Put a timestamp an email in lofiles. Add the replay debugging script.
[super-star-trek.git] / src / sst.py
index cafb4d37050bcfc484f52340b6d040035b8be165..74dcbaa3aee8ab27ce8b09f73e4e642330a0c2ca 100644 (file)
@@ -180,7 +180,7 @@ more:
 the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
 and turned off if game type is "plain" or "almy".)
 """
-import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
+import os, sys, math, curses, time, readline, cPickle, random, copy
 
 SSTDOC         = "/usr/share/doc/sst/sst.doc"
 DOC_NAME       = "sst.doc"
@@ -201,16 +201,12 @@ MAXKLQUAD = 9
 FULLCREW       = 428   # BSD Trek was 387, that's wrong 
 FOREVER        = 1e30
 MAXBURST       = 3
+MINCMDR        = 10
 
 # These functions hide the difference between 0-origin and 1-origin addressing.
 def VALID_QUADRANT(x, y):      return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
 def VALID_SECTOR(x, y):        return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
 
-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)
-
 # How to represent features
 IHR = 'R',
 IHK = 'K',
@@ -231,54 +227,64 @@ IHMATER0 = '-',
 IHMATER1 = 'o',
 IHMATER2 = '0'
 
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
-
 class coord:
     def __init__(self, x=None, y=None):
-        self.x = x
-        self.y = y
+        self.i = x
+        self.j = y
     def invalidate(self):
-        self.x = self.y = None
+        self.i = self.j = None
     def is_valid(self):
-        return self.x != None and self.y != None
+        return self.i != None and self.j != None
     def __eq__(self, other):
-        return other != None and self.x == other.y and self.x == other.y
+        return other != None and self.i == other.i and 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-other.x, self.y-other.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 __rdiv__(self, other):
+        return coord(self.i/other, self.j/other)
+    def snaptogrid(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):
         s = coord()
-        if self.x == 0:
-            s.x = 0
+        if self.i == 0:
+            s.i = 0
         else:
-            s.x = self.x / abs(self.x)
-        if self.y == 0:
-            s.y = 0
+            s.i = self.i / abs(self.i)
+        if self.j == 0:
+            s.j = 0
         else:
-            s.y = self.y / abs(self.y)
+            s.j = self.j / abs(self.j)
         return s
     def scatter(self):
         s = coord()
-        s.x = self.x + randrange(-1, 2)
-        s.y = self.y + randrange(-1, 2)
+        s.i = self.i + randrange(-1, 2)
+        s.j = self.j + randrange(-1, 2)
         return s
     def __hash__(self):
         return hash((x, y))
     def __str__(self):
-        if self.x == None or self.y == None:
+        if self.i == None or self.j == None:
             return "Nowhere"
-        return "%s - %s" % (self.x+1, self.y+1)
+        return "%s - %s" % (self.i+1, self.j+1)
     __repr__ = __str__
 
 class planet:
     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 = "absent"# could be "mined", "present", "absent"
         self.known = "unknown" # could be "unknown", "known", "shuttle_down"
@@ -288,14 +294,14 @@ class planet:
 
 class quadrant:
     def __init__(self):
-        self.stars = None
+        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):
@@ -317,9 +323,7 @@ class snapshot:
         self.snap = False      # snapshot taken
         self.crew = 0          # crew complement
        self.remkl = 0          # remaining klingons
-       self.remcom = 0         # remaining commanders
        self.nscrem = 0         # remaining super commanders
-       self.rembase = 0        # remaining bases
        self.starkl = 0         # destroyed stars
        self.basekl = 0         # destroyed bases
        self.nromrem = 0        # Romulans remaining
@@ -330,11 +334,7 @@ class snapshot:
        self.remres = 0         # remaining resources
        self.remtime = 0        # remaining time
         self.baseq = []        # Base quadrant coordinates
-        for i in range(BASEMAX):
-            self.baseq.append(coord())
         self.kcmdr = []        # Commander quadrant coordinates
-        for i in range(QUADSIZE):
-            self.kcmdr.append(coord())
        self.kscmdr = coord()   # Supercommander quadrant coordinates
         # the galaxy (subscript 0 not used)
         self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
@@ -426,23 +426,23 @@ class enemy:
         game.enemies.append(self)
     def move(self, loc):
         motion = (loc != self.kloc)
-        if self.kloc.x is not None and self.kloc.y is not None:
+        if self.kloc.i is not None and self.kloc.j is not None:
             if motion:
                 if self.type == IHT:
-                    game.quad[self.kloc.x][self.kloc.y] = IHWEB
+                    game.quad[self.kloc.i][self.kloc.j] = IHWEB
                 else:
-                    game.quad[self.kloc.x][self.kloc.y] = IHDOT
+                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
         if loc:
             self.kloc = copy.copy(loc)
-            game.quad[self.kloc.x][self.kloc.y] = self.type
-            self.kdist = self.kavgd = distance(game.sector, 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=%f>" % (self.kloc, self.kpower)    # For debugging
+        return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower)      # For debugging
 
