Imprive documentation, fix a typo, add the hacking guide.
[super-star-trek.git] / src / sst.py
index 6056bb287fb26552a974bb525355ca55a4c68e9f..3f37ea35b92f1265a942347f5347b90fbec9c152 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 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".)
+sst.py -- Super Star Trek 2K
 
-Dave says the bit about the Galileo getting turned into a
-McDonald's is "consistant with our original vision".  (This has been
-left permanently enabled, as it can only happen if OPTION_PLANETS
-is on.)
+SST2K is a Python translation of a C translation of a FORTRAN
+original dating back to 1973.  Beautiful Python it is not, but it
+works.  Translation by Eric S. Raymond; original game by David Matuszek
+and Paul Reynolds, with modifications by Don Smith, Tom Almy,
+Stas Sergeev, and Eric S. Raymond.
 
-Dave also says the Space Thingy should not be preserved across saved
-games, so you can't prove to others that you've seen it.  He says it
-shouldn't fire back, either.  It should do nothing except scream and
-disappear when hit by photon torpedos.  It's OK that it may move
-when attacked, but it didn't in the original.  (Whether the Thingy
-can fire back is now controlled by OPTION_THINGY and turned off if the
-game type is "plain" or "almy".  The no-save behavior has been restored.)
-
-The Faerie Queen, black holes, and time warping were in the original.
-
-Here are Tom Almy's changes:
-
-In early 1997, I got the bright idea to look for references to
-"Super Star Trek" on the World Wide Web. There weren't many hits,
-but there was one that came up with 1979 Fortran sources! This
-version had a few additional features that mine didn't have,
-however mine had some feature it didn't have. So I merged its
-features that I liked. I also took a peek at the DECUS version (a
-port, less sources, to the PDP-10), and some other variations.
-
-1, Compared to the original UT version, I've changed the "help"
-command to "call" and the "terminate" command to "quit" to better
-match user expectations. The DECUS version apparently made those
-changes as well as changing "freeze" to "save". However I like
-"freeze".  (Both "freeze" and "save" work in SST2K.)
-
-2. The experimental deathray originally had only a 5% chance of
-success, but could be used repeatedly. I guess after a couple
-years of use, it was less "experimental" because the 1979
-version had a 70% success rate. However it was prone to breaking
-after use. I upgraded the deathray, but kept the original set of
-failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
-and turned off if game type is "plain".)
-
-3. The 1979 version also mentions srscan and lrscan working when
-docked (using the starbase's scanners), so I made some changes here
-to do this (and indicating that fact to the player), and then realized
-the base would have a subspace radio as well -- doing a Chart when docked
-updates the star chart, and all radio reports will be heard. The Dock
-command will also give a report if a base is under attack.
-
-4. Tholian Web from the 1979 version.  (Now controlled by
-OPTION_THOLIAN and turned off if game type is "plain".)
-
-5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
-and turned off if game type is "plain".)
-
-6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
-This code could use improvement. (Now controlled by OPTION_MVBADDY
-and turned off if game type is "plain".)
-
-7. The deep-space probe feature from the DECUS version.  (Now controlled
-by OPTION_PROBE and turned off if game type is "plain").
-
-8. 'emexit' command from the 1979 version.
-
-9. Bugfix: Klingon commander movements are no longer reported if long-range 
-sensors are damaged.
-
-10. Bugfix: Better base positioning at startup (more spread out).
-That made sense to add because most people abort games with 
-bad base placement.
-
-In June 2002, I fixed two known bugs and a documentation typo.
-In June 2004 I fixed a number of bugs involving: 1) parsing invalid
-numbers, 2) manual phasers when SR scan is damaged and commander is
-present, 3) time warping into the future, 4) hang when moving
-klingons in crowded quadrants.  (These fixes are in SST2K.)
-
-Here are Stas Sergeev's changes:
-
-1. The Space Thingy can be shoved, if you ram it, and can fire back if 
-fired upon. (Now controlled by OPTION_THINGY and turned off if game 
-type is "plain" or "almy".)
