Preparation for making curses interface work in Python.
[super-star-trek.git] / src / sst.py
index 1aa671bfbd1656821bef2d2b7c0b80cbc840e823..44b36859d41bb193b41ec09bb93f425ebd9dbad3 100644 (file)
@@ -200,6 +200,7 @@ MAXKLGAME   = 127
 MAXKLQUAD      = 9
 FULLCREW       = 428   # BSD Trek was 387, that's wrong 
 FOREVER        = 1e30
+MAXBURST       = 3
 
 # These functions hide the difference between 0-origin and 1-origin addressing.
 def VALID_QUADRANT(x, y):      return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
@@ -424,6 +425,7 @@ class enemy:
         self.kpower = power    # enemy energy level
         game.enemies.append(self)
     def move(self, loc):
+        motion = (loc != self.kloc)
         if self.kloc.x is not None and self.kloc.y is not None:
             game.quad[self.kloc.x][self.kloc.y] = IHDOT
         if loc:
@@ -434,6 +436,7 @@ class enemy:
             self.kloc = coord()        # enemy sector location
             self.kdist = self.kavgd = None
             game.enemies.remove(self)
+        return motion
     def __repr__(self):
         return "<%s=%f>" % (self.kloc, self.kpower)    # For debugging
 
@@ -622,7 +625,7 @@ def randreal(*args):
 
 # Code from ai.c begins here
 
-def tryexit(look, ienm, loccom, irun):
+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
@@ -631,11 +634,11 @@ def tryexit(look, ienm, loccom, irun):
        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:
+    if enemy.type == IHR:
        return False; # Romulans cannot escape! 
     if not irun:
        # avoid intruding on another commander's territory 
-       if ienm == IHC:
+       if enemy.type == IHC:
            for n in range(game.state.remcom):
                if game.state.kcmdr[n] == iq:
                    return False
@@ -643,23 +646,23 @@ def tryexit(look, ienm, loccom, irun):
            if game.battle == game.quadrant:
                return False
        # don't leave if over 1000 units of energy 
-       if game.enemies[loccom].kpower > 1000.0:
+       if enemy.kpower > 1000.0:
            return False
     # print 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.enemies[loccom].kloc)
+       game.condition == "docked":
+       crmena(True, enemy.type, "sector", enemy.kloc)
        prout(_(" escapes to Quadrant %s (and regains strength).") % q)
     # handle local matters related to escape
-    game.enemies[loccom].move(None)
+    enemy.move(None)
     game.klhere -= 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:
+    if enemy.type==IHS:
        game.ishere = False
        game.iscate = False
        game.ientesc = False
@@ -715,7 +718,7 @@ def tryexit(look, ienm, loccom, irun):
 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
 # 
 
