  It only
-# tries five times to find a spot to drop you.  After that, it's your
-# problem.
-
 def mayday():
     "Yell for help from nearest starbase."
     # There's more than one way to move in this game! 
@@ -4430,13 +4086,13 @@ def mayday():
        game.quadrant = ibq
        newqad()
     # dematerialize starship 
-    game.quad[game.sector.i][game.sector.j]=IHDOT
+    game.quad[game.sector.i][game.sector.j]='.'
     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
            % (game.quadrant, crmshp()))
     game.sector.invalidate()
     for m in range(1, 5+1):
         w = game.base.scatter() 
-       if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
+       if w.valid_sector() and game.quad[w.i][w.j]=='.':
            # found one -- finish up 
             game.sector = w
            break
@@ -4451,52 +4107,30 @@ def mayday():
        elif m == 2: proutn(_("2nd"))
        elif m == 3: proutn(_("3rd"))
        proutn(_(" attempt to re-materialize ") + crmshp())
-       game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
-       textcolor("red")
+       game.quad[ix][iy]=('-','o','O')[m-1]
        warble()
        if randreal() > probf:
            break
        prout(_("fails."))
        curses.delay_output(500)
-       textcolor(None)
     if m > 3:
-       game.quad[ix][iy]=IHQUEST
+       game.quad[ix][iy]='?'
        game.alive = False
        drawmaps(1)
        setwnd(message_window)
        finish(FMATERIALIZE)
        return
     game.quad[ix][iy]=game.ship
-    textcolor("green")
     prout(_("succeeds."))
-    textcolor(None)
     dock(False)
     skip(1)
     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
 
-# Abandon Ship (the BSD-Trek description)
-# 
-# The ship is abandoned.  If your current ship is the Faire
-# Queene, or if your shuttlecraft is dead, you're out of
-# luck.  You need the shuttlecraft in order for the captain
-# (that's you!!) to escape.
-# 
-# Your crew can beam to an inhabited starsystem in the
-# quadrant, if there is one and if the transporter is working.
-# If there is no inhabited starsystem, or if the transporter
-# is out, they are left to die in outer space.
-# 
-# If there are no starbases left, you are captured by the
-# Klingons, who torture you mercilessly.  However, if there
-# is at least one starbase, you are returned to the
-# Federation in a prisoner of war exchange.  Of course, this
-# can't happen unless you have taken some prisoners.
-
 def abandon():
     "Abandon ship."
     scanner.chew()
     if game.condition=="docked":
-       if game.ship!=IHE:
+       if game.ship!='E':
            prout(_("You cannot abandon Ye Faerie Queene."))
            return
     else:
@@ -4554,11 +4188,11 @@ def abandon():
            newqad()
        while True:
            # position next to base by trial and error 
-           game.quad[game.sector.i][game.sector.j] = IHDOT
+           game.quad[game.sector.i][game.sector.j] = '.'
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.i, game.sector.j) and \
-                       game.quad[game.sector.i][game.sector.j] == IHDOT:
+               if game.sector.valid_sector() and \
+                       game.quad[game.sector.i][game.sector.j] == '.':
                     break
            if l < QUADSIZE+1:
                break # found a spot 
@@ -4566,7 +4200,7 @@ def abandon():
            game.sector.j=QUADSIZE/2
            newqad()
     # Get new commission 
-    game.quad[game.sector.i][game.sector.j] = game.ship = IHF
+    game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
     game.state.crew = FULLCREW
     prout(_("Starfleet puts you in command of another ship,"))
     prout(_("the Faerie Queene, which is antiquated but,"))
@@ -4949,7 +4583,7 @@ def deathray():
     game.ididit = False
     skip(1)
     scanner.chew()
-    if game.ship != IHE:
+    if game.ship != 'E':
        prout(_("Ye Faerie Queene has no death ray."))
        return
     if len(game.enemies)==0:
@@ -4985,7 +4619,7 @@ def deathray():
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(2)
        while len(game.enemies) > 0:
-           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
+           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)    
@@ -5033,8 +4667,8 @@ def deathray():
        prout(_(" Mr. Sulu."))
        for i in range(QUADSIZE):
            for j in range(QUADSIZE):
-               if game.quad[i][j] == IHDOT:
-                   game.quad[i][j] = IHQUEST
+               if game.quad[i][j] == '.':
+                   game.quad[i][j] = '?'
        prout(_("  Captain, our quadrant is now infested with"))
        prouts(_(" - - - - - -  *THINGS*."))
        skip(1)
@@ -5108,7 +4742,7 @@ def report():
        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]))
-    if game.ship == IHE:
+    if game.ship == 'E':
        proutn(_("You have "))
        if game.nprobes:
            proutn("%d" % (game.nprobes))
@@ -5153,7 +4787,7 @@ def lrscan(silent):
         if not silent:
             proutn(" ")
         for y in range(game.quadrant.j-1, game.quadrant.j+2):
-           if not VALID_QUADRANT(x, y):
+           if not coord(x, y).valid_quadrant():
                 if not silent:
                     proutn("  -1")
            else:
@@ -5172,7 +4806,6 @@ def damagereport():
     "Damage report."
     jdam = False
     scanner.chew()
-
     for i in range(NDEVICES):
        if damaged(i):
            if not jdam:
@@ -5181,7 +4814,7 @@ def damagereport():
                jdam = True
            prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
                                                game.damage[i]+0.05,
-                                               game.docfac*game.damage[i]+0.005))
+                                               DOCKFAC*game.damage[i]+0.005))
     if not jdam:
        prout(_("All devices functional."))
 
