Navigation is finally subsumed by the course object.
[super-star-trek.git] / src / sst.py
index a032cb7499fc9543ad0bcf6d93fc5cca6ed467b2..3cfffb7209734ef84e10a9c94e4cfb597fc63d42 100644 (file)
+#!/usr/bin/env python
 """
 sst.py =-- Super Star Trek in Python
 
-This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of 1-origin index
-an a lot of parallel arrays where a more modern language would use structures
-or objects.
+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:
+
+SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
+LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
+were in the original non-"super" version of UT FORTRAN Star Trek.
+
+Tholians were not in the original. Dave is dubious about their merits.
+(They are now controlled by OPTION_THOLIAN and turned off if the game
+type is "plain".)
+
+Planets and dilithium crystals were not in the original.  Dave is OK
+with this idea. (It's now controlled by OPTION_PLANETS and turned 
+off if the game type is "plain".)
+
+Dave says the bit about the Galileo getting turned into a
+McDonald's is "consistant with our original vision".  (This has been
+left permanently enabled, as it can only happen if OPTION_PLANETS
+is on.)
+
+Dave also says the Space Thingy should not be preserved across saved
+games, so you can't prove to others that you've seen it.  He says it
+shouldn't fire back, either.  It should do nothing except scream and
+disappear when hit by photon torpedos.  It's OK that it may move
+when attacked, but it didn't in the original.  (Whether the Thingy
+can fire back is now controlled by OPTION_THINGY and turned off if the
+game type is "plain" or "almy".  The no-save behavior has been restored.)
+
+The Faerie Queen, black holes, and time warping were in the original.
+
+Here are Tom Almy's changes:
+
+In early 1997, I got the bright idea to look for references to
+"Super Star Trek" on the World Wide Web. There weren't many hits,
+but there was one that came up with 1979 Fortran sources! This
+version had a few additional features that mine didn't have,
+however mine had some feature it didn't have. So I merged its
+features that I liked. I also took a peek at the DECUS version (a
+port, less sources, to the PDP-10), and some other variations.
+
+1, Compared to the original UT version, I've changed the "help"
+command to "call" and the "terminate" command to "quit" to better
+match user expectations. The DECUS version apparently made those
+changes as well as changing "freeze" to "save". However I like
+"freeze".  (Both "freeze" and "save" work in SST2K.)
+
+2. The experimental deathray originally had only a 5% chance of
+success, but could be used repeatedly. I guess after a couple
+years of use, it was less "experimental" because the 1979
+version had a 70% success rate. However it was prone to breaking
+after use. I upgraded the deathray, but kept the original set of
+failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
+and turned off if game type is "plain".)
+
+3. The 1979 version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then realized
+the base would have a subspace radio as well -- doing a Chart when docked
+updates the star chart, and all radio reports will be heard. The Dock
+command will also give a report if a base is under attack.
+
+4. Tholian Web from the 1979 version.  (Now controlled by
+OPTION_THOLIAN and turned off if game type is "plain".)
+
+5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
+and turned off if game type is "plain".)
+
+6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
+This code could use improvement. (Now controlled by OPTION_MVBADDY
+and turned off if game type is "plain".)
+
+7. The deep-space probe feature from the DECUS version.  (Now controlled
+by OPTION_PROBE and turned off if game type is "plain").
+
+8. 'emexit' command from the 1979 version.
+
+9. Bugfix: Klingon commander movements are no longer reported if long-range 
+sensors are damaged.
+
+10. Bugfix: Better base positioning at startup (more spread out).
+That made sense to add because most people abort games with 
+bad base placement.
+
+In June 2002, I fixed two known bugs and a documentation typo.
+In June 2004 I fixed a number of bugs involving: 1) parsing invalid
+numbers, 2) manual phasers when SR scan is damaged and commander is
+present, 3) time warping into the future, 4) hang when moving
+klingons in crowded quadrants.  (These fixes are in SST2K.)
+
+Here are Stas Sergeev's changes:
+
+1. The Space Thingy can be shoved, if you ram it, and can fire back if 
+fired upon. (Now controlled by OPTION_THINGY and turned off if game 
+type is "plain" or "almy".)
+
+2. When you are docked, base covers you with an almost invincible shield. 
+(A commander can still ram you, or a Romulan can destroy the base,
+or a SCom can even succeed with direct attack IIRC, but this rarely 
+happens.)  (Now controlled by OPTION_BASE and turned off if game 
+type is "plain" or "almy".)
+
+3. Ramming a black hole is no longer instant death.  There is a
+chance you might get timewarped instead. (Now controlled by 
+OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
+
+4. The Tholian can be hit with phasers.
+
+5. SCom can't escape from you if no more enemies remain 
+(without this, chasing SCom can take an eternity).
+
+6. Probe target you enter is now the destination quadrant. Before I don't 
+remember what it was, but it was something I had difficulty using.
+
+7. Secret password is now autogenerated.
+
+8. "Plaque" is adjusted for A4 paper :-)
+
+9. Phasers now tells you how much energy needed, but only if the computer 
+is alive.
+
+10. Planets are auto-scanned when you enter the quadrant.
+
+11. Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+12. "freeze" command reverts to "save", most people will understand this
+better anyway. (SST2K recognizes both.)
+
+13. Screen-oriented interface, with sensor scans always up.  (SST2K
+supports both screen-oriented and TTY modes.)
+
+Eric Raymond's changes:
+
+Mainly, I translated this C code out of FORTRAN into C -- created #defines
+for a lot of magic numbers and refactored the heck out of it.
+
+1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
+
+2. Status report now indicates when dilithium crystals are on board.
+
+3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
+
+4. Added game option selection so you can play a close (but not bug-for-
+bug identical) approximation of older versions.
+
+5. Half the quadrants now have inhabited planets, from which one 
+cannot mine dilithium (there will still be the same additional number
+of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
+There is BSD-Trek-like logic for Klingons to attack and enslave 
+inhabited worlds, producing more ships (only is skill is 'good' or 
+better). (Controlled by OPTION_WORLDS and turned off if game 
+type is "plain" or "almy".)
+
+6. User input is now logged so we can do regression testing.
+
+7. More BSD-Trek features: You can now lose if your entire crew
+dies in battle.  When abandoning ship in a game with inhabited
+worlds enabled, they must have one in the quadrant to beam down
+to; otherwise they die in space and this counts heavily against
+your score.  Docking at a starbase replenishes your crew.
+
+8. Still more BSD-Trek: we now have a weighted damage table.
+Also, the nav subsystem (enabling automatic course
+setting) can be damaged separately from the main computer (which
+handles weapons targeting, ETA calculation, and self-destruct).
+
+After these features were added, I translated this into Python and added
+more:
+
+9. A long-range scan is done silently whenever you call CHART; thus
+the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
+and turned off if game type is "plain" or "almy".)
 """
-import os, sys, math, curses, time, atexit, readline
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
 
-SSTDOC = "/usr/share/doc/sst/sst.doc"
+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
@@ -19,20 +192,14 @@ NINHAB     = (GALSIZE * GALSIZE / 2)
 MAXUNINHAB     = 10
 PLNETMAX       = (NINHAB + MAXUNINHAB)
 QUADSIZE       = 10
+BASEMIN                = 2
 BASEMAX        = (GALSIZE * GALSIZE / 12)
 MAXKLGAME      = 127
 MAXKLQUAD      = 9
 FULLCREW       = 428   # BSD Trek was 387, that's wrong 
 FOREVER        = 1e30
-
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y):      return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y):        return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
-
-def square(i):         return ((i)*(i))
-def distance(c1, c2):  return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
-def invalidate(w):     w.x = w.y = 0
-def is_valid(w):       return (w.x != 0 and w.y != 0)
+MAXBURST       = 3
+MINCMDR        = 10
 
 # How to represent features
 IHR = 'R',
@@ -54,93 +221,133 @@ IHMATER0 = '-',
 IHMATER1 = 'o',
 IHMATER2 = '0'
 
+class TrekError:
+    pass
+
 class coord:
-    def __init(self, x=None, y=None):
-        self.x = x
-        self.y = y
+    def __init__(self, x=None, y=None):
+        self.i = x
+        self.j = y
+    def valid_quadrant(self):
+        return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+    def valid_sector(self):
+       return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
     def invalidate(self):
-        self.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 self.x == other.y and self.x == 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+self.x, self.y+self.y)
+        return coord(self.i+other.i, self.j+other.j)
     def __sub__(self, other):
-        return coord(self.x-self.x, self.y-self.y)
-    def distance(self, other):
-        return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
+        return coord(self.i-other.i, self.j-other.j)
+    def __mul__(self, other):
+        return coord(self.i*other, self.j*other)
+    def __rmul__(self, other):
+        return coord(self.i*other, self.j*other)
+    def __div__(self, other):
+        return coord(self.i/other, self.j/other)
+    def __mod__(self, other):
+        return coord(self.i % other, self.j % other)
+    def __rdiv__(self, other):
+        return coord(self.i/other, self.j/other)
+    def roundtogrid(self):
+        return coord(int(round(self.i)), int(round(self.j)))
+    def distance(self, other=None):
+        if not other: other = coord(0, 0)
+        return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
+    def bearing(self, other=None):
+        if not other: other = coord(0, 0)
+        return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
     def sgn(self):
-        return coord(self.x / abs(x), self.y / abs(y));
-    def __hash__(self):
-        return hash((x, y))
+        s = coord()
+        if self.i == 0:
+            s.i = 0
+        else:
+            s.i = self.i / abs(self.i)
+        if self.j == 0:
+            s.j = 0
+        else:
+            s.j = self.j / abs(self.j)
+        return s
+    def quadrant(self):
+        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+        return self.roundtogrid() / QUADSIZE
+    def sector(self):
+        return self.roundtogrid() % QUADSIZE
+    def scatter(self):
+        s = coord()
+        s.i = self.i + randrange(-1, 2)
+        s.j = self.j + randrange(-1, 2)
+        return s
     def __str__(self):
-        return "%d - %d" % (self.x, self.y)
+        if self.i == None or self.j == None:
+            return "Nowhere"
+        return "%s - %s" % (self.i+1, self.j+1)
+    __repr__ = __str__
 
 class planet:
-    def __init(self):
+    def __init__(self):
         self.name = None       # string-valued if inhabited
-        self.w = coord()       # quadrant located
+        self.quadrant = coord()        # quadrant located
         self.pclass = None     # could be ""M", "N", "O", or "destroyed"
-        self.crystals = None   # could be "mined", "present", "absent"
-        self.known = None      # could be "unknown", "known", "shuttle_down"
+        self.crystals = "absent"# could be "mined", "present", "absent"
+        self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+        self.inhabited = False # is it inhabites?
     def __str__(self):
         return self.name
 
-NOPLANET = None
 class quadrant:
-    def __init(self):
-        self.stars = None
+    def __init__(self):
+        self.stars = 0
         self.planet = None
-       self.starbase = None
-       self.klingons = None
-       self.romulans = None
-       self.supernova = None
-       self.charted = None
-        self.status = None     # Could be "secure", "distressed", "enslaved"
+       self.starbase = False
+       self.klingons = 0
+       self.romulans = 0
+       self.supernova = False
+       self.charted = False
+        self.status = "secure" # Could be "secure", "distressed", "enslaved"
 
 class page:
-    def __init(self):
+    def __init__(self):
        self.stars = None
        self.starbase = None
        self.klingons = None
 
+def fill2d(size, fillfun):
+    "Fill an empty list in 2D."
+    lst = []
+    for i in range(size):
+        lst.append([]) 
+        for j in range(size):
+            lst[i].append(fillfun(i, j))
+    return lst
+
 class snapshot:
-    def __init(self):
+    def __init__(self):
         self.snap = False      # snapshot taken
-        self.crew = None       # crew complement
-       self.remkl = None       # remaining klingons
-       self.remcom = None      # remaining commanders
-       self.nscrem = None      # remaining super commanders
-       self.rembase = None     # remaining bases
-       self.starkl = None      # destroyed stars
-       self.basekl = None      # destroyed bases
-       self.nromrem = None     # Romulans remaining
-       self.nplankl = None     # destroyed uninhabited planets
-       self.nworldkl = None    # destroyed inhabited planets
+        self.crew = 0          # crew complement
+       self.remkl = 0          # remaining klingons
+       self.nscrem = 0         # remaining super commanders
+       self.starkl = 0         # destroyed stars
+       self.basekl = 0         # destroyed bases
+       self.nromrem = 0        # Romulans remaining
+       self.nplankl = 0        # destroyed uninhabited planets
+       self.nworldkl = 0       # destroyed inhabited planets
         self.planets = []      # Planet information
-        for i in range(PLNETMAX):
-            self.planets.append(planet())
-        self.date = None       # stardate
-       self.remres = None      # remaining resources
-       self.remtime = None     # remaining time
+        self.date = 0.0        # stardate
+       self.remres = 0         # remaining resources
+       self.remtime = 0        # remaining time
         self.baseq = []        # Base quadrant coordinates
-        for i in range(BASEMAX+1):
-            self.baseq.append(coord())
         self.kcmdr = []        # Commander quadrant coordinates
-        for i in range(QUADSIZE+1):
-            self.kcmdr.append(coord())
        self.kscmdr = coord()   # Supercommander quadrant coordinates
-        self.galaxy = []       # The Galaxy (subscript 0 not used)
-        for i in range(GALSIZE+1):
-            self.chart.append([])
-            for j in range(GALSIZE+1):
-                self.galaxy[i].append(quadrant())
-       self.chart = []         # the starchart (subscript 0 not used)
-        for i in range(GALSIZE+1):
-            self.chart.append([])
-            for j in range(GALSIZE+1):
-                self.chart[i].append(page())
+        # the galaxy
+        self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+        # the starchart
+       self.chart = fill2d(GALSIZE, lambda i, j: page())
 
 class event:
     def __init__(self):
@@ -153,15 +360,16 @@ OPTION_TTY        = 0x00000001    # old interface
 OPTION_CURSES  = 0x00000002    # new interface 
 OPTION_IOMODES = 0x00000003    # cover both interfaces 
 OPTION_PLANETS = 0x00000004    # planets and mining 
-OPTION_THOLIAN = 0x00000008    # Tholians and their webs 
-OPTION_THINGY  = 0x00000010    # Space Thingy can shoot back 
-OPTION_PROBE   = 0x00000020    # deep-space probes 
+OPTION_THOLIAN = 0x00000008    # Tholians and their webs (UT 1979 version)
+OPTION_THINGY  = 0x00000010    # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE   = 0x00000020    # deep-space probes (DECUS version, 1980)
 OPTION_SHOWME  = 0x00000040    # bracket Enterprise in chart 
-OPTION_RAMMING = 0x00000080    # enemies may ram Enterprise 
-OPTION_MVBADDY = 0x00000100    # more enemies can move 
-OPTION_BLKHOLE = 0x00000200    # black hole may timewarp you 
-OPTION_BASE    = 0x00000400    # bases have good shields 
-OPTION_WORLDS  = 0x00000800    # logic for inhabited worlds 
+OPTION_RAMMING = 0x00000080    # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100    # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200    # black hole may timewarp you (Stas, 2005) 
+OPTION_BASE    = 0x00000400    # bases have good shields (Stas, 2005)
+OPTION_WORLDS  = 0x00000800    # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN        = 0x00001000    # automatic LRSCAN before CHART (ESR, 2006)
 OPTION_PLAIN   = 0x01000000    # user chose plain game 
 OPTION_ALMY    = 0x02000000    # user chose Almy variant 
 
@@ -192,6 +400,7 @@ SKILL_EXPERT        = 4
 SKILL_EMERITUS = 5
 
 def damaged(dev):      return (game.damage[dev] != 0.0)
+def communicating():   return not damaged(DRADIO) or game.condition=="docked"
 
 # Define future events 
 FSPY   = 0     # Spy event happens always (no future[] entry)
@@ -215,39 +424,60 @@ NEVENTS   = 12
 # 
 def findevent(evtype): return game.future[evtype]
 
+class enemy:
+    def __init__(self, type=None, loc=None, power=None):
+        self.type = type
+        self.kloc = coord()
+        if loc:
+            self.move(loc)
+        self.kpower = power    # enemy energy level
+        game.enemies.append(self)
+    def move(self, loc):
+        motion = (loc != self.kloc)
+        if self.kloc.i is not None and self.kloc.j is not None:
+            if motion:
+                if self.type == IHT:
+                    game.quad[self.kloc.i][self.kloc.j] = IHWEB
+                else:
+                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
+        if loc:
+            self.kloc = copy.copy(loc)
+            game.quad[self.kloc.i][self.kloc.j] = self.type
+            self.kdist = self.kavgd = (game.sector - loc).distance()
+        else:
+            self.kloc = coord()
+            self.kdist = self.kavgd = None
+            game.enemies.remove(self)
+        return motion
+    def __repr__(self):
+        return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower)      # For debugging
+
 class gamestate:
     def __init__(self):
         self.options = None    # Game options
-        self.state = None      # A snapshot structure
-        self.snapsht = None    # Last snapshot taken for time-travel purposes
-        self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)]    # contents of our quadrant
-        self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]      # enemy energy levels
-        self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]       # enemy distances
-        self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]       # average distances
-        self.damage = [0] * NDEVICES   # damage encountered
-        self.future = [0.0] * NEVENTS  # future events
+        self.state = snapshot()        # A snapshot structure
+        self.snapsht = snapshot()      # Last snapshot taken for time-travel purposes
+        self.quad = None       # contents of our quadrant
+        self.damage = [0.0] * NDEVICES # damage encountered
+        self.future = []               # future events
         for i in range(NEVENTS):
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
-        self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)]       # enemy sector locations
+        self.enemies = []
         self.quadrant = None   # where we are in the large
         self.sector = None     # where we are in the small
-        self.tholian = None    # coordinates of Tholian
+        self.tholian = None    # Tholian enemy object
         self.base = None       # position of base in current quadrant
         self.battle = None     # base coordinates being attacked
         self.plnet = None      # location of planet in quadrant
-        self.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)
         self.justin = False    # just entered quadrant
         self.shldup = False    # shields are up
         self.shldchg = False   # shield is changing (affects efficiency)
-        self.comhere = False   # commander here
-        self.ishere = False    # super-commander in quadrant
         self.iscate = False    # super commander is here
         self.ientesc = False   # attempted escape from supercommander
-        self.ithere = False    # Tholian is here 
         self.resting = False   # rest time
         self.icraft = False    # Kirk in Galileo
         self.landed = False    # party on planet (true), on ship (false)
@@ -277,13 +507,11 @@ class gamestate:
         self.casual = 0                # causalties
         self.nhelp = 0         # calls for help
         self.nkinks = 0                # count of energy-barrier crossings
-        self.iplnet = 0                # planet # in quadrant
+        self.iplnet = None     # planet # in quadrant
         self.inplan = 0                # initial planets
-        self.nenhere = 0       # number of enemies in quadrant
         self.irhere = 0                # Romulans in quadrant
         self.isatb = 0         # =1 if super commander is attacking base
-        self.tourn = 0         # tournament number
-        self.proben = 0                # number of moves for probe
+        self.tourn = None      # tournament number
         self.nprobes = 0       # number of probes available
         self.inresor = 0.0     # initial resources
         self.intime = 0.0      # initial time
@@ -296,27 +524,22 @@ 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): 
-        # game.state.remkl + game.state.remcom > 0 ?
-       #       game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+        # game.state.remkl + len(game.state.kcmdr) > 0 ?
+       #       game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
         # He says the existing expression is prone to divide-by-zero errors
         # after killing the last klingon when score is shown -- perhaps also
         # if the only remaining klingon is SCOM.
-        game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
-# From enumerated type 'feature'
+        game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
+
 IHR = 'R'
 IHK = 'K'
 IHC = 'C'
@@ -336,8 +559,6 @@ IHMATER0 = '-'
 IHMATER1 = 'o'
 IHMATER2 = '0'
 
-
-# From enumerated type 'FINTYPE'
 FWON = 0
 FDEPLETE = 1
 FLIFESUP = 2
@@ -361,71 +582,68 @@ FTRIBBLE = 19
 FHOLE = 20
 FCREW = 21
 
-# From enumerated type 'COLORS'
-DEFAULT = 0
-BLACK = 1
-BLUE = 2
-GREEN = 3
-CYAN = 4
-RED = 5
-MAGENTA = 6
-BROWN = 7
-LIGHTGRAY = 8
-DARKGRAY = 9
-LIGHTBLUE = 10
-LIGHTGREEN = 11
-LIGHTCYAN = 12
-LIGHTRED = 13
-LIGHTMAGENTA = 14
-YELLOW = 15
-WHITE = 16
+def withprob(p):
+    v = random.random()
+    #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
+    return v < p
+
+def randrange(*args):
+    v = random.randrange(*args)
+    #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+    return v
+
+def randreal(*args):
+    v = random.random()
+    if len(args) == 1:
+        v *= args[0]           # returns from [0, args[0])
+    elif len(args) == 2:
+        v = args[0] + v*(args[1]-args[0])      # returns from [args[0], args[1])
+    #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+    return v
 
 # Code from ai.c begins here
 
-def tryexit(look, ienm, loccom, irun):
-    # a bad guy attempts to bug out 
+def welcoming(iq):
+    "Would this quadrant welcome another Klingon?"
+    return iq.valid_quadrant() and \
+       not game.state.galaxy[iq.i][iq.j].supernova and \
+       game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+
+def tryexit(enemy, look, irun):
+    "A bad guy attempts to bug out."
     iq = coord()
-    iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
-    iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
-    if not VALID_QUADRANT(iq.x,iq.y) or \
-       game.state.galaxy[iq.x][iq.y].supernova or \
-       game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
-       return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons 
-    if ienm == IHR:
+    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:
        return False; # Romulans cannot escape! 
     if not irun:
        # avoid intruding on another commander's territory 
-       if ienm == IHC:
-           for n in range(1, game.state.remcom+1):
-               if same(game.state.kcmdr[n],iq):
-                   return False
+       if enemy.type == IHC:
+            if iq in game.state.kcmdr:
+                return False
            # refuse to leave if currently attacking starbase 
-           if same(game.battle, game.quadrant):
+           if game.battle == game.quadrant:
                return False
        # don't leave if over 1000 units of energy 
-       if game.kpower[loccom] > 1000.0:
+       if enemy.kpower > 1000.0:
            return False
-    # print escape message and move out of quadrant.
+    # emit escape message and move out of quadrant.
     # we know this if either short or long range sensors are working
     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
-       game.condition == docked:
-       crmena(True, ienm, "sector", game.ks[loccom])
-       prout(_(" escapes to Quadrant %s (and regains strength).") % q)
-    # handle local matters related to escape 
-    game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
-    game.ks[loccom] = game.ks[game.nenhere]
-    game.kavgd[loccom] = game.kavgd[game.nenhere]
-    game.kpower[loccom] = game.kpower[game.nenhere]
-    game.kdist[loccom] = game.kdist[game.nenhere]
+       game.condition == "docked":
+       prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
+              (_(" escapes to Quadrant %s (and regains strength).") % q))
+    # handle local matters related to escape
+    enemy.move(None)
     game.klhere -= 1
-    game.nenhere -= 1
-    if game.condition != docked:
+    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
-    if ienm==IHS:
-       game.ishere = False
+    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
        game.isatb = 0
@@ -433,14 +651,12 @@ def tryexit(look, ienm, loccom, irun):
        unschedule(FSCDBAS)
        game.state.kscmdr=iq
     else:
-       for n in range(1, game.state.remcom+1):
-           if same(game.state.kcmdr[n], game.quadrant):
-               game.state.kcmdr[n]=iq
+       for cmdr in game.state.kcmdr:
+           if cmdr == game.quadrant:
+               game.state.kcmdr[n] = iq
                break
-       game.comhere = False
     return True; # success 
 
-#
 # The bad-guy movement algorithm:
 # 
 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
@@ -478,29 +694,26 @@ def tryexit(look, ienm, loccom, irun):
 # retreat, especially at high skill levels.
 # 
 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
-# 
 
