Restore some display behavior.
[super-star-trek.git] / src / sst.py
index 51ad07b53cdf03fa18d9e7a55bad2bddfbb6c357..33149f30dcd454bec93b83d6f344a993d5121dfd 100644 (file)
@@ -2,10 +2,9 @@
 """
 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.)
+This code is a Python translation of a C translation of a FORTRAN
+original dating back to 1973.  Beautiful Python it is not.  But it
+works.
 
 Dave Matuszek says:
 
@@ -46,11 +45,11 @@ 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.)
+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
@@ -180,13 +179,12 @@ more:
 the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
 and turned off if game type is "plain" or "almy".)
 """
-import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
 
 SSTDOC         = "/usr/share/doc/sst/sst.doc"
 DOC_NAME       = "sst.doc"
 
-# Stub to be replaced
-def _(str): return str
+def _(str): return gettext.gettext(str)
 
 PHASEFAC       = 2.0
 GALSIZE        = 8
@@ -203,10 +201,6 @@ 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',
@@ -227,62 +221,69 @@ IHMATER0 = '-',
 IHMATER1 = 'o',
 IHMATER2 = '0'
 
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
+class TrekError:
+    pass
 
 class coord:
     def __init__(self, x=None, y=None):
-        self.x = x
-        self.y = y
+        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.x = self.y = None
+        self.i = self.j = None
     def is_valid(self):
-        return self.x != None and self.y != None
+        return self.i != None and self.j != None
     def __eq__(self, other):
-        return other != None and self.x == other.x and self.y == other.y
+        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.x+other.x, self.y+other.y)
+        return coord(self.i+other.i, self.j+other.j)
     def __sub__(self, other):
-        return coord(self.x-other.x, self.y-other.y)
+        return coord(self.i-other.i, self.j-other.j)
     def __mul__(self, other):
-        return coord(self.x*other, self.y*other)
+        return coord(self.i*other, self.j*other)
     def __rmul__(self, other):
-        return coord(self.x*other, self.y*other)
+        return coord(self.i*other, self.j*other)
     def __div__(self, other):
-        return coord(self.x/other, self.y/other)
+        return coord(self.i/other, self.j/other)
     def __rdiv__(self, other):
-        return coord(self.x/other, self.y/other)
-    def snaptogrid(self):
-        return coord(int(round(self.x)), int(round(self.y)))
+        return coord(self.i/other, self.j/other)
+    def roundtogrid(self):
+        return coord(int(round(self.i)), int(round(self.j)))
+    def trunctogrid(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.x - other.x)**2 + (self.y - other.y)**2)
+        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.x-other.x, self.y-other.y)
+        return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
     def sgn(self):
         s = coord()
-        if self.x == 0:
-            s.x = 0
+        if self.i == 0:
+            s.i = 0
         else:
-            s.x = self.x / abs(self.x)
-        if self.y == 0:
-            s.y = 0
+            s.i = self.i / abs(self.i)
+        if self.j == 0:
+            s.j = 0
         else:
-            s.y = self.y / abs(self.y)
+            s.j = self.j / abs(self.j)
         return s
     def scatter(self):
         s = coord()
-        s.x = self.x + randrange(-1, 2)
-        s.y = self.y + randrange(-1, 2)
+        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.x == None or self.y == None:
+        if self.i == None or self.j == None:
             return "Nowhere"
-        return "%s - %s" % (self.x+1, self.y+1)
+        return "%s - %s" % (self.i+1, self.j+1)
     __repr__ = __str__
 
 class planet:
@@ -340,9 +341,9 @@ 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:
@@ -430,15 +431,15 @@ class enemy:
         game.enemies.append(self)
     def move(self, loc):
         motion = (loc != self.kloc)
-        if self.kloc.x is not None and self.kloc.y is not None:
+        if self.kloc.i is not None and self.kloc.j is not None:
             if motion:
                 if self.type == IHT:
-                    game.quad[self.kloc.x][self.kloc.y] = IHWEB
+                    game.quad[self.kloc.i][self.kloc.j] = IHWEB
                 else:
-                    game.quad[self.kloc.x][self.kloc.y] = IHDOT
+                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
         if loc:
             self.kloc = copy.copy(loc)
-            game.quad[self.kloc.x][self.kloc.y] = self.type
+            game.quad[self.kloc.i][self.kloc.j] = self.type
             self.kdist = self.kavgd = (game.sector - loc).distance()
         else:
             self.kloc = coord()
@@ -466,7 +467,6 @@ 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)
@@ -509,7 +509,6 @@ 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
@@ -522,17 +521,12 @@ class gamestate:
         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): 
@@ -542,7 +536,7 @@ 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'
@@ -562,8 +556,6 @@ IHMATER0 = '-'
 IHMATER1 = 'o'
 IHMATER2 = '0'
 
-
-# From enumerated type 'FINTYPE'
 FWON = 0
 FDEPLETE = 1
 FLIFESUP = 2
@@ -587,10 +579,6 @@ 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:]))
@@ -614,15 +602,15 @@ def randreal(*args):
 
 def welcoming(iq):
     "Would this quadrant welcome another Klingon?"
-    return VALID_QUADRANT(iq.x,iq.y) and \
-       not game.state.galaxy[iq.x][iq.y].supernova and \
-       game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
+    return iq.valid_quadrant() and \
+       not game.state.galaxy[iq.i][iq.j].supernova and \
+       game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
 
 def tryexit(enemy, look, irun):
     "A bad guy attempts to bug out."
     iq = coord()
-    iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
-    iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
+    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
+    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
     if not welcoming(iq):
        return False;
     if enemy.type == IHR:
@@ -650,8 +638,8 @@ def tryexit(enemy, look, irun):
     if game.condition != "docked":
        newcnd()
     # Handle global matters related to escape 
-    game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
-    game.state.galaxy[iq.x][iq.y].klingons += 1
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+    game.state.galaxy[iq.i][iq.j].klingons += 1
     if enemy.type==IHS:
        game.iscate = False
        game.ientesc = False
@@ -666,7 +654,6 @@ 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.
@@ -704,7 +691,6 @@ 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."
@@ -759,10 +745,7 @@ def movebaddy(enemy):
             else:
                 motion = game.skill
     # calculate preferred number of steps 
-    if motion < 0:
-        nsteps = -motion
-    else:
-        nsteps = motion
+    nsteps = abs(int(motion))
     if motion > 0 and nsteps > mdist:
        nsteps = mdist; # don't overshoot 
     if nsteps > QUADSIZE:
@@ -773,20 +756,11 @@ def movebaddy(enemy):
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
     m = game.sector - enemy.kloc
-    if 2.0 * abs(m.x) < abs(m.y):
-       m.x = 0
-    if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
-       m.y = 0
-    if m.x != 0:
-        if m.x*motion < 0:
-            m.x = -1
-        else:
-            m.x = 1
-    if m.y != 0:
-        if m.y*motion < 0:
-            m.y = -1
-        else:
-            m.y = 1
+    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):
+       m.j = 0
+    m = (motion * m).sgn()
     next = enemy.kloc
     # main move loop 
     for ll in range(nsteps):
@@ -794,44 +768,44 @@ def movebaddy(enemy):
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
        look = next + m
-        if m.x < 0:
-            krawlx = 1
+        if m.i < 0:
+            krawli = 1
         else:
-            krawlx = -1
-        if m.y < 0:
-            krawly = 1
+            krawli = -1
+        if m.j < 0:
+            krawlj = 1
         else:
-            krawly = -1
+            krawlj = -1
        success = False
        attempts = 0; # Settle mysterious hang problem 
        while attempts < 20 and not success:
             attempts += 1
-           if look.x < 0 or look.x >= QUADSIZE:
+           if look.i < 0 or look.i >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawlx == m.x or m.y == 0:
+               if krawli == m.i or m.j == 0:
                    break
-               look.x = next.x + krawlx
-               krawlx = -krawlx
-           elif look.y < 0 or look.y >= QUADSIZE:
+               look.i = next.i + krawli
+               krawli = -krawli
+           elif look.j < 0 or look.j >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawly == m.y or m.x == 0:
+               if krawlj == m.j or m.i == 0:
                    break
-               look.y = next.y + krawly
-               krawly = -krawly
-           elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+               look.j = next.j + krawlj
+               krawlj = -krawlj
+           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
                # See if enemy should ram ship 
-               if game.quad[look.x][look.y] == game.ship and \
+               if game.quad[look.i][look.j] == game.ship and \
                    (enemy.type == IHC or enemy.type == IHS):
                    collision(rammed=True, enemy=enemy)
                    return
-               if krawlx != m.x and m.y != 0:
-                   look.x = next.x + krawlx
-                   krawlx = -krawlx
-               elif krawly != m.y and m.x != 0:
-                   look.y = next.y + krawly
-                   krawly = -krawly
+               if krawli != m.i and m.j != 0:
+                   look.i = next.i + krawli
+                   krawli = -krawli
+               elif krawlj != m.j and m.i != 0:
+                   look.j = next.j + krawlj
+                   krawlj = -krawlj
                else:
                    break; # we have failed 
            else:
@@ -881,13 +855,13 @@ 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.x][game.state.kscmdr.y].klingons -= 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
     game.state.kscmdr = iq
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
     if game.state.kscmdr==game.quadrant:
        # SC has scooted, Remove him from current quadrant 
        game.iscate=False
@@ -908,14 +882,14 @@ def movescom(iq, avoid):
            game.state.planets[i].crystals == "present":
            # destroy the planet 
            game.state.planets[i].pclass = "destroyed"
-           game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
+           game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
            if communicating():
                announce()
                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
                proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
                prout(_("   by the Super-commander.\""))
            break
-    return False; # looks good! 
+    return True; # looks good! 
                        