@@ -5236,16 +4869,7 @@ def chart():
 def sectscan(goodScan, i, j):
     "Light up an individual dot in a sector."
     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
-       if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
-           if game.condition   == "red": textcolor("red")
-           elif game.condition == "green": textcolor("green")
-           elif game.condition == "yellow": textcolor("yellow")
-           elif game.condition == "docked": textcolor("cyan")
-           elif game.condition == "dead": textcolor("brown")
-           if game.quad[i][j] != game.ship: 
-               highvideo()
        proutn("%c " % game.quad[i][j])
-       textcolor(None)
     else:
        proutn("- ")
 
@@ -5257,11 +4881,8 @@ def status(req=0):
     if not req or req == 2:
        if game.condition != "docked":
            newcnd()
-        dam = 0
-       for t in range(NDEVICES):
-           if game.damage[t]>0: 
-               dam += 1
-       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+       prstat(_("Condition"), _("%s, %i DAMAGES") % \
+               (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
     if not req or req == 3:
        prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
     if not req or req == 4:
@@ -5294,7 +4915,7 @@ def status(req=0):
        prstat(_("Shields"), s+data)
     if not req or req == 9:
         prstat(_("Klingons Left"), "%d" \
-               % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
+               % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
     if not req or req == 10:
        if game.options & OPTION_WORLDS:
            plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
@@ -5343,7 +4964,7 @@ def srscan():
        for j in range(QUADSIZE):
            sectscan(goodScan, i, j)
        skip(1)
-                       
+               
 def eta():
     "Use computer to get estimated time of arrival for a warp jump."
     w1 = coord(); w2 = coord()
@@ -5379,11 +5000,11 @@ def eta():
            w2.j = 0
        else:
            w2.j=QUADSIZE-1
-    if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
+    if not w1.valid_quadrant() or not w2.valid_sector():
        huh()
        return
-    game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
-               (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
+    dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+               (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
     wfl = False
     if prompt:
        prout(_("Answer \"no\" if you don't know the value:"))
@@ -5394,7 +5015,7 @@ def eta():
            ttime = scanner.real
            if ttime > game.state.date:
                ttime -= game.state.date # Actually a star date
-            twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+            twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
             if ttime <= 1e-10 or twarp > 10:
                prout(_("We'll never make it, sir."))
                scanner.chew()
@@ -5414,8 +5035,8 @@ def eta():
        prout(_("Captain, certainly you can give me one of these."))
     while True:
        scanner.chew()
-       ttime = (10.0*game.dist)/twarp**2
-       tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+       ttime = (10.0*dist)/twarp**2
+       tpower = dist*twarp*twarp*twarp*(game.shldup+1)
        if tpower >= game.energy:
            prout(_("Insufficient energy, sir."))
            if not game.shldup or tpower > game.energy*2.0:
@@ -5480,18 +5101,17 @@ def prelim():
 def freeze(boss):
     "Save game."
     if boss:
-       scanner.token = "emsave.trk"
-    else:
+       scanner.push("emsave.trk")
+    key = scanner.next()
+    if key == "IHEOL":
+        proutn(_("File name: "))
         key = scanner.next()
-       if key == "IHEOL":
-           proutn(_("File name: "))
-           key = scanner.next()
-       if key != "IHALPHA":
-           huh()
-           return
-       scanner.chew()
-        if '.' not in scanner.token:
-           scanner.token += ".trk"
+    if key != "IHALPHA":
+        huh()
+        return
+    scanner.chew()
+    if '.' not in scanner.token:
+        scanner.token += ".trk"
     try:
         fp = open(scanner.token, "wb")
     except IOError:
@@ -5534,11 +5154,11 @@ systnames = (
     _("Tellar Prime (Miracht)"),       # TOS: "Journey to Babel" 
     _("Vulcan (T'Khasi)"),     # many episodes 
     _("Medusa"),               # TOS: "Is There in Truth No Beauty?" 
-    _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD) 
+    _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD) 
     _("Ardana"),               # TOS: "The Cloud Minders" 
     _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" 
     _("Gideon"),               # TOS: "The Mark of Gideon" 
-    _("Aldebaran III"),        # TOS: "The Deadly Years" 
+    _("Aldebaran III"),                # TOS: "The Deadly Years" 
     _("Alpha Majoris I"),      # TOS: "Wolf in the Fold" 
     _("Altair IV"),            # TOS: "Amok Time 
     _("Ariannus"),             # TOS: "Let That Be Your Last Battlefield" 
@@ -5601,7 +5221,7 @@ def setup():
        return # frozen game
     # Prepare the Enterprise
     game.alldone = game.gamewon = game.shldchg = game.shldup = False
-    game.ship = IHE
+    game.ship = 'E'
     game.state.crew = FULLCREW
     game.energy = game.inenrg = 5000.0
     game.shield = game.inshld = 2500.0
@@ -5624,7 +5244,6 @@ def setup():
     game.iscraft = "onship"
     game.landed = False
     game.alive = True
-    game.docfac = 0.25
     # Starchart is functional but we've never seen it
     game.lastchart = FOREVER
     # Put stars in the galaxy
@@ -5790,17 +5409,13 @@ def setup():
 