-def movebaddy(com, loccom, ienm):
-    # tactical movement for the bad guys 
+def movebaddy(enemy):
+    "Tactical movement for the bad guys."
     next = coord(); look = coord()
     irun = False
-    # This should probably be just game.comhere + game.ishere 
+    # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
     if game.skill >= SKILL_EXPERT:
-       nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+       nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
     else:
-       nbaddys = game.comhere + game.ishere
-
-    dist1 = game.kdist[loccom]
+       nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+    dist1 = enemy.kdist
     mdist = int(dist1 + 0.5); # Nearest integer distance 
-
     # If SC, check with spy to see if should hi-tail it 
-    if ienm==IHS and \
-       (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+    if enemy.type==IHS and \
+       (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
        irun = True
        motion = -QUADSIZE
     else:
        # decide whether to advance, retreat, or hold position 
-       forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+       forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
        if not game.shldup:
            forces += 1000; # Good for enemy if shield is down! 
        if not damaged(DPHASER) or not damaged(DPHOTON):
@@ -517,12 +730,12 @@ def movebaddy(com, loccom, ienm):
            forces += 1000.0
        motion = 0
         if forces <= 1000.0 and game.condition != "docked": # Typical situation 
-           motion = ((forces+200.0*Rand())/150.0) - 5.0
+           motion = ((forces + randreal(200))/150.0) - 5.0
        else:
             if forces > 1000.0: # Very strong -- move in for kill 
-               motion = (1.0-square(Rand()))*dist1 + 1.0
+               motion = (1.0 - randreal())**2 * dist1 + 1.0
            if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
-               motion -= game.skill*(2.0-square(Rand()))
+               motion -= game.skill*(2.0-randreal()**2)
        if idebug:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
@@ -535,10 +748,7 @@ def movebaddy(com, loccom, ienm):
             else:
                 motion = game.skill
     # calculate preferred number of steps 
-    if motion < 0:
-        msteps = -motion
-    else:
-        msteps = motion
+    nsteps = abs(int(motion))
     if motion > 0 and nsteps > mdist:
        nsteps = mdist; # don't overshoot 
     if nsteps > QUADSIZE:
@@ -548,68 +758,57 @@ def movebaddy(com, loccom, ienm):
     if idebug:
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
-    mx = game.sector.x - com.x
-    my = game.sector.y - com.y
-    if 2.0 * abs(mx) < abs(my):
-       mx = 0
-    if 2.0 * abs(my) < abs(game.sector.x-com.x):
-       my = 0
-    if mx != 0:
-        if mx*motion < 0:
-            mx = -1
-        else:
-            mx = 1
-    if my != 0:
-        if my*motion < 0:
-            my = -1
-        else:
-            my = 1
-    next = com
+    m = game.sector - enemy.kloc
+    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):
        if idebug:
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
-       look.x = next.x + mx
-       look.y = next.y + my
-        if mx < 0:
-            krawlx = 1
+       look = next + m
+        if m.i < 0:
+            krawli = 1
         else:
-            krawlx = -1
-        if my < 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 < 1 or look.x > QUADSIZE:
-               if motion < 0 and tryexit(look, ienm, loccom, irun):
+           if look.i < 0 or look.i >= QUADSIZE:
+               if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawlx == mx or my == 0:
+               if krawli == m.i or m.j == 0:
                    break
-               look.x = next.x + krawlx
-               krawlx = -krawlx
-           elif look.y < 1 or look.y > QUADSIZE:
-               if motion < 0 and tryexit(look, ienm, loccom, irun):
+               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 == my or mx == 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:
-               # See if we should ram ship 
-               if game.quad[look.x][look.y] == game.ship and \
-                   (ienm == IHC or ienm == IHS):
-                   ram(True, ienm, com)
+               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.i][look.j] == game.ship and \
+                   (enemy.type == IHC or enemy.type == IHS):
+                   collision(rammed=True, enemy=enemy)
                    return
-               if krawlx != mx and my != 0:
-                   look.x = next.x + krawlx
-                   krawlx = -krawlx
-               elif krawly != my and mx != 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:
@@ -620,156 +819,128 @@ def movebaddy(com, loccom, ienm):
                proutn(`next`)
        else:
            break; # done early 
-       
     if idebug:
        skip(1)
-    # Put commander in place within same quadrant 
-    game.quad[com.x][com.y] = IHDOT
-    game.quad[next.x][next.y] = ienm
-    if not same(next, com):
-       # it moved 
-       game.ks[loccom] = next
-       game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
-       if not damaged(DSRSENS) or game.condition == docked:
-           proutn("***")
-           cramen(ienm)
-           proutn(_(" from Sector %s") % com)
-           if game.kdist[loccom] < dist1:
+    if enemy.move(next):
+       if not damaged(DSRSENS) or game.condition == "docked":
+           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
+           if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
                proutn(_(" retreats to "))
            prout("Sector %s." % next)
 
 def moveklings():
-    # Klingon tactical movement 
+    "Sequence Klingon tactical movement."
     if idebug:
        prout("== MOVCOM")
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
-    if game.comhere:
-       for i in range(1, game.nenhere+1):
-           w = game.ks[i]
-           if game.quad[w.x][w.y] == IHC:
-               movebaddy(w, i, IHC)
-               break
-    if game.ishere:
-       for i in range(1, game.nenhere+1):
-           w = game.ks[i]
-           if game.quad[w.x][w.y] == IHS:
-               movebaddy(w, i, IHS)
+    if game.quadrant in game.state.kcmdr:
+        for enemy in game.enemies:
+           if enemy.type == IHC:
+               movebaddy(enemy)
+    if game.state.kscmdr==game.quadrant:
+        for enemy in game.enemies:
+           if enemy.type == IHS:
+               movebaddy(enemy)
                break
     # If skill level is high, move other Klingons and Romulans too!
     # Move these last so they can base their actions on what the
     # commander(s) do.
     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
-       for i in range(1, game.nenhere+1):
-           w = game.ks[i]
-           if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
-               movebaddy(w, i, game.quad[w.x][w.y])
-    sortklings();
+        for enemy in game.enemies:
+            if enemy.type in (IHK, IHR):
+               movebaddy(enemy)
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
 
 def movescom(iq, avoid):
-    # commander movement helper 
-    if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
-       game.state.galaxy[iq.x][iq.y].supernova or \
-       game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
-       return 1
-    if avoid:
-       # Avoid quadrants with bases if we want to avoid Enterprise 
-       for i in range(1, game.state.rembase+1):
-           if same(game.state.baseq[i], iq):
-               return True
+    "Commander movement helper." 
+    # Avoid quadrants with bases if we want to avoid Enterprise 
+    if not welcoming(iq) or (avoid and iq in game.state.baseq):
+       return False
     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
-    if game.ishere:
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
+    if game.state.kscmdr==game.quadrant:
        # SC has scooted, Remove him from current quadrant 
        game.iscate=False
        game.isatb=0
-       game.ishere = False
        game.ientesc = False
        unschedule(FSCDBAS)
-       for i in range(1, game.nenhere+1):
-           if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+       for enemy in game.enemies:
+           if enemy.type == IHS:
                break
-       game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
-       game.ks[i] = game.ks[game.nenhere]
-       game.kdist[i] = game.kdist[game.nenhere]
-       game.kavgd[i] = game.kavgd[game.nenhere]
-       game.kpower[i] = game.kpower[game.nenhere]
+       enemy.move(None)
        game.klhere -= 1
-       game.nenhere -= 1
-       if game.condition!=docked:
+       if game.condition != "docked":
            newcnd()
-       sortklings()
+        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
     # check for a helpful planet 
     for i in range(game.inplan):
-       if same(game.state.planets[i].w, game.state.kscmdr) and \
-           game.state.planets[i].crystals == present:
+       if game.state.planets[i].quadrant == game.state.kscmdr and \
+           game.state.planets[i].crystals == "present":
            # destroy the planet 
-           game.state.planets[i].pclass = destroyed
-           game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
-           if not damaged(DRADIO) or game.condition == docked:
+           game.state.planets[i].pclass = "destroyed"
+           game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
+           if communicating():
                announce()
                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
                proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
                prout(_("   by the Super-commander.\""))
            break
-    return False; # looks good! 
+    return True; # looks good! 
                        
 def supercommander():
-    # move the Super Commander 
+    "Move the Super Commander." 
     iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
     basetbl = []
     if idebug:
        prout("== SUPERCOMMANDER")
     # Decide on being active or passive 
-    avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+    avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
            (game.state.date-game.indate) < 3.0)
     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 game.state.rembase <= 0:
+       if not game.state.baseq:
            # nothing left to do 
            unschedule(FSCMOVE)
            return
        sc = game.state.kscmdr
-       for i in range(1, game.state.rembase+1):
-           basetbl.append((i, distance(game.state.baseq[i], sc)))
-       if game.state.rembase > 1:
+        for base in game.state.baseq:
+           basetbl.append((i, (base - sc).distance()))
+       if game.state.baseq > 1:
             basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
        # look for nearest base without a commander, no Enterprise, and
         # without too many Klingons, and not already under attack. 
        ifindit = iwhichb = 0
-       for i2 in range(1, game.state.rembase+1):
+       for (i2, base) in enumerate(game.state.baseq):
            i = basetbl[i2][0]; # bug in original had it not finding nearest
-           ibq = game.state.baseq[i]
-           if same(ibq, game.quadrant) or same(ibq, game.battle) or \
-               game.state.galaxy[ibq.x][ibq.y].supernova or \
-               game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+           if base==game.quadrant or base==game.battle or not welcoming(base):
                continue
            # if there is a commander, and no other base is appropriate,
-           #   we will take the one with the commander
-           for j in range(1, game.state.remcom+1):
-               if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
+           # we will take the one with the commander
+            for cmdr in game.state.kcmdr:
+               if base == cmdr and ifindit != 2:
                    ifindit = 2
                    iwhichb = i
                    break
-           if j > game.state.remcom: # no commander -- use this one 
+           else:       # no commander -- use this one 
                ifindit = 1
                iwhichb = i
                break
        if ifindit==0:
-           return; # Nothing suitable -- wait until next time
+           return # Nothing suitable -- wait until next time
        ibq = game.state.baseq[iwhichb]
        # decide how to move toward base 
        idelta = ibq - game.state.kscmdr
@@ -779,44 +950,43 @@ 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 game.state.rembase == 0:
+    if len(game.state.baseq) == 0:
        unschedule(FSCMOVE)
     else:
-       for i in range(1, game.state.rembase+1):
-           ibq = game.state.baseq[i]
-           if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+        for ibq in game.state.baseq:
+           if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
                if avoid:
-                   return; # no, don't attack base! 
+                   return # no, don't attack base! 
                game.iseenit = False
                game.isatb = 1
-               schedule(FSCDBAS, 1.0 +2.0*Rand())
+               schedule(FSCDBAS, randreal(1.0, 3.0))
                if is_scheduled(FCDBAS):
                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
-               if damaged(DRADIO) and game.condition != docked:
-                   return; # no warning 
+               if not communicating():
+                   return # no warning 
                game.iseenit = True
                announce()
                prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
@@ -834,95 +1004,85 @@ def supercommander():
                return
     # Check for intelligence report 
     if not idebug and \
-       (Rand() > 0.2 or \
-        (damaged(DRADIO) and game.condition != docked) or \
-        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+       (withprob(0.8) or \
+        (not communicating()) or \
+        not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
        return
     announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
-    return;
+    return
 
 def movetholian():
-    # move the Tholian 
-    if not game.ithere or game.justin:
+    "Move the Tholian."
+    if not game.tholian or game.justin:
        return
-
-    if game.tholian.x == 1 and game.tholian.y == 1:
-       idx = 1; idy = QUADSIZE
-    elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
-       idx = QUADSIZE; idy = QUADSIZE
-    elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
-       idx = QUADSIZE; idy = 1
-    elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
-       idx = 1; idy = 1
+    id = coord()
+    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.ithere = False
+       game.tholian.move(None)
+        prout("***Internal error: Tholian in a bad spot.")
        return
-
     # do nothing if we are blocked 
-    if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+    if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
        return
-    game.quad[game.tholian.x][game.tholian.y] = IHWEB
-
-    if game.tholian.x != idx:
-       # move in x axis 
-       im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
-       while game.tholian.x != idx:
-           game.tholian.x += im
-           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
-               game.quad[game.tholian.x][game.tholian.y] = IHWEB
-    elif game.tholian.y != idy:
-       # move in y axis 
-       im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
-       while game.tholian.y != idy:
-           game.tholian.y += im
-           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
-               game.quad[game.tholian.x][game.tholian.y] = IHWEB
-    game.quad[game.tholian.x][game.tholian.y] = IHT
-    game.ks[game.nenhere] = game.tholian
-
+    here = copy.copy(game.tholian.kloc)
+    delta = (id - game.tholian.kloc).sgn()
+    # move in x axis 
+    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.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(1, QUADSIZE+1):
-       if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+    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][1]!=IHWEB and game.quad[i][1]!=IHT:
+       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.x][game.tholian.y]=IHWEB
+    game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
     dropin(IHBLANK)
-    crmena(True, IHT, "sector", game.tholian)
-    prout(_(" completes web."))
-    game.ithere = False
-    game.nenhere -= 1
+    prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
+    game.tholian.move(None)
     return
 
 # Code from battle.c begins here
 
 def doshield(shraise):
-    # change shield status 
+    "Change shield status."
     action = "NONE"
     game.ididit = False
     if shraise:
        action = "SHUP"
     else:
-       key = scan()
-       if key == IHALPHA:
-           if isit("transfer"):
+       key = scanner.next()
+       if key == "IHALPHA":
+           if scanner.sees("transfer"):
                action = "NRG"
            else:
-               chew()
                if damaged(DSHIELD):
                    prout(_("Shields damaged and down."))
                    return
-               if isit("up"):
+               if scanner.sees("up"):
                    action = "SHUP"
-               elif isit("down"):
+               elif scanner.sees("down"):
                    action = "SHDN"
        if action=="NONE":
            proutn(_("Do you wish to change shield energy? "))
@@ -937,14 +1097,14 @@ def doshield(shraise):
                if ja() == True:
                    action = "SHDN"
                else:
-                   chew()
+                   scanner.chew()
                    return
            else:
                proutn(_("Shields are down. Do you want them up? "))
                if ja() == True:
                    action = "SHUP"
                else:
-                   chew()
+                   scanner.chew()
                    return    
     if action == "SHUP": # raise shields 
        if game.shldup:
@@ -972,24 +1132,24 @@ def doshield(shraise):
        game.ididit = True
        return
     elif action == "NRG":
-       while scan() != IHREAL:
-           chew()
+       while scanner.next() != "IHREAL":
+           scanner.chew()
            proutn(_("Energy to transfer to shields- "))
-       chew()
-       if aaitem==0:
+       scanner.chew()
+       if scanner.real == 0:
            return
-       if aaitem > game.energy:
+       if scanner.real > game.energy:
            prout(_("Insufficient ship energy."))
            return
        game.ididit = True
-       if game.shield+aaitem >= game.inshld:
+       if game.shield+scanner.real >= game.inshld:
            prout(_("Shield energy maximized."))
-           if game.shield+aaitem > game.inshld:
+           if game.shield+scanner.real > game.inshld:
                prout(_("Excess energy requested returned to ship energy"))
            game.energy -= game.inshld-game.shield
            game.shield = game.inshld
            return
-       if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+       if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
            # Prevent shield drain loophole 
            skip(1)
            prout(_("Engineering to bridge--"))
@@ -997,23 +1157,22 @@ def doshield(shraise):
            prout(_("  I can't drain the shields."))
            game.ididit = False
            return
-       if game.shield+aaitem < 0:
+       if game.shield+scanner.real < 0:
            prout(_("All shield energy transferred to ship."))
            game.energy += game.shield
            game.shield = 0.0
            return
        proutn(_("Scotty- \""))
-       if aaitem > 0:
+       if scanner.real > 0:
            prout(_("Transferring energy to shields.\""))
        else:
            prout(_("Draining energy from shields.\""))
-       game.shield += aaitem
-       game.energy -= aaitem
+       game.shield += scanner.real
+       game.energy -= scanner.real
        return
 
 def randdevice():
-    # choose a device to damage, at random. 
-    #
+    "Choose a device to damage, at random."
     # Quoth Eric Allman in the code of BSD-Trek:
     # "Under certain conditions you can get a critical hit.  This
     # sort of hit damages devices.  The probability that a given
@@ -1027,7 +1186,7 @@ def randdevice():
     # 
     # This is one place where OPTION_PLAIN does not restore the
     # original behavior, which was equiprobable damage across
-    # all devices.  If we wanted that, we'd return NDEVICES*Rand()
+    # all devices.  If we wanted that, we'd return randrange(NDEVICES)
     # and have done with it.  Also, in the original game, DNAVYS
     # and DCOMPTR were the same device. 
     # 
@@ -1036,7 +1195,6 @@ def randdevice():
     # We don't have a cloaking device.  The shuttle got the allocation
     # for the cloaking device, then we shaved a half-percent off
     # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
-    # 
     weights = (
        105,    # DSRSENS: short range scanners 10.5% 
        105,    # DLRSENS: long range scanners          10.5% 
@@ -1055,7 +1213,7 @@ def randdevice():
        10,     # DDRAY: death ray                       1.0% 
        30,     # DDSP: deep-space probes                3.0% 
     )
-    idx = Rand() * 1000.0      # weights must sum to 1000 
+    idx = randrange(1000)      # weights must sum to 1000 
     sum = 0
     for (i, w) in enumerate(weights):
        sum += w
@@ -1063,204 +1221,186 @@ def randdevice():
            return i
     return None;       # we should never get here
 
-def ram(ibumpd, ienm, w):
-    # make our ship ram something 
+def collision(rammed, enemy):
+    "Collision handling fot rammong events."
     prouts(_("***RED ALERT!  RED ALERT!"))
     skip(1)
     prout(_("***COLLISION IMMINENT."))
     skip(2)
     proutn("***")
-    crmshp()
-    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
-    if ibumpd:
+    proutn(crmshp())
+    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+    if rammed:
         proutn(_(" rammed by "))
     else:
         proutn(_(" rams "))
-    crmena(False, ienm, sector, w)
-    if ibumpd:
+    proutn(crmena(False, enemy.type, "sector", enemy.kloc))
+    if rammed:
        proutn(_(" (original position)"))
     skip(1)
-    deadkl(w, ienm, game.sector)
-    proutn("***")
-    crmshp()
-    prout(_(" heavily damaged."))
-    icas = 10.0+20.0*Rand()
+    deadkl(enemy.kloc, enemy.type, game.sector)
+    proutn("***" + crmship() + " heavily damaged.")
+    icas = randrange(10, 30)
     prout(_("***Sickbay reports %d casualties"), icas)
     game.casual += icas
     game.state.crew -= icas
-    #
     # In the pre-SST2K version, all devices got equiprobably damaged,
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
-    # 
-    ncrits = Rand() * (NDEVICES/2)
+    ncrits = randrange(NDEVICES/2)
     for m in range(ncrits):
        dev = randdevice()
        if game.damage[dev] < 0:
            continue
-       extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+       extradm = (10.0*hardness*randreal()+1.0)*game.damfac
        # Damage for at least time of travel! 
        game.damage[dev] += game.optime + extradm
     game.shldup = False
     prout(_("***Shields are down."))
-    if game.state.remkl + game.state.remcom + game.state.nscrem:
+    if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
        announce()
        damagereport()
     else:
        finish(FWON)
-    return;
-
-def torpedo(course, r, incoming, i, n):
-    # let a photon torpedo fly 
-    iquad = 0
-    shoved = False
-    ac = course + 0.25*r
-    angle = (15.0-ac)*0.5235988
-    bullseye = (15.0 - course)*0.5235988
-    deltax = -math.sin(angle);
-    deltay = math.cos(angle);
-    x = incoming.x; y = incoming.y
-    w = coord(); jw = coord()
-    w.x = w.y = jw.x = jw.y = 0
-    bigger = max(math.fabs(deltax), math.fabs(deltay))
-    deltax /= bigger
-    deltay /= bigger
+    return
+
+def torpedo(origin, bearing, dispersion, number, nburst):
+    "Let a photon torpedo fly" 
     if not damaged(DSRSENS) or game.condition=="docked":
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
+    ac = bearing + 0.25*dispersion     # dispersion is a random variable
+    bullseye = (15.0 - bearing)*0.5235988
+    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
+    bumpto = coord(0, 0)
     # Loop to move a single torpedo 
-    for l in range(1, 15+1):
-       x += deltax
-       w.x = x + 0.5
-       y += deltay
-       w.y = y + 0.5
-       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]
-       tracktorpedo(w, l, i, n, iquad)
+       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)
-           proutn(_("Torpedo hits "))
-           crmshp()
-           prout(".")
-           hit = 700.0 + 100.0*Rand() - \
-               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+           prout(_("Torpedo hits %s.") % crmshp())
+           hit = 700.0 + randreal(100) - \
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
            newcnd(); # we're blown out of dock 
-           # We may be displaced. 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = angle + 2.5*(Rand()-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=w.x+xx+0.5
-           jw.y=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
-           crmshp()
-           shoved = True
-       elif iquad in (IHC, IHS): # Hit a commander 
-           if Rand() <= 0.05:
-               crmena(True, iquad, sector, w)
-               prout(_(" uses anti-photon device;"))
+           game.sector = bumpto
+           proutn(crmshp())
+            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 ll in range(1, game.nenhere+1):
-               if same(w, game.ks[ll]):
+            for enemy in game.enemies:
+               if w == enemy.kloc:
                    break
-           kp = math.fabs(game.kpower[ll])
-           h1 = 700.0 + 100.0*Rand() - \
-               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+           kp = math.fabs(enemy.kpower)
+           h1 = 700.0 + randrange(100) - \
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
-            if game.kpower[ll] < 0:
-                game.kpower[ll] -= -h1
+            if enemy.kpower < 0:
+                enemy.kpower -= -h1
             else:
-                game.kpower[ll] -= h1
-           if game.kpower[ll] == 0:
+                enemy.kpower -= h1
+           if enemy.kpower == 0:
                deadkl(w, iquad, w)
                return None
-           crmena(True, iquad, "sector", w)
+           proutn(crmena(True, iquad, "sector", w))
            # If enemy damaged but not destroyed, try to displace 
-           ang = angle + 2.5*(Rand()-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=w.x+xx+0.5
-           jw.y=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--"))
-           game.ks[ll] = 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.."))
-           for ll in range(1, game.state.rembase+1):
-               if same(game.state.baseq[ll], game.quadrant):
-                   game.state.baseq[ll]=game.state.baseq[game.state.rembase]
-                   break
-           game.quad[w.x][w.y]=IHDOT
-           game.state.rembase -= 1
-           game.base.x=game.base.y=0
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
-           game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+            game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
+           game.quad[w.i][w.j]=IHDOT
+           game.base.invalidate()
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
+           game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
            game.state.basekl += 1
            newcnd()
            return None
        elif iquad == IHP: # Hit a planet 
-           crmena(True, iquad, sector, w)
-           prout(_(" destroyed."))
+           prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nplankl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
-           game.state.planets[game.iplnet].pclass = destroyed
-           game.iplnet = 0
-           invalidate(game.plnet)
-           game.quad[w.x][w.y] = IHDOT
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+           game.iplnet.pclass = "destroyed"
+           game.iplnet = None
+           game.plnet.invalidate()
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
            return None
        elif iquad == IHW: # Hit an inhabited world -- very bad! 
-           crmena(True, iquad, sector, w)
-           prout(_(" destroyed."))
+           prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nworldkl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
-           game.state.planets[game.iplnet].pclass = destroyed
-           game.iplnet = 0
-           invalidate(game.plnet)
-           game.quad[w.x][w.y] = IHDOT
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+           game.iplnet.pclass = "destroyed"
+           game.iplnet = None
+           game.plnet.invalidate()
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
@@ -1268,14 +1408,13 @@ def torpedo(course, r, incoming, i, n):
            prout(_("Celebratory rallies are being held on the Klingon homeworld."))
            return None
        elif iquad == IHSTAR: # Hit a star 
-           if Rand() > 0.10:
+           if withprob(0.9):
                nova(w)
-               return None
-           crmena(True, IHSTAR, sector, w)
-           prout(_(" unaffected by photon blast."))
+            else:
+                prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
            return None
        elif iquad == IHQUEST: # Hit a thingy 
-           if not (game.options & OPTION_THINGY) or Rand()>0.7:
+           if not (game.options & OPTION_THINGY) or withprob(0.3):
                skip(1)
                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
                skip(1)
@@ -1286,72 +1425,55 @@ def torpedo(course, r, incoming, i, n):
                skip(1)
                deadkl(w, iquad, w)
            else:
-               #
                # Stas Sergeev added the possibility that
                # you can shove the Thingy and piss it off.
                # It then becomes an enemy and may fire at you.
-               # 
-               iqengry = True
+               thing.angry = True
                shoved = True
            return None
        elif iquad == IHBLANK: # Black hole 
            skip(1)
-           crmena(True, IHBLANK, sector, w)
-           prout(_(" swallows torpedo."))
+           prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
            return None
        elif iquad == IHWEB: # hit the web 
            skip(1)
            prout(_("***Torpedo absorbed by Tholian web."))
            return None
        elif iquad == IHT:  # Hit a Tholian 
-           h1 = 700.0 + 100.0*Rand() - \
-               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+           h1 = 700.0 + randrange(100) - \
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
-               game.quad[w.x][w.y] = IHDOT
-               game.ithere = False
+               game.quad[w.i][w.j] = IHDOT
                deadkl(w, iquad, w)
+               game.tholian = None
                return None
            skip(1)
-           crmena(True, IHT, sector, w)
-           if Rand() > 0.05:
+           proutn(crmena(True, IHT, "sector", w))
+           if withprob(0.05):
                prout(_(" survives photon blast."))
                return None
            prout(_(" disappears."))
-           game.quad[w.x][w.y] = IHWEB
-           game.ithere = False
-           game.nenhere -= 1
+           game.tholian.move(None)
+           game.quad[w.i][w.j] = IHWEB
            dropin(IHBLANK)
            return None
         else: # Problem!
            skip(1)
            proutn("Don't know how to handle torpedo collision with ")
-           crmena(True, iquad, sector, w)
+           proutn(crmena(True, iquad, "sector", w))
            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(1, game.nenhere+1):
-           game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
-       sortklings()
-       return None
     skip(1)
     prout(_("Torpedo missed."))
     return None;
 
 def fry(hit):
-    # critical-hit resolution 
-    ktr=1
-    # a critical hit occured 
-    if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+    "Critical-hit resolution." 
+    if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
        return
-
-    ncrit = 1.0 + hit/(500.0+100.0*Rand())
+    ncrit = int(1.0 + hit/(500.0+randreal(100)))
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
     cdam = []
@@ -1362,19 +1484,16 @@ def fry(hit):
             if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
                 break
        cdam.append(j)
-       extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
+       extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
        game.damage[j] += extradm
-       if loop1 > 0:
-            for loop2 in range(loop1):
-                if j == cdam[loop2]:
-                    break
-           if loop2 < loop1:
-               continue
-           ktr += 1
-           if ktr==3:
-               skip(1)
-           proutn(_(" and "))
+    skipcount = 0
+    for (i, j) in enumerate(cdam):
        proutn(device[j])
+        if skipcount % 3 == 2 and i < len(cdam)-1:
+            skip(1)
+        skipcount += 1
+        if i < len(cdam)-1:
+            proutn(_(" and "))
     prout(_(" damaged."))
     if damaged(DSHIELD) and game.shldup:
        prout(_("***Shields knocked down."))
@@ -1382,91 +1501,78 @@ def fry(hit):
 