 class gamestate:
     def __init__(self):
@@ -469,8 +469,6 @@ class gamestate:
         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.resting = False   # rest time
@@ -534,12 +532,12 @@ class gamestate:
         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)
+        game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
 # From enumerated type 'feature'
 IHR = 'R'
 IHK = 'K'
@@ -610,45 +608,47 @@ def randreal(*args):
 
 # Code from ai.c begins here
 
+def welcoming(iq):
+    "Would this quadrant welcome another Klingon?"
+    return VALID_QUADRANT(iq.i,iq.j) 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 
+    "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 
+    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 enemy.type == IHC:
-           for n in range(game.state.remcom):
-               if game.state.kcmdr[n] == iq:
-                   return False
+            if iq in game.state.kcmdr:
+                return False
            # refuse to leave if currently attacking starbase 
            if game.battle == game.quadrant:
                return False
        # don't leave if over 1000 units of energy 
        if enemy.kpower > 1000.0:
            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, enemy.type, "sector", enemy.kloc)
-       prout(_(" escapes to Quadrant %s (and regains strength).") % q)
+       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
     if game.condition != "docked":
        newcnd()
     # Handle global matters related to escape 
-    game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
-    game.state.galaxy[iq.x][iq.y].klingons += 1
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+    game.state.galaxy[iq.i][iq.j].klingons += 1
     if enemy.type==IHS:
-       game.ishere = False
        game.iscate = False
        game.ientesc = False
        game.isatb = 0
@@ -656,11 +656,10 @@ def tryexit(enemy, look, irun):
        unschedule(FSCDBAS)
        game.state.kscmdr=iq
     else:
-       for n in range(game.state.remcom):
-           if 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 
 