 def choose():
     "Choose your game type."
-    global thing
     while True:
-       game.tourn = 0
+       game.tourn = game.length = 0
        game.thawed = False
        game.skill = SKILL_NONE
-       game.length = 0
        if not scanner.inqueue: # Can start with command line options 
            proutn(_("Would you like a regular, tournament, or saved game? "))
         scanner.next()
-       if len(scanner.token)==0: # Try again
-           continue
         if scanner.sees("tournament"):
            while scanner.next() == "IHEOL":
                proutn(_("Type in tournament number-"))
@@ -5868,7 +5483,7 @@ def choose():
        # Approximates Tom Almy's version.
        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
        game.options |= OPTION_ALMY
-    elif scanner.sees("fancy"):
+    elif scanner.sees("fancy") or scanner.sees("\n"):
        pass
     elif len(scanner.token):
         proutn(_("What is \"%s\"?") % scanner.token)
@@ -5900,7 +5515,7 @@ def dropin(iquad=None):
     "Drop a feature on a random dot in the current quadrant."
     while True:
         w = randplace(QUADSIZE)
-        if game.quad[w.i][w.j] == IHDOT:
+        if game.quad[w.i][w.j] == '.':
             break
     if iquad is not None:
         game.quad[w.i][w.j] = iquad
@@ -5918,7 +5533,7 @@ def newcnd():
 
 def newkling():
     "Drop new Klingon into current quadrant."
-    return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+    return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
 