 def supercommander():
     "Move the Super Commander." 
@@ -929,10 +903,10 @@ def supercommander():
     if not game.iscate and avoid:
        # compute move away from Enterprise 
        idelta = game.state.kscmdr-game.quadrant
-       if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+       if idelta.distance() > 2.0:
            # circulate in space 
-           idelta.x = game.state.kscmdr.y-game.quadrant.y
-           idelta.y = game.quadrant.x-game.state.kscmdr.x
+           idelta.i = game.state.kscmdr.j-game.quadrant.j
+           idelta.j = game.quadrant.i-game.state.kscmdr.i
     else:
        # compute distances to starbases 
        if not game.state.baseq:
@@ -973,32 +947,32 @@ 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.x==0 or idelta.y==0:
+       if idelta.i==0 or idelta.j==0:
            # attempt angle move 
-           if idelta.x != 0:
-               iq.y = game.state.kscmdr.y + 1
-               if movescom(iq, avoid):
-                   iq.y = game.state.kscmdr.y - 1
+           if idelta.i != 0:
+               iq.j = game.state.kscmdr.j + 1
+               if not movescom(iq, avoid):
+                   iq.j = game.state.kscmdr.j - 1
                    movescom(iq, avoid)
-           else:
-               iq.x = game.state.kscmdr.x + 1
-               if movescom(iq, avoid):
-                   iq.x = game.state.kscmdr.x - 1
+           elif idelta.j != 0:
+               iq.i = game.state.kscmdr.i + 1
+               if not movescom(iq, avoid):
+                   iq.i = game.state.kscmdr.i - 1
                    movescom(iq, avoid)
        else:
            # try moving just in x or y 
-           iq.y = game.state.kscmdr.y
-           if movescom(iq, avoid):
-               iq.y = game.state.kscmdr.y + idelta.y
-               iq.x = game.state.kscmdr.x
+           iq.j = game.state.kscmdr.j
+           if not movescom(iq, avoid):
+               iq.j = game.state.kscmdr.j + idelta.j
+               iq.i = game.state.kscmdr.i
                movescom(iq, avoid)
     # check for a base 
     if len(game.state.baseq) == 0:
        unschedule(FSCMOVE)
     else:
-        for (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:
@@ -1029,7 +1003,7 @@ def supercommander():
     if not idebug and \
        (withprob(0.8) or \
         (not communicating()) or \
-        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+        not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
        return
     announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -1041,46 +1015,46 @@ def movetholian():
     if not game.tholian or game.justin:
        return
     id = coord()
-    if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = 0
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = 0
+    if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == 0 and game.tholian.kloc.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:
+       id.i = QUADSIZE-1; id.j = 0
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = 0
     else:
        # something is wrong! 
        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
+    if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
        return
     here = copy.copy(game.tholian.kloc)
     delta = (id - game.tholian.kloc).sgn()
     # move in x axis 
-    while here.x != id.x:
-        here.x += delta.x
-        if game.quad[here.x][here.y]==IHDOT:
+    while here.i != id.i:
+        here.i += delta.i
+        if game.quad[here.i][here.j]==IHDOT:
             game.tholian.move(here)
     # move in y axis 
-    while here.y != id.y:
-        here.y += delta.y
-        if game.quad[here.x][here.y]==IHDOT:
+    while here.j != id.j:
+        here.j += delta.j
+        if game.quad[here.i][here.j]==IHDOT:
             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:
            return
-       if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+       if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
            return
        if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
            return
-       if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+       if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
            return
     # All plugged up -- Tholian splits 
-    game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
+    game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
     dropin(IHBLANK)
     prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
     game.tholian.move(None)
@@ -1096,7 +1070,7 @@ def doshield(shraise):
        action = "SHUP"
     else:
        key = scanner.next()
-       if key == IHALPHA:
+       if key == "IHALPHA":
            if scanner.sees("transfer"):
                action = "NRG"
            else:
@@ -1155,7 +1129,7 @@ def doshield(shraise):
        game.ididit = True
        return
     elif action == "NRG":
-       while scanner.next() != IHREAL:
+       while scanner.next() != "IHREAL":
            scanner.chew()
            proutn(_("Energy to transfer to shields- "))
        scanner.chew()
@@ -1287,77 +1261,75 @@ 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" 
-    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.x), abs(delta.y))
-    delta /= bigger
-    x = origin.x; y = origin.y
-    w = coord(0, 0); jw = coord(0, 0)
     if not damaged(DSRSENS) or game.condition=="docked":
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
+    ac = bearing + 0.25*dispersion     # dispersion is a random variable
+    bullseye = (15.0 - bearing)*0.5235988
+    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
+    bumpto = coord(0, 0)
     # Loop to move a single torpedo 
-    for step in range(1, 15+1):
-       x += delta.x
-       y += delta.y
-       w = coord(x, y).snaptogrid()
-       if not VALID_SECTOR(w.x, w.y):
+    setwnd(message_window)
+    for step in range(1, QUADSIZE*2):
+       track.next()
+        w = track.sector()
+       if not w.valid_sector():
            break
-       iquad=game.quad[w.x][w.y]
+       iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
        if iquad==IHDOT:
            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 
            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)
+           ang = track.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.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+           if not bumpto.valid_sector():
                return hit
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j]==IHBLANK:
                finish(FHOLE)
                return hit
-           if game.quad[jw.x][jw.y]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j]!=IHDOT:
                # can't move into object 
                return hit
-           game.sector = jw
+           game.sector = bumpto
            proutn(crmshp())
-           shoved = True
-       elif iquad in (IHC, IHS): # Hit a commander 
-           if withprob(0.05):
+            game.quad[w.i][w.j]=IHDOT
+            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.kloc).distance()
+            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
+       elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
+           # find the enemy 
+           if iquad in (IHC, IHS) and withprob(0.05):
                prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
                prout(_("   torpedo neutralized."))
                return None
-       elif iquad in (IHR, IHK): # Hit a regular enemy 
-           # find the enemy 
             for enemy in game.enemies:
                if w == enemy.kloc:
                    break
            kp = math.fabs(enemy.kpower)
            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
@@ -1370,48 +1342,50 @@ def torpedo(origin, course, dispersion, number, nburst):
                return None
            proutn(crmena(True, iquad, "sector", w))
            # If enemy damaged but not destroyed, try to displace 
-           ang = angle + 2.5*(randreal()-0.5)
+           ang = track.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.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+            if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j] == IHBLANK:
                prout(_(" buffeted into black hole."))
-               deadkl(w, iquad, jw)
-               return None
-           if game.quad[jw.x][jw.y]!=IHDOT:
-               # can't move into object 
+               deadkl(w, iquad, bumpto)
+           if game.quad[bumpto.i][bumpto.j] != IHDOT:
                prout(_(" damaged but not destroyed."))
-               return None
-           proutn(_(" damaged--"))
-           enemy.kloc = jw
-           shoved = True
-           break
+            else:
+                prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                enemy.kloc = bumpto
+                game.quad[w.i][w.j]=IHDOT
+                game.quad[bumpto.i][bumpto.j]=iquad
+                for enemy in game.enemies:
+                    enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+                game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
        elif iquad == IHB: # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
-           game.quad[w.x][w.y]=IHDOT
+           game.quad[w.i][w.j]=IHDOT
            game.base.invalidate()
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
-           game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+           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 
            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nplankl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
            game.plnet.invalidate()
-           game.quad[w.x][w.y] = IHDOT
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
@@ -1419,11 +1393,11 @@ def torpedo(origin, course, dispersion, number, nburst):
        elif iquad == IHW: # Hit an inhabited world -- very bad! 
            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nworldkl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
            game.plnet.invalidate()
-           game.quad[w.x][w.y] = IHDOT
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
@@ -1467,7 +1441,7 @@ def torpedo(origin, course, dispersion, number, nburst):
                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
-               game.quad[w.x][w.y] = IHDOT
+               game.quad[w.i][w.j] = IHDOT
                deadkl(w, iquad, w)
                game.tholian = None
                return None
@@ -1478,7 +1452,7 @@ def torpedo(origin, course, dispersion, number, nburst):
                return None
            prout(_(" disappears."))
            game.tholian.move(None)
-           game.quad[w.x][w.y] = IHWEB
+           game.quad[w.i][w.j] = IHWEB
            dropin(IHBLANK)
            return None
         else: # Problem!
@@ -1488,16 +1462,6 @@ def torpedo(origin, course, dispersion, number, nburst):
            skip(1)
            return None
        break
-    if curwnd!=message_window:
-       setwnd(message_window)
-    if shoved:
-       game.quad[w.x][w.y]=IHDOT
-       game.quad[jw.x][jw.y]=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;
@@ -1591,8 +1555,8 @@ def attack(torps_ok):
            hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
            enemy.kpower *= 0.75
        else: # Enemy uses photon torpedo 
-           #course2 = (enemy.kloc-game.sector).bearing()
-           course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+           # We should be able to make the bearing() method work here
+           course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
@@ -1604,7 +1568,7 @@ def attack(torps_ok):
            hit = torpedo(enemy.kloc, 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.x][game.quadrant.y].supernova or game.alldone:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
                return # Supernova or finished 
            if hit == None:
                continue
@@ -1684,8 +1648,8 @@ def deadkl(w, type, mv):
     proutn(crmena(True, type, "sector", mv))
     # Decide what kind of enemy it is and update appropriately 
     if type == IHR:
-        # chalk up a Romulan 
-        game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+        # 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:
@@ -1696,8 +1660,8 @@ def deadkl(w, type, mv):
         global thing
         thing = None
     else:
-        # Some type of a Klingon 
-        game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+        # Killed some type of Klingon 
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
         if type == IHC:
             game.state.kcmdr.remove(game.quadrant)
@@ -1729,13 +1693,13 @@ def deadkl(w, type, mv):
 