-
-2. When you are docked, base covers you with an almost invincible shield. 
-(A commander can still ram you, or a Romulan can destroy the base,
-or a SCom can even succeed with direct attack IIRC, but this rarely 
-happens.)  (Now controlled by OPTION_BASE and turned off if game 
-type is "plain" or "almy".)
-
-3. Ramming a black hole is no longer instant death.  There is a
-chance you might get timewarped instead. (Now controlled by 
-OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
-
-4. The Tholian can be hit with phasers.
-
-5. SCom can't escape from you if no more enemies remain 
-(without this, chasing SCom can take an eternity).
-
-6. Probe target you enter is now the destination quadrant. Before I don't 
-remember what it was, but it was something I had difficulty using.
-
-7. Secret password is now autogenerated.
-
-8. "Plaque" is adjusted for A4 paper :-)
-
-9. Phasers now tells you how much energy needed, but only if the computer 
-is alive.
-
-10. Planets are auto-scanned when you enter the quadrant.
-
-11. Mining or using crystals in presense of enemy now yields an attack.
-There are other minor adjustments to what yields an attack
-and what does not.
-
-12. "freeze" command reverts to "save", most people will understand this
-better anyway. (SST2K recognizes both.)
-
-13. Screen-oriented interface, with sensor scans always up.  (SST2K
-supports both screen-oriented and TTY modes.)
-
-Eric Raymond's changes:
-
-Mainly, I translated this C code out of FORTRAN into C -- created #defines
-for a lot of magic numbers and refactored the heck out of it.
-
-1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
-
-2. Status report now indicates when dilithium crystals are on board.
-
-3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
-
-4. Added game option selection so you can play a close (but not bug-for-
-bug identical) approximation of older versions.
-
-5. Half the quadrants now have inhabited planets, from which one 
-cannot mine dilithium (there will still be the same additional number
-of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
-There is BSD-Trek-like logic for Klingons to attack and enslave 
-inhabited worlds, producing more ships (only is skill is 'good' or 
-better). (Controlled by OPTION_WORLDS and turned off if game 
-type is "plain" or "almy".)
-
-6. User input is now logged so we can do regression testing.
-
-7. More BSD-Trek features: You can now lose if your entire crew
-dies in battle.  When abandoning ship in a game with inhabited
-worlds enabled, they must have one in the quadrant to beam down
-to; otherwise they die in space and this counts heavily against
-your score.  Docking at a starbase replenishes your crew.
-
-8. Still more BSD-Trek: we now have a weighted damage table.
-Also, the nav subsystem (enabling automatic course
-setting) can be damaged separately from the main computer (which
-handles weapons targeting, ETA calculation, and self-destruct).
-
-After these features were added, I translated this into Python and added
-more:
-
-9. A long-range scan is done silently whenever you call CHART; thus
-the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
-and turned off if game type is "plain" or "almy".)
+See the doc/HACKING file in the distribution for designers notes and advice
+ion how to modify (and how not to modify!) this code.