 #
@@ -704,14 +703,14 @@ def tryexit(enemy, look, irun):
 # 
 
 def movebaddy(enemy):
-    # tactical movement for the bad guys 
+    "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
+       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 
@@ -741,9 +740,9 @@ def movebaddy(enemy):
            motion = ((forces + randreal(200))/150.0) - 5.0
        else:
             if forces > 1000.0: # Very strong -- move in for kill 
-               motion = (1.0-square(randreal()))*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(randreal()))
+               motion -= game.skill*(2.0-randreal()**2)
        if idebug:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
@@ -756,10 +755,7 @@ def movebaddy(enemy):
             else:
                 motion = game.skill
     # calculate preferred number of steps 
-    if motion < 0:
-        nsteps = -motion
-    else:
-        nsteps = motion
+    nsteps = abs(int(motion))
     if motion > 0 and nsteps > mdist:
        nsteps = mdist; # don't overshoot 
     if nsteps > QUADSIZE:
@@ -770,20 +766,11 @@ def movebaddy(enemy):
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
     m = game.sector - enemy.kloc
-    if 2.0 * abs(m.x) < abs(m.y):
-       m.x = 0
-    if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
-       m.y = 0
-    if m.x != 0:
-        if m.x*motion < 0:
-            m.x = -1
-        else:
-            m.x = 1
-    if m.y != 0:
-        if m.y*motion < 0:
-            m.y = -1
-        else:
-            m.y = 1
+    if 2.0 * abs(m.i) < abs(m.j):
+       m.i = 0
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+       m.j = 0
+    m = (motion * m).sgn()
     next = enemy.kloc
     # main move loop 
     for ll in range(nsteps):
@@ -791,44 +778,44 @@ def movebaddy(enemy):
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
        look = next + m
-        if m.x < 0:
-            krawlx = 1
+        if m.i < 0:
+            krawli = 1
         else:
-            krawlx = -1
-        if m.y < 0:
-            krawly = 1
+            krawli = -1
+        if m.j < 0:
+            krawlj = 1
         else:
-            krawly = -1
+            krawlj = -1
        success = False
        attempts = 0; # Settle mysterious hang problem 
        while attempts < 20 and not success:
             attempts += 1
-           if look.x < 0 or look.x >= QUADSIZE:
+           if look.i < 0 or look.i >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawlx == m.x or m.y == 0:
+               if krawli == m.i or m.j == 0:
                    break
-               look.x = next.x + krawlx
-               krawlx = -krawlx
-           elif look.y < 0 or look.y >= QUADSIZE:
+               look.i = next.i + krawli
+               krawli = -krawli
+           elif look.j < 0 or look.j >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawly == m.y or m.x == 0:
+               if krawlj == m.j or m.i == 0:
                    break
-               look.y = next.y + krawly
-               krawly = -krawly
-           elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+               look.j = next.j + krawlj
+               krawlj = -krawlj
+           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
                # See if enemy should ram ship 
-               if game.quad[look.x][look.y] == game.ship and \
+               if game.quad[look.i][look.j] == game.ship and \
                    (enemy.type == IHC or enemy.type == IHS):
                    collision(rammed=True, enemy=enemy)
                    return
-               if krawlx != m.x and m.y != 0:
-                   look.x = next.x + krawlx
-                   krawlx = -krawlx
-               elif krawly != m.y and m.x != 0:
-                   look.y = next.y + krawly
-                   krawly = -krawly
+               if krawli != m.i and m.j != 0:
+                   look.i = next.i + krawli
+                   krawli = -krawli
+               elif krawlj != m.j and m.i != 0:
+                   look.j = next.j + krawlj
+                   krawlj = -krawlj
                else:
                    break; # we have failed 
            else:
@@ -843,9 +830,7 @@ def movebaddy(enemy):
        skip(1)
     if enemy.move(next):
        if not damaged(DSRSENS) or game.condition == "docked":
-           proutn("***")
-           cramen(enemy.type)
-           proutn(_(" from Sector %s") % enemy.kloc)
+           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
@@ -853,16 +838,16 @@ def movebaddy(enemy):
            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:
+    if game.quadrant in game.state.kcmdr:
         for enemy in game.enemies:
            if enemy.type == IHC:
                movebaddy(enemy)
-    if game.ishere:
+    if game.state.kscmdr==game.quadrant:
         for enemy in game.enemies:
            if enemy.type == IHS:
                movebaddy(enemy)
@@ -877,27 +862,20 @@ def moveklings():
     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
 
 def movescom(iq, avoid):
-    # commander movement helper 
-    if 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(game.state.rembase):
-           if 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 True
     if game.justin and not game.iscate:
        return True
     # 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 enemy in game.enemies:
@@ -910,11 +888,11 @@ def movescom(iq, avoid):
         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
     # check for a helpful planet 
     for i in range(game.inplan):
-       if game.state.planets[i].w == game.state.kscmdr and \
+       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 = None
+           game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
            if communicating():
                announce()
                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -924,50 +902,47 @@ def movescom(iq, avoid):
     return False; # 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 math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 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(game.state.rembase):
-           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(game.state.rembase):
+       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 ibq == game.quadrant or 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(game.state.remcom):
-               if 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
@@ -984,31 +959,30 @@ def supercommander():
     iq = game.state.kscmdr + idelta
     if 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 idelta.i != 0:
+               iq.j = game.state.kscmdr.j + 1
                if movescom(iq, avoid):
-                   iq.y = game.state.kscmdr.y - 1
+                   iq.j = game.state.kscmdr.j - 1
                    movescom(iq, avoid)
            else:
-               iq.x = game.state.kscmdr.x + 1
+               iq.i = game.state.kscmdr.i + 1
                if movescom(iq, avoid):
-                   iq.x = game.state.kscmdr.x - 1
+                   iq.i = game.state.kscmdr.i - 1
                    movescom(iq, avoid)
        else:
            # try moving just in x or y 
-           iq.y = game.state.kscmdr.y
+           iq.j = game.state.kscmdr.j
            if movescom(iq, avoid):
-               iq.y = game.state.kscmdr.y + idelta.y
-               iq.x = game.state.kscmdr.x
+               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(game.state.rembase):
-           ibq = game.state.baseq[i]
+        for (i, ibq) in enumerate(game.state.baseq):
            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
                if avoid:
@@ -1039,7 +1013,7 @@ def supercommander():
     if not idebug and \
        (withprob(0.8) or \
         (not communicating()) or \
-        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+        not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
        return
     announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -1047,70 +1021,66 @@ def supercommander():
     return
 