-def movebaddy(com, loccom, ienm):
+def movebaddy(enemy):
     # tactical movement for the bad guys 
     next = coord(); look = coord()
     irun = False
@@ -724,17 +727,16 @@ def movebaddy(com, loccom, ienm):
        nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
     else:
        nbaddys = game.comhere + game.ishere
-
-    dist1 = game.enemies[loccom].kdist
+    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.enemies[loccom].kpower <= 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.enemies[loccom].kpower+100.0*len(game.enemies)+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):
@@ -782,35 +784,33 @@ 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
+    m = game.sector - enemy.kloc
+    if 2.0 * abs(m.x) < abs(m.y):
+       m.x = 0
+    if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
+       m.y = 0
+    if m.x != 0:
+        if m.x*motion < 0:
+            m.x = -1
         else:
-            mx = 1
-    if my != 0:
-        if my*motion < 0:
-            my = -1
+            m.x = 1
+    if m.y != 0:
+        if m.y*motion < 0:
+            m.y = -1
         else:
-            my = 1
-    next = com
+            m.y = 1
+    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:
+       look = next + m
+        if m.x < 0:
             krawlx = 1
         else:
             krawlx = -1
-        if my < 0:
+        if m.y < 0:
             krawly = 1
         else:
             krawly = -1
@@ -819,29 +819,29 @@ def movebaddy(com, loccom, ienm):
        while attempts < 20 and not success:
             attempts += 1
            if look.x < 0 or look.x >= QUADSIZE:
-               if motion < 0 and tryexit(look, ienm, loccom, irun):
+               if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawlx == mx or my == 0:
+               if krawlx == m.x or m.y == 0:
                    break
                look.x = next.x + krawlx
                krawlx = -krawlx
            elif look.y < 0 or look.y >= QUADSIZE:
-               if motion < 0 and tryexit(look, ienm, loccom, irun):
+               if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawly == my or mx == 0:
+               if krawly == m.y or m.x == 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 
+               # See if enemy should ram ship 
                if game.quad[look.x][look.y] == game.ship and \
-                   (ienm == IHC or ienm == IHS):
-                   ram(True, ienm, com)
+                   (enemy.type == IHC or enemy.type == IHS):
+                   collision(rammed=True, enemy=enemy)
                    return
-               if krawlx != mx and my != 0:
+               if krawlx != m.x and m.y != 0:
                    look.x = next.x + krawlx
                    krawlx = -krawlx
-               elif krawly != my and mx != 0:
+               elif krawly != m.y and m.x != 0:
                    look.y = next.y + krawly
                    krawly = -krawly
                else:
@@ -854,21 +854,14 @@ 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 next != com:
-       # it moved 
-       game.enemies[loccom].kloc = next
-       game.enemies[loccom].kdist = game.enemies[loccom].kavgd = distance(game.sector, next)
-       if not damaged(DSRSENS) or game.condition == docked:
+    if enemy.move(next):
+       if not damaged(DSRSENS) or game.condition == "docked":
            proutn("***")
-           cramen(ienm)
-           proutn(_(" from Sector %s") % com)
-           if game.enemies[loccom].kdist < dist1:
+           cramen(enemy.type)
+           proutn(_(" from Sector %s") % enemy.kloc)
+           if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
                proutn(_(" retreats to "))
@@ -881,22 +874,21 @@ def moveklings():
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
     if game.comhere:
-        for (i, e) in enumerate(game.enemies):
-           if game.quad[e.kloc.x][e.kloc.y] == IHC:
-               movebaddy(e.kloc, i, IHC)
-               break
+        for enemy in game.enemies:
+           if enemy.type == IHC:
+               movebaddy(enemy)
     if game.ishere:
-        for (i, e) in enumerate(game.enemies):
-           if game.quad[e.kloc.x][e.kloc.y] == IHS:
-               movebaddy(e.kloc, i, IHS)
+        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, e) in enumerate(game.enemies):
-            if game.quad[e.kloc.x][e.kloc.y] in (IHK, IHR):
-               movebaddy(e.kloc, i, game.quad[e.kloc.x][e.kloc.y])
+        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):
@@ -923,12 +915,12 @@ def movescom(iq, avoid):
        game.ishere = False
        game.ientesc = False
        unschedule(FSCDBAS)
-       for e in game.enemies:
-           if game.quad[e.kloc.x][e.kloc.y] == IHS:
+       for enemy in game.enemies:
+           if enemy.type == IHS:
                break
-       game.enemies[i].move(None)
+       enemy.move(None)
        game.klhere -= 1
-       if game.condition!=docked:
+       if game.condition != "docked":
            newcnd()
         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
     # check for a helpful planet 
@@ -1284,24 +1276,24 @@ 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
     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:
+    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:
+    crmena(False, enemy.type, "sector", enemy.kloc)
+    if rammed:
        proutn(_(" (original position)"))
     skip(1)
-    deadkl(w, ienm, game.sector)
+    deadkl(enemy.kloc, enemy.type, game.sector)
     proutn("***")
     crmshp()
     prout(_(" heavily damaged."))
@@ -1331,16 +1323,16 @@ def ram(ibumpd, ienm, w):
        finish(FWON)
     return
 