 def attack(torps_ok):
     # bad guy attacks us 
-    # torps_ok == false forces use of phasers in an attack 
-    atackd = False; attempt = False; ihurt = False;
-    hitmax=0.0; hittot=0.0; chgfac=1.0
-    jay = coord()
-    where = "neither"
-
-    # game could be over at this point, check 
+    # torps_ok == False forces use of phasers in an attack 
+    # game could be over at this point, check
     if game.alldone:
        return
-
+    attempt = False; ihurt = False;
+    hitmax=0.0; hittot=0.0; chgfac=1.0
+    where = "neither"
     if idebug:
        prout("=== ATTACK!")
-
-    # Tholian gewts to move before attacking 
-    if game.ithere:
+    # Tholian gets to move before attacking 
+    if game.tholian:
        movetholian()
-
     # if you have just entered the RNZ, you'll get a warning 
     if game.neutz: # The one chance not to be attacked 
        game.neutz = False
        return
-
     # commanders get a chance to tac-move towards you 
-    if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+    if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
        moveklings()
-
     # if no enemies remain after movement, we're done 
-    if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+    if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
        return
-
     # set up partial hits if attack happens during shield status change 
     pfac = 1.0/game.inshld
     if game.shldchg:
-       chgfac = 0.25+0.5*Rand()
-
+       chgfac = 0.25 + randreal(0.5)
     skip(1)
-
     # message verbosity control 
     if game.skill <= SKILL_FAIR:
        where = "sector"
-
-    for loop in range(1, game.nenhere+1):
-       if game.kpower[loop] < 0:
+    for enemy in game.enemies:
+       if enemy.kpower < 0:
            continue;   # too weak to attack 
        # compute hit strength and diminish shield power 
-       r = Rand()
-       # Increase chance of photon torpedos if docked or enemy energy low 
+       r = randreal()
+       # Increase chance of photon torpedos if docked or enemy energy is low 
        if game.condition == "docked":
            r *= 0.25
-       if game.kpower[loop] < 500:
+       if enemy.kpower < 500:
            r *= 0.25; 
-       jay = game.ks[loop]
-       iquad = game.quad[jay.x][jay.y]
-       if iquad==IHT or (iquad==IHQUEST and not iqengry):
+       if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
            continue
        # different enemies have different probabilities of throwing a torp 
        usephasers = not torps_ok or \
-           (iquad == IHK and r > 0.0005) or \
-           (iquad==IHC and r > 0.015) or \
-           (iquad==IHR and r > 0.3) or \
-           (iquad==IHS and r > 0.07) or \
-           (iquad==IHQUEST and r > 0.05)
+           (enemy.type == IHK and r > 0.0005) or \
+           (enemy.type==IHC and r > 0.015) or \
+           (enemy.type==IHR and r > 0.3) or \
+           (enemy.type==IHS and r > 0.07) or \
+           (enemy.type==IHQUEST and r > 0.05)
        if usephasers:      # Enemy uses phasers 
            if game.condition == "docked":
                continue; # Don't waste the effort! 
            attempt = True; # Attempt to attack 
-           dustfac = 0.8+0.05*Rand()
-           hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
-           game.kpower[loop] *= 0.75
+           dustfac = randreal(0.8, 0.85)
+           hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+           enemy.kpower *= 0.75
        else: # Enemy uses photon torpedo 
-           course = 1.90985*math.atan2(game.sector.y-jay.y, jay.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):
-               proutn(_(" From "))
-               crmena(False, iquad, where, jay)
+               proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
            attempt = True
            prout("  ")
-           r = (Rand()+Rand())*0.5 -0.5
-           r += 0.002*game.kpower[loop]*r
-           hit = torpedo(course, r, jay, 1, 1)
-           if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+           dispersion = (randreal()+randreal())*0.5 - 0.5
+           dispersion += 0.002*enemy.kpower*dispersion
+           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:
-               return; # Supernova or finished 
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
+               return # Supernova or finished 
            if hit == None:
                continue
        # incoming phaser or torpedo, shields may dissipate it 
@@ -1493,11 +1599,9 @@ def attack(torps_ok):
        ihurt = True
        proutn(_("%d unit hit") % int(hit))
        if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
-           proutn(_(" on the "))
-           crmshp()
+           proutn(_(" on the ") + crmshp())
        if not damaged(DSRSENS) and usephasers:
-           proutn(_(" from "))
-           crmena(False, iquad, where, jay)
+           prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
        skip(1)
        # Decide if hit is critical 
        if hit > hitmax:
@@ -1511,14 +1615,12 @@ def attack(torps_ok):
        return
     if not attempt and game.condition == "docked":
        prout(_("***Enemies decide against attacking your ship."))
-    if not atackd:
-       return
     percent = 100.0*pfac*game.shield+0.5
     if not ihurt:
        # Shields fully protect ship 
        proutn(_("Enemy attack reduces shield strength to "))
     else:
-       # Print message if starship suffered hit(s) 
+       # Emit message if starship suffered hit(s) 
        skip(1)
        proutn(_("Energy left %2d    shields ") % int(game.energy))
        if game.shldup:
@@ -1530,7 +1632,7 @@ def attack(torps_ok):
     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
     # Check if anyone was hurt 
     if hitmax >= 200 or hittot >= 500:
-       icas= hittot*Rand()*0.015
+       icas = randrange(int(hittot * 0.015))
        if icas >= 2:
            skip(1)
            prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
@@ -1538,216 +1640,186 @@ def attack(torps_ok):
            game.casual += icas
            game.state.crew -= icas
     # After attack, reset average distance to enemies 
-    for loop in range(1, game.nenhere+1):
-       game.kavgd[loop] = game.kdist[loop]
-    sortklings()
-    return;
+    for enemy in game.enemies:
+       enemy.kavgd = enemy.kdist
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    return
                
 def deadkl(w, type, mv):
-    # kill a Klingon, Tholian, Romulan, or Thingy 
+    "Kill a Klingon, Tholian, Romulan, or Thingy." 
     # Added mv to allow enemy to "move" before dying 
-
-    crmena(True, type, sector, 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
-       game.irhere -= 1
-       game.state.nromrem -= 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:
-       # Killed a Tholian 
-       game.ithere = False
+        # Killed a Tholian 
+        game.tholian = None
     elif type == IHQUEST:
-       # Killed a Thingy 
-       iqhere = iqengry = False
-       invalidate(thing)
+        # Killed a Thingy
+        global thing
+        thing = None
     else:
-       # Some type of a Klingon 
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
-       game.klhere -= 1
-       if type == IHC:
-           game.comhere = False
-           for i in range(1, game.state.remcom+1):
-               if same(game.state.kcmdr[i], game.quadrant):
-                   break
-           game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
-           game.state.kcmdr[game.state.remcom].x = 0
-           game.state.kcmdr[game.state.remcom].y = 0
-           game.state.remcom -= 1
-           unschedule(FTBEAM)
-           if game.state.remcom != 0:
-               schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
-       elif type ==  IHK:
-           game.state.remkl -= 1
-       elif type ==  IHS:
-           game.state.nscrem -= 1
-           game.ishere = False
-           game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
-           game.iscate = False
-           unschedule(FSCMOVE)
-           unschedule(FSCDBAS)
-       else:
-           prout("*** Internal error, deadkl() called on %s\n" % type)
-
+        # 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)
+            unschedule(FTBEAM)
+            if game.state.kcmdr:
+                schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
+            if is_scheduled(FCDBAS) and game.battle == game.quadrant:
+                unschedule(FCDBAS)    
+        elif type ==  IHK:
+            game.state.remkl -= 1
+        elif type ==  IHS:
+            game.state.nscrem -= 1
+            game.state.kscmdr.invalidate()
+            game.isatb = 0
+            game.iscate = False
+            unschedule(FSCMOVE)
+            unschedule(FSCDBAS)
     # For each kind of enemy, finish message to player 
     prout(_(" destroyed."))
-    game.quad[w.x][w.y] = IHDOT
-    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
        return
     game.recompute()
-    # Remove enemy ship from arrays describing local conditions 
-    if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
-       unschedule(FCDBAS)
-    for i in range(1, game.nenhere+1):
-       if same(game.ks[i], w):
+    # Remove enemy ship from arrays describing local conditions
+    for e in game.enemies:
+       if e.kloc == w:
+            e.move(None)
            break
-    game.nenhere -= 1
-    if i <= game.nenhere:
-        for j in range(i, game.nenhere+1):
-           game.ks[j] = game.ks[j+1]
-           game.kpower[j] = game.kpower[j+1]
-           game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
-    game.ks[game.nenhere+1].x = 0
-    game.ks[game.nenhere+1].x = 0
-    game.kdist[game.nenhere+1] = 0
-    game.kavgd[game.nenhere+1] = 0
-    game.kpower[game.nenhere+1] = 0
-    return;
-
-def targetcheck(x, y):
-    # Return None if target is invalid 
-    if not VALID_SECTOR(x, y):
+    return
+
+def targetcheck(w):
+    "Return None if target is invalid, otherwise return a course angle."
+    if not w.valid_sector():
        huh()
        return None
-    deltx = 0.1*(y - game.sector.y)
-    delty = 0.1*(x - game.sector.x)
-    if deltx==0 and delty== 0:
+    delta = coord()
+    # FIXME: C code this was translated from is wacky -- why the sign reversal?
+    delta.j = (w.j - game.sector.j);
+    delta.i = (game.sector.i - w.i);
+    if delta == coord(0, 0):
        skip(1)
        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
        prout(_("  I recommend an immediate review of"))
        prout(_("  the Captain's psychological profile.\""))
-       chew()
+       scanner.chew()
        return None
-    return 1.90985932*math.atan2(deltx, delty)
+    return delta.bearing()
 
 def photon():
-    # launch photon torpedo 
+    "Launch photon torpedo."
+    course = []
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
-       chew()
+       scanner.chew()
        return
     if game.torps == 0:
        prout(_("No torpedoes left."))
-       chew()
+       scanner.chew()
        return
-    key = scan()
+    # First, get torpedo count
     while True:
-       if key == IHALPHA:
+        scanner.next()
+       if scanner.token == "IHALPHA":
            huh()
            return
-       elif key == IHEOL:
+       elif scanner.token == "IHEOL" or not scanner.waiting():
            prout(_("%d torpedoes left.") % game.torps)
+            scanner.chew()
            proutn(_("Number of torpedoes to fire- "))
-           key = scan()
-       else: # key == IHREAL  {
-           n = aaitem + 0.5
+            continue   # Go back around to get a number
+       else: # key == "IHREAL"
+           n = scanner.int()
            if n <= 0: # abort command 
-               chew()
+               scanner.chew()
                return
-           if n > 3:
-               chew()
-               prout(_("Maximum of 3 torpedoes per burst."))
-               key = IHEOL
+           if n > MAXBURST:
+               scanner.chew()
+               prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
                return
-           if n <= game.torps:
-               break
-           chew()
-           key = IHEOL
-    for i in range(1, n+1):
-       key = scan()
-       if i==1 and key == IHEOL:
-           break;      # we will try prompting 
-       if i==2 and key == IHEOL:
+            if n > game.torps:
+                scanner.chew() # User requested more torps than available
+                continue       # Go back around
+            break      # All is good, go to next stage
+    # Next, get targets
+    target = []
+    for i in range(n):
+       key = scanner.next()
+       if i==0 and key == "IHEOL":
+           break;      # no coordinate waiting, we will try prompting 
+       if i==1 and key == "IHEOL":
            # direct all torpedoes at one target 
-           while i <= n:
-               targ[i][1] = targ[1][1]
-               targ[i][2] = targ[1][2]
-               course[i] = course[1]
+           while i < n:
+               target.append(target[0])
+               course.append(course[0])
                i += 1
            break
-       if key != IHREAL:
-           huh()
-           return
-       targ[i][1] = aaitem
-       key = scan()
-       if key != IHREAL:
-           huh()
-           return
-       targ[i][2] = aaitem
-       course[i] = targetcheck(targ[i][1], targ[i][2])
-        if course[i] == None:
+        scanner.push(scanner.token)
+        target.append(scanner.getcoord())
+        if target[-1] == None:
+            return
+        course.append(targetcheck(target[-1]))
+        if course[-1] == None:
            return
-    chew()
-    if i == 1 and key == IHEOL:
+    scanner.chew()
+    if len(target) == 0:
        # prompt for each one 
-       for i in range(1, n+1):
-           proutn(_("Target sector for torpedo number %d- ") % i)
-           key = scan()
-           if key != IHREAL:
-               huh()
-               return
-           targ[i][1] = aaitem
-           key = scan()
-           if key != IHREAL:
-               huh()
-               return
-           targ[i][2] = aaitem
-           chew()
-            course[i] = targetcheck(targ[i][1], targ[i][2])
-            if course[i] == None:
+       for i in range(n):
+           proutn(_("Target sector for torpedo number %d- ") % (i+1))
+           scanner.chew()
+            target.append(scanner.getcoord())
+            if target[-1] == None:
+                return
+            course.append(targetcheck(target[-1]))
+            if course[-1] == None:
                 return
     game.ididit = True
     # Loop for moving <n> torpedoes 
-    for i in range(1, n+1):
+    for i in range(n):
        if game.condition != "docked":
            game.torps -= 1
-       r = (Rand()+Rand())*0.5 -0.5
-       if math.fabs(r) >= 0.47:
+       dispersion = (randreal()+randreal())*0.5 -0.5
+       if math.fabs(dispersion) >= 0.47:
            # misfire! 
-           r = (Rand()+1.2) * r
-           if n>1:
-               prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
+           dispersion *= randreal(1.2, 2.2)
+           if n > 0:
+               prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
            else:
                prouts(_("***TORPEDO MISFIRES."))
            skip(1)
            if i < n:
                prout(_("  Remainder of burst aborted."))
-           if Rand() <= 0.2:
+           if withprob(0.2):
                prout(_("***Photon tubes damaged by misfire."))
-               game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+               game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
            break
        if game.shldup or game.condition == "docked":
-           r *= 1.0 + 0.0001*game.shield
-       torpedo(course[i], r, game.sector, i, n)
-       if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           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.i][game.quadrant.j].supernova:
            return
-    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
        finish(FWON);
 
 def overheat(rpow):
-    # check for phasers overheating 
+    "Check for phasers overheating."
     if rpow > 1500:
-       chekbrn = (rpow-1500.)*0.00038
-       if Rand() <= chekbrn:
+        checkburn = (rpow-1500.0)*0.00038
+        if withprob(checkburn):
            prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
-           game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+           game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
 
 def checkshctrl(rpow):
-    # check shield control 
-       
+    "Check shield control."
     skip(1)
-    if Rand() < 0.998:
+    if withprob(0.998):
        prout(_("Shields lowered."))
        return False
     # Something bad has happened 
@@ -1765,7 +1837,7 @@ def checkshctrl(rpow):
     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
     skip(2)
     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
-    icas = hit*Rand()*0.012
+    icas = randrange(int(hit*0.012))
     skip(1)
     fry(0.8*hit)
     if icas:
@@ -1780,114 +1852,112 @@ def checkshctrl(rpow):
     overheat(rpow)
     return True;
 
-def hittem(doublehits):
-    # register a phaser hit on Klingons and Romulans 
-    nenhr2=game.nenhere; kk=1
+def hittem(hits):
+    "Register a phaser hit on Klingons and Romulans."
+    nenhr2 = len(game.enemies); kk=0
     w = coord()
     skip(1)
-    for k in range(1, nenhr2+1):
-        wham = hits[k]
+    for (k, wham) in enumerate(hits):
        if wham==0:
            continue
-       dustfac = 0.9 + 0.01*Rand()
-       hit = wham*math.pow(dustfac,game.kdist[kk])
-       kpini = game.kpower[kk]
+       dustfac = randreal(0.9, 1.0)
+       hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+       kpini = game.enemies[kk].kpower
        kp = math.fabs(kpini)
        if PHASEFAC*hit < kp:
            kp = PHASEFAC*hit
-        if game.kpower[kk] < 0:
-            game.kpower[kk] -= -kp
+        if game.enemies[kk].kpower < 0:
+            game.enemies[kk].kpower -= -kp
         else:
-            game.kpower[kk] -= kp
-       kpow = game.kpower[kk]
-       w = game.ks[kk]
+            game.enemies[kk].kpower -= kp
+       kpow = game.enemies[kk].kpower
+       w = game.enemies[kk].kloc
        if hit > 0.005:
            if not damaged(DSRSENS):
                boom(w)
            proutn(_("%d unit hit on ") % int(hit))
        else:
            proutn(_("Very small hit on "))
-       ienm = game.quad[w.x][w.y]
+       ienm = game.quad[w.i][w.j]
        if ienm==IHQUEST:
-           iqengry = True
-       crmena(False, ienm, "sector", w)
+           thing.angry = True
+       proutn(crmena(False, ienm, "sector", w))
        skip(1)
        if kpow == 0:
            deadkl(w, ienm, w)
-           if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+           if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
                finish(FWON);           
            if game.alldone:
                return
-           kk -= 1; # don't do the increment 
+           kk -= 1     # don't do the increment
+            continue
        else: # decide whether or not to emasculate klingon 
-           if kpow > 0 and Rand() >= 0.9 and \
-               kpow <= ((0.4 + 0.4*Rand())*kpini):
-               prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s"), w)
+           if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+               prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
                prout(_("   has just lost its firepower.\""))
-               game.kpower[kk] = -kpow
+               game.enemies[kk].kpower = -kpow
         kk += 1
-    return;
+    return
 
 def phasers():
-    # fire phasers 
-    hits = []; rpow=0
+    "Fire phasers at bad guys."
+    hits = []
     kz = 0; k = 1; irec=0 # Cheating inhibitor 
-    ifast = False; no = False; itarg = True; msgflag = True
+    ifast = False; no = False; itarg = True; msgflag = True; rpow=0
     automode = "NOTSET"
     key=0
-
     skip(1)
-    # SR sensors and Computer are needed fopr automode 
+    # SR sensors and Computer are needed for automode 
     if damaged(DSRSENS) or damaged(DCOMPTR):
        itarg = False
     if game.condition == "docked":
        prout(_("Phasers can't be fired through base shields."))
-       chew()
+       scanner.chew()
        return
     if damaged(DPHASER):
        prout(_("Phaser control damaged."))
-       chew()
+       scanner.chew()
        return
     if game.shldup:
        if damaged(DSHCTRL):
            prout(_("High speed shield control damaged."))
-           chew()
+           scanner.chew()
            return
        if game.energy <= 200.0:
            prout(_("Insufficient energy to activate high-speed shield control."))
-           chew()
+           scanner.chew()
            return
        prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
        ifast = True
-               
-    # Original code so convoluted, I re-did it all 
+    # Original code so convoluted, I re-did it all
+    # (That was Tom Almy talking about the C code, I think -- ESR)
     while automode=="NOTSET":
-       key=scan()
-       if key == IHALPHA:
-           if isit("manual"):
-               if game.nenhere==0:
+       key=scanner.next()
+       if key == "IHALPHA":
+           if scanner.sees("manual"):
+               if len(game.enemies)==0:
                    prout(_("There is no enemy present to select."))
-                   chew()
-                   key = IHEOL
+                   scanner.chew()
+                   key = "IHEOL"
                    automode="AUTOMATIC"
                else:
                    automode = "MANUAL"
-                   key = scan()
-           elif isit("automatic"):
-               if (not itarg) and game.nenhere != 0:
+                   key = scanner.next()
+           elif scanner.sees("automatic"):
+               if (not itarg) and len(game.enemies) != 0:
                    automode = "FORCEMAN"
                else:
-                   if game.nenhere==0:
+                   if len(game.enemies)==0:
                        prout(_("Energy will be expended into space."))
                    automode = "AUTOMATIC"
-                   key = scan()
-           elif isit("no"):
+                   key = scanner.next()
+           elif scanner.sees("no"):
                no = True
            else:
                huh()
                return
-       elif key == IHREAL:
-           if game.nenhere==0:
+       elif key == "IHREAL":
+           if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
            elif not itarg:
@@ -1895,66 +1965,67 @@ def phasers():
            else:
                automode = "AUTOMATIC"
        else:
-           # IHEOL 
-           if game.nenhere==0:
+           # "IHEOL" 
+           if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
            elif not itarg:
                automode = "FORCEMAN"
            else: 
-               proutn(_("Manual or automatic? "))                      
+               proutn(_("Manual or automatic? "))
+                scanner.chew()
     avail = game.energy
     if ifast:
         avail -= 200.0
     if automode == "AUTOMATIC":
-       if key == IHALPHA and isit("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
-           key = scan()
-       if key != IHREAL and game.nenhere != 0:
+           key = scanner.next()
+       if key != "IHREAL" and len(game.enemies) != 0:
            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
        irec=0
         while True:
-           chew()
+           scanner.chew()
            if not kz:
-               for i in range(1, game.nenhere+1):
-                   irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
+               for i in range(len(game.enemies)):
+                   irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
            kz=1
            proutn(_("%d units required. ") % irec)
-           chew()
+           scanner.chew()
            proutn(_("Units to fire= "))
-           key = scan()
-           if key!=IHREAL:
+           key = scanner.next()
+           if key!="IHREAL":
                return
-           rpow = aaitem
+           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:
            # chicken out 
-           chew()
+           scanner.chew()
            return
-        key=scan()
-       if key == IHALPHA and isit("no"):
+        key=scanner.next()
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        if ifast:
            game.energy -= 200; # Go and do it! 
            if checkshctrl(rpow):
                return
-       chew()
+       scanner.chew()
        game.energy -= rpow
        extra = rpow
-       if game.nenhere:
+       if len(game.enemies):
            extra = 0.0
            powrem = rpow
-           for i in range(1, game.nenhere+1):
-               hits[i] = 0.0
+           for i in range(len(game.enemies)):
+               hits.append(0.0)
                if powrem <= 0:
                    continue
-               hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
-               over = (0.01 + 0.05*Rand())*hits[i]
+               hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+               over = randreal(1.01, 1.06) * hits[i]
                temp = powrem
                powrem -= hits[i] + over
                if powrem <= 0 and temp < hits[i]:
@@ -1967,16 +2038,16 @@ def phasers():
            hittem(hits)
            game.ididit = True
        if extra > 0 and not game.alldone:
-           if game.ithere:
+           if game.tholian:
                proutn(_("*** Tholian web absorbs "))
-               if game.nenhere>0:
+               if len(game.enemies)>0:
                    proutn(_("excess "))
                prout(_("phaser energy."))
            else:
                prout(_("%d expended on empty space.") % int(extra))
     elif automode == "FORCEMAN":
-       chew()
-       key = IHEOL
+       scanner.chew()
+       key = "IHEOL"
        if damaged(DCOMPTR):
            prout(_("Battle computer damaged, manual fire only."))
        else:
@@ -1989,27 +2060,26 @@ def phasers():
            skip(1)
     elif automode == "MANUAL":
        rpow = 0.0
-        for k in range(1, game.nenhere+1):
-           aim = game.ks[k]
-           ienm = game.quad[aim.x][aim.y]
+        for k in range(len(game.enemies)):
+           aim = game.enemies[k].kloc
+           ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
                skip(1)
                msgflag = False
                rpow = 0.0
-           if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
-               (ienm == IHC or ienm == IHS):
-               cramen(ienm)
-               prout(_(" can't be located without short range scan."))
-               chew()
-               key = IHEOL
+           if damaged(DSRSENS) and \
+               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"
                hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
                k += 1
                continue
-           if key == IHEOL:
-               chew()
+           if key == "IHEOL":
+               scanner.chew()
                if itarg and k > kz:
-                   irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
+                   irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
@@ -2017,42 +2087,40 @@ def phasers():
                else:
                    proutn("??")
                proutn(")  ")
-               proutn(_("units to fire at "))
-               crmena(False, ienm, sector, aim)
-               proutn("-  ")
-               key = scan()
-           if key == IHALPHA and isit("no"):
+               proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
+               key = scanner.next()
+           if key == "IHALPHA" and scanner.sees("no"):
                no = True
-               key = scan()
+               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
-           if aaitem < 0:
+           if scanner.real < 0:
                # abort out 
-               chew()
+               scanner.chew()
                return
-           hits[k] = aaitem
-           rpow += aaitem
+           hits[k] = scanner.real
+           rpow += scanner.real
            # If total requested is too much, inform and start over 
             if rpow > avail:
                prout(_("Available energy exceeded -- try again."))
-               chew()
+               scanner.chew()
                return
-           key = scan(); # scan for next value 
+           key = scanner.next(); # scan for next value 
            k += 1
        if rpow == 0.0:
            # zero energy -- abort 
-           chew()
+           scanner.chew()
            return
-       if key == IHALPHA and isit("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        game.energy -= rpow
-       chew()
+       scanner.chew()
        if ifast:
            game.energy -= 200.0
            if checkshctrl(rpow):
@@ -2065,7 +2133,7 @@ def phasers():
     if ifast:
        skip(1)
        if no == 0:
-           if Rand() >= 0.99:
+           if withprob(0.01):
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
@@ -2083,32 +2151,30 @@ def phasers():
 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
 # BSD Trek, from which we swiped the idea, can have up to 5.
 