 def movetholian():
-    # move the Tholian
+    "Move the Tholian."
     if not game.tholian or game.justin:
        return
     id = coord()
-    if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = 0
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = 0
+    if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = 0
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = 0
     else:
        # something is wrong! 
        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
+    if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
        return
     here = copy.copy(game.tholian.kloc)
     delta = (id - game.tholian.kloc).sgn()
     # move in x axis 
-    while here.x != id.x:
-        #print "Moving in X", delta
-        here.x += delta.x
-        if game.quad[here.x][here.y]==IHDOT:
+    while here.i != id.i:
+        here.i += delta.i
+        if game.quad[here.i][here.j]==IHDOT:
             game.tholian.move(here)
     # move in y axis 
-    while here.y != id.y:
-        #print "Moving in Y", delta
-        here.y += delta.y
-        if game.quad[here.x][here.y]==IHDOT:
+    while here.j != id.j:
+        here.j += delta.j
+        if game.quad[here.i][here.j]==IHDOT:
             game.tholian.move(here)
     # check to see if all holes plugged 
     for i in range(QUADSIZE):
        if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
            return
-       if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+       if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
            return
        if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
            return
-       if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+       if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
            return
     # All plugged up -- Tholian splits 
-    game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
+    game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
     dropin(IHBLANK)
-    crmena(True, IHT, "sector", game.tholian)
-    prout(_(" completes web."))
+    prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
     game.tholian.move(None)
-    print "Tholian movement ends"
     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 = scanner.next()
-       if key == IHALPHA:
+       if key == "IHALPHA":
            if scanner.sees("transfer"):
                action = "NRG"
            else:
@@ -1169,7 +1139,7 @@ def doshield(shraise):
        game.ididit = True
        return
     elif action == "NRG":
-       while scanner.next() != IHREAL:
+       while scanner.next() != "IHREAL":
            scanner.chew()
            proutn(_("Energy to transfer to shields- "))
        scanner.chew()
@@ -1209,8 +1179,7 @@ def doshield(shraise):
        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
@@ -1233,7 +1202,6 @@ 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% 
@@ -1261,35 +1229,31 @@ def randdevice():
     return None;       # we should never get here
 