 def newqad():
     "Set up a new state of quadrant, for when we enter or re-enter it."
@@ -5927,7 +5542,7 @@ def newqad():
     game.neutz = game.inorbit = game.landed = False
     game.ientesc = game.iseenit = False
     # Create a blank quadrant
-    game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
+    game.quad = fill2d(QUADSIZE, lambda i, j: '.')
     if game.iscate:
        # Attempt to escape Super-commander, so tbeam back!
        game.iscate = False
@@ -5949,28 +5564,28 @@ def newqad():
         for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
                 e = game.enemies[game.klhere-1]
-                game.quad[e.kloc.i][e.kloc.j] = IHC
-                e.kpower = randreal(950,1350) + 50.0*game.skill
+                game.quad[e.location.i][e.location.j] = 'C'
+                e.power = randreal(950,1350) + 50.0*game.skill
                break   
        # If we need a super-commander, promote a Klingon
        if game.quadrant == game.state.kscmdr:
             e = game.enemies[0]
-           game.quad[e.kloc.i][e.kloc.j] = IHS
-           e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
+           game.quad[e.location.i][e.location.j] = 'S'
+           e.power = randreal(1175.0,  1575.0) + 125.0*game.skill
            game.iscate = (game.state.remkl > 1)
     # Put in Romulans if needed
     for i in range(q.romulans):
-        enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+        enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
     # If quadrant needs a starbase, put it in
     if q.starbase:
-       game.base = dropin(IHB)
+       game.base = dropin('B')
     # If quadrant needs a planet, put it in
     if q.planet:
        game.iplnet = q.planet
        if not q.planet.inhabited:
-           game.plnet = dropin(IHP)
+           game.plnet = dropin('P')
        else:
-           game.plnet = dropin(IHW)
+           game.plnet = dropin('@')
     # Check for condition
     newcnd()
     # Check for RNZ
@@ -5985,7 +5600,7 @@ def newqad():
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
     # Put in THING if needed
     if thing == game.quadrant:
-        enemy(type=IHQUEST, loc=dropin(),
+        enemy(type='?', loc=dropin(),
                   power=randreal(6000,6500.0)+250.0*game.skill)
         if not damaged(DSRSENS):
             skip(1)
@@ -6000,37 +5615,37 @@ def newqad():
             while True:
                w.i = withprob(0.5) * (QUADSIZE-1)
                w.j = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.i][w.j] == IHDOT:
+                if game.quad[w.i][w.j] == '.':
                     break
-            game.tholian = enemy(type=IHT, loc=w,
+            game.tholian = enemy(type='T', loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
-           if game.quad[0][0]==IHDOT:
+           if game.quad[0][0]=='.':
                game.quad[0][0] = 'X'
-           if game.quad[0][QUADSIZE-1]==IHDOT:
+           if game.quad[0][QUADSIZE-1]=='.':
                game.quad[0][QUADSIZE-1] = 'X'
-           if game.quad[QUADSIZE-1][0]==IHDOT:
+           if game.quad[QUADSIZE-1][0]=='.':
                game.quad[QUADSIZE-1][0] = 'X'
-           if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+           if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
     # And finally the stars
     for i in range(q.stars):
-       dropin(IHSTAR)
+       dropin('*')
     # Put in a few black holes
     for i in range(1, 3+1):
        if withprob(0.5): 
-           dropin(IHBLANK)
+           dropin(' ')
     # Take out X's in corners if Tholian present
     if game.tholian:
        if game.quad[0][0]=='X':
-           game.quad[0][0] = IHDOT
+           game.quad[0][0] = '.'
        if game.quad[0][QUADSIZE-1]=='X':
-           game.quad[0][QUADSIZE-1] = IHDOT
+           game.quad[0][QUADSIZE-1] = '.'
        if game.quad[QUADSIZE-1][0]=='X':
-           game.quad[QUADSIZE-1][0] = IHDOT
+           game.quad[QUADSIZE-1][0] = '.'
        if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
-           game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
+           game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
 
 def setpassword():
     "Set the self-destruct password."
@@ -6093,12 +5708,14 @@ commands = {
 
 def listCommands():
     "Generate a list of legal commands."
-    proutn(_("LEGAL COMMANDS ARE:"))
-    for (k, key) in enumerate(commands):
+    prout(_("LEGAL COMMANDS ARE:"))
+    emitted = 0
+    for key in commands:
        if not commands[key] or (commands[key] & game.options):
-            if k % 5 == 0:
+            proutn("%-12s " % key)
+            emitted += 1
+            if emitted % 5 == 4:
                 skip(1)
-            proutn("%-12s " % key) 
     skip(1)
 
 def helpme():
@@ -6133,10 +5750,8 @@ def helpme():
             proutn(_("   current directory or to "))
             proutn(SSTDOC)
             prout(".\"")
-            #
             # This used to continue: "You need to find SST.DOC and put 
             # it in the current directory."
-            # 
             return
     while True:
         linebuf = fp.readline()
@@ -6165,8 +5780,7 @@ def makemoves():
        drawmaps(1)
         while True:    # get a command 
            hitme = False
-           game.justin = False
-           game.optime = 0.0
+           game.optime = game.justin = False
            scanner.chew()
            setwnd(prompt_window)
            clrscr()
@@ -6208,7 +5822,7 @@ def makemoves():
            if game.ididit:
                hitme = True
        elif cmd == "MOVE":             # move under warp
-           warp(False)
+           warp(course=None, involuntary=False)
        elif cmd == "SHIELDS":          # shields
            doshield(shraise=False)
            if game.ididit:
@@ -6317,18 +5931,18 @@ def makemoves():
 