 def targetcheck(w):
     "Return None if target is invalid, otherwise return a course angle."
-    if not VALID_SECTOR(w.x, w.y):
+    if not w.valid_sector():
        huh()
        return None
     delta = coord()
     # FIXME: C code this was translated from is wacky -- why the sign reversal?
-    delta.y = (w.y - game.sector.y);
-    delta.x = (game.sector.x - w.x);
+    delta.j = (w.j - game.sector.j);
+    delta.i = (game.sector.i - w.i);
     if delta == coord(0, 0):
        skip(1)
        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
@@ -1743,7 +1707,7 @@ def targetcheck(w):
        prout(_("  the Captain's psychological profile.\""))
        scanner.chew()
        return None
-    return 1.90985932*math.atan2(delta.y, delta.x)
+    return delta.bearing()
 
 def photon():
     "Launch photon torpedo."
@@ -1760,15 +1724,15 @@ def photon():
     # First, get torpedo count
     while True:
         scanner.next()
-       if scanner.token == IHALPHA:
+       if scanner.token == "IHALPHA":
            huh()
            return
-       elif scanner.token == IHEOL or not scanner.waiting():
+       elif scanner.token == "IHEOL" or not scanner.waiting():
            prout(_("%d torpedoes left.") % game.torps)
             scanner.chew()
            proutn(_("Number of torpedoes to fire- "))
             continue   # Go back around to get a number
-       else: # key == IHREAL
+       else: # key == "IHREAL"
            n = scanner.int()
            if n <= 0: # abort command 
                scanner.chew()
@@ -1785,24 +1749,24 @@ def photon():
     target = []
     for i in range(n):
        key = scanner.next()
-       if i==0 and key == IHEOL:
+       if i==0 and key == "IHEOL":
            break;      # no coordinate waiting, we will try prompting 
-       if i==1 and key == IHEOL:
+       if i==1 and key == "IHEOL":
            # direct all torpedoes at one target 
            while i < n:
-               target.append(targets[0])
+               target.append(target[0])
                course.append(course[0])
                i += 1
            break
-        scanner.push(key)
+        scanner.push(scanner.token)
         target.append(scanner.getcoord())
         if target[-1] == None:
             return
-        course.append(targetcheck(target[1]))
-        if course[i] == None:
+        course.append(targetcheck(target[-1]))
+        if course[-1] == None:
            return
     scanner.chew()
-    if i == 0:
+    if len(target) == 0:
        # prompt for each one 
        for i in range(n):
            proutn(_("Target sector for torpedo number %d- ") % (i+1))
@@ -1836,7 +1800,7 @@ def photon():
        if game.shldup or game.condition == "docked":
            dispersion *= 1.0 + 0.0001*game.shield
        torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
-       if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+       if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
            return
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
        finish(FWON);
@@ -1911,7 +1875,7 @@ def hittem(hits):
            proutn(_("%d unit hit on ") % int(hit))
        else:
            proutn(_("Very small hit on "))
-       ienm = game.quad[w.x][w.y]
+       ienm = game.quad[w.i][w.j]
        if ienm==IHQUEST:
            thing.angry = True
        proutn(crmena(False, ienm, "sector", w))
@@ -1966,12 +1930,12 @@ def phasers():
     # (That was Tom Almy talking about the C code, I think -- ESR)
     while automode=="NOTSET":
        key=scanner.next()
-       if key == IHALPHA:
+       if key == "IHALPHA":
            if scanner.sees("manual"):
                if len(game.enemies)==0:
                    prout(_("There is no enemy present to select."))
                    scanner.chew()
-                   key = IHEOL
+                   key = "IHEOL"
                    automode="AUTOMATIC"
                else:
                    automode = "MANUAL"
@@ -1989,7 +1953,7 @@ def phasers():
            else:
                huh()
                return
-       elif key == IHREAL:
+       elif key == "IHREAL":
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -1998,7 +1962,7 @@ def phasers():
            else:
                automode = "AUTOMATIC"
        else:
-           # IHEOL 
+           # "IHEOL" 
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -2011,10 +1975,10 @@ def phasers():
     if ifast:
         avail -= 200.0
     if automode == "AUTOMATIC":
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
            key = scanner.next()
-       if key != IHREAL and len(game.enemies) != 0:
+       if key != "IHREAL" and len(game.enemies) != 0:
            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
        irec=0
         while True:
@@ -2027,13 +1991,13 @@ def phasers():
            scanner.chew()
            proutn(_("Units to fire= "))
            key = scanner.next()
-           if key!=IHREAL:
+           if key!="IHREAL":
                return
            rpow = scanner.real
            if rpow > avail:
                proutn(_("Energy available= %.2f") % avail)
                skip(1)
-               key = IHEOL
+               key = "IHEOL"
             if not rpow > avail:
                 break
        if rpow<=0:
@@ -2041,7 +2005,7 @@ def phasers():
            scanner.chew()
            return
         key=scanner.next()
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        if ifast:
            game.energy -= 200; # Go and do it! 
@@ -2080,7 +2044,7 @@ def phasers():
                prout(_("%d expended on empty space.") % int(extra))
     elif automode == "FORCEMAN":
        scanner.chew()
-       key = IHEOL
+       key = "IHEOL"
        if damaged(DCOMPTR):
            prout(_("Battle computer damaged, manual fire only."))
        else:
@@ -2095,7 +2059,7 @@ def phasers():
        rpow = 0.0
         for k in range(len(game.enemies)):
            aim = game.enemies[k].kloc
-           ienm = game.quad[aim.x][aim.y]
+           ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
                skip(1)
@@ -2105,11 +2069,11 @@ def phasers():
                not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
                prout(cramen(ienm) + _(" can't be located without short range scan."))
                scanner.chew()
-               key = IHEOL
+               key = "IHEOL"
                hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
                k += 1
                continue
-           if key == IHEOL:
+           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
@@ -2122,14 +2086,14 @@ def phasers():
                proutn(")  ")
                proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
                key = scanner.next()
-           if key == IHALPHA and scanner.sees("no"):
+           if key == "IHALPHA" and scanner.sees("no"):
                no = True
                key = scanner.next()
                continue
-           if key == IHALPHA:
+           if key == "IHALPHA":
                huh()
                return
-           if key == IHEOL:
+           if key == "IHEOL":
                if k==1: # Let me say I'm baffled by this 
                    msgflag = True
                continue
@@ -2150,7 +2114,7 @@ def phasers():
            # zero energy -- abort 
            scanner.chew()
            return
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        game.energy -= rpow
        scanner.chew()
@@ -2278,8 +2242,8 @@ def events():
         # Not perfect, but will have to do 
         # Handle case where base is in same quadrant as starship 
         if game.battle == game.quadrant:
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
-            game.quad[game.base.x][game.base.y] = IHDOT
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
+            game.quad[game.base.i][game.base.j] = IHDOT
             game.base.invalidate()
             newcnd()
             skip(1)
@@ -2294,9 +2258,9 @@ def events():
                 prout(_("the Klingon Super-Commander"))
             else:
                 prout(_("a Klingon Commander"))
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
         # Remove Starbase from galaxy 
-        game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+        game.state.galaxy[game.battle.i][game.battle.j].starbase = False
         game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
         if game.isatb == 2:
             # reinstate a commander's base attack 
@@ -2323,7 +2287,7 @@ def events():
            else:
                prout("never")
     radio_was_broken = damaged(DRADIO)
-    hold.x = hold.y = 0
+    hold.i = hold.j = 0
     while True:
        # Select earliest extraneous event, evcode==0 if no events 
        evcode = FSPY
@@ -2382,9 +2346,9 @@ def events():
        game.optime -= xtime
        if evcode == FSNOVA: # Supernova 
            announce()
-           supernova(False)
+           supernova(None)
            schedule(FSNOVA, expran(0.5*game.intime))
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                return
        elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
            if game.state.nscrem == 0 or \
@@ -2429,14 +2393,16 @@ def events():
                 for ibq in game.state.baseq:
                    for cmdr in game.state.kcmdr: 
                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
-                           raise "foundit"
-            except "foundit":
-               # no match found -- try later 
-               schedule(FBATTAK, expran(0.3*game.intime))
-               unschedule(FCDBAS)
-               continue
+                           raise ibq
+                else:
+                    # no match found -- try later 
+                    schedule(FBATTAK, expran(0.3*game.intime))
+                    unschedule(FCDBAS)
+                    continue
+            except coord:
+                pass
            # commander + starbase combination found -- launch attack 
-           game.battle = game.state.baseq[j]
+           game.battle = ibq
            schedule(FCDBAS, randreal(1.0, 4.0))
            if game.isatb: # extra time if SC already attacking 
                postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
@@ -2455,7 +2421,7 @@ def events():
        elif evcode == FSCDBAS: # Supercommander destroys base 
            unschedule(FSCDBAS)
            game.isatb = 2
-           if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: 
+           if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
                continue # WAS RETURN! 
            hold = game.battle
            game.battle = game.state.kscmdr
@@ -2464,7 +2430,7 @@ def events():
            if evcode==FCDBAS:
                unschedule(FCDBAS)
                 if not game.state.baseq() \
-                       or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+                       or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
                    game.battle.invalidate()
                     continue
                # find the lucky pair 
@@ -2482,45 +2448,36 @@ 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.x != i or game.probec.y != j:
-               game.probec.x = i
-               game.probec.y = j
-               if not VALID_QUADRANT(i, j) or \
-                   game.state.galaxy[game.probec.x][game.probec.y].supernova:
+            if game.probe.next(grain=QUADSIZE):
+               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.x][game.probec.y]
-           # 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.x][game.probec.y]
+               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(True, game.probec)
+           game.probe.moves -= 1 # One less to travel
+           if game.probe.moves == 0 and game.isarmed and pdest.stars:
+               supernova(game.probe)           # fire in the hole!
                unschedule(FDSPROB)
-               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: 
+               if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
                    return
        elif evcode == FDISTR: # inhabited system issues distress call 
            unschedule(FDISTR)
@@ -2531,7 +2488,7 @@ def events():
                # not already under attack, which is not
                # supernova'ed, and which has some Klingons in it
                w = randplace(GALSIZE)
-               q = game.state.galaxy[w.x][w.y]
+               q = game.state.galaxy[w.i][w.j]
                 if not (game.quadrant == w or q.planet == None or \
                      not q.planet.inhabited or \
                      q.supernova or q.status!="secure" or q.klingons<=0):
@@ -2544,8 +2501,7 @@ def events():
            # got one!!  Schedule its enslavement 
            ev = schedule(FENSLV, expran(game.intime))
            ev.quadrant = w
-           q.status = distressed
-
+           q.status = "distressed"
            # tell the captain about it if we can 
            if communicating():
                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
@@ -2556,7 +2512,7 @@ def events():
        elif evcode == FENSLV:          # starsystem is enslaved 
            ev = unschedule(FENSLV)
            # see if current distress call still active 
-           q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+           q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
            if q.klingons <= 0:
                q.status = "secure"
                continue
@@ -2576,7 +2532,7 @@ def events():
            # explicitly retrieve and restore the x and y.
            ev = schedule(FREPRO, expran(1.0 * game.intime))
            # see if current distress call still active 
-           q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+           q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
            if q.klingons <= 0:
                q.status = "secure"
                continue
@@ -2584,14 +2540,15 @@ 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.x - 1, w.x + 2):
-                        for j in range(w.y - 1, w.y + 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.x][w.y]
+                            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
@@ -2599,7 +2556,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.x = i; w.y = j
+                    w = m
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2608,7 +2565,6 @@ 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"))
@@ -2624,11 +2580,11 @@ def wait():
     game.ididit = False
     while True:
        key = scanner.next()
-       if key  != IHEOL:
+       if key  != "IHEOL":
            break
        proutn(_("How long? "))
     scanner.chew()
-    if key != IHREAL:
+    if key != "IHREAL":
        huh()
        return
     origTime = delay = scanner.real
@@ -2665,30 +2621,23 @@ def wait():
        if origTime-delay >= 9.99 and game.condition == "docked":
            game.damage[DDRAY] = 0.0
        # leave if quadrant supernovas
-        if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+        if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
     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)
     newc = coord(); neighbor = coord(); bump = coord(0, 0)
     if withprob(0.05):
        # Wow! We've supernova'ed 
-       supernova(False, nov)
+       supernova(game.quadrant)
        return
     # handle initial nova 
-    game.quad[nov.x][nov.y] = IHDOT
+    game.quad[nov.i][nov.j] = IHDOT
     prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
-    game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
     game.state.starkl += 1
     # Set up queue to recursively trigger adjacent stars 
     hits = [nov]
@@ -2696,32 +2645,32 @@ def nova(nov):
     while hits:
         offset = coord()
         start = hits.pop()
-        for offset.x in range(-1, 1+1):
-            for offset.y in range(-1, 1+1):
-                if offset.y==0 and offset.x==0:
+        for offset.i in range(-1, 1+1):
+            for offset.j in range(-1, 1+1):
+                if offset.j==0 and offset.i==0:
                     continue
                 neighbor = start + offset
-                if not VALID_SECTOR(neighbor.y, neighbor.x):
+                if not neighbor.valid_sector():
                     continue
-                iquad = game.quad[neighbor.x][neighbor.y]
+                iquad = game.quad[neighbor.i][neighbor.j]
                 # Empty space ends reaction
                 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
                     pass
                 elif iquad == IHSTAR: # Affect another star 
                     if withprob(0.05):
                         # This star supernovas 
-                        supernova(False)
+                        supernova(game.quadrant)
                         return
                     else:
                         hits.append(neighbor)
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+                       game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
                        game.state.starkl += 1
                        proutn(crmena(True, IHSTAR, "sector", neighbor))
                        prout(_(" novas."))
-                        game.quad[neighbor.x][neighbor.y] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = IHDOT
                         kount += 1
                 elif iquad in (IHP, IHW): # Destroy planet 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
                     if iquad == IHP:
                         game.state.nplankl += 1
                     else:
@@ -2733,15 +2682,15 @@ def nova(nov):
                     if game.landed:
                         finish(FPNOVA)
                         return
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
                 elif iquad == IHB: # Destroy base 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+                    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.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
                 elif iquad in (IHE, IHF): # Buffet ship 
                     prout(_("***Starship buffeted by nova."))
                     if game.shldup:
@@ -2773,11 +2722,11 @@ def nova(nov):
                         break
                     newc = neighbor + neighbor - hits[mm]
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not VALID_SECTOR(newc.x, newc.y):
+                    if not newc.valid_sector():
                         # can't leave quadrant 
                         skip(1)
                         break
-                    iquad1 = game.quad[newc.x][newc.y]
+                    iquad1 = game.quad[newc.i][newc.j]
                     if iquad1 == IHBLANK:
                         proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
                         skip(1)
@@ -2788,43 +2737,42 @@ def nova(nov):
                         skip(1)
                         break
                     proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
-                    game.quad[newc.x][newc.y] = iquad
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
+                    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.x+1)+bump.y+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, novapush=True)
+    game.optime = course.time(warp=4)
     return
        