 def collision(rammed, enemy):
-    # collision handling
+    "Collision handling fot rammong events."
     prouts(_("***RED ALERT!  RED ALERT!"))
     skip(1)
     prout(_("***COLLISION IMMINENT."))
     skip(2)
     proutn("***")
-    crmshp()
+    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, enemy.type, "sector", enemy.kloc)
+    proutn(crmena(False, enemy.type, "sector", enemy.kloc))
     if rammed:
        proutn(_(" (original position)"))
     skip(1)
     deadkl(enemy.kloc, enemy.type, game.sector)
-    proutn("***")
-    crmshp()
-    prout(_(" heavily damaged."))
+    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 = randrange(NDEVICES/2)
     for m in range(ncrits):
        dev = randdevice()
@@ -1300,41 +1264,35 @@ def collision(rammed, enemy):
        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, dispersion, origin, number, nburst):
-    # let a photon torpedo fly 
-    iquad = 0
-    shoved = False
-    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 = 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))
-    deltax /= bigger
-    deltay /= bigger
+def torpedo(origin, course, dispersion, number, nburst):
+    "Let a photon torpedo fly" 
     if not damaged(DSRSENS) or game.condition=="docked":
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
+    shoved = False
+    ac = course + 0.25*dispersion
+    angle = (15.0-ac)*0.5235988
+    bullseye = (15.0 - course)*0.5235988
+    delta = coord(-math.sin(angle), math.cos(angle))          
+    bigger = max(abs(delta.i), abs(delta.j))
+    delta /= bigger
+    w = coord(0, 0); jw = coord(0, 0)
+    ungridded = copy.copy(origin)
     # Loop to move a single torpedo 
-    for step in range(1, 15+1):
-       x += deltax
-       w.x = int(x + 0.5)
-       y += deltay
-       w.y = int(y + 0.5)
-       if not VALID_SECTOR(w.x, w.y):
+    for step in range(1, QUADSIZE*2):
+       ungridded += delta
+       w = ungridded.snaptogrid()
+       if not VALID_SECTOR(w.i, w.j):
            break
-       iquad=game.quad[w.x][w.y]
+       iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
        if iquad==IHDOT:
            continue
@@ -1344,11 +1302,9 @@ def torpedo(course, dispersion, origin, number, nburst):
            skip(1);    # start new line after text track 
        if iquad in (IHE, IHF): # Hit our ship 
            skip(1)
-           proutn(_("Torpedo hits "))
-           crmshp()
-           prout(".")
+           prout(_("Torpedo hits %s.") % crmshp())
            hit = 700.0 + randreal(100) - \
-               1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            newcnd(); # we're blown out of dock 
            # We may be displaced. 
            if game.landed or game.condition=="docked":
@@ -1359,33 +1315,31 @@ def torpedo(course, dispersion, origin, number, nburst):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           jw.i = int(w.i+xx+0.5)
+           jw.j = int(w.j+yy+0.5)
+           if not VALID_SECTOR(jw.i, jw.j):
                return hit
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[jw.i][jw.j]==IHBLANK:
                finish(FHOLE)
                return hit
-           if game.quad[jw.x][jw.y]!=IHDOT:
+           if game.quad[jw.i][jw.j]!=IHDOT:
                # can't move into object 
                return hit
            game.sector = jw
-           crmshp()
+           proutn(crmshp())
            shoved = True
-       elif iquad in (IHC, IHS): # Hit a commander 
-           if withprob(0.05):
-               crmena(True, iquad, "sector", w)
-               prout(_(" uses anti-photon device;"))
+       elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
+           # find the enemy 
+           if iquad in (IHC, IHS) and withprob(0.05):
+               prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
                prout(_("   torpedo neutralized."))
                return None
-       elif iquad in (IHR, IHK): # Hit a regular enemy 
-           # find the enemy 
             for enemy in game.enemies:
-               if w == game.enemies[ll].kloc:
+               if w == enemy.kloc:
                    break
-           kp = math.fabs(e.kpower)
+           kp = math.fabs(enemy.kpower)
            h1 = 700.0 + randrange(100) - \
-               1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
@@ -1396,7 +1350,7 @@ def torpedo(course, dispersion, origin, number, nburst):
            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*(randreal()-0.5)
            temp = math.fabs(math.sin(ang))
@@ -1404,16 +1358,16 @@ def torpedo(course, dispersion, origin, number, nburst):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           jw.i = int(w.i+xx+0.5)
+           jw.j = int(w.j+yy+0.5)
+           if not VALID_SECTOR(jw.i, jw.j):
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[jw.i][jw.j]==IHBLANK:
                prout(_(" buffeted into black hole."))
                deadkl(w, iquad, jw)
                return None
-           if game.quad[jw.x][jw.y]!=IHDOT:
+           if game.quad[jw.i][jw.j]!=IHDOT:
                # can't move into object 
                prout(_(" damaged but not destroyed."))
                return None
@@ -1424,40 +1378,34 @@ def torpedo(course, dispersion, origin, number, nburst):
        elif iquad == IHB: # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
-           for ll in range(game.state.rembase):
-               if 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 = None
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
-           invalidate(game.plnet)
-           game.quad[w.x][w.y] = IHDOT
+           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 = None
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
-           invalidate(game.plnet)
-           game.quad[w.x][w.y] = IHDOT
+           game.plnet.invalidate()
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
@@ -1468,8 +1416,7 @@ def torpedo(course, dispersion, origin, number, nburst):
            if withprob(0.9):
                nova(w)
             else:
-                crmena(True, IHSTAR, "sector", w)
-                prout(_(" unaffected by photon blast."))
+                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 withprob(0.3):
@@ -1483,18 +1430,15 @@ def torpedo(course, dispersion, origin, number, nburst):
                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.
-               #
                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)
@@ -1502,38 +1446,38 @@ def torpedo(course, dispersion, origin, number, nburst):
            return None
        elif iquad == IHT:  # Hit a Tholian 
            h1 = 700.0 + randrange(100) - \
-               1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
-               game.quad[w.x][w.y] = IHDOT
+               game.quad[w.i][w.j] = IHDOT
                deadkl(w, iquad, w)
                game.tholian = None
                return None
            skip(1)
-           crmena(True, IHT, "sector", w)
+           proutn(crmena(True, IHT, "sector", w))
            if withprob(0.05):
                prout(_(" survives photon blast."))
                return None
            prout(_(" disappears."))
            game.tholian.move(None)
-           game.quad[w.x][w.y] = IHWEB
+           game.quad[w.i][w.j] = IHWEB
            dropin(IHBLANK)
            return None
         else: # Problem!
            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
+       game.quad[w.i][w.j]=IHDOT
+       game.quad[jw.i][jw.j]=iquad
        prout(_(" displaced by blast to Sector %s ") % jw)
        for ll in range(len(game.enemies)):
-           game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+           game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
         game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
        return None
     skip(1)
@@ -1541,7 +1485,7 @@ def torpedo(course, dispersion, origin, number, nburst):
     return None;
 