 """
 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
 
@@ -250,18 +82,17 @@ class coord:
         return coord(self.i*other, self.j*other)
     def __div__(self, other):
         return coord(self.i/other, self.j/other)
+    def __mod__(self, other):
+        return coord(self.i % other, self.j % other)
     def __rdiv__(self, other):
         return coord(self.i/other, self.j/other)
     def roundtogrid(self):
         return coord(int(round(self.i)), int(round(self.j)))
-    def trunctogrid(self):
-        return coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
         if not other: other = coord(0, 0)
         return math.sqrt((self.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 bearing(self):
+        return 1.90985*math.atan2(self.j, self.i)
     def sgn(self):
         s = coord()
         if self.i == 0:
@@ -273,13 +104,16 @@ class coord:
         else:
             s.j = self.j / abs(self.j)
         return s
+    def quadrant(self):
+        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+        return self.roundtogrid() / QUADSIZE
+    def sector(self):
+        return self.roundtogrid() % QUADSIZE
     def scatter(self):
         s = coord()
         s.i = self.i + randrange(-1, 2)
         s.j = self.j + randrange(-1, 2)
         return s
-    def __hash__(self):
-        return hash((x, y))
     def __str__(self):
         if self.i == None or self.j == None:
             return "Nowhere"
@@ -1274,7 +1108,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
     # Loop to move a single torpedo 
     setwnd(message_window)
     for step in range(1, QUADSIZE*2):
-       track.next()
+        if not track.next(): break
         w = track.sector()
        if not w.valid_sector():
            break
@@ -1293,14 +1127,11 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            newcnd(); # we're blown out of dock 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           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
-           bumpto.i = int(w.i+xx+0.5)
-           bumpto.j = int(w.j+yy+0.5)
+            # In the C/FORTRAN version, dispersion was 2.5 radians, which
+            # is 143 degrees, which is almost exactly 4.8 clockface units
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
            if not bumpto.valid_sector():
                return hit
            if game.quad[bumpto.i][bumpto.j]==IHBLANK:
@@ -1341,15 +1172,9 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                deadkl(w, iquad, w)
                return None
            proutn(crmena(True, iquad, "sector", w))
-           # If enemy damaged but not destroyed, try to displace 
-           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
-           bumpto.i = int(w.i+xx+0.5)
-           bumpto.j = int(w.j+yy+0.5)
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
             if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
@@ -1401,8 +1226,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
-           prout(_("You have just destroyed an inhabited planet."))
-           prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+           prout(_("The torpedo destroyed an inhabited planet."))
            return None
        elif iquad == IHSTAR: # Hit a star 
            if withprob(0.9):
@@ -2130,7 +1954,7 @@ def phasers():
     if ifast:
        skip(1)
        if no == 0:
-           if withprob(0.99):
+           if withprob(0.01):
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
@@ -2448,7 +2272,7 @@ def events():
                supercommander()
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
-            if game.probe.next(grain=QUADSIZE):
+            if not game.probe.next():
                if not game.probe.quadrant().valid_quadrant() or \
                    game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
                    # Left galaxy or ran into supernova
@@ -2474,7 +2298,7 @@ def events():
                chp.stars = pdest.stars
                pdest.charted = True
            game.probe.moves -= 1 # One less to travel
-           if game.probe.moves == 0 and game.isarmed and pdest.stars:
+           if game.probe.arrived() and game.isarmed and pdest.stars:
                supernova(game.probe)           # fire in the hole!
                unschedule(FDSPROB)
                if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
@@ -2751,7 +2575,7 @@ def nova(nov):
     game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(course, novapush=True)
+    imove(course, noattack=True)
     game.optime = course.time(warp=4)
     return
        
@@ -3575,178 +3399,151 @@ def prstat(txt, data):
 
 # Code from moving.c begins here
 
-def imove(course=None, novapush=False):
+def imove(course=None, noattack=False):
     "Movement execution for warp, impulse, supernova, and tractor-beam events."
-    w = coord(); final = coord()
-    trbeam = False
+    w = coord()
 
-    def no_quad_change():
-        # No quadrant change -- compute new average enemy distances 
-        game.quad[game.sector.i][game.sector.j] = game.ship
-        if game.enemies:
+    def newquadrant(noattack):
+        # Leaving quadrant -- allow final enemy attack 
+        # Don't do it if being pushed by Nova 
+        if len(game.enemies) != 0 and not noattack:
+            newcnd()
             for enemy in game.enemies:
-                finald = (w-enemy.kloc).distance()
+                finald = (w - enemy.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:
+            # Stas Sergeev added the condition
+            # that attacks only happen if Klingons
+            # are present and your skill is good.
+            if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 attack(torps_ok=False)
-            for enemy in game.enemies:
-                enemy.kavgd = enemy.kdist
-        newcnd()
-        drawmaps(0)
-        setwnd(message_window)
-    w.i = w.j = 0
+            if game.alldone:
+                return
+        # check for edge of galaxy 
+        kinks = 0
+        while True:
+            kink = False
+            if course.final.i < 0:
+                course.final.i = -course.final.i
+                kink = True
+            if course.final.j < 0:
+                course.final.j = -course.final.j
+                kink = True
+            if course.final.i >= GALSIZE*QUADSIZE:
+                course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+                kink = True
+            if course.final.j >= GALSIZE*QUADSIZE:
+                course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+                kink = True
+            if kink:
+                kinks += 1
+            else:
+                break
+        if kinks:
+            game.nkinks += 1
+            if game.nkinks == 3:
+                # Three strikes -- you're out! 