-def supernova(induced, w=None):
+def supernova(w):
     "Star goes supernova."
     num = 0; npdead = 0
-    nq = coord()
     if w != None: 
-       nq = w
+       nq = copy.copy(w)
     else:
+       # Scheduled supernova -- select star at random. 
        stars = 0
-       # Scheduled supernova -- select star 
-       # logic changed here so that we won't favor quadrants in top
-        # left of universe 
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               stars += game.state.galaxy[nq.x][nq.y].stars
+        nq = coord()
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               stars += game.state.galaxy[nq.i][nq.j].stars
        if stars == 0:
            return # nothing to supernova exists 
        num = randrange(stars) + 1
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               num -= game.state.galaxy[nq.x][nq.y].stars
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               num -= game.state.galaxy[nq.i][nq.j].stars
                if num <= 0:
                    break
            if num <=0:
@@ -2842,10 +2790,10 @@ def supernova(induced, w=None):
     else:
        ns = coord()
        # we are in the quadrant! 
-       num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
-       for ns.x in range(QUADSIZE):
-           for ns.y in range(QUADSIZE):
-               if game.quad[ns.x][ns.y]==IHSTAR:
+       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:
                    num -= 1
                    if num==0:
                        break
@@ -2855,18 +2803,18 @@ def supernova(induced, w=None):
        prouts(_("***RED ALERT!  RED ALERT!"))
        skip(1)
        prout(_("***Incipient supernova detected at Sector %s") % ns)
-       if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
+       if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
            proutn(_("Emergency override attempts t"))
            prouts("***************")
            skip(1)
            stars()
            game.alldone = True
-    # destroy any Klingons in supernovaed quadrant 
-    kldead = game.state.galaxy[nq.x][nq.y].klingons
-    game.state.galaxy[nq.x][nq.y].klingons = 0
+    # destroy any Klingons in supernovaed quadrant
+    kldead = game.state.galaxy[nq.i][nq.j].klingons
+    game.state.galaxy[nq.i][nq.j].klingons = 0
     if nq == game.state.kscmdr:
        # did in the Supercommander! 
-       game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0
+       game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
        game.iscate = False
        unschedule(FSCMOVE)
        unschedule(FSCDBAS)
@@ -2878,8 +2826,8 @@ def supernova(induced, w=None):
         unschedule(FTBEAM)
     game.state.remkl -= kldead
     # destroy Romulans and planets in supernovaed quadrant 
-    nrmdead = game.state.galaxy[nq.x][nq.y].romulans
-    game.state.galaxy[nq.x][nq.y].romulans = 0
+    nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+    game.state.galaxy[nq.i][nq.j].romulans = 0
     game.state.nromrem -= nrmdead
     # Destroy planets 
     for loop in range(game.inplan):
@@ -2889,17 +2837,17 @@ def supernova(induced, w=None):
     # Destroy any base in supernovaed quadrant
     game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
     # If starship caused supernova, tally up destruction 
-    if induced:
-       game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
-       game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+    if w != None:
+       game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+       game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
        game.state.nplankl += npdead
     # mark supernova in galaxy and in star chart 
     if game.quadrant == nq or communicating():
-       game.state.galaxy[nq.x][nq.y].supernova = True
+       game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message 
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
        skip(2)
-       if not induced:
+       if w == None:
            prout(_("Lucky you!"))
        proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
        finish(FWON)
@@ -2963,7 +2911,7 @@ def kaboom():
        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.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
+               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
            l += 1
     finish(FDILITHIUM)
                                