 def fry(hit):
-    # critical-hit resolution 
+    "Critical-hit resolution." 
     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
        return
     ncrit = int(1.0 + hit/(500.0+randreal(100)))
@@ -1573,12 +1517,12 @@ def fry(hit):
 def attack(torps_ok):
     # bad guy attacks us 
     # 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"
-    # game could be over at this point, check 
-    if game.alldone:
-       return
     if idebug:
        prout("=== ATTACK!")
     # Tholian gets to move before attacking 
@@ -1589,7 +1533,7 @@ def attack(torps_ok):
        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 len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
@@ -1625,24 +1569,24 @@ def attack(torps_ok):
            if game.condition == "docked":
                continue; # Don't waste the effort! 
            attempt = True; # Attempt to attack 
-           dustfac = 0.8 + randreal(0.5)
+           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-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+           # We should be able to make the bearing() method work here
+           course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
-               proutn(_(" From "))
-               crmena(False, enemy.type, where, enemy.kloc)
+               proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
            attempt = True
            prout("  ")
            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:
+           hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
+           if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
                finish(FWON); # Klingons did themselves in! 
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
                return # Supernova or finished 
            if hit == None:
                continue
@@ -1670,11 +1614,9 @@ 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, enemy.type, where, enemy.kloc)
+           prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
        skip(1)
        # Decide if hit is critical 
        if hit > hitmax:
@@ -1693,7 +1635,7 @@ def attack(torps_ok):
        # 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:
@@ -1719,13 +1661,13 @@ def attack(torps_ok):
     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.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
         game.irhere -= 1
         game.state.nromrem -= 1
     elif type == IHT:
@@ -1737,34 +1679,27 @@ def deadkl(w, type, mv):
         thing = None
     else:
         # Some type of a Klingon 
-        game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
         if type == IHC:
-            game.comhere = False
-            for i in range(game.state.remcom):
-                if 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
+            game.state.kcmdr.remove(game.quadrant)
             unschedule(FTBEAM)
-            if game.state.remcom != 0:
-                schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+            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.ishere = False
-            game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+            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."))
-    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
@@ -1775,24 +1710,26 @@ def deadkl(w, type, mv):
     return
 
 def targetcheck(w):
-    # Return None if target is invalid 
-    if not VALID_SECTOR(w.x, w.y):
+    "Return None if target is invalid, otherwise return a course angle."
+    if not VALID_SECTOR(w.i, w.j):
        huh()
        return None
-    deltx = 0.1*(w.y - game.sector.y)
-    delty = 0.1*(w.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.\""))
        scanner.chew()
        return None
-    return 1.90985932*math.atan2(deltx, delty)
+    return delta.bearing()
 