-import math
-
 def unschedule(evtype):
-    # remove an event from the schedule 
+    "Remove an event from the schedule."
     game.future[evtype].date = FOREVER
     return game.future[evtype]
 
 def is_scheduled(evtype):
-    # is an event of specified type scheduled 
+    "Is an event of specified type scheduled."
     return game.future[evtype].date != FOREVER
 
 def scheduled(evtype):
-    # when will this event happen? 
+    "When will this event happen?"
     return game.future[evtype].date
 
 def schedule(evtype, offset):
-    # schedule an event of specified type 
+    "Schedule an event of specified type."
     game.future[evtype].date = game.state.date + offset
     return game.future[evtype]
 
 def postpone(evtype, offset):
-    # postpone a scheduled event 
+    "Postpone a scheduled event."
     game.future[evtype].date += offset
 
 def cancelrest():
-    # rest period is interrupted by event 
+    "Rest period is interrupted by event."
     if game.resting:
        skip(1)
        proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
@@ -2116,26 +2182,22 @@ def cancelrest():
            game.resting = False
            game.optime = 0.0
            return True
-
     return False
 
 def events():
-    # run through the event queue looking for things to do 
+    "Run through the event queue looking for things to do."
     i=0
     fintim = game.state.date + game.optime; yank=0
     ictbeam = False; istract = False
     w = coord(); hold = coord()
     ev = event(); ev2 = event()
 
-    def tractorbeam():
-        # tractor beaming cases merge here 
-        yank = math.sqrt(yank)
+    def tractorbeam(yank):
+        "Tractor-beaming cases merge here." 
         announce()
         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) 
         skip(1)
-        proutn("***")
-        crmshp()
-        prout(_(" caught in long range tractor beam--"))
+        prout("***" + crmshp() + _(" caught in long range tractor beam--"))
         # If Kirk & Co. screwing around on planet, handle 
         atover(True) # atover(true) is Grab 
         if game.alldone:
@@ -2146,79 +2208,69 @@ def events():
         # Check to see if shuttle is aboard 
         if game.iscraft == "offship":
             skip(1)
-            if Rand() > 0.5:
+            if withprob(0.5):
                 prout(_("Galileo, left on the planet surface, is captured"))
                 prout(_("by aliens and made into a flying McDonald's."))
                 game.damage[DSHUTTL] = -10
                 game.iscraft = "removed"
             else:
                 prout(_("Galileo, left on the planet surface, is well hidden."))
-        if evcode==0:
+        if evcode == FSPY:
             game.quadrant = game.state.kscmdr
         else:
             game.quadrant = game.state.kcmdr[i]
         game.sector = randplace(QUADSIZE)
-        crmshp()
-        proutn(_(" is pulled to "))
-        proutn(cramlc(quadrant, game.quadrant))
-        proutn(", ")
-        prout(cramlc(sector, game.sector))
+        prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
+               % (game.quadrant, game.sector))
         if game.resting:
             prout(_("(Remainder of rest/repair period cancelled.)"))
             game.resting = False
         if not game.shldup:
             if not damaged(DSHIELD) and game.shield > 0:
-                doshield(True) # raise shields 
-                game.shldchg=False
+                doshield(shraise=True) # raise shields 
+                game.shldchg = False
             else:
                 prout(_("(Shields not currently useable.)"))
-        newqad(False)
+        newqad()
         # Adjust finish time to time of tractor beaming 
         fintim = game.state.date+game.optime
-        attack(False)
-        if game.state.remcom <= 0:
+        attack(torps_ok=False)
+        if not game.state.kcmdr:
             unschedule(FTBEAM)
         else: 
-            schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+            schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
 
     def destroybase():
-        # Code merges here for any commander destroying base 
+        "Code merges here for any commander destroying a starbase." 
         # Not perfect, but will have to do 
         # Handle case where base is in same quadrant as starship 
-        if same(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.base.x=game.base.y=0
+        if game.battle == game.quadrant:
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
+            game.quad[game.base.i][game.base.j] = IHDOT
+            game.base.invalidate()
             newcnd()
             skip(1)
             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
-        elif game.state.rembase != 1 and \
-                 (not damaged(DRADIO) or game.condition == "docked"):
+        elif game.state.baseq and communicating():
             # Get word via subspace radio 
             announce()
             skip(1)
             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
-            proutn(_("   the starbase in "))
-            proutn(cramlc(quadrant, game.battle))
-            prout(_(" has been destroyed by"))
+            proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
             if game.isatb == 2: 
                 prout(_("the Klingon Super-Commander"))
             else:
                 prout(_("a Klingon Commander"))
-            game.state.chart[game.battle.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
-        for i in range(1, game.state.rembase+1):
-            if same(game.state.baseq[i], game.battle):
-                game.state.baseq[i] = game.state.baseq[game.state.rembase]
-        game.state.rembase -= 1
+        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 
             game.battle = hold
             game.isatb = 0
         else:
-            invalidate(game.battle)
-
+            game.battle.invalidate()
     if idebug:
        prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
        for i in range(1, NEVENTS):
@@ -2238,7 +2290,7 @@ 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
@@ -2254,7 +2306,7 @@ def events():
        xtime = datemin-game.state.date
        game.state.date = datemin
        # Decrement Federation resources and recompute remaining time 
-       game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+       game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
         game.recompute()
        if game.state.remtime <=0:
            finish(FDEPLETE)
@@ -2276,7 +2328,7 @@ def events():
        if game.condition == "docked":
            repair /= game.docfac
        # Don't fix Deathray here 
-       for l in range(0, NDEVICES):
+       for l in range(NDEVICES):
            if game.damage[l] > 0.0 and l != DDRAY:
                 if game.damage[l]-repair > 0.0:
                     game.damage[l] -= repair
@@ -2297,9 +2349,9 @@ 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 \
@@ -2313,71 +2365,66 @@ def events():
                 (game.energy < 2500 or damaged(DPHASER)) and \
                  (game.torps < 5 or damaged(DPHOTON))):
                # Tractor-beam her! 
-               istract = True
-               yank = distance(game.state.kscmdr, game.quadrant)
-                ictbeam = True
-                tractorbeam()
+               istract = ictbeam = True
+                tractorbeam((game.state.kscmdr-game.quadrant).distance())
            else:
                return
        elif evcode == FTBEAM: # Tractor beam 
-            if game.state.remcom == 0:
+            if not game.state.kcmdr:
                 unschedule(FTBEAM)
                 continue
-            i = Rand()*game.state.remcom+1.0
-            yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+            i = randrange(len(game.state.kcmdr))
+            yank = (game.state.kcmdr[i]-game.quadrant).distance()
             if istract or game.condition == "docked" or yank == 0:
                 # Drats! Have to reschedule 
                 schedule(FTBEAM, 
-                         game.optime + expran(1.5*game.intime/game.state.remcom))
+                         game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
                 continue
             ictbeam = True
-            tractorbeam()
+            tractorbeam(yank)
        elif evcode == FSNAP: # Snapshot of the universe (for time warp) 
-           game.snapsht = game.state
+           game.snapsht = copy.deepcopy(game.state)
            game.state.snap = True
            schedule(FSNAP, expran(0.5 * game.intime))
        elif evcode == FBATTAK: # Commander attacks starbase 
-           if game.state.remcom==0 or game.state.rembase==0:
+           if not game.state.kcmdr or not game.state.baseq:
                # no can do 
                unschedule(FBATTAK)
                unschedule(FCDBAS)
                 continue
-           i = 0
-           for j in range(1, game.state.rembase+1):
-               for k in range(1, game.state.remcom+1):
-                   if same(game.state.baseq[j], game.state.kcmdr[k]) and \
-                       not same(game.state.baseq[j], game.quadrant) and \
-                        not same(game.state.baseq[j], game.state.kscmdr):
-                       i = 1
-               if i == 1:
-                   continue
-           if j>game.state.rembase:
-               # no match found -- try later 
-               schedule(FBATTAK, expran(0.3*game.intime))
-               unschedule(FCDBAS)
-               continue
+            try:
+                for ibq in game.state.baseq:
+                   for cmdr in game.state.kcmdr: 
+                       if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
+                           raise 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]
-           schedule(FCDBAS, 1.0+3.0*Rand())
+           game.battle = ibq
+           schedule(FCDBAS, randreal(1.0, 4.0))
            if game.isatb: # extra time if SC already attacking 
                postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
            game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
            game.iseenit = False
-           if damaged(DRADIO) and game.condition != "docked": 
+            if not communicating():
                continue # No warning :-( 
            game.iseenit = True
            announce()
            skip(1)
-           proutn(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
+           prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
            prout(_("   reports that it is under attack and that it can"))
-           proutn(_("   hold out only until stardate %d") % (int(scheduled(FCDBAS))))
-            prout(".\"")
+           prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
            if cancelrest():
                 return
        elif evcode == FSCDBAS: # Supercommander destroys base 
            unschedule(FSCDBAS)
            game.isatb = 2
-           if not game.state.galaxy[game.state.kscmdr.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
@@ -2385,14 +2432,16 @@ def events():
        elif evcode == FCDBAS: # Commander succeeds in destroying base 
            if evcode==FCDBAS:
                unschedule(FCDBAS)
+                if not game.state.baseq() \
+                       or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
+                   game.battle.invalidate()
+                    continue
                # find the lucky pair 
-               for i in range(1, game.state.remcom+1):
-                   if same(game.state.kcmdr[i], game.battle)
+               for cmdr in game.state.kcmdr:
+                   if cmdr == game.battle
                        break
-               if i > game.state.remcom or game.state.rembase == 0 or \
-                   not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+                else:
                    # No action to take after all 
-                   invalidate(game.battle)
                    continue
             destroybase()
        elif evcode == FSCMOVE: # Supercommander moves 
@@ -2402,47 +2451,36 @@ 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 not damaged(DRADIO) or game.condition == "docked":
+                    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 damaged(DRADIO) or game.condition == "docked":
-                   announce()
+                if communicating():
+                   #announce()
                    skip(1)
-                   proutn(_("Lt. Uhura-  \"The deep space probe is now in "))
-                   proutn(cramlc(quadrant, game.probec))
-                   prout(".\"")
-           pdest = game.state.galaxy[game.probec.x][game.probec.y]
-           # Update star chart if Radio is working or have access to radio
-           if not damaged(DRADIO) or game.condition == "docked":
-               chp = game.state.chart[game.probec.x][game.probec.y]
+                   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.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)
@@ -2453,10 +2491,10 @@ 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]
-                if not (same(game.quadrant, w) or q.planet == NOPLANET or \
-                     game.state.planets[q.planet].inhabited == UNINHABITED or \
-                     q.supernova or q.status!=secure or q.klingons<=0):
+               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):
                     break
             else:
                # can't seem to find one; ignore this call 
@@ -2466,10 +2504,9 @@ 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 not damaged(DRADIO) or game.condition == "docked":
+           if communicating():
                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
                         % (q.planet, `w`))
                prout(_("by a Klingon invasion fleet."))
@@ -2478,7 +2515,7 @@ 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
@@ -2489,7 +2526,7 @@ def events():
            ev2.quadrant = ev.quadrant
 
            # report the disaster if we can 
-           if not damaged(DRADIO) or game.condition == "docked":
+           if communicating():
                prout(_("Uhura- We've lost contact with starsystem %s") % \
                         q.planet)
                prout(_("in Quadrant %s.\n") % ev.quadrant)
@@ -2498,7 +2535,7 @@ 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
@@ -2506,14 +2543,15 @@ 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
@@ -2521,49 +2559,45 @@ 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
-           if same(game.quadrant, w):
-               newkling(++game.klhere)
-
+           if game.quadrant == w:
+                game.klhere += 1
+               game.enemies.append(newkling())
            # recompute time left
             game.recompute()
-           # report the disaster if we can 
-           if not damaged(DRADIO) or game.condition == "docked":
-               if same(game.quadrant, w):
+           if communicating():
+               if game.quadrant == w:
                    prout(_("Spock- sensors indicate the Klingons have"))
                    prout(_("launched a warship from %s.") % q.planet)
                else:
                    prout(_("Uhura- Starfleet reports increased Klingon activity"))
-                   if q.planet != NOPLANET:
+                   if q.planet != None:
                        proutn(_("near %s") % q.planet)
                    prout(_("in Quadrant %s.") % w)
                                
 def wait():
-    # wait on events 
+    "Wait on events."
     game.ididit = False
     while True:
-       key = scan()
-       if key  != IHEOL:
+       key = scanner.next()
+       if key  != "IHEOL":
            break
        proutn(_("How long? "))
-    chew()
-    if key != IHREAL:
+    scanner.chew()
+    if key != "IHREAL":
        huh()
        return
-    origTime = delay = aaitem
+    origTime = delay = scanner.real
     if delay <= 0.0:
        return
-    if delay >= game.state.remtime or game.nenhere != 0:
+    if delay >= game.state.remtime or len(game.enemies) != 0:
        proutn(_("Are you sure? "))
        if ja() == False:
            return
-
     # Alternate resting periods (events) with attacks 
-
     game.resting = True
     while True:
        if delay <= 0:
@@ -2572,13 +2606,13 @@ def wait():
            prout(_("%d stardates left.") % int(game.state.remtime))
            return
        temp = game.optime = delay
-       if game.nenhere:
-           rtime = 1.0 + Rand()
+       if len(game.enemies):
+           rtime = randreal(1.0, 2.0)
            if rtime < temp:
                temp = rtime
            game.optime = temp
        if game.optime < delay:
-           attack(False)
+           attack(torps_ok=False)
        if game.alldone:
            return
        events()
@@ -2590,194 +2624,158 @@ 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 
+    "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(); scratch = coord()
-
-    if Rand() < 0.05:
+    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
-    crmena(False, IHSTAR, sector, nov)
-    prout(_(" novas."))
-    game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+    game.quad[nov.i][nov.j] = IHDOT
+    prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
     game.state.starkl += 1
-       
-    # Set up stack to recursively trigger adjacent stars 
-    bot = top = top2 = 1
+    # Set up queue to recursively trigger adjacent stars 
+    hits = [nov]
     kount = 0
-    icx = icy = 0
-    hits[1][1] = nov.x
-    hits[1][2] = nov.y
-    while True:
-       for mm in range(bot, top+1): 
-           for nn in range(1, 3+1):  # nn,j represents coordinates around current 
-               for j in range(1, 3+1):
-                   if j==2 and nn== 2:
-                       continue
-                   scratch.x = hits[mm][1]+nn-2
-                   scratch.y = hits[mm][2]+j-2
-                   if not VALID_SECTOR(scratch.y, scratch.x):
-                       continue
-                   iquad = game.quad[scratch.x][scratch.y]
-                    # Empty space ends reaction
-                    if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
-                       break
-                   elif iquad == IHSTAR: # Affect another star 
-                       if Rand() < 0.05:
-                           # This star supernovas 
-                           scratch = supernova(False)
-                           return
-                       top2 += 1
-                       hits[top2][1]=scratch.x
-                       hits[top2][2]=scratch.y
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+    while hits:
+        offset = coord()
+        start = hits.pop()
+        for offset.i in range(-1, 1+1):
+            for offset.j in range(-1, 1+1):
+                if offset.j==0 and offset.i==0:
+                    continue
+                neighbor = start + offset
+                if not neighbor.valid_sector():
+                    continue
+                iquad = game.quad[neighbor.i][neighbor.j]
+                # Empty space ends reaction
+                if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+                    pass
+                elif iquad == IHSTAR: # Affect another star 
+                    if withprob(0.05):
+                        # This star supernovas 
+                        supernova(game.quadrant)
+                        return
+                    else:
+                        hits.append(neighbor)
+                       game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
                        game.state.starkl += 1
-                       crmena(True, IHSTAR, sector, scratch)
+                       proutn(crmena(True, IHSTAR, "sector", neighbor))
                        prout(_(" novas."))
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                   elif iquad == IHP: # Destroy planet 
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
-                       game.state.nplankl += 1
-                       crmena(True, IHP, sector, scratch)
-                       prout(_(" destroyed."))
-                       game.state.planets[game.iplnet].pclass = destroyed
-                       game.iplnet = 0
-                       invalidate(game.plnet)
-                       if game.landed:
-                           finish(FPNOVA)
-                           return
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                   elif iquad == IHB: # Destroy base 
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
-                       for i in range(1, game.state.rembase+1):
-                           if same(game.state.baseq[i], game.quadrant): 
-                               break
-                       game.state.baseq[i] = game.state.baseq[game.state.rembase]
-                       game.state.rembase -= 1
-                       invalidate(game.base)
-                       game.state.basekl += 1
-                       newcnd()
-                       crmena(True, IHB, sector, scratch)
-                       prout(_(" destroyed."))
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                   elif iquad in (IHE, IHF): # Buffet ship 
-                       prout(_("***Starship buffeted by nova."))
-                       if game.shldup:
-                           if game.shield >= 2000.0:
-                               game.shield -= 2000.0
-                           else:
-                               diff = 2000.0 - game.shield
-                               game.energy -= diff
-                               game.shield = 0.0
-                               game.shldup = False
-                               prout(_("***Shields knocked out."))
-                               game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
-                       else:
-                           game.energy -= 2000.0
-                       if game.energy <= 0:
-                           finish(FNOVA)
-                           return
-                       # add in course nova contributes to kicking starship
-                       icx += game.sector.x-hits[mm][1]
-                       icy += game.sector.y-hits[mm][2]
-                       kount += 1
-                   elif iquad == IHK: # kill klingon 
-                       deadkl(scratch,iquad, scratch)
-                    elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
-                       for ll in range(1, game.nenhere+1):
-                           if same(game.ks[ll], scratch):
-                               break
-                       game.kpower[ll] -= 800.0 # If firepower is lost, die 
-                       if game.kpower[ll] <= 0.0:
-                           deadkl(scratch, iquad, scratch)
-                           break
-                       newc.x = scratch.x + scratch.x - hits[mm][1]
-                       newc.y = scratch.y + scratch.y - hits[mm][2]
-                       crmena(True, iquad, sector, scratch)
-                       proutn(_(" damaged"))
-                       if not VALID_SECTOR(newc.x, newc.y):
-                           # can't leave quadrant 
-                           skip(1)
-                           break
-                       iquad1 = game.quad[newc.x][newc.y]
-                       if iquad1 == IHBLANK:
-                           proutn(_(", blasted into "))
-                           crmena(False, IHBLANK, sector, newc)
-                           skip(1)
-                           deadkl(scratch, iquad, newc)
-                           break
-                       if iquad1 != IHDOT:
-                           # can't move into something else 
-                           skip(1)
-                           break
-                       proutn(_(", buffeted to "))
-                       proutn(cramlc(sector, newc))
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                       game.quad[newc.x][newc.y] = iquad
-                       game.ks[ll] = newc
-                       game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
-                       skip(1)
-       if top == top2: 
-           break
-       bot = top + 1
-       top = top2
-    if kount==0: 
-       return
-
+                        game.quad[neighbor.i][neighbor.j] = IHDOT
+                        kount += 1
+                elif iquad in (IHP, IHW): # Destroy planet 
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+                    if iquad == IHP:
+                        game.state.nplankl += 1
+                    else:
+                        game.state.worldkl += 1
+                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+                    game.iplnet.pclass = "destroyed"
+                    game.iplnet = None
+                    game.plnet.invalidate()
+                    if game.landed:
+                        finish(FPNOVA)
+                        return
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
+                elif iquad == IHB: # Destroy base 
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+                    game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
+                    game.base.invalidate()
+                    game.state.basekl += 1
+                    newcnd()
+                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
+                elif iquad in (IHE, IHF): # Buffet ship 
+                    prout(_("***Starship buffeted by nova."))
+                    if game.shldup:
+                        if game.shield >= 2000.0:
+                            game.shield -= 2000.0
+                        else:
+                            diff = 2000.0 - game.shield
+                            game.energy -= diff
+                            game.shield = 0.0
+                            game.shldup = False
+                            prout(_("***Shields knocked out."))
+                            game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+                    else:
+                        game.energy -= 2000.0
+                    if game.energy <= 0:
+                        finish(FNOVA)
+                        return
+                    # add in course nova contributes to kicking starship
+                    bump += (game.sector-hits[mm]).sgn()
+                elif iquad == IHK: # kill klingon 
+                    deadkl(neighbor, iquad, neighbor)
+                elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
+                    for ll in range(len(game.enemies)):
+                        if game.enemies[ll].kloc == neighbor:
+                            break
+                    game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
+                    if game.enemies[ll].kpower <= 0.0:
+                        deadkl(neighbor, iquad, neighbor)
+                        break
+                    newc = neighbor + neighbor - hits[mm]
+                    proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+                    if not newc.valid_sector():
+                        # can't leave quadrant 
+                        skip(1)
+                        break
+                    iquad1 = game.quad[newc.i][newc.j]
+                    if iquad1 == IHBLANK:
+                        proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
+                        skip(1)
+                        deadkl(neighbor, iquad, newc)
+                        break
+                    if iquad1 != IHDOT:
+                        # can't move into something else 
+                        skip(1)
+                        break
+                    proutn(_(", buffeted to Sector %s") % newc)
+                    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
-    icx = sgn(icx)
-    icy = sgn(icy)
-    game.direc = course[3*(icx+1)+icy+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(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):
-    # star goes supernova 
+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(1, GALSIZE+1):
-           for nq.y in range(1, GALSIZE+1):
-               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 = Rand()*stars + 1
-       for nq.x in range(1, GALSIZE+1):
-           for nq.y in range(1, GALSIZE+1):
-               num -= game.state.galaxy[nq.x][nq.y].stars
+       num = randrange(stars) + 1
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               num -= game.state.galaxy[nq.i][nq.j].stars
                if num <= 0:
                    break
            if num <=0:
@@ -2786,88 +2784,73 @@ def supernova(induced, w=None):
            proutn("=== Super nova here?")
            if ja() == True:
                nq = game.quadrant
-
-    if not same(nq, game.quadrant) or game.justin:
+    if not nq == game.quadrant or game.justin:
        # it isn't here, or we just entered (treat as enroute) 
-       if not damaged(DRADIO) or game.condition == "docked":
+       if communicating():
            skip(1)
            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
     else:
        ns = coord()
        # we are in the quadrant! 
-       num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
-       for ns.x in range(1, QUADSIZE+1):
-           for ns.y in range(1, QUADSIZE+1):
-               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
            if num==0:
                break
-
        skip(1)
        prouts(_("***RED ALERT!  RED ALERT!"))
        skip(1)
        prout(_("***Incipient supernova detected at Sector %s") % ns)
-       if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 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
-    if same(nq, game.state.kscmdr):
+    # 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)
-    if game.state.remcom:
-       maxloop = game.state.remcom
-       for l in range(1, maxloop+1):
-           if same(game.state.kcmdr[l], nq):
-               game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
-               invalidate(game.state.kcmdr[game.state.remcom])
-               game.state.remcom -= 1
-               kldead -= 1
-               if game.state.remcom==0:
-                   unschedule(FTBEAM)
-               break
+    survivors = filter(lambda w: w != nq, game.state.kcmdr)
+    comkills = len(game.state.kcmdr) - len(survivors)
+    game.state.kcmdr = survivors
+    kldead -= comkills
+    if not game.state.kcmdr:
+        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):
-       if same(game.state.planets[loop].w, nq):
-           game.state.planets[loop].pclass = destroyed
+       if game.state.planets[loop].quadrant == nq:
+           game.state.planets[loop].pclass = "destroyed"
            npdead += 1
-    # Destroy any base in supernovaed quadrant 
-    if game.state.rembase:
-       maxloop = game.state.rembase
-       for loop in range(1, maxloop+1):
-           if same(game.state.baseq[loop], nq):
-               game.state.baseq[loop] = game.state.baseq[game.state.rembase]
-               invalidate(game.state.baseq[game.state.rembase])
-               game.state.rembase -= 1
-               break
+    # 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 same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked":
-       game.state.galaxy[nq.x][nq.y].supernova = True
+    if game.quadrant == nq or communicating():
+       game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message 
-    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant):
+    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)
@@ -2880,9 +2863,8 @@ def supernova(induced, w=None):
 # Code from finish.c ends here.
 
 def selfdestruct():
-    # self-destruct maneuver 
-    # Finish with a BANG! 
-    chew()
+    "Self-destruct maneuver. Finish with a BANG!" 
+    scanner.chew()
     if damaged(DCOMPTR):
        prout(_("Computer damaged; cannot execute destruct sequence."))
        return
@@ -2900,9 +2882,9 @@ def selfdestruct():
     skip(1)
     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
     skip(1)
-    scan()
-    chew()
-    if game.passwd != citem:
+    scanner.next()
+    scanner.chew()
+    if game.passwd != scanner.token:
        prouts(_("PASSWORD-REJECTED;"))
        skip(1)
        prouts(_("CONTINUITY-EFFECTED"))
@@ -2914,7 +2896,7 @@ def selfdestruct():
     prouts("                         3"); skip(1)
     prouts("                            2"); skip(1)
     prouts("                              1"); skip(1)
-    if Rand() < 0.15:
+    if withprob(0.15):
        prouts(_("GOODBYE-CRUEL-WORLD"))
        skip(1)
     kaboom()
@@ -2923,24 +2905,28 @@ def kaboom():
     stars()
     if game.ship==IHE:
        prouts("***")
-    prouts(_("********* Entropy of "))
-    crmshp()
-    prouts(_(" maximized *********"))
+    prouts(_("********* Entropy of %s maximized *********") % crmshp())
     skip(1)
     stars()
     skip(1)
-    if game.nenhere != 0:
+    if len(game.enemies) != 0:
        whammo = 25.0 * game.energy
        l=1
-       while l <= game.nenhere:
-           if game.kpower[l]*game.kdist[l] <= whammo: 
-               deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+       while l <= len(game.enemies):
+           if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
+               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
            l += 1
     finish(FDILITHIUM)
                                
 def killrate():
     "Compute our rate of kils over time."
-    return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+    elapsed = game.state.date - game.indate
+    if elapsed == 0:   # Avoid divide-by-zero error if calculated on turn 0
+        return 0
+    else:
+        starting = (game.inkling + game.incom + game.inscom)
+        remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+        return (starting - remaining)/elapsed
 
 def badpoints():
     "Compute demerits."
@@ -2957,7 +2943,6 @@ def badpoints():
         badpt += 200.0
     return badpt
 