@@ -3321,7 +3269,7 @@ 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)
@@ -3342,27 +3290,10 @@ 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:
@@ -3372,19 +3303,8 @@ 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()
@@ -3397,24 +3317,23 @@ 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():
@@ -3426,7 +3345,7 @@ 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()
@@ -3451,7 +3370,10 @@ def skip(i):
                pause_game()
                clrscr()
            else:
-               proutn("\n")
+                try:
+                    curwnd.move(y+1, 0)
+                except curses.error:
+                    pass
        else:
             global linecount
            linecount += 1
@@ -3480,7 +3402,7 @@ 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:
@@ -3518,8 +3440,8 @@ 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."
@@ -3562,7 +3484,7 @@ def drawmaps(mode):
 
 def put_srscan_sym(w, sym):
     "Emit symbol for short-range scan."
-    srscan_window.move(w.x+1, w.y*2+2)
+    srscan_window.move(w.i+1, w.j*2+2)
     srscan_window.addch(sym)
     srscan_window.refresh()
 
@@ -3572,12 +3494,12 @@ def boom(w):
        drawmaps(2)
        setwnd(srscan_window)
        srscan_window.attron(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.x][w.y])
+       put_srscan_sym(w, game.quad[w.i][w.j])
        #sound(500)
        #time.sleep(1.0)
        #nosound()
        srscan_window.attroff(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.x][w.y])
+       put_srscan_sym(w, game.quad[w.i][w.j])
        curses.delay_output(500)
        setwnd(message_window) 
 
@@ -3599,7 +3521,7 @@ 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.x][origin.y],i+1))
+               proutn(_("Track for torpedo number %d-  ") % (i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3653,32 +3575,32 @@ def prstat(txt, data):
 
 # Code from moving.c begins here
 
-def imove(novapush):
+def imove(course=None, novapush=False):
     "Movement execution for warp, impulse, supernova, and tractor-beam events."
     w = coord(); final = coord()
     trbeam = False
 