 def photon():
-    # launch photon torpedo
-    course = [0.0] * MAXBURST
+    "Launch photon torpedo."
+    course = []
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
@@ -1802,17 +1739,18 @@ def photon():
        prout(_("No torpedoes left."))
        scanner.chew()
        return
-    key = scanner.next()
+    # 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 = scanner.next()
-       else: # key == IHREAL
+            continue   # Go back around to get a number
+       else: # key == "IHREAL"
            n = scanner.int()
            if n <= 0: # abort command 
                scanner.chew()
@@ -1820,56 +1758,42 @@ def photon():
            if n > MAXBURST:
                scanner.chew()
                prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
-               key = IHEOL
                return
-           if n <= game.torps:
-               break
-           scanner.chew()
-           key = IHEOL
-    targ = []
-    for i in range(MAXBURST):
-        targ.append(coord())
+            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;      # we will try prompting 
-       if i==1 and key == IHEOL:
+       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] = targ[0]
-               course[i] = course[0]
+           while i < n:
+               target.append(target[0])
+               course.append(course[0])
                i += 1
            break
-       if key != IHREAL:
-           huh()
-           return
-       targ[i].x = scanner.int()
-       key = scanner.next()
-       if key != IHREAL:
-           huh()
-           return
-       targ[i].y = scanner.int()
-       course[i] = targetcheck(targ[i])
-        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
     scanner.chew()
-    if i == 0 and key == IHEOL:
+    if len(target) == 0:
        # prompt for each one 
        for i in range(n):
            proutn(_("Target sector for torpedo number %d- ") % (i+1))
-           key = scanner.next()
-           if key != IHREAL:
-               huh()
-               return
-           targ[i].x = scanner.int()
-           key = scanner.next()
-           if key != IHREAL:
-               huh()
-               return
-           targ[i].y = scanner.int()
            scanner.chew()
-            course[i] = targetcheck(targ[i])
-            if course[i] == None:
+            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 
@@ -1893,14 +1817,14 @@ def photon():
            break
        if game.shldup or game.condition == "docked":
            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:
+       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:
         checkburn = (rpow-1500.0)*0.00038
         if withprob(checkburn):
@@ -1908,7 +1832,7 @@ def overheat(rpow):
            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 withprob(0.998):
        prout(_("Shields lowered."))
@@ -1944,11 +1868,10 @@ def checkshctrl(rpow):
     return True;
 
 def hittem(hits):
-    # register a phaser hit on Klingons and Romulans
+    "Register a phaser hit on Klingons and Romulans."
     nenhr2 = len(game.enemies); kk=0
     w = coord()
     skip(1)
-    print "Hits are:", hits
     for (k, wham) in enumerate(hits):
        if wham==0:
            continue
@@ -1970,14 +1893,14 @@ def hittem(hits):
            proutn(_("%d unit hit on ") % int(hit))
        else:
            proutn(_("Very small hit on "))
-       ienm = game.quad[w.x][w.y]
+       ienm = game.quad[w.i][w.j]
        if ienm==IHQUEST:
            thing.angry = True
-       crmena(False, ienm, "sector", w)
+       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
@@ -1992,7 +1915,7 @@ def hittem(hits):
     return
 