-def torpedo(course, r, incoming, i, n):
+def torpedo(course, dispersion, origin, number, nburst):
     # let a photon torpedo fly 
     iquad = 0
     shoved = False
-    ac = course + 0.25*r
+    ac = course + 0.25*dispersion
     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
+    x = origin.x; y = origin.y
     w = coord(); jw = coord()
     w.x = w.y = jw.x = jw.y = 0
     bigger = max(math.fabs(deltax), math.fabs(deltay))
@@ -1351,7 +1343,7 @@ def torpedo(course, r, incoming, i, n):
     else: 
        setwnd(message_window)
     # Loop to move a single torpedo 
-    for l in range(1, 15+1):
+    for step in range(1, 15+1):
        x += deltax
        w.x = int(x + 0.5)
        y += deltay
@@ -1359,7 +1351,7 @@ def torpedo(course, r, incoming, i, n):
        if not VALID_SECTOR(w.x, w.y):
            break
        iquad=game.quad[w.x][w.y]
-       tracktorpedo(w, l, i, n, iquad)
+       tracktorpedo(w, step, number, nburst, iquad)
        if iquad==IHDOT:
            continue
        # hit something 
@@ -1372,7 +1364,7 @@ def torpedo(course, r, incoming, i, n):
            crmshp()
            prout(".")
            hit = 700.0 + randreal(100) - \
-               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+               1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
            newcnd(); # we're blown out of dock 
            # We may be displaced. 
            if game.landed or game.condition=="docked":
@@ -1409,7 +1401,7 @@ def torpedo(course, r, incoming, i, n):
                    break
            kp = math.fabs(e.kpower)
            h1 = 700.0 + randrange(100) - \
-               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+               1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
@@ -1428,8 +1420,8 @@ def torpedo(course, r, incoming, i, n):
                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
+           jw.x = int(w.x+xx+0.5)
+           jw.y = int(w.y+yy+0.5)
            if not VALID_SECTOR(jw.x, jw.y):
                prout(_(" damaged but not destroyed."))
                return
@@ -1526,7 +1518,7 @@ def torpedo(course, r, incoming, i, n):
            return None
        elif iquad == IHT:  # Hit a Tholian 
            h1 = 700.0 + randrange(100) - \
-               1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+               1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
                game.quad[w.x][w.y] = IHDOT
@@ -1661,9 +1653,9 @@ def attack(torps_ok):
                crmena(False, enemy.type, where, enemy.kloc)
            attempt = True
            prout("  ")
-           r = (randreal()+randreal())*0.5 - 0.5
-           r += 0.002*enemy.kpower*r
-           hit = torpedo(course, r, enemy.kloc, 1, 1)
+           dispersion = (randreal()+randreal())*0.5 - 0.5
+           dispersion += 0.002*enemy.kpower*dispersion
+           hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
            if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
                finish(FWON); # Klingons did themselves in! 
            if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
@@ -1798,13 +1790,13 @@ def deadkl(w, type, mv):
            break
     return
 