     def no_quad_change():
         # No quadrant change -- compute new average enemy distances 
-        game.quad[game.sector.x][game.sector.y] = game.ship
+        game.quad[game.sector.i][game.sector.j] = game.ship
         if game.enemies:
             for enemy in game.enemies:
                 finald = (w-enemy.kloc).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.x][game.quadrant.y].supernova:
+            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)
-    w.x = w.y = 0
+    w.i = w.j = 0
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
-    angle = ((15.0 - game.direc) * 0.5235988)
+    angle = ((15.0 - course.bearing) * 0.5235988)
     deltax = -math.sin(angle)
     deltay = math.cos(angle)
     if math.fabs(deltax) > math.fabs(deltay):
@@ -3691,20 +3613,20 @@ def imove(novapush):
     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.x][game.sector.y] = IHDOT
-    x = game.sector.x
-    y = game.sector.y
-    n = int(10.0*game.dist*bigger+0.5)
+    game.quad[game.sector.i][game.sector.j] = IHDOT
+    x = game.sector.i
+    y = game.sector.j
+    n = int(10.0*course.distance*bigger+0.5)
     if n > 0:
        for m in range(1, n+1):
             x += deltax
             y += deltay
-           w.x = int(round(x))
-           w.y = int(round(y))
-           if not VALID_SECTOR(w.x, w.y):
+           w.i = int(round(x))
+           w.j = int(round(y))
+           if not w.valid_sector():
                # Leaving quadrant -- allow final enemy attack 
                # Don't do it if being pushed by Nova 
                if len(game.enemies) != 0 and not novapush:
@@ -3717,30 +3639,30 @@ def imove(novapush):
                    # 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.x][game.quadrant.y].supernova:
+                   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.x)+game.sector.x
-               y = (QUADSIZE*game.quadrant.y)+game.sector.y
-               w.x = int(round(x+10.0*game.dist*bigger*deltax))
-               w.y = int(round(y+10.0*game.dist*bigger*deltay))
+               x = (QUADSIZE*game.quadrant.i)+game.sector.i
+               y = (QUADSIZE*game.quadrant.j)+game.sector.j
+               w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
+               w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
                # check for edge of galaxy 
                kinks = 0
                 while True:
                    kink = False
-                   if w.x < 0:
-                       w.x = -w.x
+                   if w.i < 0:
+                       w.i = -w.i
                        kink = True
-                   if w.y < 0:
-                       w.y = -w.y
+                   if w.j < 0:
+                       w.j = -w.j
                        kink = True
-                   if w.x >= GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2) - w.x
+                   if w.i >= GALSIZE*QUADSIZE:
+                       w.i = (GALSIZE*QUADSIZE*2) - w.i
                        kink = True
-                   if w.y >= GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2) - w.y
+                   if w.j >= GALSIZE*QUADSIZE:
+                       w.j = (GALSIZE*QUADSIZE*2) - w.j
                        kink = True
                    if kink:
                        kinks += 1
@@ -3759,22 +3681,22 @@ def imove(novapush):
                # Compute final position in new quadrant 
                if trbeam: # Don't bother if we are to be beamed 
                    return
-               game.quadrant.x = w.x/QUADSIZE
-               game.quadrant.y = w.y/QUADSIZE
-               game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
-               game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
+               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.x][game.sector.y] = game.ship
+               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.x][w.y]
+           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)
+               stopegy = 50.0*course.dist/game.optime
+               course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
                 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
                    game.sector = w
                     for enemy in game.enemies:
@@ -3788,11 +3710,9 @@ def imove(novapush):
                    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: 
@@ -3814,8 +3734,8 @@ def imove(novapush):
                    proutn(_("Emergency stop required "))
                    prout(_("%2d units of energy.") % int(stopegy))
                    game.energy -= stopegy
-                   final.x = int(round(deltax))
-                   final.y = int(round(deltay))
+                   final.i = int(round(deltax))
+                   final.j = int(round(deltay))
                    game.sector = final
                    if game.energy <= 0:
                        finish(FNRG)
@@ -3823,7 +3743,7 @@ def imove(novapush):
                 # We're here!
                no_quad_change()
                 return
-       game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
+       course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
        game.sector = w
     final = game.sector
     no_quad_change()
@@ -3838,7 +3758,7 @@ def dock(verbose):
     if game.inorbit:
        prout(_("You must first leave standard orbit."))
        return
-    if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+    if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
        prout(crmshp() + _(" not adjacent to base."))
        return
     game.condition = "docked"
@@ -3866,7 +3786,15 @@ def dock(verbose):
 # 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)
@@ -3878,7 +3806,7 @@ 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:
@@ -3887,19 +3815,14 @@ def getcourse(isprobe, akey):
                prout(_("Computer damaged; manual movement only"))
            scanner.chew()
            navmode = "manual"
-           key = IHEOL
+           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()
-       if key == IHEOL:
+        key = scanner.next()
+       if key == "IHEOL":
            proutn(_("Manual or automatic- "))
            iprompt = True
            scanner.chew()
-       elif key == IHALPHA:
+       elif key == "IHALPHA":
             if scanner.sees("manual"):
                navmode = "manual"
                key = scanner.next()
@@ -3911,7 +3834,7 @@ def getcourse(isprobe, akey):
            else:
                huh()
                scanner.chew()
-               return False
+               raise TrekError
        else: # numeric 
            if isprobe:
                prout(_("(Manual navigation assumed.)"))
@@ -3919,8 +3842,9 @@ def getcourse(isprobe, akey):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
+    delta = coord()
     if navmode == "automatic":
-       while key == IHEOL:
+       while key == "IHEOL":
            if isprobe:
                proutn(_("Target quadrant or quadrant&sector- "))
            else:
@@ -3928,43 +3852,43 @@ def getcourse(isprobe, akey):
            scanner.chew()
            iprompt = True
            key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        xi = int(round(scanner.real))-1
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        xj = int(round(scanner.real))-1
        key = scanner.next()
-       if key == IHREAL:
+       if key == "IHREAL":
            # both quadrant and sector specified 
            xk = int(round(scanner.real))-1
            key = scanner.next()
-           if key != IHREAL:
+           if key != "IHREAL":
                huh()
-               return False
+               raise TrekError
            xl = int(round(scanner.real))-1
-           dquad.x = xi
-           dquad.y = xj
-           dsect.y = xk
-           dsect.x = xl
+           dquad.i = xi
+           dquad.j = xj
+           dsect.i = xk
+           dsect.j = xl
        else:
             # only one pair of numbers was specified
            if isprobe:
                # only quadrant specified -- go to center of dest quad 
-               dquad.x = xi
-               dquad.y = xj
-               dsect.y = dsect.x = 4   # preserves 1-origin behavior
+               dquad.i = xi
+               dquad.j = xj
+               dsect.j = dsect.i = 4   # preserves 1-origin behavior
            else:
                 # only sector specified
-               dsect.y = xi
-               dsect.x = xj
+               dsect.i = xi
+               dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
+       if not dquad.valid_quadrant() or not dsect.valid_sector():
            huh()
-           return False
+           raise TrekError
        skip(1)
        if not isprobe:
            if itemp > "curt":
@@ -3973,39 +3897,70 @@ def getcourse(isprobe, akey):
            else:
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
         # the actual deltas get computed here
-        delta = coord()
-       delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
-       delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
+       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:
+       while key == "IHEOL":
            proutn(_("X and Y displacements- "))
            scanner.chew()
            iprompt = True
            key = scanner.next()
        itemp = "verbose"
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
-       delta.y = scanner.real
+           raise TrekError
+       delta.j = scanner.real
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
-       delta.x = scanner.real
+           raise TrekError
+       delta.i = scanner.real
     # Check for zero movement 
-    if delta.x == 0 and delta.y == 0:
+    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
+        # 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.location = cartesian(game.quadrant, game.sector)
+        else:
+            self.location = 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 = 10*self.distance*bigger +0.5
+    def next(self, grain=1):
+        "Next step on course."
+        self.moves -=1
+        self.nextlocation = self.location + self.increment
+        oldloc = (self.location/grain).roundtogrid()
+        newloc = (self.nextlocation/grain).roundtogrid()
+        self.location = self.nextlocation
+        if newloc != oldloc:
+            return True
+        else:
+            return False
+    def quadrant(self):
+        return (self.location / QUADSIZE).roundtogrid()
+    def sector(self):
+        return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE)
+    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."
@@ -4016,9 +3971,11 @@ 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:
@@ -4035,7 +3992,7 @@ 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"))
@@ -4043,26 +4000,26 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(novapush=False)
+    imove(course, novapush=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()
@@ -4070,18 +4027,22 @@ 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:
@@ -4093,10 +4054,9 @@ 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.wfacsq
+       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"))
@@ -4112,12 +4072,12 @@ 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.dist*(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.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
@@ -4127,7 +4087,7 @@ 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)
+           angle = ((15.0-course.bearing)*0.5235998)
            deltax = -math.sin(angle)
            deltay = math.cos(angle)
            if math.fabs(deltax) > math.fabs(deltay):
@@ -4136,27 +4096,27 @@ def warp(timewarp):
                bigger = math.fabs(deltay)
            deltax /= bigger
            deltay /= bigger
-           n = 10.0 * game.dist * bigger +0.5
-           x = game.sector.x
-           y = game.sector.y
+           n = 10.0 * course.distance * 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):
+               if not coord(ix, iy).valid_sector():
                    break
                if game.quad[ix][iy] != IHDOT:
                    blooey = False
                    twarp = False
     # Activate Warp Engines and pay the cost 
-    imove(novapush=False)
+    imove(course, novapush=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.wfacsq
+    game.optime = course.time(game.warpfac)
     if twarp:
        timwrp()
     if blooey:
@@ -4172,12 +4132,12 @@ def setwarp():
     "Change the warp factor."
     while True:
         key=scanner.next()
-        if key != IHEOL:
+        if key != "IHEOL":
             break
        scanner.chew()
        proutn(_("Warp factor- "))
     scanner.chew()
-    if key != IHREAL:
+    if key != "IHREAL":
        huh()
        return
     if game.damage[DWARPEN] > 10.0:
@@ -4195,7 +4155,6 @@ def setwarp():
        return
     oldfac = game.warpfac
     game.warpfac = scanner.real
-    game.wfacsq=game.warpfac*game.warpfac
     if game.warpfac <= oldfac or game.warpfac <= 6.0:
        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
               int(game.warpfac))
@@ -4251,11 +4210,10 @@ def atover(igrab):
            proutn(_("The %s has stopped in a quadrant containing") % crmshp())
            prouts(_("   a supernova."))
            skip(2)
-       prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
-       skip(1)
+       proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
        prout(_("safely out of quadrant."))
        if not damaged(DRADIO):
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
        # Try to use warp engines 
        if damaged(DWARPEN):
            skip(1)
@@ -4263,18 +4221,17 @@ def atover(igrab):
            finish(FSNOVAED)
            return
        game.warpfac = randreal(6.0, 8.0)
-       game.wfacsq = game.warpfac * game.warpfac
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
-       game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+       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.wfacsq
-       game.direc = randreal(12)       # How dumb! 
+           dist = distreq
+        course = course(bearing=randreal(12), distance=dist)   # How dumb!
+       game.optime = course.time()
        game.justin = False
        game.inorbit = False
-       warp(True)
+       warp(course, involuntary=True)
        if not game.justin:
            # This is bad news, we didn't leave quadrant. 
            if game.alldone:
@@ -4284,7 +4241,7 @@ def atover(igrab):
            finish(FSNOVAED)
            return
        # Repeat if another snova
-        if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
        finish(FWON) # Snova killed remaining enemy. 
@@ -4311,7 +4268,6 @@ 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
@@ -4365,8 +4321,7 @@ def probe():
            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
        return
     key = scanner.next()
-    if key == IHEOL:
-       # slow mode, so let Kirk know how many probes there are left
+    if key == "IHEOL":
         if game.nprobes == 1:
             prout(_("1 probe left."))
         else:
@@ -4375,50 +4330,24 @@ def probe():
        if ja() == False:
            return
     game.isarmed = False
-    if key == IHALPHA and scanner.token == "armed":
+    if key == "IHALPHA" and scanner.token == "armed":
        game.isarmed = True
        key = scanner.next()
-    elif key == IHEOL:
+    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.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
-    game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 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! 
@@ -4438,7 +4367,7 @@ def mayday():
        return
     # OK -- call for help from nearest starbase 
     game.nhelp += 1
-    if game.base.x!=0:
+    if game.base.i!=0:
        # There's one in this quadrant 
        ddist = (game.base - game.sector).distance()
     else:
@@ -4451,13 +4380,13 @@ def mayday():
        game.quadrant = ibq
        newqad()
     # dematerialize starship 
-    game.quad[game.sector.x][game.sector.y]=IHDOT
+    game.quad[game.sector.i][game.sector.j]=IHDOT
     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.x,w.y) and game.quad[w.x][w.y]==IHDOT:
+       if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
            # found one -- finish up 
             game.sector = w
            break
@@ -4473,13 +4402,13 @@ def mayday():
        elif m == 3: proutn(_("3rd"))
        proutn(_(" attempt to re-materialize ") + crmshp())
        game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
-       textcolor("red")
+       #textcolor("red")
        warble()
        if randreal() > probf:
            break
        prout(_("fails."))
        curses.delay_output(500)
-       textcolor(None)
+       #textcolor(None)
     if m > 3:
        game.quad[ix][iy]=IHQUEST
        game.alive = False
@@ -4488,31 +4417,13 @@ def mayday():
        finish(FMATERIALIZE)
        return
     game.quad[ix][iy]=game.ship
-    textcolor("green")
+    #textcolor("green")
     prout(_("succeeds."))
-    textcolor(None)
+    #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()
@@ -4548,7 +4459,7 @@ def abandon():
            # Oops! no place to go... 
            finish(FABANDN)
            return
-       q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+       q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
        # Dispose of crew 
        if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
            prout(_("Remainder of ship's complement beam down"))
@@ -4571,23 +4482,23 @@ def abandon():
        # Set up quadrant and position FQ adjacient to base 
        if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
-           game.sector.x = game.sector.y = 5
+           game.sector.i = game.sector.j = 5
            newqad()
        while True:
            # position next to base by trial and error 
-           game.quad[game.sector.x][game.sector.y] = IHDOT
+           game.quad[game.sector.i][game.sector.j] = IHDOT
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.x, game.sector.y) and \
-                       game.quad[game.sector.x][game.sector.y] == IHDOT:
+               if game.sector.valid_sector() and \
+                       game.quad[game.sector.i][game.sector.j] == IHDOT:
                     break
            if l < QUADSIZE+1:
                break # found a spot 
-           game.sector.x=QUADSIZE/2
-           game.sector.y=QUADSIZE/2
+           game.sector.i=QUADSIZE/2
+           game.sector.j=QUADSIZE/2
            newqad()
     # Get new commission 
-    game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+    game.quad[game.sector.i][game.sector.j] = game.ship = IHF
     game.state.crew = FULLCREW
     prout(_("Starfleet puts you in command of another ship,"))
     prout(_("the Faerie Queene, which is antiquated but,"))
@@ -4607,7 +4518,6 @@ def abandon():
     game.lsupres=game.inlsr=3.0
     game.shldup=False
     game.warpfac=5.0
-    game.wfacsq=25.0
     return
 
 # Code from planets.c begins here.
@@ -4616,7 +4526,7 @@ def consumeTime():
     "Abort a lengthy operation if an event interrupts it." 
     game.ididit = True
     events()
-    if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: 
+    if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: 
        return True
     return False
 