-
 def finish(ifin):
     # end the game, with appropriate notfications 
     igotit = False
@@ -3015,7 +3000,7 @@ def finish(ifin):
                        prout(_("You cannot get a citation, so..."))
                    else:
                        proutn(_("Do you want your Commodore Emeritus Citation printed? "))
-                       chew()
+                       scanner.chew()
                        if ja() == True:
                            igotit = True
            # Only grant long life if alive (original didn't!)
@@ -3030,7 +3015,7 @@ def finish(ifin):
        prout(_("conquered.  Your starship is now Klingon property,"))
        prout(_("and you are put on trial as a war criminal.  On the"))
        proutn(_("basis of your record, you are "))
-       if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+       if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
            prout(_("acquitted."))
            skip(1)
            prout(_("LIVE LONG AND PROSPER."))
@@ -3049,9 +3034,7 @@ def finish(ifin):
        skip(1)
        prout(_("Your starship is a derelict in space."))
     elif ifin == FBATTLE:
-       proutn(_("The "))
-       crmshp()
-       prout(_("has been destroyed in battle."))
+       prout(_("The %s has been destroyed in battle.") % crmshp())
        skip(1)
        prout(_("Dulce et decorum est pro patria mori."))
     elif ifin == FNEG3:
@@ -3065,9 +3048,7 @@ def finish(ifin):
        prout(_("That was a great shot."))
        skip(1)
     elif ifin == FSNOVAED:
-       proutn(_("The "))
-       crmshp()
-       prout(_(" has been fried by a supernova."))
+       prout(_("The %s has been fried by a supernova.") % crmshp())
        prout(_("...Not even cinders remain..."))
     elif ifin == FABANDN:
        prout(_("You have been captured by the Klingons. If you still"))
@@ -3080,9 +3061,7 @@ def finish(ifin):
        prout(_("Starbase was unable to re-materialize your starship."))
        prout(_("Sic transit gloria mundi"))
     elif ifin == FPHASER:
-       proutn(_("The "))
-       crmshp()
-       prout(_(" has been cremated by its own phasers."))
+       prout(_("The %s has been cremated by its own phasers.") % crmshp())
     elif ifin == FLOST:
        prout(_("You and your landing party have been"))
        prout(_("converted to energy, disipating through space."))
@@ -3092,9 +3071,7 @@ def finish(ifin):
        skip(1)
        prout(_("They are very fond of \"Captain Kirk\" soup."))
        skip(1)
-       proutn(_("Without your leadership, the "))
-       crmshp()
-       prout(_(" is destroyed."))
+       prout(_("Without your leadership, the %s is destroyed.") % crmshp())
     elif ifin == FDPLANET:
        prout(_("You and your mining party perish."))
        skip(1)
@@ -3104,25 +3081,19 @@ def finish(ifin):
        prout(_("The Galileo is instantly annihilated by the supernova."))
        prout(_("You and your mining party are atomized."))
        skip(1)
-       proutn(_("Mr. Spock takes command of the "))
-       crmshp()
-       prout(_(" and"))
-       prout(_("joins the Romulans, reigning terror on the Federation."))
+       prout(_("Mr. Spock takes command of the %s and") % crmshp())
+       prout(_("joins the Romulans, wreaking terror on the Federation."))
     elif ifin == FPNOVA:
        prout(_("You and your mining party are atomized."))
        skip(1)
-       proutn(_("Mr. Spock takes command of the "))
-       crmshp()
-       prout(_(" and"))
-       prout(_("joins the Romulans, reigning terror on the Federation."))
+       prout(_("Mr. Spock takes command of the %s and") % crmshp())
+       prout(_("joins the Romulans, wreaking terror on the Federation."))
     elif ifin == FSTRACTOR:
        prout(_("The shuttle craft Galileo is also caught,"))
        prout(_("and breaks up under the strain."))
        skip(1)
        prout(_("Your debris is scattered for millions of miles."))
-       proutn(_("Without your leadership, the "))
-       crmshp()
-       prout(_(" is destroyed."))
+       prout(_("Without your leadership, the %s is destroyed.") % crmshp())
     elif ifin == FDRAY:
        prout(_("The mutants attack and kill Spock."))
        prout(_("Your ship is captured by Klingons, and"))
@@ -3143,13 +3114,13 @@ def finish(ifin):
     elif game.ship == IHE:
        game.ship = IHF
     game.alive = False
-    if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
        goodies = game.state.remres/game.inresor
-       baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
-       if goodies/baddies >= 1.0+0.5*Rand():
+       baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+       if goodies/baddies >= randreal(1.0, 1.5):
            prout(_("As a result of your actions, a treaty with the Klingon"))
            prout(_("Empire has been signed. The terms of the treaty are"))
-           if goodies/baddies >= 3.0+Rand():
+           if goodies/baddies >= randreal(3.0):
                prout(_("favorable to the Federation."))
                skip(1)
                prout(_("Congratulations!"))
@@ -3166,11 +3137,10 @@ def finish(ifin):
     score()
 
 def score():
-    # compute player's score 
+    "Compute player's score."
     timused = game.state.date - game.indate
-
     iskill = game.skill
-    if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
+    if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
        timused = 5.0
     perdate = killrate()
     ithperd = 500*perdate + 0.5
@@ -3186,7 +3156,7 @@ def score():
     if not game.gamewon:
        game.state.nromrem = 0 # None captured if no win
     iscore = 10*(game.inkling - game.state.remkl) \
-             + 50*(game.incom - game.state.remcom) \
+             + 50*(game.incom - len(game.state.kcmdr)) \
              + ithperd + iwon \
              + 20*(game.inrom - game.state.nromrem) \
              + 200*(game.inscom - game.state.nscrem) \
@@ -3205,9 +3175,9 @@ def score():
     if game.inkling - game.state.remkl:
        prout(_("%6d ordinary Klingons destroyed        %5d") %
              (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
-    if game.incom - game.state.remcom:
+    if game.incom - len(game.state.kcmdr):
        prout(_("%6d Klingon commanders destroyed       %5d") %
-             (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
+             (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
     if game.inscom - game.state.nscrem:
        prout(_("%6d Super-Commander destroyed          %5d") %
              (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
@@ -3252,11 +3222,11 @@ def score():
     prout(_("TOTAL SCORE                               %5d") % iscore)
 
 def plaque():
-    # emit winner's commemmorative plaque 
+    "Emit winner's commemmorative plaque." 
     skip(2)
     while True:
         proutn(_("File or device name for your plaque: "))
-        cgetline(winner, sizeof(winner))
+        winner = cgetline()
         try:
             fp = open(winner, "w")
             break
@@ -3264,10 +3234,9 @@ def plaque():
             prout(_("Invalid name."))
 
     proutn(_("Enter name to go on plaque (up to 30 characters): "))
-    cgetline(winner, sizeof(winner))
+    winner = cgetline()
     # The 38 below must be 64 for 132-column paper 
     nskip = 38 - len(winner)/2
-
     fp.write("\n\n\n\n")
     # --------DRAW ENTERPRISE PICTURE. 
     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
@@ -3303,7 +3272,7 @@ 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)
@@ -3314,6 +3283,7 @@ def plaque():
 
 rows = linecount = 0   # for paging 
 stdscr = None
+replayfp = None
 fullscreen_window = None
 srscan_window     = None
 report_window     = None
@@ -3321,28 +3291,12 @@ status_window     = None
 lrscan_window     = None
 message_window    = None
 prompt_window     = 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()
-       stdout.write('\n')
-    if logfp:
-       logfp.close()
+curwnd = None
 
 def iostart():
-    global stdscr
-    #setlocale(LC_ALL, "")
-    #bindtextdomain(PACKAGE, LOCALEDIR)
-    #textdomain(PACKAGE)
-    if atexit.register(outro):
-       sys.stderr.write("Unable to register outro(), exiting...\n")
-       os.exit(1)
+    global stdscr, rows
+    gettext.bindtextdomain("sst", "/usr/local/share/locale")
+    gettext.textdomain("sst")
     if not (game.options & OPTION_CURSES):
        ln_env = os.getenv("LINES")
         if ln_env:
@@ -3352,21 +3306,11 @@ 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()
        fullscreen_window = stdscr
        srscan_window     = curses.newwin(12, 25, 0,       0)
        report_window     = curses.newwin(11, 0,  1,       25)
@@ -3376,20 +3320,23 @@ def iostart():
        prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
        message_window.scrollok(True)
        setwnd(fullscreen_window)
-       textcolor(DEFAULT)
 
+def ioend():
+    "Wrap up I/O."
+    if game.options & OPTION_CURSES:
+        stdscr.keypad(False)
+        curses.echo()
+        curses.nocbreak()
+        curses.endwin()
 
 def waitfor():
-    "wait for user action -- OK to do nothing if on a TTY"
+    "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)
-    if game.skill > SKILL_FAIR:
-       prouts(_("[ANOUNCEMENT ARRIVING...]"))
-    else:
-       prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+    prouts(_("[ANNOUNCEMENT ARRIVING...]"))
     skip(1)
 
 def pause_game():
@@ -3401,7 +3348,7 @@ 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()
@@ -3409,16 +3356,16 @@ def pause_game():
         setwnd(message_window)
     else:
         global linecount
-        stdout.write('\n')
+        sys.stdout.write('\n')
         proutn(prompt)
         raw_input()
-        for j in range(0, rows):
-            stdout.write('\n')
+        for j in range(rows):
+            sys.stdout.write('\n')
         linecount = 0
 
 def skip(i):
     "Skip i lines.  Pause game if this would cause a scrolling event."
-    while dummy in range(i):
+    for dummy in range(i):
        if game.options & OPTION_CURSES:
             (y, x) = curwnd.getyx()
             (my, mx) = curwnd.getmaxyx()
@@ -3426,14 +3373,17 @@ def skip(i):
                pause_game()
                clrscr()
            else:
-               proutn("\n")
+                try:
+                    curwnd.move(y+1, 0)
+                except curses.error:
+                    pass
        else:
             global linecount
            linecount += 1
-           if linecount >= rows:
+           if rows and linecount >= rows:
                pause_game()
            else:
-               stdout.write('\n')
+               sys.stdout.write('\n')
 
 def proutn(line):
     "Utter a line with no following line feed."
@@ -3441,38 +3391,51 @@ def proutn(line):
        curwnd.addstr(line)
        curwnd.refresh()
     else:
-       stdout.write(line)
+       sys.stdout.write(line)
+        sys.stdout.flush()
 
 def prout(line):
     proutn(line)
     skip(1)
 
 def prouts(line):
-    "print slowly!" 
+    "Emit slowly!" 
     for c in line:
-       curses.delay_output(30)
+        if not replayfp or replayfp.closed:    # Don't slow down replays
+            time.sleep(0.03)
        proutn(c)
        if game.options & OPTION_CURSES:
-           wrefresh(curwnd)
+           curwnd.refresh()
        else:
            sys.stdout.flush()
-    curses.delay_output(300)
+    if not replayfp or replayfp.closed:
+        time.sleep(0.03)
 
-def cgetline(line, max):
+def cgetline():
     "Get a line of input."
     if game.options & OPTION_CURSES:
        line = curwnd.getstr() + "\n"
        curwnd.refresh()
     else:
        if replayfp and not replayfp.closed:
-           line = replayfp.readline()
+            while True:
+                line = replayfp.readline()
+                proutn(line)
+                if line == '':
+                    prout("*** Replay finished")
+                    replayfp.close()
+                    break
+                elif line[0] != "#":
+                    break
        else:
-           sys.stdin.readline()
+           line = raw_input() + "\n"
     if logfp:
        logfp.write(line)
+    return line
 
 def setwnd(wnd):
-    "Change windows -- OK for this to be a no-op in tty mode." 
+    "Change windows -- OK for this to be a no-op in tty mode."
+    global curwnd
     if game.options & OPTION_CURSES:
         curwnd = wnd
         curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
@@ -3480,8 +3443,8 @@ 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."
@@ -3491,53 +3454,12 @@ def clrscr():
        curwnd.move(0, 0)
        curwnd.refresh()
     linecount = 0
-
-def textcolor(color):
-    "Set the current text color"
-    if game.options & OPTION_CURSES:
-       if color == DEFAULT: 
-           curwnd.attrset(0)
-       elif color == BLACK: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
-       elif color == BLUE: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
-       elif color == GREEN: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
-       elif color == CYAN: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
-       elif color == RED: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
-       elif color == MAGENTA: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
-       elif color == BROWN: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
-       elif color == LIGHTGRAY: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
-       elif color == DARKGRAY: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
-       elif color == LIGHTBLUE: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
-       elif color == LIGHTGREEN: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
-       elif color == LIGHTCYAN: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
-       elif color == LIGHTRED: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
-       elif color == LIGHTMAGENTA: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
-       elif color == YELLOW: 
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
-       elif color == WHITE:
-           curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
-
+    
 def highvideo():
     "Set highlight video, if this is reasonable."
     if game.options & OPTION_CURSES:
        curwnd.attron(curses.A_REVERSE)
  
-def commandhook(cmd, before):
-    pass
-
 #
 # Things past this point have policy implications.
 # 
@@ -3557,15 +3479,15 @@ def drawmaps(mode):
            setwnd(report_window)
            report_window.clear()
            report_window.move(0, 0)
-           status(0)
+           status()
            setwnd(lrscan_window)
            lrscan_window.clear()
            lrscan_window.move(0, 0)
-           lrscan()
+           lrscan(silent=False)
 
 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()
 
@@ -3575,12 +3497,12 @@ 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)
-       #delay(1000)
+       #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) 
 
@@ -3596,40 +3518,40 @@ def warble():
        #nosound()
         pass
 
-def tracktorpedo(w, l, i, n, iquad):
+def tracktorpedo(origin, w, step, i, n, iquad):
     "Torpedo-track animation." 
     if not game.options & OPTION_CURSES:
-       if l == 1:
+       if step == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for torpedo number %d-  ") % i)
+               proutn(_("Track for torpedo number %d-  ") % (i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
-       elif l==4 or l==9: 
+       elif step==4 or step==9: 
            skip(1)
-       proutn("%d - %d   " % (w.x, w.y))
+       proutn("%s   " % w)
     else:
        if not damaged(DSRSENS) or game.condition=="docked":
-           if i != 1 and l == 1:
+           if i != 0 and step == 1:
                drawmaps(2)
-               curses.delay_output(400)
+               time.sleep(0.4)
            if (iquad==IHDOT) or (iquad==IHBLANK):
                put_srscan_sym(w, '+')
-               #sound(l*10)
-               #curses.delay_output(100)
+               #sound(step*10)
+               #time.sleep(0.1)
                #nosound()
                put_srscan_sym(w, iquad)
            else:
                curwnd.attron(curses.A_REVERSE)
                put_srscan_sym(w, iquad)
                #sound(500)
-               #curses.delay_output(1000)
+               #time.sleep(1.0)
                #nosound()
                curwnd.attroff(curses.A_REVERSE)
                put_srscan_sym(w, iquad)
        else:
-           proutn("%d - %d   " % (w.x, w.y))
+           proutn("%s   " % w)
 
 def makechart():
     "Display the current galaxy chart."
@@ -3648,206 +3570,173 @@ def prstat(txt, data):
        skip(1)
        setwnd(status_window)
     else:
-        proutn(" " * NSYM - len(tx))
-    vproutn(data)
+        proutn(" " * (NSYM - len(txt)))
+    proutn(data)
     skip(1)
     if game.options & OPTION_CURSES:
        setwnd(report_window)
 
 # Code from moving.c begins here
 
-def imove(novapush):
-    # movement execution for warp, impulse, supernova, and tractor-beam events 
+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 avg enemy distances 
-        game.quad[game.sector.x][game.sector.y] = game.ship
-        if game.nenhere:
-            for m in range(1, game.nenhere+1):
-                finald = distance(w, game.ks[m])
-                game.kavgd[m] = 0.5 * (finald+game.kdist[m])
-                game.kdist[m] = finald
-            sortklings()
-            if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
-                attack(False)
-            for m in range(1, game.nenhere+1):
-                game.kavgd[m] = game.kdist[m]
+        # No quadrant change -- compute new average enemy distances 
+        game.quad[game.sector.i][game.sector.j] = game.ship
+        if game.enemies:
+            for enemy in game.enemies:
+                finald = (w-enemy.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.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
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
-
-    angle = ((15.0 - game.direc) * 0.5235988)
-    deltax = -math.sin(angle)
-    deltay = math.cos(angle)
-    if math.fabs(deltax) > math.fabs(deltay):
-       bigger = math.fabs(deltax)
-    else:
-       bigger = math.fabs(deltay)
-               
-    deltay /= bigger
-    deltax /= bigger
-
     # If tractor beam is to occur, don't move full distance 
     if game.state.date+game.optime >= scheduled(FTBEAM):
        trbeam = True
        game.condition = "red"
-       game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+       course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
     # Move within the quadrant 
-    game.quad[game.sector.x][game.sector.y] = IHDOT
-    x = game.sector.x
-    y = game.sector.y
-    n = 10.0*game.dist*bigger+0.5
-
-    if n > 0:
-       for m in range(1, n+1):
-            x += deltax
-            y += deltay
-           w.x = x + 0.5
-           w.y = y + 0.5
-           if not VALID_SECTOR(w.x, w.y):
-               # Leaving quadrant -- allow final enemy attack 
-               # Don't do it if being pushed by Nova 
-               if game.nenhere != 0 and not novapush:
-                   newcnd()
-                   for m in range(1, game.nenhere+1):
-                       finald = distance(w, game.ks[m])
-                       game.kavgd[m] = 0.5 * (finald + game.kdist[m])
-                   #
-                   # Stas Sergeev added the condition
-                   # that attacks only happen if Klingons
-                   # are present and your skill is good.
-                   # 
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
-                       attack(False)
-                   if game.alldone:
-                       return
-               # compute final position -- new quadrant and sector 
-               x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
-               y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
-               w.x = x+10.0*game.dist*bigger*deltax+0.5
-               w.y = y+10.0*game.dist*bigger*deltay+0.5
-               # check for edge of galaxy 
-               kinks = 0
-                while True:
-                   kink = 0
-                   if w.x <= 0:
-                       w.x = -w.x + 1
-                       kink = 1
-                   if w.y <= 0:
-                       w.y = -w.y + 1
-                       kink = 1
-                   if w.x > GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
-                       kink = 1
-                   if w.y > GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
-                       kink = 1
-                   if kink:
-                       kinks = 1
-               if not kink:
+    game.quad[game.sector.i][game.sector.j] = IHDOT
+    for m in range(course.moves):
+        course.next()
+        w = course.sector()
+        if course.origin.quadrant() != course.location.quadrant():
+            # Leaving quadrant -- allow final enemy attack 
+            # Don't do it if being pushed by Nova 
+            if len(game.enemies) != 0 and not novapush:
+                newcnd()
+                for enemy in game.enemies:
+                    finald = (w - enemy.kloc).distance()
+                    enemy.kavgd = 0.5 * (finald + enemy.kdist)
+                # Stas Sergeev added the condition
+                # that attacks only happen if Klingons
+                # are present and your skill is good.
+                if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+                    attack(torps_ok=False)
+                if game.alldone:
+                    return
+            # check for edge of galaxy 
+            kinks = 0
+            while True:
+                kink = False
+                if course.final.i < 0:
+                    course.final.i = -course.final.i
+                    kink = True
+                if course.final.j < 0:
+                    course.final.j = -course.final.j
+                    kink = True
+                if course.final.i >= GALSIZE*QUADSIZE:
+                    course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+                    kink = True
+                if course.final.j >= GALSIZE*QUADSIZE:
+                    course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+                    kink = True
+                if kink:
+                    kinks += 1
+                else:
                     break
-
-               if kinks:
-                   game.nkinks += 1
-                   if game.nkinks == 3:
-                       # Three strikes -- you're out! 
-                       finish(FNEG3)
-                       return
-                   skip(1)
-                   prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
-                   prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
-                   prout(_("YOU WILL BE DESTROYED."))
-               # Compute final position in new quadrant 
-               if trbeam: # Don't bother if we are to be beamed 
-                   return
-               game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
-               game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
-               game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
-               game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
-               skip(1)
-               prout(_("Entering Quadrant %s.") % game.quadrant)
-               game.quad[game.sector.x][game.sector.y] = game.ship
-               newqad(False)
-               if game.skill>SKILL_NOVICE:
-                   attack(False)  
-               return
-           iquad = game.quad[w.x][w.y]
-           if iquad != IHDOT:
-               # object encountered in flight path 
-               stopegy = 50.0*game.dist/game.optime
-               game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
-                if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
-                   game.sector = w
-                   ram(False, iquad, game.sector)
-                   final = game.sector
-               elif iquad == IHBLANK:
-                   skip(1)
-                   prouts(_("***RED ALERT!  RED ALERT!"))
-                   skip(1)
-                   proutn("***")
-                   crmshp()
-                   proutn(_(" pulled into black hole at Sector %s") % w)
-                   #
-                   # Getting pulled into a black hole was certain
-                   # death in Almy's original.  Stas Sergeev added a
-                   # possibility that you'll get timewarped instead.
-                   # 
-                   n=0
-                   for m in range(0, NDEVICES):
-                       if game.damage[m]>0: 
-                           n += 1
-                   probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
-                   if (game.options & OPTION_BLKHOLE) and Rand()>probf: 
-                       timwrp()
-                   else: 
-                       finish(FHOLE)
-                   return
-               else:
-                   # something else 
-                   skip(1)
-                   crmshp()
-                   if iquad == IHWEB:
-                       proutn(_(" encounters Tholian web at %s;") % w)
-                   else:
-                       proutn(_(" blocked by object at %s;") % w)
-                   proutn(_("Emergency stop required "))
-                   prout(_("%2d units of energy.") % int(stopegy))
-                   game.energy -= stopegy
-                   final.x = x-deltax+0.5
-                   final.y = y-deltay+0.5
-                   game.sector = final
-                   if game.energy <= 0:
-                       finish(FNRG)
-                       return
-                # We're here!
-               no_quad_change()
+            if kinks:
+                game.nkinks += 1
+                if game.nkinks == 3:
+                    # Three strikes -- you're out! 
+                    finish(FNEG3)
+                    return
+                skip(1)
+                prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+                prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+                prout(_("YOU WILL BE DESTROYED."))
+            # Compute final position in new quadrant 
+            if trbeam: # Don't bother if we are to be beamed 
                 return
-       game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+            game.quadrant = course.final.quadrant()
+            game.sector = course.final.sector()
+            skip(1)
+            prout(_("Entering Quadrant %s.") % game.quadrant)
+            game.quad[game.sector.i][game.sector.j] = game.ship
+            newqad()
+            if game.skill>SKILL_NOVICE:
+                attack(torps_ok=False)  
+            return
+        iquad = game.quad[w.i][w.j]
+        if iquad != IHDOT:
+            # object encountered in flight path 
+            stopegy = 50.0*course.distance/game.optime
+            course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
+            game.sector = w
+            if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+                for enemy in game.enemies:
+                    if enemy.kloc == game.sector:
+                        break
+                collision(rammed=False, enemy=enemy)
+                final = game.sector
+            elif iquad == IHBLANK:
+                skip(1)
+                prouts(_("***RED ALERT!  RED ALERT!"))
+                skip(1)
+                proutn("***" + crmshp())
+                proutn(_(" pulled into black hole at Sector %s") % w)
+                # Getting pulled into a black hole was certain
+                # death in Almy's original.  Stas Sergeev added a
+                # possibility that you'll get timewarped instead.
+                n=0
+                for m in range(NDEVICES):
+                    if game.damage[m]>0: 
+                        n += 1
+                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
+                    timwrp()
+                else: 
+                    finish(FHOLE)
+                return
+            else:
+                # something else 
+                skip(1)
+                proutn(crmshp())
+                if iquad == IHWEB:
+                    prout(_(" encounters Tholian web at %s;") % w)
+                else:
+                    prout(_(" blocked by object at %s;") % w)
+                proutn(_("Emergency stop required "))
+                prout(_("%2d units of energy.") % int(stopegy))
+                game.energy -= stopegy
+                game.sector = w
+                if game.energy <= 0:
+                    finish(FNRG)
+                    return
+            # We're here!
+            no_quad_change()
+            return
+       course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
        game.sector = w
     final = game.sector
     no_quad_change()
     return
 
 def dock(verbose):
-    # dock our ship at a starbase 
-    chew()
+    "Dock our ship at a starbase."
+    scanner.chew()
     if game.condition == "docked" and verbose:
        prout(_("Already docked."))
        return
     if game.inorbit:
        prout(_("You must first leave standard orbit."))
        return
-    if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
-       crmshp()
-       prout(_(" not adjacent to base."))
+    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"
     if "verbose":
@@ -3865,8 +3754,7 @@ def dock(verbose):
        prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
        attackreport(False)
        game.iseenit = True
-
-# 
 # This program originally required input in terms of a (clock)
 # direction and distance. Somewhere in history, it was changed to
 # cartesian coordinates. So we need to convert.  Probably
@@ -3874,59 +3762,56 @@ def dock(verbose):
 # pain if the computer isn't working! Manual mode is still confusing
 # because it involves giving x and y motions, yet the coordinates
 # are always displayed y - x, where +y is downward!
-# 
 