+                finish(FNEG3)
+                return
+            skip(1)
+            prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+            prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+            prout(_("YOU WILL BE DESTROYED."))
+        # Compute final position in new quadrant 
+        if trbeam: # Don't bother if we are to be beamed 
+            return
+        game.quadrant = course.final.quadrant()
+        game.sector = course.final.sector()
+        skip(1)
+        prout(_("Entering Quadrant %s.") % game.quadrant)
+        game.quad[game.sector.i][game.sector.j] = game.ship
+        newqad()
+        if game.skill>SKILL_NOVICE:
+            attack(torps_ok=False)  
+
+    def check_collision(h):
+        iquad = game.quad[h.i][h.j]
+        if iquad != IHDOT:
+            # object encountered in flight path 
+            stopegy = 50.0*course.distance/game.optime
+            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)
+                return True
+            elif iquad == IHBLANK:
+                skip(1)
+                prouts(_("***RED ALERT!  RED ALERT!"))
+                skip(1)
+                proutn("***" + crmshp())
+                proutn(_(" pulled into black hole at Sector %s") % h)
+                # Getting pulled into a black hole was certain
+                # death in Almy's original.  Stas Sergeev added a
+                # possibility that you'll get timewarped instead.
+                n=0
+                for m in range(NDEVICES):
+                    if game.damage[m]>0: 
+                        n += 1
+                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
+                    timwrp()
+                else: 
+                    finish(FHOLE)
+                return True
+            else:
+                # something else 
+                skip(1)
+                proutn(crmshp())
+                if iquad == IHWEB:
+                    prout(_(" encounters Tholian web at %s;") % h)
+                else:
+                    prout(_(" blocked by object at %s;") % h)
+                proutn(_("Emergency stop required "))
+                prout(_("%2d units of energy.") % int(stopegy))
+                game.energy -= stopegy
+                if game.energy <= 0:
+                    finish(FNRG)
+                return True
+        return False
+
+    trbeam = False
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
-    angle = ((15.0 - course.bearing) * 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"
        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 
+    # Move out
     game.quad[game.sector.i][game.sector.j] = IHDOT
-    x = game.sector.i
-    y = game.sector.j
-    n = course.moves
-    if n > 0:
-       for m in range(n):
-            x += deltax
-            y += deltay
-           w.i = int(round(x))
-           w.j = int(round(y))
-           if not w.valid_sector():
-               # Leaving quadrant -- allow final enemy attack 
-               # Don't do it if being pushed by Nova 
-               if len(game.enemies) != 0 and not novapush:
-                   newcnd()
-                   for enemy in game.enemies:
-                       finald = (w - enemy.kloc).distance()
-                       enemy.kavgd = 0.5 * (finald + enemy.kdist)
-                   #
-                   # Stas Sergeev added the condition
-                   # that attacks only happen if Klingons
-                   # are present and your skill is good.
-                   # 
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-                       attack(torps_ok=False)
-                   if game.alldone:
-                       return
-               # compute final position -- new quadrant and sector 
-               x = (QUADSIZE*game.quadrant.i)+game.sector.i
-               y = (QUADSIZE*game.quadrant.j)+game.sector.j
-               w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
-               w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
-               # check for edge of galaxy 
-               kinks = 0
-                while True:
-                   kink = False
-                   if w.i < 0:
-                       w.i = -w.i
-                       kink = True
-                   if w.j < 0:
-                       w.j = -w.j
-                       kink = True
-                   if w.i >= GALSIZE*QUADSIZE:
-                       w.i = (GALSIZE*QUADSIZE*2) - w.i
-                       kink = True
-                   if w.j >= GALSIZE*QUADSIZE:
-                       w.j = (GALSIZE*QUADSIZE*2) - w.j
-                       kink = True
-                   if kink:
-                       kinks += 1
-                    else:
-                        break
-               if kinks:
-                   game.nkinks += 1
-                   if game.nkinks == 3:
-                       # Three strikes -- you're out! 