 def cramen(type):
     "Emit the name of an enemy or feature." 
-    if   type == IHR: s = _("Romulan")
-    elif type == IHK: s = _("Klingon")
-    elif type == IHC: s = _("Commander")
-    elif type == IHS: s = _("Super-commander")
-    elif type == IHSTAR: s = _("Star")
-    elif type == IHP: s = _("Planet")
-    elif type == IHB: s = _("Starbase")
-    elif type == IHBLANK: s = _("Black hole")
-    elif type == IHT: s = _("Tholian")
-    elif type == IHWEB: s = _("Tholian web")
-    elif type == IHQUEST: s = _("Stranger")
-    elif type == IHW: s = _("Inhabited World")
+    if   type == 'R': s = _("Romulan")
+    elif type == 'K': s = _("Klingon")
+    elif type == 'C': s = _("Commander")
+    elif type == 'S': s = _("Super-commander")
+    elif type == '*': s = _("Star")
+    elif type == 'P': s = _("Planet")
+    elif type == 'B': s = _("Starbase")
+    elif type == ' ': s = _("Black hole")
+    elif type == 'T': s = _("Tholian")
+    elif type == '#': s = _("Tholian web")
+    elif type == '?': s = _("Stranger")
+    elif type == '@': s = _("Inhabited World")
     else: s = "Unknown??"
     return s
 
@@ -6346,7 +5960,7 @@ def crmena(stars, enemy, loctype, w):
 
 def crmshp():
     "Emit our ship name." 
-    return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
+    return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
 
 def stars():
     "Emit a line of stars" 
@@ -6385,10 +5999,10 @@ class sstscanner:
             if not line:
                 continue
             else:
-                self.inqueue = line.lstrip().split() + ["IHEOL"] 
+                self.inqueue = line.lstrip().split() + ["\n"]
         # From here on in it's all looking at the queue
         self.token = self.inqueue.pop(0)
-        if self.token == "IHEOL":
+        if self.token == "\n":
             self.type = "IHEOL"
             return "IHEOL"
         try:
@@ -6412,10 +6026,6 @@ class sstscanner:
         # Demand input for next scan
         self.inqueue = []
         self.real = self.token = None
-    def chew2(self):
-        # return "IHEOL" next time 
-        self.inqueue = ["IHEOL"]
-        self.real = self.token = None
     def sees(self, s):
         # compares s to item and returns true if it matches to the length of s
         return s.startswith(self.token)
@@ -6544,6 +6154,7 @@ def debugme():
        atover(True)
 
 if __name__ == '__main__':
+    import getopt, socket
     try:
         global line, thing, game, idebug
         game = None
@@ -6552,11 +6163,10 @@ if __name__ == '__main__':
         game = gamestate()
         idebug = 0
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
-        # Disable curses mode until the game logic is working.
-        #    if os.getenv("TERM"):
-        #      game.options |= OPTION_CURSES | OPTION_SHOWME
-        #    else:
-        game.options |= OPTION_TTY
+        if os.getenv("TERM"):
+            game.options |= OPTION_CURSES
+        else:
+            game.options |= OPTION_TTY
         seed = int(time.time())
         (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
         for (switch, val) in options:
@@ -6590,12 +6200,15 @@ if __name__ == '__main__':
                 raise SystemExit, 1
         # where to save the input in case of bugs
         try:
-            logfp = open("/usr/tmp/sst-input.log", "w")
+            logfp = open("/tmp/sst-input.log", "w")
         except IOError:
             sys.stderr.write("sst: warning, can't open logfile\n")
+            sys.exit(1)
         if logfp:
             logfp.write("# seed %s\n" % seed)
             logfp.write("# options %s\n" % " ".join(arguments))
+            logfp.write("# recorded by %s@%s on %s\n" % \
+                    (getpass.getuser(),socket.gethostname(),time.ctime()))
         random.seed(seed)
         scanner = sstscanner()
         map(scanner.append, arguments)
@@ -6617,7 +6230,8 @@ if __name__ == '__main__':
                 if game.tourn and game.alldone:
                     proutn(_("Do you want your score recorded?"))
                     if ja() == True:
-                        scanner.chew2()
+                        scanner.chew()
+                        scanner.push("\n")
                         freeze(False)
                 scanner.chew()
                 proutn(_("Do you want to play again? "))
@@ -6629,5 +6243,6 @@ if __name__ == '__main__':
             ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
+        if logfp:
+            logfp.close()
         print ""
-        pass