-def targetcheck(x, y):
+def targetcheck(w):
     # Return None if target is invalid 
-    if not VALID_SECTOR(x, y):
+    if not VALID_SECTOR(w.x, w.y):
        huh()
        return None
-    deltx = 0.1*(y - game.sector.y)
-    delty = 0.1*(x - game.sector.x)
+    deltx = 0.1*(w.y - game.sector.y)
+    delty = 0.1*(w.x - game.sector.x)
     if deltx==0 and delty== 0:
        skip(1)
        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
@@ -1839,56 +1831,58 @@ def photon():
            if n <= 0: # abort command 
                chew()
                return
-           if n > 3:
+           if n > MAXBURST:
                chew()
-               prout(_("Maximum of 3 torpedoes per burst."))
+               prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
                key = IHEOL
                return
            if n <= game.torps:
                break
            chew()
            key = IHEOL
-    for i in range(1, n+1):
+    targ = []
+    for i in range(MAXBURST):
+        targ.append(coord())
+    for i in range(n):
        key = scan()
-       if i==1 and key == IHEOL:
+       if i==0 and key == IHEOL:
            break;      # we will try prompting 
-       if i==2 and key == IHEOL:
+       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]
+               targ[i] = targ[0]
+               course[i] = course[0]
                i += 1
            break
        if key != IHREAL:
            huh()
            return
-       targ[i][1] = aaitem
+       targ[i].x = aaitem
        key = scan()
        if key != IHREAL:
            huh()
            return
-       targ[i][2] = aaitem
-       course[i] = targetcheck(targ[i][1], targ[i][2])
+       targ[i].y = aaitem
+       course[i] = targetcheck(targ[i])
         if course[i] == None:
            return
     chew()
     if i == 1 and key == IHEOL:
        # prompt for each one 
-       for i in range(1, n+1):
-           proutn(_("Target sector for torpedo number %d- ") % i)
+       for i in range(n):
+           proutn(_("Target sector for torpedo number %d- ") % (i+1))
            key = scan()
            if key != IHREAL:
                huh()
                return
-           targ[i][1] = int(aaitem-0.5)
+           targ[i].x = int(aaitem-0.5)
            key = scan()
            if key != IHREAL:
                huh()
                return
-           targ[i][2] = int(aaitem-0.5)
+           targ[i].y = int(aaitem-0.5)
            chew()
-            course[i] = targetcheck(targ[i][1], targ[i][2])
+            course[i] = targetcheck(targ[i])
             if course[i] == None:
                 return
     game.ididit = True
@@ -1896,10 +1890,10 @@ def photon():
     for i in range(n):
        if game.condition != "docked":
            game.torps -= 1
-       r = (randreal()+randreal())*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 *= randreal(1.2, 2.2)
+           dispersion *= randreal(1.2, 2.2)
            if n > 0:
                prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
            else:
@@ -1912,8 +1906,8 @@ def photon():
                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)
+           dispersion *= 1.0 + 0.0001*game.shield
+       torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
        if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
            return
     if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
@@ -2351,7 +2345,7 @@ def events():
         newqad(False)
         # Adjust finish time to time of tractor beaming 
         fintim = game.state.date+game.optime
-        attack(False)
+        attack(torps_ok=False)
         if game.state.remcom <= 0:
             unschedule(FTBEAM)
         else: 
@@ -2744,7 +2738,7 @@ def wait():
                temp = rtime
            game.optime = temp
        if game.optime < delay:
-           attack(False)
+           attack(torps_ok=False)
        if game.alldone:
            return
        events()
@@ -3517,6 +3511,7 @@ def iostart():
        #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)
@@ -3528,8 +3523,12 @@ def iostart():
        setwnd(fullscreen_window)
        textcolor(DEFAULT)
 
+def ioend():
+    "Wrap up I/O.  Presently a stub."
+    pass
+
 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()
 
@@ -3627,9 +3626,9 @@ def cgetline():
                 elif line[0] != "#":
                     break
        else:
-           line = raw_input()
+           line = raw_input() + "\n"
     if logfp:
-       logfp.write("$" + line + "\n")
+       logfp.write(line)
     return line
 
 def setwnd(wnd):
@@ -3755,27 +3754,27 @@ def warble():
        #nosound()
         pass
 