-                       finish(FNEG3)
-                       return
-                   skip(1)
-                   prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
-                   prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
-                   prout(_("YOU WILL BE DESTROYED."))
-               # Compute final position in new quadrant 
-               if trbeam: # Don't bother if we are to be beamed 
-                   return
-               game.quadrant.i = w.i/QUADSIZE
-               game.quadrant.j = w.j/QUADSIZE
-               game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
-               game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
-               skip(1)
-               prout(_("Entering Quadrant %s.") % game.quadrant)
-               game.quad[game.sector.i][game.sector.j] = game.ship
-               newqad()
-               if game.skill>SKILL_NOVICE:
-                   attack(torps_ok=False)  
-               return
-           iquad = game.quad[w.i][w.j]
-           if iquad != IHDOT:
-               # object encountered in flight path 
-               stopegy = 50.0*course.dist/game.optime
-               course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
-                if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
-                   game.sector = w
-                    for enemy in game.enemies:
-                        if enemy.kloc == game.sector:
-                            break
-                   collision(rammed=False, enemy=enemy)
-                   final = game.sector
-               elif iquad == IHBLANK:
-                   skip(1)
-                   prouts(_("***RED ALERT!  RED ALERT!"))
-                   skip(1)
-                   proutn("***" + crmshp())
-                   proutn(_(" pulled into black hole at Sector %s") % w)
-                   # Getting pulled into a black hole was certain
-                   # death in Almy's original.  Stas Sergeev added a
-                   # possibility that you'll get timewarped instead.
-                   n=0
-                   for m in range(NDEVICES):
-                       if game.damage[m]>0: 
-                           n += 1
-                   probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
-                   if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
-                       timwrp()
-                   else: 
-                       finish(FHOLE)
-                   return
-               else:
-                   # something else 
-                   skip(1)
-                   proutn(crmshp())
-                   if iquad == IHWEB:
-                       prout(_(" encounters Tholian web at %s;") % w)
-                   else:
-                       prout(_(" blocked by object at %s;") % w)
-                   proutn(_("Emergency stop required "))
-                   prout(_("%2d units of energy.") % int(stopegy))
-                   game.energy -= stopegy
-                   final.i = int(round(deltax))
-                   final.j = int(round(deltay))
-                   game.sector = final
-                   if game.energy <= 0:
-                       finish(FNRG)
-                       return
-                # We're here!
-               no_quad_change()
-                return
-       course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
-       game.sector = w
-    final = game.sector
-    no_quad_change()
+    for m in range(course.moves):
+        course.next()
+        w = course.sector()
+        if course.origin.quadrant() != course.location.quadrant():
+            newquadrant(noattack)
+            break
+        elif check_collision(w):
+            print "Collision detected"
+            break
+        else:
+            game.sector = w
+    # We're in destination quadrant -- compute new average enemy distances
+    game.quad[game.sector.i][game.sector.j] = game.ship
+    if game.enemies:
+        for enemy in game.enemies:
+            finald = (w-enemy.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)
     return
 
 def dock(verbose):
@@ -3929,34 +3726,41 @@ 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)
+            self.origin = cartesian(game.quadrant, game.sector)
         else:
-            self.location = cartesian(game.quadrant, origin)
+            self.origin = cartesian(game.quadrant, origin)
         self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
         bigger = max(abs(self.increment.i), abs(self.increment.j))
         self.increment /= bigger
         self.moves = int(round(10*self.distance*bigger))
-    def next(self, grain=1):
+        self.reset()
+        self.final = (self.location + self.moves*self.increment).roundtogrid()
+    def reset(self):
+        self.location = self.origin
+        self.step = 0
+    def arrived(self):
+        return self.location.roundtogrid() == self.final
+    def next(self):
         "Next step on course."