-def getcd(isprobe, akey):
-    # get course and distance 
-    irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+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)
     navmode = "unspecified"
     itemp = "curt"
-    incr = coord()
+    dsect = coord()
     iprompt = False
-
-    # Get course direction and distance. If user types bad values, return
-    # with DIREC = -1.0.
-    game.direc = -1.0
-       
     if game.landed and not isprobe:
        prout(_("Dummy! You can't leave standard orbit until you"))
        proutn(_("are back aboard the ship."))
-       chew()
-       return
+       scanner.chew()
+       raise TrekError
     while navmode == "unspecified":
        if damaged(DNAVSYS):
            if isprobe:
                prout(_("Computer damaged; manual navigation only"))
            else:
                prout(_("Computer damaged; manual movement only"))
-           chew()
+           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 = scan()
-
-       if key == IHEOL:
+        key = scanner.next()
+       if key == "IHEOL":
            proutn(_("Manual or automatic- "))
            iprompt = True
-           chew()
-       elif key == IHALPHA:
-            if isit("manual"):
+           scanner.chew()
+       elif key == "IHALPHA":
+            if scanner.sees("manual"):
                navmode = "manual"
-               key = scan()
+               key = scanner.next()
                break
-            elif isit("automatic"):
+            elif scanner.sees("automatic"):
                navmode = "automatic"
-               key = scan()
+               key = scanner.next()
                break
            else:
                huh()
-               chew()
-               return
+               scanner.chew()
+               raise TrekError
        else: # numeric 
            if isprobe:
                prout(_("(Manual navigation assumed.)"))
@@ -3934,108 +3819,147 @@ def getcd(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:
                proutn(_("Destination sector or quadrant&sector- "))
-           chew()
+           scanner.chew()
            iprompt = True
-           key = scan()
-
-       if key != IHREAL:
+           key = scanner.next()
+       if key != "IHREAL":
            huh()
-           return
-       xi = aaitem
-       key = scan()
-       if key != IHREAL:
+           raise TrekError
+       xi = int(round(scanner.real))-1
+       key = scanner.next()
+       if key != "IHREAL":
            huh()
-           return
-       xj = aaitem
-       key = scan()
-       if key == IHREAL:
+           raise TrekError
+       xj = int(round(scanner.real))-1
+       key = scanner.next()
+       if key == "IHREAL":
            # both quadrant and sector specified 
-           xk = aaitem
-           key = scan()
-           if key != IHREAL:
+           xk = int(round(scanner.real))-1
+           key = scanner.next()
+           if key != "IHREAL":
                huh()
-               return
-           xl = aaitem
-
-           irowq = xi + 0.5
-           icolq = xj + 0.5
-           incr.y = xk + 0.5
-           incr.x = xl + 0.5
+               raise TrekError
+           xl = int(round(scanner.real))-1
+           dquad.i = xi
+           dquad.j = xj
+           dsect.i = xk
+           dsect.j = xl
        else:
+            # only one pair of numbers was specified
            if isprobe:
                # only quadrant specified -- go to center of dest quad 
-               irowq = xi + 0.5
-               icolq = xj + 0.5
-               incr.y = incr.x = 5
+               dquad.i = xi
+               dquad.j = xj
+               dsect.j = dsect.i = 4   # preserves 1-origin behavior
            else:
-               incr.y = xi + 0.5
-               incr.x = xj + 0.5
+                # only sector specified
+               dsect.i = xi
+               dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+       if not dquad.valid_quadrant() or not dsect.valid_sector():
            huh()
-           return
+           raise TrekError
        skip(1)
        if not isprobe:
            if itemp > "curt":
                if iprompt:
-                   prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+                   prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
            else:
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
-       deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
-       deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+        # the actual deltas get computed here
+       delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+       delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
     else: # manual 
-       while key == IHEOL:
+       while key == "IHEOL":
            proutn(_("X and Y displacements- "))
-           chew()
+           scanner.chew()
            iprompt = True
-           key = scan()
+           key = scanner.next()
        itemp = "verbose"
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return
-       deltax = aaitem
-       key = scan()
-       if key != IHREAL:
+           raise TrekError
+       delta.j = scanner.real
+       key = scanner.next()
+       if key != "IHREAL":
            huh()
-           return
-       deltay = aaitem
+           raise TrekError
+       delta.i = scanner.real
     # Check for zero movement 
-    if deltax == 0 and deltay == 0:
-       chew()
-       return
+    if delta.i == 0 and delta.j == 0:
+       scanner.chew()
+       raise TrekError
     if itemp == "verbose" and not isprobe:
        skip(1)
        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
-    game.dist = math.sqrt(deltax*deltax + deltay*deltay)
-    game.direc = math.atan2(deltax, deltay)*1.90985932
-    if game.direc < 0.0:
-       game.direc += 12.0
-    chew()
-    return
+    scanner.chew()
+    return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+    def __init__(self, bearing, distance, origin=None): 
+        self.distance = distance
+        self.bearing = bearing
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = origin
+        # The bearing() code we inherited from FORTRAN is actually computing
+        # clockface directions!
+        if self.bearing < 0.0:
+            self.bearing += 12.0
+        self.angle = ((15.0 - self.bearing) * 0.5235988)
+        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 = int(round(10*self.distance*bigger))
+        self.final = (self.location + self.moves*self.increment).roundtogrid()
+    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.quadrant()
+    def sector(self):
+        return self.location.sector()
+    def power(self, warp):
+       return self.distance*(warp**3)*(game.shldup+1)
+    def time(self, warp):
+        return 10.0*self.distance/warp**2
 
 def impulse():
-    # move under impulse power 
+    "Move under impulse power."
     game.ididit = False
     if damaged(DIMPULS):
-       chew()
+       scanner.chew()
        skip(1)
        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
        return
     if game.energy > 30.0:
-       getcd(False, 0)
-       if game.direc == -1.0:
+        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:
        # Insufficient power for trip 
        skip(1)
@@ -4047,10 +3971,10 @@ def impulse():
            prout(_(" quadrants.\""))
        else:
            prout(_("quadrant.  They are, therefore, useless.\""))
-       chew()
+       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"))
@@ -4058,48 +3982,49 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(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):
-    # move under warp drive 
+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:
-           chew()
+           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:
-           chew()
+           scanner.chew()
            skip(1)
            prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
            prout(_("  is repaired, I can only give you warp 4.\""))
            return
-                       
-       # Read in course and distance 
-       getcd(False, 0)
-       if game.direc == -1.0:
-           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:
@@ -4111,10 +4036,9 @@ 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"))
@@ -4128,13 +4052,14 @@ def warp(timewarp):
                return
     # Entry WARPX 
     if game.warpfac > 6.0:
-       # Decide if engine damage will occur 
-       prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
-       if prob > Rand():
+       # Decide if engine damage will occur
+        # ESR: Seems wrong. Probability of damage goes *down* with distance? 
+       prob = course.dist*(6.0-game.warpfac)**2/66.666666666
+       if prob > randreal():
            blooey = True
-           game.dist = Rand()*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) > Rand():
+       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
@@ -4144,43 +4069,40 @@ 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):
                bigger = math.fabs(deltax)
            else:
                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(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:
-       game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
+       game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
        skip(1)
        prout(_("Engineering to bridge--"))
        prout(_("  Scott here.  The warp engines are damaged."))
@@ -4189,33 +4111,32 @@ def warp(timewarp):
     return
 
 def setwarp():
-    # change the warp factor   
+    "Change the warp factor."
     while True:
-        key=scan()
-        if key != IHEOL:
+        key=scanner.next()
+        if key != "IHEOL":
             break
-       chew()
+       scanner.chew()
        proutn(_("Warp factor- "))
-    chew()
-    if key != IHREAL:
+    scanner.chew()
+    if key != "IHREAL":
        huh()
        return
     if game.damage[DWARPEN] > 10.0:
        prout(_("Warp engines inoperative."))
        return
-    if damaged(DWARPEN) and aaitem > 4.0:
+    if damaged(DWARPEN) and scanner.real > 4.0:
        prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
        prout(_("  but right now we can only go warp 4.\""))
        return
-    if aaitem > 10.0:
+    if scanner.real > 10.0:
        prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
        return
-    if aaitem < 1.0:
+    if scanner.real < 1.0:
        prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
        return
     oldfac = game.warpfac
-    game.warpfac = aaitem
-    game.wfacsq=game.warpfac*game.warpfac
+    game.warpfac = scanner.real
     if game.warpfac <= oldfac or game.warpfac <= 6.0:
        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
               int(game.warpfac))
@@ -4230,9 +4151,8 @@ def setwarp():
     return
 
 def atover(igrab):
-    # cope with being tossed out of quadrant by supernova or yanked by beam 
-
-    chew()
+    "Cope with being tossed out of quadrant by supernova or yanked by beam."
+    scanner.chew()
     # is captain on planet? 
     if game.landed:
        if damaged(DTRANSP):
@@ -4243,7 +4163,7 @@ def atover(igrab):
            prout(_("But with the shields up it's hopeless."))
            finish(FPNOVA)
        prouts(_("His desperate attempt to rescue you . . ."))
-       if Rand() <= 0.5:
+       if withprob(0.5):
            prout(_("fails."))
            finish(FPNOVA)
            return
@@ -4251,56 +4171,49 @@ def atover(igrab):
        if game.imine:
            game.imine = False
            proutn(_("The crystals mined were "))
-           if Rand() <= 0.25:
+           if withprob(0.25):
                prout(_("lost."))
            else:
                prout(_("saved."))
                game.icrystl = True
     if igrab:
        return
-
     # Check to see if captain in shuttle craft 
     if game.icraft:
        finish(FSTRACTOR)
     if game.alldone:
        return
-
     # Inform captain of attempt to reach safety 
     skip(1)
     while True:
        if game.justin:
            prouts(_("***RED ALERT!  RED ALERT!"))
            skip(1)
-           proutn(_("The "))
-           crmshp()
-           prout(_(" has stopped in a quadrant containing"))
+           proutn(_("The %s has stopped in a quadrant containing") % crmshp())
            prouts(_("   a supernova."))
            skip(2)
-       proutn(_("***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)
            prout(_("Warp engines damaged."))
            finish(FSNOVAED)
            return
-       game.warpfac = 6.0+2.0*Rand()
-       game.wfacsq = game.warpfac * game.warpfac
+       game.warpfac = randreal(6.0, 8.0)
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
-       game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
-       distreq = 1.4142+Rand()
+       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 = 12.0*Rand()        # 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:
@@ -4310,22 +4223,22 @@ 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 + game.state.remcom + game.state.nscrem)==0: 
+    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
        finish(FWON) # Snova killed remaining enemy. 
 
 def timwrp():
-    # let's do the time warp again 
+    "Let's do the time warp again."
     prout(_("***TIME WARP ENTERED."))
-    if game.state.snap and Rand() < 0.5:
+    if game.state.snap and withprob(0.5):
        # Go back in time 
        prout(_("You are traveling backwards in time %d stardates.") %
              int(game.state.date-game.snapsht.date))
        game.state = game.snapsht
        game.state.snap = False
-       if game.state.remcom:
-           schedule(FTBEAM, expran(game.intime/game.state.remcom))
+       if len(game.state.kcmdr):
+           schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
            schedule(FBATTAK, expran(0.3*game.intime))
        schedule(FSNOVA, expran(0.5*game.intime))
        # next snapshot will be sooner 
@@ -4336,8 +4249,7 @@ def timwrp():
        game.isatb = 0
        unschedule(FCDBAS)
        unschedule(FSCDBAS)
-       invalidate(game.battle)
-
+       game.battle.invalidate()
        # Make sure Galileo is consistant -- Snapshot may have been taken
         # when on planet, which would give us two Galileos! 
        gotit = False
@@ -4352,26 +4264,24 @@ def timwrp():
        if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
            prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""))
            game.iscraft = "onship"
-       # 
-#       * There used to be code to do the actual reconstrction here,
-#       * but the starchart is now part of the snapshotted galaxy state.
-#       
+        # There used to be code to do the actual reconstrction here,
+        # but the starchart is now part of the snapshotted galaxy state.
        prout(_("Spock has reconstructed a correct star chart from memory"))
     else:
        # Go forward in time 
-       game.optime = -0.5*game.intime*math.log(Rand())
+       game.optime = -0.5*game.intime*math.log(randreal())
        prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
        # cheat to make sure no tractor beams occur during time warp 
        postpone(FTBEAM, game.optime)
        game.damage[DRADIO] += game.optime
-    newqad(False)
+    newqad()
     events()   # Stas Sergeev added this -- do pending events 
 
 def probe():
-    # launch deep-space probe 
+    "Launch deep-space probe." 
     # New code to launch a deep space probe 
     if game.nprobes == 0:
-       chew()
+       scanner.chew()
        skip(1)
        if game.ship == IHE: 
            prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
@@ -4379,12 +4289,12 @@ def probe():
            prout(_("Ye Faerie Queene has no deep space probes."))
        return
     if damaged(DDSP):
-       chew()
+       scanner.chew()
        skip(1)
        prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
        return
     if is_scheduled(FDSPROB):
-       chew()
+       scanner.chew()
        skip(1)
        if damaged(DRADIO) and game.condition != "docked":
            prout(_("Spock-  \"Records show the previous probe has not yet"))
@@ -4392,10 +4302,8 @@ def probe():
        else:
            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
        return
-    key = scan()
-
-    if key == IHEOL:
-       # slow mode, so let Kirk know how many probes there are left
+    key = scanner.next()
+    if key == "IHEOL":
         if game.nprobes == 1:
             prout(_("1 probe left."))
         else:
@@ -4403,60 +4311,29 @@ def probe():
        proutn(_("Are you sure you want to fire a probe? "))
        if ja() == False:
            return
-
     game.isarmed = False
-    if key == IHALPHA and citem == "armed":
+    if key == "IHALPHA" and scanner.token == "armed":
        game.isarmed = True
-       key = scan()
-    elif key == IHEOL:
+       key = scanner.next()
+    elif key == "IHEOL":
        proutn(_("Arm NOVAMAX warhead? "))
        game.isarmed = ja()
-    getcd(True, key)
-    if game.direc == -1.0:
-       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 
+    "Yell for help from nearest starbase."
     # There's more than one way to move in this game! 
-    line = 0
-
-    chew()
+    scanner.chew()
     # Test for conditions which prevent calling for help 
     if game.condition == "docked":
        prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""))
@@ -4464,44 +4341,38 @@ def mayday():
     if damaged(DRADIO):
        prout(_("Subspace radio damaged."))
        return
-    if game.state.rembase==0:
+    if not game.state.baseq:
        prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""))
        return
     if game.landed:
-       proutn(_("You must be aboard the "))
-       crmshp()
-       prout(".")
+       prout(_("You must be aboard the %s.") % crmshp())
        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 = distance(game.base, game.sector)
+       ddist = (game.base - game.sector).distance()
     else:
        ddist = FOREVER
-       for m in range(1, game.state.rembase+1):
-           xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+        for ibq in game.state.baseq:
+           xdist = QUADSIZE * (ibq - game.quadrant).distance()
            if xdist < ddist:
                ddist = xdist
-               line = m
        # Since starbase not in quadrant, set up new quadrant 
-       game.quadrant = game.state.baseq[line]
-       newqad(True)
+       game.quadrant = ibq
+       newqad()
     # dematerialize starship 
-    game.quad[game.sector.x][game.sector.y]=IHDOT
-    proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
-    crmshp()
-    prout(_(" dematerializes."))
-    game.sector.x=0
+    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):
-       ix = game.base.x+3.0*Rand()-1
-       iy = game.base.y+3.0*Rand()-1
-       if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+        w = game.base.scatter() 
+       if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
            # found one -- finish up 
-           game.sector.x=ix
-           game.sector.y=iy
+            game.sector = w
            break
-    if not is_valid(game.sector):
+    if not game.sector.is_valid():
        prout(_("You have been lost in space..."))
        finish(FMATERIALIZE)
        return
@@ -4511,16 +4382,15 @@ def mayday():
        if m == 1: proutn(_("1st"))
        elif m == 2: proutn(_("2nd"))
        elif m == 3: proutn(_("3rd"))
-       proutn(_(" attempt to re-materialize "))
-       crmshp()
+       proutn(_(" attempt to re-materialize ") + crmshp())
        game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
-       textcolor(RED)
+       #textcolor("red")
        warble()
-       if Rand() > probf:
+       if randreal() > probf:
            break
        prout(_("fails."))
        curses.delay_output(500)
-       textcolor(DEFAULT)
+       #textcolor(None)
     if m > 3:
        game.quad[ix][iy]=IHQUEST
        game.alive = False
@@ -4529,34 +4399,16 @@ def mayday():
        finish(FMATERIALIZE)
        return
     game.quad[ix][iy]=game.ship
-    textcolor(GREEN)
+    #textcolor("green")
     prout(_("succeeds."))
-    textcolor(DEFAULT)
+    #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 
-    chew()
+    "Abandon ship."
+    scanner.chew()
     if game.condition=="docked":
        if game.ship!=IHE:
            prout(_("You cannot abandon Ye Faerie Queene."))
@@ -4578,23 +4430,23 @@ def abandon():
        if game.iscraft != "onship":
            prout(_("Shuttle craft not currently available."))
            return
-       # Print abandon ship messages 
+       # Emit abandon ship messages 
        skip(1)
        prouts(_("***ABANDON SHIP!  ABANDON SHIP!"))
        skip(1)
        prouts(_("***ALL HANDS ABANDON SHIP!"))
        skip(2)
        prout(_("Captain and crew escape in shuttle craft."))
-       if game.state.rembase==0:
+       if not game.state.baseq:
            # 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"))
            prout(_("to nearest habitable planet."))
-       elif q.planet != NOPLANET and not damaged(DTRANSP):
+       elif q.planet != None and not damaged(DTRANSP):
            prout(_("Remainder of ship's complement beam down to %s.") %
                    q.planet)
        else:
@@ -4602,35 +4454,33 @@ def abandon():
                    game.state.crew)
            game.casual += game.state.crew
            game.abandoned += game.state.crew
-
        # If at least one base left, give 'em the Faerie Queene 
        skip(1)
        game.icrystl = False # crystals are lost 
        game.nprobes = 0 # No probes 
        prout(_("You are captured by Klingons and released to"))
        prout(_("the Federation in a prisoner-of-war exchange."))
-       nb = Rand()*game.state.rembase+1
+       nb = randrange(len(game.state.baseq))
        # Set up quadrant and position FQ adjacient to base 
-       if not same(game.quadrant, game.state.baseq[nb]):
+       if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
-           game.sector.x = game.sector.y = 5
-           newqad(True)
+           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
-           for l in range(1, QUADSIZE+1):
-               game.sector.x = 3.0*Rand() - 1.0 + game.base.x
-               game.sector.y = 3.0*Rand() - 1.0 + game.base.y
-               if VALID_SECTOR(game.sector.x, game.sector.y) and \
-                       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 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
-           newqad(True)
+           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,"))
@@ -4641,7 +4491,7 @@ def abandon():
     game.iscraft = "offship" # Galileo disappears 
     # Resupply ship 
     game.condition="docked"
-    for l in range(0, NDEVICES): 
+    for l in range(NDEVICES): 
        game.damage[l] = 0.0
     game.damage[DSHUTTL] = -1
     game.energy = game.inenrg = 3000.0
@@ -4650,36 +4500,35 @@ 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.
 
 def consumeTime():
-    # abort a lengthy operation if an event interrupts it 
+    "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
 
 def survey():
-    # report on (uninhabited) planets in the galaxy 
+    "Report on (uninhabited) planets in the galaxy."
     iknow = False
     skip(1)
-    chew()
+    scanner.chew()
     prout(_("Spock-  \"Planet report follows, Captain.\""))
     skip(1)
     for i in range(game.inplan):
-       if game.state.planets[i].pclass == destroyed:
+       if game.state.planets[i].pclass == "destroyed":
            continue
        if (game.state.planets[i].known != "unknown" \
-            and game.state.planets[i].inhabited == UNINHABITED) \
+            and not game.state.planets[i].inhabited) \
             or idebug:
            iknow = True
            if idebug and game.state.planets[i].known=="unknown":
                proutn("(Unknown) ")
-           proutn(cramlc(quadrant, game.state.planets[i].w))
+           proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
            proutn(_("   class "))
            proutn(game.state.planets[i].pclass)
            proutn("   ")
@@ -4692,85 +4541,89 @@ def survey():
        prout(_("No information available."))
 
 def orbit():
-    # enter standard orbit 
+    "Enter standard orbit." 
     skip(1)
-    chew()
+    scanner.chew()
     if game.inorbit:
        prout(_("Already in standard orbit."))
        return
     if damaged(DWARPEN) and damaged(DIMPULS):
        prout(_("Both warp and impulse engines damaged."))
        return
-    if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
-       crmshp()
-       prout(_(" not adjacent to planet."))
+    if not game.plnet.is_valid():
+        prout("There is no planet in this sector.")
+        return
+    if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
+       prout(crmshp() + _(" not adjacent to planet."))
        skip(1)
        return
-    game.optime = 0.02+0.03*Rand()
+    game.optime = randreal(0.02, 0.05)
     prout(_("Helmsman Sulu-  \"Entering standard orbit, Sir.\""))
     newcnd()
     if consumeTime():
        return
-    game.height = (1400.0+7200.0*Rand())
+    game.height = randreal(1400, 8600)
     prout(_("Sulu-  \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
     game.inorbit = True
     game.ididit = True
 
 def sensor():
-    # examine planets in this quadrant 
+    "Examine planets in this quadrant."
     if damaged(DSRSENS):
        if game.options & OPTION_TTY:
            prout(_("Short range sensors damaged."))
        return
-    if not is_valid(game.plnet):
+    if game.iplnet == None:
        if game.options & OPTION_TTY:
            prout(_("Spock- \"No planet in this quadrant, Captain.\""))
        return
-    if game.state.planets[game.iplnet].known == "unknown":
+    if game.iplnet.known == "unknown":
        prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
        skip(1)
        prout(_("         Planet at Sector %s is of class %s.") %
-             (sector,game.plnet, game.state.planets[game.iplnet]))
-       if game.state.planets[game.iplnet].known=="shuttle_down": 
+             (game.plnet, game.iplnet.pclass))
+       if game.iplnet.known=="shuttle_down": 
            prout(_("         Sensors show Galileo still on surface."))
        proutn(_("         Readings indicate"))
-       if game.state.planets[game.iplnet].crystals != present:
+       if game.iplnet.crystals != "present":
            proutn(_(" no"))
        prout(_(" dilithium crystals present.\""))
-       if game.state.planets[game.iplnet].known == "unknown":
-           game.state.planets[game.iplnet].known = "known"
+       if game.iplnet.known == "unknown":
+           game.iplnet.known = "known"
+    elif game.iplnet.inhabited:
+        prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
+        prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
 
 def beam():
-    # use the transporter 
+    "Use the transporter."
     nrgneed = 0
-    chew()
+    scanner.chew()
     skip(1)
     if damaged(DTRANSP):
        prout(_("Transporter damaged."))
-       if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+       if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
            skip(1)
            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
            if ja() == True:
                shuttle()
        return
     if not game.inorbit:
-       crmshp()
-       prout(_(" not in standard orbit."))
+       prout(crmshp() + _(" not in standard orbit."))
        return
     if game.shldup:
        prout(_("Impossible to transport through shields."))
        return
-    if game.state.planets[game.iplnet].known=="unknown":
+    if game.iplnet.known=="unknown":
        prout(_("Spock-  \"Captain, we have no information on this planet"))
        prout(_("  and Starfleet Regulations clearly state that in this situation"))
        prout(_("  you may not go down.\""))
        return
-    if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+    if not game.landed and game.iplnet.crystals=="absent":
        prout(_("Spock-  \"Captain, I fail to see the logic in"))
        prout(_("  exploring a planet with no dilithium crystals."))
        proutn(_("  Are you sure this is wise?\" "))
        if ja() == False:
-           chew()
+           scanner.chew()
            return
     if not (game.options & OPTION_PLAIN):
        nrgneed = 50 * game.skill + game.height / 100.0
@@ -4782,18 +4635,18 @@ def beam():
            prout(_("Engineering to bridge--"))
            prout(_("  Captain, we have enough energy only to transport you down to"))
            prout(_("  the planet, but there wouldn't be an energy for the trip back."))
-           if game.state.planets[game.iplnet].known == "shuttle_down":
+           if game.iplnet.known == "shuttle_down":
                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
            proutn(_("  Are you sure this is wise?\" "))
            if ja() == False:
-               chew()
+               scanner.chew()
                return
     if game.landed:
        # Coming from planet 
-       if game.state.planets[game.iplnet].known=="shuttle_down":
+       if game.iplnet.known=="shuttle_down":
            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
            if ja() == True:
-               chew()
+               scanner.chew()
                return
            prout(_("Your crew hides the Galileo to prevent capture by aliens."))
        prout(_("Landing party assembled, ready to beam up."))
@@ -4813,7 +4666,7 @@ def beam():
     skip(1)
     prouts("WWHOOOIIIIIRRRRREEEE.E.E.  .  .  .  .   .    .")
     skip(2)
-    if Rand() > 0.98:
+    if withprob(0.98):
        prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
        skip(2)
        prout(_("Scotty-  \"Oh my God!  I've lost them.\""))
@@ -4824,7 +4677,7 @@ def beam():
     game.energy -= nrgneed
     skip(2)
     prout(_("Transport complete."))
-    if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+    if game.landed and game.iplnet.known=="shuttle_down":
        prout(_("The shuttle craft Galileo is here!"))
     if not game.landed and game.imine:
        game.icrystl = True
@@ -4833,39 +4686,37 @@ def beam():
     return
 
 def mine():
-    # strip-mine a world for dilithium 
+    "Strip-mine a world for dilithium."
     skip(1)
-    chew()
+    scanner.chew()
     if not game.landed:
        prout(_("Mining party not on planet."))
        return
-    if game.state.planets[game.iplnet].crystals == mined:
+    if game.iplnet.crystals == "mined":
        prout(_("This planet has already been strip-mined for dilithium."))
        return
-    elif game.state.planets[game.iplnet].crystals == absent:
+    elif game.iplnet.crystals == "absent":
        prout(_("No dilithium crystals on this planet."))
        return
     if game.imine:
        prout(_("You've already mined enough crystals for this trip."))
        return
     if game.icrystl and game.cryprob == 0.05:
-       proutn(_("With all those fresh crystals aboard the "))
-       crmshp()
-       skip(1)
+       prout(_("With all those fresh crystals aboard the ") + crmshp())
        prout(_("there's no reason to mine more at this time."))
        return
-    game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
+    game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
     if consumeTime():
        return
     prout(_("Mining operation complete."))
-    game.state.planets[game.iplnet].crystals = mined
+    game.iplnet.crystals = "mined"
     game.imine = game.ididit = True
 
 def usecrystals():
-    # use dilithium crystals 
+    "Use dilithium crystals."
     game.ididit = False
     skip(1)
-    chew()
+    scanner.chew()
     if not game.icrystl:
        prout(_("No dilithium crystals available."))
        return
@@ -4878,7 +4729,7 @@ def usecrystals():
     prout(_("  system may risk a severe explosion."))
     proutn(_("  Are you sure this is wise?\" "))
     if ja() == False:
-       chew()
+       scanner.chew()
        return
     skip(1)
     prout(_("Engineering Officer Scott-  \"(GULP) Aye Sir."))
@@ -4889,7 +4740,7 @@ def usecrystals():
     skip(1)
     prouts(_("Scotty-  \"Keep your fingers crossed, Sir!\""))
     skip(1)
-    if Rand() <= game.cryprob:
+    if with(game.cryprob):
        prouts(_("  \"Activating now! - - No good!  It's***"))
        skip(2)
        prouts(_("***RED ALERT!  RED A*L********************************"))
@@ -4899,7 +4750,7 @@ def usecrystals():
        skip(1)
        kaboom()
        return
-    game.energy += 5000.0*(1.0 + 0.9*Rand())
+    game.energy += randreal(5000.0, 5500.0)
     prouts(_("  \"Activating now! - - "))
     prout(_("The instruments"))
     prout(_("   are going crazy, but I think it's"))
@@ -4908,12 +4759,12 @@ def usecrystals():
     game.ididit = True
 