-def tracktorpedo(w, l, i, n, iquad):
+def tracktorpedo(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)
            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)
                time.sleep(0.4)
            if (iquad==IHDOT) or (iquad==IHBLANK):
                put_srscan_sym(w, '+')
-               #sound(l*10)
+               #sound(step*10)
                #time.sleep(0.1)
                #nosound()
                put_srscan_sym(w, iquad)
@@ -3788,7 +3787,7 @@ def tracktorpedo(w, l, i, n, iquad):
                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."
@@ -3830,7 +3829,7 @@ def imove(novapush):
                 game.enemies[m].kdist = finald
             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
             if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
-                attack(False)
+                attack(torps_ok=False)
             for m in range(game.nenhere):
                 game.enemies[m].kavgd = game.enemies[m].kdist
         newcnd()
@@ -3880,7 +3879,7 @@ def imove(novapush):
                    # 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)
+                       attack(torps_ok=False)
                    if game.alldone:
                        return
                # compute final position -- new quadrant and sector 
@@ -3930,7 +3929,7 @@ def imove(novapush):
                game.quad[game.sector.x][game.sector.y] = game.ship
                newqad(False)
                if game.skill>SKILL_NOVICE:
-                   attack(False)  
+                   attack(torps_ok=False)  
                return
            iquad = game.quad[w.x][w.y]
            if iquad != IHDOT:
@@ -3939,7 +3938,10 @@ def imove(novapush):
                game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
                 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
                    game.sector = w
-                   ram(False, iquad, game.sector)
+                    for enemy in game.enemies:
+                        if enemy.kloc == game.sector:
+                            break
+                   collision(rammed=False, enemy=enemy)
                    final = game.sector
                elif iquad == IHBLANK:
                    skip(1)
@@ -5997,7 +5999,7 @@ def setup(needprompt):
     if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
        game.shldup = True
     if game.neutz:     # bad luck to start in a Romulan Neutral Zone
-       attack(False)
+       attack(torps_ok=False)
 
 def choose(needprompt):
     # choose your game type
@@ -6213,7 +6215,7 @@ def newqad(shutup):
     if shutup==0:
        # Put in THING if needed
        if thing == game.quadrant:
-           enemy(symbol=IHQUEST, loc=dropin(),
+           enemy(type=IHQUEST, loc=dropin(),
                       power=randreal(6000,6500.0)+250.0*game.skill)
            if not damaged(DSRSENS):
                skip(1)
@@ -6230,7 +6232,7 @@ def newqad(shutup):
                w.y = withprob(0.5) * (QUADSIZE-1)
                 if game.quad[w.x][w.y] == IHDOT:
                     break
-            game.tholian = enemy(symbol=IHT, loc=w,
+            game.tholian = enemy(type=IHT, loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
            if game.quad[0][0]==IHDOT:
@@ -6451,7 +6453,7 @@ def makemoves():
        elif cmd == "DOCK":             # dock at starbase
            dock(True)
            if game.ididit:
-               attack(False)           
+               attack(torps_ok=False)          
        elif cmd == "DAMAGES":          # damage reports
            damagereport()
        elif cmd == "CHART":            # chart
@@ -6536,7 +6538,7 @@ def makemoves():
                atover(False)
                continue
            if hitme and not game.justin:
-               attack(True)
+               attack(torps_ok=True)
                if game.alldone:
                    break
                if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
@@ -6813,35 +6815,38 @@ if __name__ == '__main__':
             logfp.write("# seed %s\n" % seed)
             logfp.write("# options %s\n" % " ".join(arguments))
         random.seed(seed)
-        iostart()
         if arguments:
             inqueue = arguments
         else:
             inqueue = None
-        while True: # Play a game 
-            setwnd(fullscreen_window)
-            clrscr()
-            prelim()
-            setup(needprompt=not inqueue)
-            if game.alldone:
-                score()
-                game.alldone = False
-            else:
-                makemoves()
-            skip(1)
-            stars()
+        try:
+            iostart()
+            while True: # Play a game 
+                setwnd(fullscreen_window)
+                clrscr()
+                prelim()
+                setup(needprompt=not inqueue)
+                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:
+                        chew2()
+                        freeze(False)
+                chew()
+                proutn(_("Do you want to play again? "))
+                if not ja():
+                    break
             skip(1)
-            if game.tourn and game.alldone:
-                proutn(_("Do you want your score recorded?"))
-                if ja() == True:
-                    chew2()
-                    freeze(False)
-            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."))
+            prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+        finally:
+            ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
         print""