@@ -4661,7 +4571,7 @@ def orbit():
     if not game.plnet.is_valid():
         prout("There is no planet in this sector.")
         return
-    if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
+    if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
        prout(crmshp() + _(" not adjacent to planet."))
        skip(1)
        return
@@ -5007,7 +4917,7 @@ 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.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
+           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
            finish(FWON)    
@@ -5171,11 +5081,11 @@ def lrscan(silent):
             prout(_("Starbase's long-range scan"))
     elif not silent:
        prout(_("Long-range scan"))
-    for x in range(game.quadrant.x-1, game.quadrant.x+2):
+    for x in range(game.quadrant.i-1, game.quadrant.i+2):
         if not silent:
             proutn(" ")
-        for y in range(game.quadrant.y-1, game.quadrant.y+2):
-           if not VALID_QUADRANT(x, y):
+        for y in range(game.quadrant.j-1, game.quadrant.j+2):
+           if not coord(x, y).valid_quadrant():
                 if not silent:
                     proutn("  -1")
            else:
@@ -5194,7 +5104,6 @@ def damagereport():
     "Damage report."
     jdam = False
     scanner.chew()
-
     for i in range(NDEVICES):
        if damaged(i):
            if not jdam:
@@ -5234,7 +5143,7 @@ def chart():
     for i in range(GALSIZE):
        proutn("%d |" % (i+1))
        for j in range(GALSIZE):
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
                proutn("<")
            else:
                proutn(" ")
@@ -5247,7 +5156,7 @@ def chart():
            else:
                show = "..."
            proutn(show)
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
                proutn(">")
            else:
                proutn(" ")
@@ -5257,17 +5166,17 @@ def chart():
 
 def sectscan(goodScan, i, j):
     "Light up an individual dot in a sector."
-    if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+    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.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)
+       #textcolor(None)
     else:
        proutn("- ")
 
@@ -5319,7 +5228,7 @@ def status(req=0):
                % (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.x][game.quadrant.y].planet
+           plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
            if plnet and plnet.inhabited:
                prstat(_("Major system"), plnet.name)
            else:
@@ -5330,7 +5239,7 @@ def status(req=0):
 def request():
     "Request specified status data, a historical relic from slow TTYs."
     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
-    while scanner.next() == IHEOL:
+    while scanner.next() == "IHEOL":
        proutn(_("Information desired? "))
     scanner.chew()
     if scanner.token in requests:
@@ -5353,10 +5262,10 @@ def srscan():
     else:
        prout(_("     Short-range scan"))
     if goodScan and not damaged(DRADIO): 
-       game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
-       game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
-       game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+       game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+       game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+       game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
     prout("    1 2 3 4 5 6 7 8 9 10")
     if game.condition != "docked":
        newcnd()
@@ -5365,7 +5274,7 @@ 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()
@@ -5374,49 +5283,49 @@ def eta():
        prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
        skip(1)
        return
-    if scanner.next() != IHREAL:
+    if scanner.next() != "IHREAL":
        prompt = True
        scanner.chew()
        proutn(_("Destination quadrant and/or sector? "))
-       if scanner.next()!=IHREAL:
+       if scanner.next()!="IHREAL":
            huh()
            return
-    w1.y = int(scanner.real-0.5)
-    if scanner.next() != IHREAL:
+    w1.j = int(scanner.real-0.5)
+    if scanner.next() != "IHREAL":
        huh()
        return
-    w1.x = int(scanner.real-0.5)
-    if scanner.next() == IHREAL:
-       w2.y = int(scanner.real-0.5)
-       if scanner.next() != IHREAL:
+    w1.i = int(scanner.real-0.5)
+    if scanner.next() == "IHREAL":
+       w2.j = int(scanner.real-0.5)
+       if scanner.next() != "IHREAL":
            huh()
            return
-       w2.x = int(scanner.real-0.5)
+       w2.i = int(scanner.real-0.5)
     else:
-       if game.quadrant.y>w1.x:
-           w2.x = 0
+       if game.quadrant.j>w1.i:
+           w2.i = 0
        else:
-           w2.x=QUADSIZE-1
-       if game.quadrant.x>w1.y:
-           w2.y = 0
+           w2.i=QUADSIZE-1
+       if game.quadrant.i>w1.j:
+           w2.j = 0
        else:
-           w2.y=QUADSIZE-1
-    if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+           w2.j=QUADSIZE-1
+    if not w1.valid_quadrant() or not w2.valid_sector():
        huh()
        return
-    game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
-               (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**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:"))
     while True:
        scanner.chew()
        proutn(_("Time or arrival date? "))
-       if scanner.next()==IHREAL:
+       if scanner.next()=="IHREAL":
            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()
@@ -5426,7 +5335,7 @@ def eta():
            break
        scanner.chew()
        proutn(_("Warp factor? "))
-       if scanner.next()== IHREAL:
+       if scanner.next()== "IHREAL":
            wfl = True
            twarp = scanner.real
            if twarp<1.0 or twarp > 10.0:
@@ -5437,14 +5346,14 @@ def eta():
     while True:
        scanner.chew()
        ttime = (10.0*game.dist)/twarp**2
-       tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+       tpower = dist*twarp*twarp*twarp*(game.shldup+1)
        if tpower >= game.energy:
            prout(_("Insufficient energy, sir."))
            if not game.shldup or tpower > game.energy*2.0:
                if not wfl:
                    return
                proutn(_("New warp factor to try? "))
-               if scanner.next() == IHREAL:
+               if scanner.next() == "IHREAL":
                    wfl = True
                    twarp = scanner.real
                    if twarp<1.0 or twarp > 10.0:
@@ -5477,7 +5386,7 @@ def eta():
            (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
            prout(_("The starbase there will be destroyed by then."))
        proutn(_("New warp factor to try? "))
-       if scanner.next() == IHREAL:
+       if scanner.next() == "IHREAL":
            wfl = True
            twarp = scanner.real
            if twarp<1.0 or twarp > 10.0:
@@ -5502,18 +5411,17 @@ 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:
@@ -5526,10 +5434,10 @@ def thaw():
     "Retrieve saved game." 
     game.passwd[0] = '\0'
     key = scanner.next()
-    if key == IHEOL:
+    if key == "IHEOL":
        proutn(_("File name: "))
        key = scanner.next()
-    if key != IHALPHA:
+    if key != "IHALPHA":
        huh()
        return True
     scanner.chew()
@@ -5556,11 +5464,11 @@ 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" 
@@ -5622,13 +5530,11 @@ def setup():
     if choose():
        return # frozen game
     # Prepare the Enterprise
-    game.alldone = game.gamewon = False
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
     game.ship = IHE
     game.state.crew = FULLCREW
     game.energy = game.inenrg = 5000.0
     game.shield = game.inshld = 2500.0
-    game.shldchg = False
-    game.shldup = False
     game.inlsr = 4.0
     game.lsupres = 4.0
     game.quadrant = randplace(GALSIZE)
@@ -5636,7 +5542,6 @@ def setup():
     game.torps = game.intorps = 10
     game.nprobes = randrange(2, 5)
     game.warpfac = 5.0
-    game.wfacsq = game.warpfac * game.warpfac
     for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
@@ -5664,7 +5569,7 @@ def setup():
         while True:
             while True:
                 w = randplace(GALSIZE)
-                if not game.state.galaxy[w.x][w.y].starbase:
+                if not game.state.galaxy[w.i][w.j].starbase:
                     break
            contflag = False
             # C version: for (j = i-1; j > 0; j--)
@@ -5683,7 +5588,7 @@ def setup():
             if not contflag:
                 break
        game.state.baseq.append(w)
-       game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
+       game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
     # Position ordinary Klingon Battle Cruisers
     krem = game.inkling
     klumper = 0.25*game.skill*(9.0-game.length)+1.0
@@ -5697,10 +5602,10 @@ def setup():
        krem -= klump
         while True:
             w = randplace(GALSIZE)
-            if not game.state.galaxy[w.x][w.y].supernova and \
-               game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+            if not game.state.galaxy[w.i][w.j].supernova and \
+               game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
                 break
-       game.state.galaxy[w.x][w.y].klingons += int(klump)
+       game.state.galaxy[w.i][w.j].klingons += int(klump)
         if krem <= 0:
             break
     # Position Klingon Commander Ships
@@ -5709,15 +5614,15 @@ def setup():
             w = randplace(GALSIZE)
             if not welcoming(w) or w in game.state.kcmdr:
                 continue
-            if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
+            if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
                 break
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
        game.state.kcmdr.append(w)
     # Locate planets in galaxy
     for i in range(game.inplan):
         while True:
             w = randplace(GALSIZE) 
-            if game.state.galaxy[w.x][w.y].planet == None:
+            if game.state.galaxy[w.i][w.j].planet == None:
                 break
         new = planet()
        new.quadrant = w
@@ -5734,12 +5639,12 @@ def setup():
                 new.crystals = "present"
            new.known = "unknown"
            new.inhabited = False
-       game.state.galaxy[w.x][w.y].planet = new
+       game.state.galaxy[w.i][w.j].planet = new
         game.state.planets.append(new)
     # Locate Romulans
     for i in range(game.state.nromrem):
        w = randplace(GALSIZE)
-       game.state.galaxy[w.x][w.y].romulans += 1
+       game.state.galaxy[w.i][w.j].romulans += 1
     # Place the Super-Commander if needed
     if game.state.nscrem > 0:
         while True:
@@ -5747,7 +5652,7 @@ def setup():
             if welcoming(w):
                 break
        game.state.kscmdr = w
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
     # Initialize times for extraneous events
     schedule(FSNOVA, expran(0.5 * game.intime))
     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
@@ -5824,10 +5729,8 @@ def choose():
        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:
+           while scanner.next() == "IHEOL":
                proutn(_("Type in tournament number-"))
            if scanner.real == 0:
                scanner.chew()
@@ -5853,7 +5756,7 @@ def choose():
        proutn(_("What is \"%s\"?") % scanner.token)
        scanner.chew()
     while game.length==0 or game.skill==SKILL_NONE:
-       if scanner.next() == IHALPHA:
+       if scanner.next() == "IHALPHA":
             if scanner.sees("short"):
                game.length = 1
            elif scanner.sees("medium"):
@@ -5881,7 +5784,7 @@ def choose():
            elif game.skill == SKILL_NONE:
                proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
     # Choose game options -- added by ESR for SST2K
-    if scanner.next() != IHALPHA:
+    if scanner.next() != "IHALPHA":
        scanner.chew()
        proutn(_("Choose your game style (or just press enter): "))
        scanner.next()
@@ -5893,7 +5796,7 @@ 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)
@@ -5925,10 +5828,10 @@ def dropin(iquad=None):
     "Drop a feature on a random dot in the current quadrant."
     while True:
         w = randplace(QUADSIZE)
-        if game.quad[w.x][w.y] == IHDOT:
+        if game.quad[w.i][w.j] == IHDOT:
             break
     if iquad is not None:
-        game.quad[w.x][w.y] = iquad
+        game.quad[w.i][w.j] = iquad
     return w
 