 def shuttle():
-    # use shuttlecraft for planetary jaunt 
-    chew()
+    "Use shuttlecraft for planetary jaunt."
+    scanner.chew()
     skip(1)
     if damaged(DSHUTTL):
        if game.damage[DSHUTTL] == -1.0:
-           if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+           if game.inorbit and game.iplnet.known == "shuttle_down":
                prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
            else:
                prout(_("Ye Faerie Queene had no shuttle craft."))
@@ -4923,19 +4774,18 @@ def shuttle():
            prout(_("Shuttle craft is now serving Big Macs."))
        return
     if not game.inorbit:
-       crmshp()
-       prout(_(" not in standard orbit."))
+       prout(crmshp() + _(" not in standard orbit."))
        return
-    if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+    if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
        prout(_("Shuttle craft not currently available."))
        return
-    if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+    if not game.landed and game.iplnet.known=="shuttle_down":
        prout(_("You will have to beam down to retrieve the shuttle craft."))
        return
     if game.shldup or game.condition == "docked":
        prout(_("Shuttle craft cannot pass through shields."))
        return
-    if game.state.planets[game.iplnet].known=="unknown":
+    if game.iplnet.known=="unknown":
        prout(_("Spock-  \"Captain, we have no information on this planet"))
        prout(_("  and Starfleet Regulations clearly state that in this situation"))
        prout(_("  you may not fly down.\""))
@@ -4967,7 +4817,7 @@ def shuttle():
            skip(1)
            if consumeTime():
                return
-           game.state.planets[game.iplnet].known="shuttle_down"
+           game.iplnet.known="shuttle_down"
            prout(_("Trip complete."))
            return
        else:
@@ -4977,7 +4827,7 @@ def shuttle():
            skip(1)
            prouts(_("The short hop begins . . ."))
            skip(1)
-           game.state.planets[game.iplnet].known="known"
+           game.iplnet.known="known"
            game.icraft = True
            skip(1)
            game.landed = False
@@ -4992,8 +4842,7 @@ def shuttle():
            prout(_("Trip complete."))
            return
     else:
-       # Kirk on ship 
-       # and so is Galileo 
+       # Kirk on ship and so is Galileo 
        prout(_("Mining party assembles in the hangar deck,"))
        prout(_("ready to board the shuttle craft \"Galileo\"."))
        skip(1)
@@ -5003,23 +4852,21 @@ def shuttle():
        game.iscraft = "offship"
        if consumeTime():
            return
-       game.state.planets[game.iplnet].known = "shuttle_down"
+       game.iplnet.known = "shuttle_down"
        game.landed = True
        game.icraft = False
        prout(_("Trip complete."))
        return
 