-        self.moves -=1
+        self.step += 1
         self.nextlocation = self.location + self.increment
-        oldloc = (self.location/grain).roundtogrid()
-        newloc = (self.nextlocation/grain).roundtogrid()
+        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
         self.location = self.nextlocation
-        if newloc != oldloc:
-            return True
-        else:
-            return False
+        return samequad
     def quadrant(self):
-        return (self.location / QUADSIZE).roundtogrid()
+        return self.location.quadrant()
     def sector(self):
-        return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE)
+        return self.location.sector()
     def power(self, warp):
        return self.distance*(warp**3)*(game.shldup+1)
     def time(self, warp):
@@ -4000,7 +3804,7 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(course, novapush=False)
+    imove(course, noattack=False)
     game.ididit = True
     if game.alldone:
        return
@@ -4072,12 +3876,12 @@ def warp(course, involuntary):
     if game.warpfac > 6.0:
        # 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
+       prob = course.distance*(6.0-game.warpfac)**2/66.666666666
        if prob > randreal():
            blooey = True
            course.distance = randreal(course.distance)
        # Decide if time warp will occur 
-       if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+       if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
@@ -4087,30 +3891,17 @@ def warp(course, involuntary):
        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-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 * 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 coord(ix, iy).valid_sector():
-                   break
-               if game.quad[ix][iy] != IHDOT:
+            for m in range(course.moves):
+                course.next()
+                w = course.sector()
+                if not w.valid_sector():
+                    break
+               if game.quad[w.i][w.j] != IHDOT:
                    blooey = False
                    twarp = False
+            course.reset()
     # Activate Warp Engines and pay the cost 
-    imove(course, novapush=False)
+    imove(course, noattack=False)
     if game.alldone:
        return
     game.energy -= course.power(game.warpfac)
@@ -4210,7 +4001,7 @@ def atover(igrab):
            proutn(_("The %s has stopped in a quadrant containing") % crmshp())
            prouts(_("   a supernova."))
            skip(2)
-       proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
+       prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
        prout(_("safely out of quadrant."))
        if not damaged(DRADIO):
            game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
@@ -4224,14 +4015,12 @@ def atover(igrab):
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
        dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
-       distreq = randreal(math.sqrt(2))
-       if distreq < game.dist:
-           dist = distreq
-        course = course(bearing=randreal(12), distance=dist)   # How dumb!
-       game.optime = course.time()
+       dist = max(dist, randreal(math.sqrt(2)))
+        bugout = course(bearing=randreal(12), distance=dist)   # How dumb!
+       game.optime = bugout.time(game.warpfac)
        game.justin = False
        game.inorbit = False
-       warp(course, involuntary=True)
+       warp(bugout, involuntary=True)
        if not game.justin:
            # This is bad news, we didn't leave quadrant. 
            if game.alldone:
@@ -5188,11 +4977,8 @@ def status(req=0):
     if not req or req == 2:
        if game.condition != "docked":
            newcnd()
-        dam = 0
-       for t in range(NDEVICES):
-           if game.damage[t]>0: 
-               dam += 1
-       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+       prstat(_("Condition"), _("%s, %i DAMAGES") % \
+               (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
     if not req or req == 3:
        prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
     if not req or req == 4:
@@ -5225,7 +5011,7 @@ def status(req=0):
        prstat(_("Shields"), s+data)
     if not req or req == 9:
         prstat(_("Klingons Left"), "%d" \
-               % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
+               % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
     if not req or req == 10:
        if game.options & OPTION_WORLDS:
            plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
@@ -5345,7 +5131,7 @@ def eta():
        prout(_("Captain, certainly you can give me one of these."))
     while True:
        scanner.chew()
-       ttime = (10.0*game.dist)/twarp**2
+       ttime = (10.0*dist)/twarp**2
        tpower = dist*twarp*twarp*twarp*(game.shldup+1)
        if tpower >= game.energy:
            prout(_("Insufficient energy, sir."))