 def newcnd():
@@ -5936,7 +5839,7 @@ def newcnd():
     game.condition = "green"
     if game.energy < 1000.0:
        game.condition = "yellow"
-    if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+    if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
        game.condition = "red"
     if not game.alive:
        game.condition="dead"
@@ -5957,14 +5860,14 @@ def newqad():
        # Attempt to escape Super-commander, so tbeam back!
        game.iscate = False
        game.ientesc = True
-    q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+    q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
     # cope with supernova
     if q.supernova:
        return
     game.klhere = q.klingons
     game.irhere = q.romulans
     # Position Starship
-    game.quad[game.sector.x][game.sector.y] = game.ship
+    game.quad[game.sector.i][game.sector.j] = game.ship
     game.enemies = []
     if q.klingons:
        # Position ordinary Klingons
@@ -5974,13 +5877,13 @@ def newqad():
         for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
                 e = game.enemies[game.klhere-1]
-                game.quad[e.kloc.x][e.kloc.y] = IHC
+                game.quad[e.kloc.i][e.kloc.j] = IHC
                 e.kpower = 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.x][e.kloc.y] = IHS
+           game.quad[e.kloc.i][e.kloc.j] = IHS
            e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
            game.iscate = (game.state.remkl > 1)
     # Put in Romulans if needed
@@ -6023,9 +5926,9 @@ def newqad():
             (game.skill > SKILL_GOOD and withprob(0.08)):
             w = coord()
             while True:
-               w.x = withprob(0.5) * (QUADSIZE-1)
-               w.y = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.x][w.y] == IHDOT:
+               w.i = withprob(0.5) * (QUADSIZE-1)
+               w.j = withprob(0.5) * (QUADSIZE-1)
+                if game.quad[w.i][w.j] == IHDOT:
                     break
             game.tholian = enemy(type=IHT, loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
@@ -6118,30 +6021,32 @@ commands = {
 
 def listCommands():
     "Generate a list of legal commands."
-    proutn(_("LEGAL COMMANDS ARE:"))
-    for (k, key) in enumerate(commands):
-       if not commands[cmd] or (commands[key] & game.options):
-            if k % 5 == 0:
+    prout(_("LEGAL COMMANDS ARE:"))
+    emitted = 0
+    for key in commands:
+       if not commands[key] or (commands[key] & game.options):
+            proutn("%-12s " % key)
+            emitted += 1
+            if emitted % 5 == 4:
                 skip(1)
-            proutn("%-12s " % key) 
     skip(1)
 
 def helpme():
     "Browse on-line help."
     key = scanner.next()
     while True:
-       if key == IHEOL:
+       if key == "IHEOL":
            setwnd(prompt_window)
            proutn(_("Help on what command? "))
            key = scanner.next()
        setwnd(message_window)
-       if key == IHEOL:
+       if key == "IHEOL":
            return
         if scanner.token in commands or scanner.token == "ABBREV":
            break
        skip(1)
        listCommands()
-       key = IHEOL
+       key = "IHEOL"
        scanner.chew()
        skip(1)
     cmd = scanner.token.upper()
@@ -6158,10 +6063,8 @@ 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()
@@ -6196,7 +6099,7 @@ def makemoves():
            setwnd(prompt_window)
            clrscr()
            proutn("COMMAND> ")
-           if scanner.next() == IHEOL:
+           if scanner.next() == "IHEOL":
                if game.options & OPTION_CURSES:
                    makechart()
                continue
@@ -6233,7 +6136,7 @@ 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:
@@ -6323,14 +6226,14 @@ def makemoves():
                events()
                if game.alldone:
                    break       # Events did us in
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                atover(False)
                continue
            if hitme and not game.justin:
                attack(torps_ok=True)
                if game.alldone:
                    break
-               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+               if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                    atover(False)
                    hitme = True
                    continue
@@ -6384,8 +6287,8 @@ def expran(avrage):
 def randplace(size):
     "Choose a random location."
     w = coord()
-    w.x = randrange(size) 
-    w.y = randrange(size)
+    w.i = randrange(size) 
+    w.j = randrange(size)
     return w
 
 class sstscanner:
@@ -6407,40 +6310,36 @@ class sstscanner:
                 clrscr()
             if line == '':
                 return None
-            # Skip leading white space
-            line = line.lstrip()
             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:
-            self.type = IHEOL
-            return IHEOL
+        if self.token == "\n":
+            self.type = "IHEOL"
+            return "IHEOL"
         try:
             self.real = float(self.token)
-            self.type = IHREAL
-            return IHREAL
+            self.type = "IHREAL"
+            return "IHREAL"
         except ValueError:
             pass
         # Treat as alpha
         self.token = self.token.lower()
-        self.type = IHALPHA
+        self.type = "IHALPHA"
         self.real = None
-        return IHALPHA
-    def push(self, tok):
+        return "IHALPHA"
+    def append(self, tok):
         self.inqueue.append(tok)
+    def push(self, tok):
+        self.inqueue.insert(0, tok)
     def waiting(self):
         return self.inqueue
     def chew(self):
         # Demand input for next scan
         self.inqueue = []
         self.real = self.token = None
-    def 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)
@@ -6450,27 +6349,29 @@ class sstscanner:
     def getcoord(self):
         s = coord()
         scanner.next()
-       if scanner.type != IHREAL:
+       if scanner.type != "IHREAL":
            huh()
            return None
-       s.x = scanner.int()-1
+       s.i = scanner.int()-1
         scanner.next()
-       if scanner.type != IHREAL:
+       if scanner.type != "IHREAL":
            huh()
            return None
-       s.y = scanner.int()-1
+       s.j = scanner.int()-1
         return s
+    def __repr__(str):
+        return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
 
 def ja():
     "Yes-or-no confirmation."
     scanner.chew()
     while True:
        scanner.next()
-       scanner.chew()
        if scanner.token == 'y':
            return True
        if scanner.token == 'n':
            return False
+       scanner.chew()
        proutn(_("Please answer with \"y\" or \"n\": "))
 
 def huh():
@@ -6506,7 +6407,7 @@ def debugme():
            proutn("Kill %s?" % device[i])
            scanner.chew()
            key = scanner.next()
-            if key == IHALPHA and scanner.sees("y"):
+            if key == "IHALPHA" and scanner.sees("y"):
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
     if ja() == True:
@@ -6540,33 +6441,34 @@ def debugme():
            if key == 'n':
                unschedule(i)
                scanner.chew()
-           elif key == IHREAL:
+           elif key == "IHREAL":
                ev = schedule(i, scanner.real)
                if i == FENSLV or i == FREPRO:
                    scanner.chew()
                    proutn("In quadrant- ")
                    key = scanner.next()
-                   # IHEOL says to leave coordinates as they are 
-                   if key != IHEOL:
-                       if key != IHREAL:
+                   # "IHEOL" says to leave coordinates as they are 
+                   if key != "IHEOL":
+                       if key != "IHREAL":
                            prout("Event %d canceled, no x coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.x = int(round(scanner.real))
+                       w.i = int(round(scanner.real))
                        key = scanner.next()
-                       if key != IHREAL:
+                       if key != "IHREAL":
                            prout("Event %d canceled, no y coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.y = int(round(scanner.real))
+                       w.j = int(round(scanner.real))
                        ev.quadrant = w
        scanner.chew()
     proutn("Induce supernova here? ")
     if ja() == True:
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
        atover(True)
 
 if __name__ == '__main__':
+    import getopt, socket
     try:
         global line, thing, game, idebug
         game = None
@@ -6575,11 +6477,10 @@ 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:
@@ -6619,9 +6520,11 @@ if __name__ == '__main__':
         if logfp:
             logfp.write("# seed %s\n" % seed)
             logfp.write("# options %s\n" % " ".join(arguments))
+            logfp.write("# recorded by %s@%s on %s\n" % \
+                    (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
         random.seed(seed)
         scanner = sstscanner()
-        map(scanner.push, arguments)
+        map(scanner.append, arguments)
         try:
             iostart()
             while True: # Play a game 
@@ -6640,7 +6543,8 @@ 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? "))
@@ -6652,5 +6556,6 @@ if __name__ == '__main__':
             ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
-        print""
-        pass
+        if logfp:
+            logfp.close()
+        print ""