 def deathray():
-    # use the big zapper 
-    r = Rand()
-       
+    "Use the big zapper."
     game.ididit = False
     skip(1)
-    chew()
+    scanner.chew()
     if game.ship != IHE:
        prout(_("Ye Faerie Queene has no death ray."))
        return
-    if game.nenhere==0:
+    if len(game.enemies)==0:
        prout(_("Sulu-  \"But Sir, there are no enemies in this quadrant.\""))
        return
     if damaged(DDRAY):
@@ -5044,27 +4891,28 @@ def deathray():
     skip(1)
     prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
     skip(1)
-    dprob = .30
+    dprob = 0.30
     if game.options & OPTION_PLAIN:
-       dprob = .5
+       dprob = 0.5
+    r = randreal()
     if r > dprob:
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(2)
-       while game.nenhere > 0:
-           deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+       while len(game.enemies) > 0:
+           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
-       if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+       if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
            finish(FWON)    
        if (game.options & OPTION_PLAIN) == 0:
            prout(_("Spock-  \"Captain, I believe the `Experimental Death Ray'"))
-           if Rand() <= 0.05:
+           if withprob(0.05):
                prout(_("   is still operational.\""))
            else:
                prout(_("   has been rendered nonfunctional.\""))
                game.damage[DDRAY] = 39.95
        return
-    r = Rand() # Pick failure method 
-    if r <= .30:
+    r = randreal()     # Pick failure method 
+    if r <= 0.30:
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(1)
        prouts(_("***RED ALERT!  RED ALERT!"))
@@ -5078,7 +4926,7 @@ def deathray():
        skip(1)
        kaboom()
        return
-    if r <= .55:
+    if r <= 0.55:
        prouts(_("Sulu- \"Captain!  Yagabandaghangrapl, brachriigringlanbla!\""))
        skip(1)
        prout(_("Lt. Uhura-  \"Graaeek!  Graaeek!\""))
@@ -5097,8 +4945,8 @@ def deathray():
        proutn(_("Spock-  \"I believe the word is"))
        prouts(_(" *ASTONISHING*"))
        prout(_(" Mr. Sulu."))
-       for i in range(1, QUADSIZE+1):
-           for j in range(1, QUADSIZE+1):
+       for i in range(QUADSIZE):
+           for j in range(QUADSIZE):
                if game.quad[i][j] == IHDOT:
                    game.quad[i][j] = IHQUEST
        prout(_("  Captain, our quadrant is now infested with"))
@@ -5112,3 +4960,1584 @@ def deathray():
     prout(_("  in Engineering, we can't move for 'em, Captain.\""))
     finish(FTRIBBLE)
     return
+
+# Code from reports.c begins here
+
+def attackreport(curt):
+    "eport status of bases under attack."
+    if not curt:
+       if is_scheduled(FCDBAS):
+           prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+           prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+       elif game.isatb == 1:
+           prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+           prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+       else:
+           prout(_("No Starbase is currently under attack."))
+    else:
+        if is_scheduled(FCDBAS):
+           proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+        if game.isatb:
+           proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+       clreol()
+
+def report():
+    # report on general game status 
+    scanner.chew()
+    s1 = "" and game.thawed and _("thawed ")
+    s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
+    s3 = (None, _("novice"). _("fair"),
+          _("good"), _("expert"), _("emeritus"))[game.skill]
+    prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
+    if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+       prout(_("No plaque is allowed."))
+    if game.tourn:
+       prout(_("This is tournament game %d.") % game.tourn)
+    prout(_("Your secret password is \"%s\"") % game.passwd)
+    proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)), 
+          (game.inkling + game.incom + game.inscom)))
+    if game.incom - len(game.state.kcmdr):
+       prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
+    elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+       prout(_(", but no Commanders."))
+    else:
+       prout(".")
+    if game.skill > SKILL_FAIR:
+       prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+    if len(game.state.baseq) != game.inbase:
+       proutn(_("There "))
+       if game.inbase-len(game.state.baseq)==1:
+           proutn(_("has been 1 base"))
+       else:
+           proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+       prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
+    else:
+       prout(_("There are %d bases.") % game.inbase)
+    if communicating() or game.iseenit:
+       # Don't report this if not seen and
+       # either the radio is dead or not at base!
+       attackreport(False)
+       game.iseenit = True
+    if game.casual: 
+       prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+    if game.nhelp:
+       prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
+    if game.ship == IHE:
+       proutn(_("You have "))
+       if game.nprobes:
+           proutn("%d" % (game.nprobes))
+       else:
+           proutn(_("no"))
+       proutn(_(" deep space probe"))
+       if game.nprobes!=1:
+           proutn(_("s"))
+       prout(".")
+    if communicating() and is_scheduled(FDSPROB):
+       if game.isarmed: 
+           proutn(_("An armed deep space probe is in "))
+       else:
+           proutn(_("A deep space probe is in "))
+       prout("Quadrant %s." % game.probec)
+    if game.icrystl:
+       if game.cryprob <= .05:
+           prout(_("Dilithium crystals aboard ship... not yet used."))
+       else:
+           i=0
+           ai = 0.05
+           while game.cryprob > ai:
+               ai *= 2.0
+               i += 1
+           prout(_("Dilithium crystals have been used %d time%s.") % \
+                  (i, (_("s"), "")[i==1]))
+    skip(1)
+       
+def lrscan(silent):
+    "Long-range sensor scan."
+    if damaged(DLRSENS):
+       # Now allow base's sensors if docked 
+       if game.condition != "docked":
+            if not silent:
+                prout(_("LONG-RANGE SENSORS DAMAGED."))
+           return
+        if not silent:
+            prout(_("Starbase's long-range scan"))
+    elif not silent:
+       prout(_("Long-range scan"))
+    for x in range(game.quadrant.i-1, game.quadrant.i+2):
+        if not silent:
+            proutn(" ")
+        for y in range(game.quadrant.j-1, game.quadrant.j+2):
+           if not coord(x, y).valid_quadrant():
+                if not silent:
+                    proutn("  -1")
+           else:
+               if not damaged(DRADIO):
+                   game.state.galaxy[x][y].charted = True
+               game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+               game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+               game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+               if not silent and game.state.galaxy[x][y].supernova: 
+                   proutn(" ***")
+               elif not silent:
+                   proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+       prout(" ")
+
+def damagereport():
+    "Damage report."
+    jdam = False
+    scanner.chew()
+    for i in range(NDEVICES):
+       if damaged(i):
+           if not jdam:
+               prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+               prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+               jdam = True
+           prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
+                                               game.damage[i]+0.05,
+                                               game.docfac*game.damage[i]+0.005))
+    if not jdam:
+       prout(_("All devices functional."))
+
+def rechart():
+    "Update the chart in the Enterprise's computer from galaxy data."
+    game.lastchart = game.state.date
+    for i in range(GALSIZE):
+       for j in range(GALSIZE):
+           if game.state.galaxy[i][j].charted:
+               game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+               game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+               game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
+def chart():
+    "Display the star chart."
+    scanner.chew()
+    if (game.options & OPTION_AUTOSCAN):
+        lrscan(silent=True)
+    if not damaged(DRADIO):
+       rechart()
+    if game.lastchart < game.state.date and game.condition == "docked":
+       prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
+       rechart()
+    prout(_("       STAR CHART FOR THE KNOWN GALAXY"))
+    if game.state.date > game.lastchart:
+       prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+    prout("      1    2    3    4    5    6    7    8")
+    for i in range(GALSIZE):
+       proutn("%d |" % (i+1))
+       for j in range(GALSIZE):
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+               proutn("<")
+           else:
+               proutn(" ")
+           if game.state.galaxy[i][j].supernova:
+               show = "***"
+           elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+               show = ".1."
+           elif game.state.galaxy[i][j].charted:
+               show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+           else:
+               show = "..."
+           proutn(show)
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+               proutn(">")
+           else:
+               proutn(" ")
+       proutn("  |")
+       if i<GALSIZE:
+           skip(1)
+
+def sectscan(goodScan, i, j):
+    "Light up an individual dot in a sector."
+    if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
+       if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
+           #if game.condition   == "red": textcolor("red")
+           #elif game.condition == "green": textcolor("green")
+           #elif game.condition == "yellow": textcolor("yellow")
+           #elif game.condition == "docked": textcolor("cyan")
+           #elif game.condition == "dead": textcolor("brown")
+           if game.quad[i][j] != game.ship: 
+               highvideo()
+       proutn("%c " % game.quad[i][j])
+       #textcolor(None)
+    else:
+       proutn("- ")
+
+def status(req=0):
+    "Emit status report lines"
+    if not req or req == 1:
+       prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+               % (game.state.date, game.state.remtime))
+    if not req or req == 2:
+       if game.condition != "docked":
+           newcnd()
+        dam = 0
+       for t in range(NDEVICES):
+           if game.damage[t]>0: 
+               dam += 1
+       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+    if not req or req == 3:
+       prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
+    if not req or req == 4:
+       if damaged(DLIFSUP):
+           if game.condition == "docked":
+               s = _("DAMAGED, Base provides")
+           else:
+               s = _("DAMAGED, reserves=%4.2f") % game.lsupres
+       else:
+           s = _("ACTIVE")
+       prstat(_("Life Support"), s)
+    if not req or req == 5:
+       prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+    if not req or req == 6:
+        extra = ""
+        if game.icrystl and (game.options & OPTION_SHOWME):
+            extra = _(" (have crystals)")
+       prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+    if not req or req == 7:
+       prstat(_("Torpedoes"), "%d" % (game.torps))
+    if not req or req == 8:
+       if damaged(DSHIELD):
+           s = _("DAMAGED,")
+       elif game.shldup:
+           s = _("UP,")
+       else:
+           s = _("DOWN,")
+       data = _(" %d%% %.1f units") \
+               % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
+       prstat(_("Shields"), s+data)
+    if not req or req == 9:
+        prstat(_("Klingons Left"), "%d" \
+               % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
+    if not req or req == 10:
+       if game.options & OPTION_WORLDS:
+           plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
+           if plnet and plnet.inhabited:
+               prstat(_("Major system"), plnet.name)
+           else:
+               prout(_("Sector is uninhabited"))
+    elif not req or req == 11:
+       attackreport(not req)
+
+def request():
+    "Request specified status data, a historical relic from slow TTYs."
+    requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+    while scanner.next() == "IHEOL":
+       proutn(_("Information desired? "))
+    scanner.chew()
+    if scanner.token in requests:
+        status(requests.index(scanner.token))
+    else:
+       prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+       prout(("  date, condition, position, lsupport, warpfactor,"))
+       prout(("  energy, torpedoes, shields, klingons, system, time."))
+               
+def srscan():
+    "Short-range scan." 
+    goodScan=True
+    if damaged(DSRSENS):
+       # Allow base's sensors if docked 
+       if game.condition != "docked":
+           prout(_("   S.R. SENSORS DAMAGED!"))
+           goodScan=False
+       else:
+           prout(_("  [Using Base's sensors]"))
+    else:
+       prout(_("     Short-range scan"))
+    if goodScan and not damaged(DRADIO): 
+       game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+       game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+       game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+    prout("    1 2 3 4 5 6 7 8 9 10")
+    if game.condition != "docked":
+       newcnd()
+    for i in range(QUADSIZE):
+       proutn("%2d  " % (i+1))
+       for j in range(QUADSIZE):
+           sectscan(goodScan, i, j)
+       skip(1)
+               
+def eta():
+    "Use computer to get estimated time of arrival for a warp jump."
+    w1 = coord(); w2 = coord()
+    prompt = False
+    if damaged(DCOMPTR):
+       prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
+       skip(1)
+       return
+    if scanner.next() != "IHREAL":
+       prompt = True
+       scanner.chew()
+       proutn(_("Destination quadrant and/or sector? "))
+       if scanner.next()!="IHREAL":
+           huh()
+           return
+    w1.j = int(scanner.real-0.5)
+    if scanner.next() != "IHREAL":
+       huh()
+       return
+    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.i = int(scanner.real-0.5)
+    else:
+       if game.quadrant.j>w1.i:
+           w2.i = 0
+       else:
+           w2.i=QUADSIZE-1
+       if game.quadrant.i>w1.j:
+           w2.j = 0
+       else:
+           w2.j=QUADSIZE-1
+    if not w1.valid_quadrant() or not w2.valid_sector():
+       huh()
+       return
+    dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+               (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
+    wfl = False
+    if prompt:
+       prout(_("Answer \"no\" if you don't know the value:"))
+    while True:
+       scanner.chew()
+       proutn(_("Time or arrival date? "))
+       if scanner.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*dist)/ttime)*10.0)+1.0)/10.0
+            if ttime <= 1e-10 or twarp > 10:
+               prout(_("We'll never make it, sir."))
+               scanner.chew()
+               return
+           if twarp < 1.0:
+               twarp = 1.0
+           break
+       scanner.chew()
+       proutn(_("Warp factor? "))
+       if scanner.next()== "IHREAL":
+           wfl = True
+           twarp = scanner.real
+           if twarp<1.0 or twarp > 10.0:
+               huh()
+               return
+           break
+       prout(_("Captain, certainly you can give me one of these."))
+    while True:
+       scanner.chew()
+       ttime = (10.0*game.dist)/twarp**2
+       tpower = dist*twarp*twarp*twarp*(game.shldup+1)
+       if tpower >= game.energy:
+           prout(_("Insufficient energy, sir."))
+           if not game.shldup or tpower > game.energy*2.0:
+               if not wfl:
+                   return
+               proutn(_("New warp factor to try? "))
+               if scanner.next() == "IHREAL":
+                   wfl = True
+                   twarp = scanner.real
+                   if twarp<1.0 or twarp > 10.0:
+                       huh()
+                       return
+                   continue
+               else:
+                   scanner.chew()
+                   skip(1)
+                   return
+           prout(_("But if you lower your shields,"))
+           proutn(_("remaining"))
+           tpower /= 2
+       else:
+           proutn(_("Remaining"))
+       prout(_(" energy will be %.2f.") % (game.energy-tpower))
+       if wfl:
+           prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+       elif twarp==1.0:
+           prout(_("Any warp speed is adequate."))
+       else:
+           prout(_("Minimum warp needed is %.2f,") % (twarp))
+           prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+       if game.state.remtime < ttime:
+           prout(_("Unfortunately, the Federation will be destroyed by then."))
+       if twarp > 6.0:
+           prout(_("You'll be taking risks at that speed, Captain"))
+       if (game.isatb==1 and game.state.kscmdr == w1 and \
+            scheduled(FSCDBAS)< ttime+game.state.date) or \
+           (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+           prout(_("The starbase there will be destroyed by then."))
+       proutn(_("New warp factor to try? "))
+       if scanner.next() == "IHREAL":
+           wfl = True
+           twarp = scanner.real
+           if twarp<1.0 or twarp > 10.0:
+               huh()
+               return
+       else:
+           scanner.chew()
+           skip(1)
+           return
+
+# Code from setup.c begins here
+
+def prelim():
+    "Issue a historically correct banner."
+    skip(2)
+    prout(_("-SUPER- STAR TREK"))
+    skip(1)
+# From the FORTRAN original
+#    prout(_("Latest update-21 Sept 78"))
+#    skip(1)
+
+def freeze(boss):
+    "Save game."
+    if boss:
+       scanner.push("emsave.trk")
+    key = scanner.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"
+    try:
+        fp = open(scanner.token, "wb")
+    except IOError:
+       prout(_("Can't freeze game as file %s") % scanner.token)
+       return
+    cPickle.dump(game, fp)
+    fp.close()
+
+def thaw():
+    "Retrieve saved game." 
+    game.passwd[0] = '\0'
+    key = scanner.next()
+    if key == "IHEOL":
+       proutn(_("File name: "))
+       key = scanner.next()
+    if key != "IHALPHA":
+       huh()
+       return True
+    scanner.chew()
+    if '.' not in scanner.token:
+        scanner.token += ".trk"
+    try:
+        fp = open(scanner.token, "rb")
+    except IOError:
+       prout(_("Can't thaw game in %s") % scanner.token)
+       return
+    game = cPickle.load(fp)
+    fp.close()
+    return False
+
+# I used <http://www.memory-alpha.org> to find planets
+# with references in ST:TOS.  Eath and the Alpha Centauri
+# Colony have been omitted.
+# 
+# Some planets marked Class G and P here will be displayed as class M
+# because of the way planets are generated. This is a known bug.
+systnames = (
+    # Federation Worlds 
+    _("Andoria (Fesoan)"),     # several episodes 
+    _("Tellar Prime (Miracht)"),       # TOS: "Journey to Babel" 
+    _("Vulcan (T'Khasi)"),     # many episodes 
+    _("Medusa"),               # TOS: "Is There in Truth No Beauty?" 
+    _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD) 
+    _("Ardana"),               # TOS: "The Cloud Minders" 
+    _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" 
+    _("Gideon"),               # TOS: "The Mark of Gideon" 
+    _("Aldebaran III"),                # TOS: "The Deadly Years" 
+    _("Alpha Majoris I"),      # TOS: "Wolf in the Fold" 
+    _("Altair IV"),            # TOS: "Amok Time 
+    _("Ariannus"),             # TOS: "Let That Be Your Last Battlefield" 
+    _("Benecia"),              # TOS: "The Conscience of the King" 
+    _("Beta Niobe I (Sarpeidon)"),     # TOS: "All Our Yesterdays" 
+    _("Alpha Carinae II"),     # TOS: "The Ultimate Computer" 
+    _("Capella IV (Kohath)"),  # TOS: "Friday's Child" (Class G) 
+    _("Daran V"),              # TOS: "For the World is Hollow and I Have Touched the Sky" 
+    _("Deneb II"),             # TOS: "Wolf in the Fold" ("IV" in BSD) 
+    _("Eminiar VII"),          # TOS: "A Taste of Armageddon" 
+    _("Gamma Canaris IV"),     # TOS: "Metamorphosis" 
+    _("Gamma Tranguli VI (Vaalel)"),   # TOS: "The Apple" 
+    _("Ingraham B"),           # TOS: "Operation: Annihilate" 
+    _("Janus IV"),             # TOS: "The Devil in the Dark" 
+    _("Makus III"),            # TOS: "The Galileo Seven" 
+    _("Marcos XII"),           # TOS: "And the Children Shall Lead", 
+    _("Omega IV"),             # TOS: "The Omega Glory" 
+    _("Regulus V"),            # TOS: "Amok Time 
+    _("Deneva"),               # TOS: "Operation -- Annihilate!" 
+    # Worlds from BSD Trek 
+    _("Rigel II"),             # TOS: "Shore Leave" ("III" in BSD) 
+    _("Beta III"),             # TOS: "The Return of the Archons" 
+    _("Triacus"),              # TOS: "And the Children Shall Lead", 
+    _("Exo III"),              # TOS: "What Are Little Girls Made Of?" (Class P) 
+#      # Others 
+#    _("Hansen's Planet"),     # TOS: "The Galileo Seven" 
+#    _("Taurus IV"),           # TOS: "The Galileo Seven" (class G) 
+#    _("Antos IV (Doraphane)"),        # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" 
+#    _("Izar"),                        # TOS: "Whom Gods Destroy" 
+#    _("Tiburon"),             # TOS: "The Way to Eden" 
+#    _("Merak II"),            # TOS: "The Cloud Minders" 
+#    _("Coridan (Desotriana)"),        # TOS: "Journey to Babel" 
+#    _("Iotia"),               # TOS: "A Piece of the Action" 
+)
+
+device = (
+       _("S. R. Sensors"), \
+       _("L. R. Sensors"), \
+       _("Phasers"), \
+       _("Photon Tubes"), \
+       _("Life Support"), \
+       _("Warp Engines"), \
+       _("Impulse Engines"), \
+       _("Shields"), \
+       _("Subspace Radio"), \
+       _("Shuttle Craft"), \
+       _("Computer"), \
+       _("Navigation System"), \
+       _("Transporter"), \
+       _("Shield Control"), \
+       _("Death Ray"), \
+       _("D. S. Probe"), \
+)
+
+def setup():
+    "Prepare to play, set up cosmos."
+    w = coord()
+    #  Decide how many of everything
+    if choose():
+       return # frozen game
+    # Prepare the Enterprise
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
+    game.ship = IHE
+    game.state.crew = FULLCREW
+    game.energy = game.inenrg = 5000.0
+    game.shield = game.inshld = 2500.0
+    game.inlsr = 4.0
+    game.lsupres = 4.0
+    game.quadrant = randplace(GALSIZE)
+    game.sector = randplace(QUADSIZE)
+    game.torps = game.intorps = 10
+    game.nprobes = randrange(2, 5)
+    game.warpfac = 5.0
+    for i in range(NDEVICES): 
+       game.damage[i] = 0.0
+    # Set up assorted game parameters
+    game.battle = coord()
+    game.state.date = game.indate = 100.0 * randreal(20, 51)
+    game.nkinks = game.nhelp = game.casual = game.abandoned = 0
+    game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
+    game.isatb = game.state.nplankl = 0
+    game.state.starkl = game.state.basekl = 0
+    game.iscraft = "onship"
+    game.landed = False
+    game.alive = True
+    game.docfac = 0.25
+    # Starchart is functional but we've never seen it
+    game.lastchart = FOREVER
+    # Put stars in the galaxy
+    game.instar = 0
+    for i in range(GALSIZE):
+       for j in range(GALSIZE):
+           k = randrange(1, QUADSIZE**2/10+1)
+           game.instar += k
+           game.state.galaxy[i][j].stars = k
+    # Locate star bases in galaxy
+    for i in range(game.inbase):
+        while True:
+            while True:
+                w = randplace(GALSIZE)
+                if not game.state.galaxy[w.i][w.j].starbase:
+                    break
+           contflag = False
+            # C version: for (j = i-1; j > 0; j--)
+            # so it did them in the opposite order.
+            for j in range(1, i):
+               # Improved placement algorithm to spread out bases
+               distq = (w - game.state.baseq[j]).distance()
+               if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
+                   contflag = True
+                   if idebug:
+                       prout("=== Abandoning base #%d at %s" % (i, w))
+                   break
+               elif distq < 6.0 * (BASEMAX+1-game.inbase):
+                   if idebug:
+                       prout("=== Saving base #%d, close to #%d" % (i, j))
+            if not contflag:
+                break
+       game.state.baseq.append(w)
+       game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
+    # Position ordinary Klingon Battle Cruisers
+    krem = game.inkling
+    klumper = 0.25*game.skill*(9.0-game.length)+1.0
+    if klumper > MAXKLQUAD: 
+       klumper = MAXKLQUAD
+    while True:
+       r = randreal()
+       klump = (1.0 - r*r)*klumper
+       if klump > krem:
+           klump = krem
+       krem -= klump
+        while True:
+            w = randplace(GALSIZE)
+            if not game.state.galaxy[w.i][w.j].supernova and \
+               game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
+                break
+       game.state.galaxy[w.i][w.j].klingons += int(klump)
+        if krem <= 0:
+            break
+    # Position Klingon Commander Ships
+    for i in range(game.incom):
+        while True:
+            w = randplace(GALSIZE)
+            if not welcoming(w) or w in game.state.kcmdr:
+                continue
+            if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
+                break
+       game.state.galaxy[w.i][w.j].klingons += 1
+       game.state.kcmdr.append(w)
+    # Locate planets in galaxy
+    for i in range(game.inplan):
+        while True:
+            w = randplace(GALSIZE) 
+            if game.state.galaxy[w.i][w.j].planet == None:
+                break
+        new = planet()
+       new.quadrant = w
+        new.crystals = "absent"
+       if (game.options & OPTION_WORLDS) and i < NINHAB:
+           new.pclass = "M"    # All inhabited planets are class M
+           new.crystals = "absent"
+           new.known = "known"
+            new.name = systnames[i]
+           new.inhabited = True
+       else:
+           new.pclass = ("M", "N", "O")[randrange(0, 3)]
+            if withprob(0.33):
+                new.crystals = "present"
+           new.known = "unknown"
+           new.inhabited = False
+       game.state.galaxy[w.i][w.j].planet = new
+        game.state.planets.append(new)
+    # Locate Romulans
+    for i in range(game.state.nromrem):
+       w = randplace(GALSIZE)
+       game.state.galaxy[w.i][w.j].romulans += 1
+    # Place the Super-Commander if needed
+    if game.state.nscrem > 0:
+        while True:
+            w = randplace(GALSIZE)
+            if welcoming(w):
+                break
+       game.state.kscmdr = w
+       game.state.galaxy[w.i][w.j].klingons += 1
+    # Initialize times for extraneous events
+    schedule(FSNOVA, expran(0.5 * game.intime))
+    schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+    schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
+    schedule(FBATTAK, expran(0.3*game.intime))
+    unschedule(FCDBAS)
+    if game.state.nscrem:
+       schedule(FSCMOVE, 0.2777)
+    else:
+       unschedule(FSCMOVE)
+    unschedule(FSCDBAS)
+    unschedule(FDSPROB)
+    if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+       schedule(FDISTR, expran(1.0 + game.intime))
+    else:
+       unschedule(FDISTR)
+    unschedule(FENSLV)
+    unschedule(FREPRO)
+    # Place thing (in tournament game, we don't want one!)
+    # New in SST2K: never place the Thing near a starbase.
+    # This makes sense and avoids a special case in the old code.
+    global thing
+    if game.tourn is None:
+        while True:
+            thing = randplace(GALSIZE)
+            if thing not in game.state.baseq:
+                break
+    skip(2)
+    game.state.snap = False
+    if game.skill == SKILL_NOVICE:
+       prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+       prout(_("a deadly Klingon invasion force. As captain of the United"))
+       prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+       prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+       prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+       prout(_("your mission.  As you proceed you may be given more time."))
+       skip(1)
+       prout(_("You will have %d supporting starbases.") % (game.inbase))
+       proutn(_("Starbase locations-  "))
+    else:
+       prout(_("Stardate %d.") % int(game.state.date))
+       skip(1)
+       prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+       prout(_("An unknown number of Romulans."))
+       if game.state.nscrem:
+           prout(_("And one (GULP) Super-Commander."))
+       prout(_("%d stardates.") % int(game.intime))
+       proutn(_("%d starbases in ") % game.inbase)
+    for i in range(game.inbase):
+       proutn(`game.state.baseq[i]`)
+       proutn("  ")
+    skip(2)
+    proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
+    proutn(_(" Sector %s") % game.sector)
+    skip(2)
+    prout(_("Good Luck!"))
+    if game.state.nscrem:
+       prout(_("  YOU'LL NEED IT."))
+    waitfor()
+    newqad()
+    if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
+       game.shldup = True
+    if game.neutz:     # bad luck to start in a Romulan Neutral Zone
+       attack(torps_ok=False)
+
+def choose():
+    "Choose your game type."
+    global thing
+    while True:
+       game.tourn = 0
+       game.thawed = False
+       game.skill = SKILL_NONE
+       game.length = 0
+       if not scanner.inqueue: # Can start with command line options 
+           proutn(_("Would you like a regular, tournament, or saved game? "))
+        scanner.next()
+        if scanner.sees("tournament"):
+           while scanner.next() == "IHEOL":
+               proutn(_("Type in tournament number-"))
+           if scanner.real == 0:
+               scanner.chew()
+               continue # We don't want a blank entry
+           game.tourn = int(round(scanner.real))
+           random.seed(scanner.real)
+            if logfp:
+                logfp.write("# random.seed(%d)\n" % scanner.real)
+           break
+        if scanner.sees("saved") or scanner.sees("frozen"):
+           if thaw():
+               continue
+           scanner.chew()
+           if game.passwd == None:
+               continue
+           if not game.alldone:
+               game.thawed = True # No plaque if not finished
+           report()
+           waitfor()
+           return True
+        if scanner.sees("regular"):
+           break
+       proutn(_("What is \"%s\"?") % scanner.token)
+       scanner.chew()
+    while game.length==0 or game.skill==SKILL_NONE:
+       if scanner.next() == "IHALPHA":
+            if scanner.sees("short"):
+               game.length = 1
+           elif scanner.sees("medium"):
+               game.length = 2
+           elif scanner.sees("long"):
+               game.length = 4
+           elif scanner.sees("novice"):
+               game.skill = SKILL_NOVICE
+           elif scanner.sees("fair"):
+               game.skill = SKILL_FAIR
+           elif scanner.sees("good"):
+               game.skill = SKILL_GOOD
+           elif scanner.sees("expert"):
+               game.skill = SKILL_EXPERT
+           elif scanner.sees("emeritus"):
+               game.skill = SKILL_EMERITUS
+           else:
+               proutn(_("What is \""))
+               proutn(scanner.token)
+               prout("\"?")
+       else:
+           scanner.chew()
+           if game.length==0:
+               proutn(_("Would you like a Short, Medium, or Long game? "))
+           elif game.skill == SKILL_NONE:
+               proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+    # Choose game options -- added by ESR for SST2K
+    if scanner.next() != "IHALPHA":
+       scanner.chew()
+       proutn(_("Choose your game style (or just press enter): "))
+       scanner.next()
+    if scanner.sees("plain"):
+       # Approximates the UT FORTRAN version.
+       game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+       game.options |= OPTION_PLAIN
+    elif scanner.sees("almy"):
+       # Approximates Tom Almy's version.
+       game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+       game.options |= OPTION_ALMY
+    elif scanner.sees("fancy") or scanner.sees("\n"):
+       pass
+    elif len(scanner.token):
+        proutn(_("What is \"%s\"?") % scanner.token)
+    setpassword()
+    if game.passwd == "debug":
+       idebug = True
+       prout("=== Debug mode enabled.")
+    # Use parameters to generate initial values of things
+    game.damfac = 0.5 * game.skill
+    game.inbase = randrange(BASEMIN, BASEMAX+1)
+    game.inplan = 0
+    if game.options & OPTION_PLANETS:
+       game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+    if game.options & OPTION_WORLDS:
+       game.inplan += int(NINHAB)
+    game.state.nromrem = game.inrom = randrange(2 *game.skill)
+    game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
+    game.state.remtime = 7.0 * game.length
+    game.intime = game.state.remtime
+    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+    game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
+    game.state.remres = (game.inkling+4*game.incom)*game.intime
+    game.inresor = game.state.remres
+    if game.inkling > 50:
+        game.state.inbase += 1
+    return False
+
+def dropin(iquad=None):
+    "Drop a feature on a random dot in the current quadrant."
+    while True:
+        w = randplace(QUADSIZE)
+        if game.quad[w.i][w.j] == IHDOT:
+            break
+    if iquad is not None:
+        game.quad[w.i][w.j] = iquad
+    return w
+
+def newcnd():
+    "Update our alert status."
+    game.condition = "green"
+    if game.energy < 1000.0:
+       game.condition = "yellow"
+    if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
+       game.condition = "red"
+    if not game.alive:
+       game.condition="dead"
+
+def newkling():
+    "Drop new Klingon into current quadrant."
+    return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+
+def newqad():
+    "Set up a new state of quadrant, for when we enter or re-enter it."
+    game.justin = True
+    game.iplnet = None
+    game.neutz = game.inorbit = game.landed = False
+    game.ientesc = game.iseenit = False
+    # Create a blank quadrant
+    game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
+    if game.iscate:
+       # Attempt to escape Super-commander, so tbeam back!
+       game.iscate = False
+       game.ientesc = True
+    q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+    # cope with supernova
+    if q.supernova:
+       return
+    game.klhere = q.klingons
+    game.irhere = q.romulans
+    # Position Starship
+    game.quad[game.sector.i][game.sector.j] = game.ship
+    game.enemies = []
+    if q.klingons:
+       # Position ordinary Klingons
+       for i in range(game.klhere):
+            newkling()
+       # If we need a commander, promote a Klingon
+        for cmdr in game.state.kcmdr:
+           if cmdr == game.quadrant:
+                e = game.enemies[game.klhere-1]
+                game.quad[e.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.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
+    for i in range(q.romulans):
+        enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+    # If quadrant needs a starbase, put it in
+    if q.starbase:
+       game.base = dropin(IHB)
+    # If quadrant needs a planet, put it in
+    if q.planet:
+       game.iplnet = q.planet
+       if not q.planet.inhabited:
+           game.plnet = dropin(IHP)
+       else:
+           game.plnet = dropin(IHW)
+    # Check for condition
+    newcnd()
+    # Check for RNZ
+    if game.irhere > 0 and game.klhere == 0:
+       game.neutz = True
+       if not damaged(DRADIO):
+           skip(1)
+           prout(_("LT. Uhura- \"Captain, an urgent message."))
+           prout(_("  I'll put it on audio.\"  CLICK"))
+           skip(1)
+           prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+           prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+    # Put in THING if needed
+    if thing == game.quadrant:
+        enemy(type=IHQUEST, loc=dropin(),
+                  power=randreal(6000,6500.0)+250.0*game.skill)
+        if not damaged(DSRSENS):
+            skip(1)
+            prout(_("Mr. Spock- \"Captain, this is most unusual."))
+            prout(_("    Please examine your short-range scan.\""))
+    # Decide if quadrant needs a Tholian; lighten up if skill is low 
+    if game.options & OPTION_THOLIAN:
+       if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+           (game.skill == SKILL_GOOD and withprob(0.05)) or \
+            (game.skill > SKILL_GOOD and withprob(0.08)):
+            w = coord()
+            while True:
+               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)
+           # Reserve unoccupied corners 
+           if game.quad[0][0]==IHDOT:
+               game.quad[0][0] = 'X'
+           if game.quad[0][QUADSIZE-1]==IHDOT:
+               game.quad[0][QUADSIZE-1] = 'X'
+           if game.quad[QUADSIZE-1][0]==IHDOT:
+               game.quad[QUADSIZE-1][0] = 'X'
+           if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+               game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    # And finally the stars
+    for i in range(q.stars):
+       dropin(IHSTAR)
+    # Put in a few black holes
+    for i in range(1, 3+1):
+       if withprob(0.5): 
+           dropin(IHBLANK)
+    # Take out X's in corners if Tholian present
+    if game.tholian:
+       if game.quad[0][0]=='X':
+           game.quad[0][0] = IHDOT
+       if game.quad[0][QUADSIZE-1]=='X':
+           game.quad[0][QUADSIZE-1] = IHDOT
+       if game.quad[QUADSIZE-1][0]=='X':
+           game.quad[QUADSIZE-1][0] = IHDOT
+       if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+           game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
+
+def setpassword():
+    "Set the self-destruct password."
+    if game.options & OPTION_PLAIN:
+       while True:
+           scanner.chew()
+           proutn(_("Please type in a secret password- "))
+           scanner.next()
+           game.passwd = scanner.token
+           if game.passwd != None:
+               break
+    else:
+        game.passwd = ""
+        for i in range(8):
+           game.passwd += chr(ord('a')+randrange(26))
+
+# Code from sst.c begins here
+
+commands = {
+    "SRSCAN":          OPTION_TTY,
+    "STATUS":          OPTION_TTY,
+    "REQUEST":         OPTION_TTY,
+    "LRSCAN":          OPTION_TTY,
+    "PHASERS":         0,
+    "TORPEDO":         0,
+    "PHOTONS":         0,
+    "MOVE":            0,
+    "SHIELDS":         0,
+    "DOCK":            0,
+    "DAMAGES":         0,
+    "CHART":           0,
+    "IMPULSE":         0,
+    "REST":            0,
+    "WARP":            0,
+    "SCORE":           0,
+    "SENSORS":         OPTION_PLANETS,
+    "ORBIT":           OPTION_PLANETS,
+    "TRANSPORT":       OPTION_PLANETS,
+    "MINE":            OPTION_PLANETS,
+    "CRYSTALS":        OPTION_PLANETS,
+    "SHUTTLE":         OPTION_PLANETS,
+    "PLANETS":         OPTION_PLANETS,
+    "REPORT":          0,
+    "COMPUTER":        0,
+    "COMMANDS":        0,
+    "EMEXIT":          0,
+    "PROBE":           OPTION_PROBE,
+    "SAVE":            0,
+    "FREEZE":          0,      # Synonym for SAVE
+    "ABANDON":         0,
+    "DESTRUCT":        0,
+    "DEATHRAY":        0,
+    "DEBUG":           0,
+    "MAYDAY":          0,
+    "SOS":             0,      # Synonym for MAYDAY
+    "CALL":            0,      # Synonym for MAYDAY
+    "QUIT":            0,
+    "HELP":            0,
+}
+
+def listCommands():
+    "Generate a list of legal commands."
+    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)
+    skip(1)
+
+def helpme():
+    "Browse on-line help."
+    key = scanner.next()
+    while True:
+       if key == "IHEOL":
+           setwnd(prompt_window)
+           proutn(_("Help on what command? "))
+           key = scanner.next()
+       setwnd(message_window)
+       if key == "IHEOL":
+           return
+        if scanner.token in commands or scanner.token == "ABBREV":
+           break
+       skip(1)
+       listCommands()
+       key = "IHEOL"
+       scanner.chew()
+       skip(1)
+    cmd = scanner.token.upper()
+    try:
+        fp = open(SSTDOC, "r")
+    except IOError:
+        try:
+            fp = open(DOC_NAME, "r")
+        except IOError:
+            prout(_("Spock-  \"Captain, that information is missing from the"))
+            proutn(_("   computer. You need to find "))
+            proutn(DOC_NAME)
+            prout(_(" and put it in the"))
+            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()
+       if linebuf == '':
+           prout(_("Spock- \"Captain, there is no information on that command.\""))
+           fp.close()
+           return
+       if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+            linebuf = linebuf[3:].strip()
+            if cmd == linebuf:
+               break
+    skip(1)
+    prout(_("Spock- \"Captain, I've found the following information:\""))
+    skip(1)
+    while linebuf in fp:
+        if "******" in linebuf:
+           break
+       proutn(linebuf)
+    fp.close()
+
+def makemoves():
+    "Command-interpretation loop."
+    clrscr()
+    setwnd(message_window)
+    while True:        # command loop 
+       drawmaps(1)
+        while True:    # get a command 
+           hitme = False
+           game.justin = False
+           game.optime = 0.0
+           scanner.chew()
+           setwnd(prompt_window)
+           clrscr()
+           proutn("COMMAND> ")
+           if scanner.next() == "IHEOL":
+               if game.options & OPTION_CURSES:
+                   makechart()
+               continue
+            elif scanner.token == "":
+                continue
+           game.ididit = False
+           clrscr()
+           setwnd(message_window)
+           clrscr()
+            candidates = filter(lambda x: x.startswith(scanner.token.upper()),
+                                commands)
+            if len(candidates) == 1:
+                cmd = candidates[0]
+                break
+            elif candidates and not (game.options & OPTION_PLAIN):
+                prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
+            else:
+                listCommands()
+                continue
+       if cmd == "SRSCAN":             # srscan
+           srscan()
+       elif cmd == "STATUS":           # status
+           status()
+       elif cmd == "REQUEST":          # status request 
+           request()
+       elif cmd == "LRSCAN":           # long range scan
+           lrscan(silent=False)
+       elif cmd == "PHASERS":          # phasers
+           phasers()
+           if game.ididit:
+               hitme = True
+       elif cmd == "TORPEDO":          # photon torpedos
+           photon()
+           if game.ididit:
+               hitme = True
+       elif cmd == "MOVE":             # move under warp
+           warp(course=None, involuntary=False)
+       elif cmd == "SHIELDS":          # shields
+           doshield(shraise=False)
+           if game.ididit:
+               hitme = True
+               game.shldchg = False
+       elif cmd == "DOCK":             # dock at starbase
+           dock(True)
+           if game.ididit:
+               attack(torps_ok=False)          
+       elif cmd == "DAMAGES":          # damage reports
+           damagereport()
+       elif cmd == "CHART":            # chart
+           makechart()
+       elif cmd == "IMPULSE":          # impulse
+           impulse()
+       elif cmd == "REST":             # rest
+           wait()
+           if game.ididit:
+               hitme = True
+       elif cmd == "WARP":             # warp
+           setwarp()
+       elif cmd == "SCORE":            # score
+           score()
+       elif cmd == "SENSORS":          # sensors
+           sensor()
+       elif cmd == "ORBIT":            # orbit
+           orbit()
+           if game.ididit:
+               hitme = True
+       elif cmd == "TRANSPORT":                # transport "beam"
+           beam()
+       elif cmd == "MINE":             # mine
+           mine()
+           if game.ididit:
+               hitme = True
+       elif cmd == "CRYSTALS":         # crystals
+           usecrystals()
+           if game.ididit:
+               hitme = True
+       elif cmd == "SHUTTLE":          # shuttle
+           shuttle()
+           if game.ididit:
+               hitme = True
+       elif cmd == "PLANETS":          # Planet list
+           survey()
+       elif cmd == "REPORT":           # Game Report 
+           report()
+       elif cmd == "COMPUTER":         # use COMPUTER!
+           eta()
+       elif cmd == "COMMANDS":
+           listCommands()
+       elif cmd == "EMEXIT":           # Emergency exit
+           clrscr()                    # Hide screen
+           freeze(True)                # forced save
+           raise SysExit,1                     # And quick exit
+       elif cmd == "PROBE":
+           probe()                     # Launch probe
+           if game.ididit:
+               hitme = True
+       elif cmd == "ABANDON":          # Abandon Ship
+           abandon()
+       elif cmd == "DESTRUCT":         # Self Destruct
+           selfdestruct()
+       elif cmd == "SAVE":             # Save Game
+           freeze(False)
+           clrscr()
+           if game.skill > SKILL_GOOD:
+               prout(_("WARNING--Saved games produce no plaques!"))
+       elif cmd == "DEATHRAY":         # Try a desparation measure
+           deathray()
+           if game.ididit:
+               hitme = True
+       elif cmd == "DEBUGCMD":         # What do we want for debug???
+           debugme()
+       elif cmd == "MAYDAY":           # Call for help
+           mayday()
+           if game.ididit:
+               hitme = True
+       elif cmd == "QUIT":
+           game.alldone = True         # quit the game
+       elif cmd == "HELP":
+           helpme()                    # get help
+       while True:
+           if game.alldone:
+               break           # Game has ended
+           if game.optime != 0.0:
+               events()
+               if game.alldone:
+                   break       # Events did us in
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+               atover(False)
+               continue
+           if hitme and not game.justin:
+               attack(torps_ok=True)
+               if game.alldone:
+                   break
+               if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+                   atover(False)
+                   hitme = True
+                   continue
+           break
+       if game.alldone:
+           break
+    if idebug:
+       prout("=== Ending")
+
+def cramen(type):
+    "Emit the name of an enemy or feature." 
+    if   type == IHR: s = _("Romulan")
+    elif type == IHK: s = _("Klingon")
+    elif type == IHC: s = _("Commander")
+    elif type == IHS: s = _("Super-commander")
+    elif type == IHSTAR: s = _("Star")
+    elif type == IHP: s = _("Planet")
+    elif type == IHB: s = _("Starbase")
+    elif type == IHBLANK: s = _("Black hole")
+    elif type == IHT: s = _("Tholian")
+    elif type == IHWEB: s = _("Tholian web")
+    elif type == IHQUEST: s = _("Stranger")
+    elif type == IHW: s = _("Inhabited World")
+    else: s = "Unknown??"
+    return s
+
+def crmena(stars, enemy, loctype, w):
+    "Emit the name of an enemy and his location."
+    buf = ""
+    if stars:
+       buf += "***"
+    buf += cramen(enemy) + _(" at ")
+    if loctype == "quadrant":
+       buf += _("Quadrant ")
+    elif loctype == "sector":
+       buf += _("Sector ")
+    return buf + `w`
+
+def crmshp():
+    "Emit our ship name." 
+    return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
+
+def stars():
+    "Emit a line of stars" 
+    prouts("******************************************************")
+    skip(1)
+
+def expran(avrage):
+    return -avrage*math.log(1e-7 + randreal())
+
+def randplace(size):
+    "Choose a random location."
+    w = coord()
+    w.i = randrange(size) 
+    w.j = randrange(size)
+    return w
+
+class sstscanner:
+    def __init__(self):
+        self.type = None
+        self.token = None
+        self.real = 0.0
+        self.inqueue = []
+    def next(self):
+        # Get a token from the user
+        self.real = 0.0
+        self.token = ''
+        # Fill the token quue if nothing here
+        while not self.inqueue:
+            line = cgetline()
+            if curwnd==prompt_window:
+                clrscr()
+                setwnd(message_window)
+                clrscr()
+            if line == '':
+                return None
+            if not line:
+                continue
+            else:
+                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 == "\n":
+            self.type = "IHEOL"
+            return "IHEOL"
+        try:
+            self.real = float(self.token)
+            self.type = "IHREAL"
+            return "IHREAL"
+        except ValueError:
+            pass
+        # Treat as alpha
+        self.token = self.token.lower()
+        self.type = "IHALPHA"
+        self.real = None
+        return "IHALPHA"
+    def append(self, tok):
+        self.inqueue.append(tok)
+    def push(self, tok):
+        self.inqueue.insert(0, tok)
+    def waiting(self):
+        return self.inqueue
+    def chew(self):
+        # Demand input for next scan
+        self.inqueue = []
+        self.real = self.token = None
+    def sees(self, s):
+        # compares s to item and returns true if it matches to the length of s
+        return s.startswith(self.token)
+    def int(self):
+        # Round token value to nearest integer
+        return int(round(scanner.real))
+    def getcoord(self):
+        s = coord()
+        scanner.next()
+       if scanner.type != "IHREAL":
+           huh()
+           return None
+       s.i = scanner.int()-1
+        scanner.next()
+       if scanner.type != "IHREAL":
+           huh()
+           return None
+       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()
+       if scanner.token == 'y':
+           return True
+       if scanner.token == 'n':
+           return False
+       scanner.chew()
+       proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+    "Complain about unparseable input."
+    scanner.chew()
+    skip(1)
+    prout(_("Beg your pardon, Captain?"))
+
+def debugme():
+    "Access to the internals for debugging."
+    proutn("Reset levels? ")
+    if ja() == True:
+       if game.energy < game.inenrg:
+           game.energy = game.inenrg
+       game.shield = game.inshld
+       game.torps = game.intorps
+       game.lsupres = game.inlsr
+    proutn("Reset damage? ")
+    if ja() == True:
+       for i in range(NDEVICES): 
+           if game.damage[i] > 0.0: 
+               game.damage[i] = 0.0
+    proutn("Toggle debug flag? ")
+    if ja() == True:
+       idebug = not idebug
+       if idebug:
+           prout("Debug output ON")        
+       else:
+           prout("Debug output OFF")
+    proutn("Cause selective damage? ")
+    if ja() == True:
+       for i in range(NDEVICES):
+           proutn("Kill %s?" % device[i])
+           scanner.chew()
+           key = scanner.next()
+            if key == "IHALPHA" and scanner.sees("y"):
+               game.damage[i] = 10.0
+    proutn("Examine/change events? ")
+    if ja() == True:
+       ev = event()
+       w = coord()
+        legends = {
+            FSNOVA:  "Supernova       ",
+            FTBEAM:  "T Beam          ",
+            FSNAP:   "Snapshot        ",
+            FBATTAK: "Base Attack     ",
+            FCDBAS:  "Base Destroy    ",
+            FSCMOVE: "SC Move         ",
+            FSCDBAS: "SC Base Destroy ",
+            FDSPROB: "Probe Move      ",
+            FDISTR:  "Distress Call   ",
+            FENSLV:  "Enslavement     ",
+            FREPRO:  "Klingon Build   ",
+        }
+       for i in range(1, NEVENTS):
+            proutn(legends[i])
+           if is_scheduled(i):
+               proutn("%.2f" % (scheduled(i)-game.state.date))
+               if i == FENSLV or i == FREPRO:
+                   ev = findevent(i)
+                   proutn(" in %s" % ev.quadrant)
+           else:
+               proutn("never")
+           proutn("? ")
+           scanner.chew()
+           key = scanner.next()
+           if key == 'n':
+               unschedule(i)
+               scanner.chew()
+           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":
+                           prout("Event %d canceled, no x coordinate." % (i))
+                           unschedule(i)
+                           continue
+                       w.i = int(round(scanner.real))
+                       key = scanner.next()
+                       if key != "IHREAL":
+                           prout("Event %d canceled, no y coordinate." % (i))
+                           unschedule(i)
+                           continue
+                       w.j = int(round(scanner.real))
+                       ev.quadrant = w
+       scanner.chew()
+    proutn("Induce supernova here? ")
+    if ja() == 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
+        thing = coord()
+        thing.angry = False
+        game = gamestate()
+        idebug = 0
+        game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
+        if os.getenv("TERM"):
+            game.options |= OPTION_CURSES
+        else:
+            game.options |= OPTION_TTY
+        seed = int(time.time())
+        (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
+        for (switch, val) in options:
+            if switch == '-r':
+                try:
+                    replayfp = open(val, "r")
+                except IOError:
+                    sys.stderr.write("sst: can't open replay file %s\n" % val)
+                    raise SystemExit, 1
+                try:
+                    line = replayfp.readline().strip()
+                    (leader, key, seed) = line.split()
+                    seed = eval(seed)
+                    sys.stderr.write("sst2k: seed set to %s\n" % seed)
+                    line = replayfp.readline().strip()
+                    arguments += line.split()[2:]
+                except ValueError:
+                    sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+                    raise SystemExit(1)
+                game.options |= OPTION_TTY
+                game.options &=~ OPTION_CURSES
+            elif switch == '-s':
+                seed = int(val)
+            elif switch == '-t':
+                game.options |= OPTION_TTY
+                game.options &=~ OPTION_CURSES
+            elif switch == '-x':
+                idebug = True
+            else:
+                sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+                raise SystemExit, 1
+        # where to save the input in case of bugs
+        try:
+            logfp = open("/usr/tmp/sst-input.log", "w")
+        except IOError:
+            sys.stderr.write("sst: warning, can't open logfile\n")
+        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.append, arguments)
+        try:
+            iostart()
+            while True: # Play a game 
+                setwnd(fullscreen_window)
+                clrscr()
+                prelim()
+                setup()
+                if game.alldone:
+                    score()
+                    game.alldone = False
+                else:
+                    makemoves()
+                skip(1)
+                stars()
+                skip(1)
+                if game.tourn and game.alldone:
+                    proutn(_("Do you want your score recorded?"))
+                    if ja() == True:
+                        scanner.chew()
+                        scanner.push("\n")
+                        freeze(False)
+                scanner.chew()
+                proutn(_("Do you want to play again? "))
+                if not ja():
+                    break
+            skip(1)
+            prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+        finally:
+            ioend()
+        raise SystemExit, 0
+    except KeyboardInterrupt:
+        if logfp:
+            logfp.close()
+        print ""