 def phasers():
-    # fire phasers 
+    "Fire phasers at bad guys."
     hits = []
     kz = 0; k = 1; irec=0 # Cheating inhibitor 
     ifast = False; no = False; itarg = True; msgflag = True; rpow=0
@@ -2025,12 +1948,12 @@ def phasers():
     # (That was Tom Almy talking about the C code, I think -- ESR)
     while automode=="NOTSET":
        key=scanner.next()
-       if key == IHALPHA:
+       if key == "IHALPHA":
            if scanner.sees("manual"):
                if len(game.enemies)==0:
                    prout(_("There is no enemy present to select."))
                    scanner.chew()
-                   key = IHEOL
+                   key = "IHEOL"
                    automode="AUTOMATIC"
                else:
                    automode = "MANUAL"
@@ -2048,7 +1971,7 @@ def phasers():
            else:
                huh()
                return
-       elif key == IHREAL:
+       elif key == "IHREAL":
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -2057,7 +1980,7 @@ def phasers():
            else:
                automode = "AUTOMATIC"
        else:
-           # IHEOL 
+           # "IHEOL" 
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -2070,10 +1993,10 @@ def phasers():
     if ifast:
         avail -= 200.0
     if automode == "AUTOMATIC":
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
            key = scanner.next()
-       if key != IHREAL and len(game.enemies) != 0:
+       if key != "IHREAL" and len(game.enemies) != 0:
            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
        irec=0
         while True:
@@ -2086,13 +2009,13 @@ def phasers():
            scanner.chew()
            proutn(_("Units to fire= "))
            key = scanner.next()
-           if key!=IHREAL:
+           if key!="IHREAL":
                return
            rpow = scanner.real
            if rpow > avail:
                proutn(_("Energy available= %.2f") % avail)
                skip(1)
-               key = IHEOL
+               key = "IHEOL"
             if not rpow > avail:
                 break
        if rpow<=0:
@@ -2100,7 +2023,7 @@ def phasers():
            scanner.chew()
            return
         key=scanner.next()
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        if ifast:
            game.energy -= 200; # Go and do it! 
@@ -2139,7 +2062,7 @@ def phasers():
                prout(_("%d expended on empty space.") % int(extra))
     elif automode == "FORCEMAN":
        scanner.chew()
-       key = IHEOL
+       key = "IHEOL"
        if damaged(DCOMPTR):
            prout(_("Battle computer damaged, manual fire only."))
        else:
@@ -2154,7 +2077,7 @@ def phasers():
        rpow = 0.0
         for k in range(len(game.enemies)):
            aim = game.enemies[k].kloc
-           ienm = game.quad[aim.x][aim.y]
+           ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
                skip(1)
@@ -2162,14 +2085,13 @@ def phasers():
                rpow = 0.0
            if damaged(DSRSENS) and \
                not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
-               cramen(ienm)
-               prout(_(" can't be located without short range scan."))
+               prout(cramen(ienm) + _(" can't be located without short range scan."))
                scanner.chew()
-               key = IHEOL
+               key = "IHEOL"
                hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
                k += 1
                continue
-           if key == IHEOL:
+           if key == "IHEOL":
                scanner.chew()
                if itarg and k > kz:
                    irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
@@ -2180,18 +2102,16 @@ def phasers():
                else:
                    proutn("??")
                proutn(")  ")
-               proutn(_("units to fire at "))
-               crmena(False, ienm, "sector", aim)
-               proutn("-  ")
+               proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
                key = scanner.next()
-           if key == IHALPHA and scanner.sees("no"):
+           if key == "IHALPHA" and scanner.sees("no"):
                no = True
                key = scanner.next()
                continue
-           if key == IHALPHA:
+           if key == "IHALPHA":
                huh()
                return
-           if key == IHEOL:
+           if key == "IHEOL":
                if k==1: # Let me say I'm baffled by this 
                    msgflag = True
                continue
@@ -2212,7 +2132,7 @@ def phasers():
            # zero energy -- abort 
            scanner.chew()
            return
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        game.energy -= rpow
        scanner.chew()
@@ -2247,29 +2167,29 @@ def phasers():
 # BSD Trek, from which we swiped the idea, can have up to 5.
 
 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?\""))
@@ -2280,7 +2200,7 @@ def cancelrest():
     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
@@ -2288,13 +2208,11 @@ def events():
     ev = event(); ev2 = event()
 
     def tractorbeam(yank):
-        # tractor beaming cases merge here 
+        "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:
@@ -2317,8 +2235,7 @@ def events():
         else:
             game.quadrant = game.state.kcmdr[i]
         game.sector = randplace(QUADSIZE)
-        crmshp()
-        prout(_(" is pulled to Quadrant %s, Sector %s") \
+        prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
                % (game.quadrant, game.sector))
         if game.resting:
             prout(_("(Remainder of rest/repair period cancelled.)"))
@@ -2329,27 +2246,27 @@ def events():
                 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(torps_ok=False)
-        if game.state.remcom <= 0:
+        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 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
+            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 communicating():
+        elif game.state.baseq and communicating():
             # Get word via subspace radio 
             announce()
             skip(1)
@@ -2359,20 +2276,16 @@ def events():
                 prout(_("the Klingon Super-Commander"))
             else:
                 prout(_("a Klingon Commander"))
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
         # Remove Starbase from galaxy 
-        game.state.galaxy[game.battle.x][game.battle.y].starbase = False
-        for i in range(1, game.state.rembase+1):
-            if 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):
@@ -2392,7 +2305,7 @@ 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
@@ -2408,7 +2321,7 @@ 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)
@@ -2451,9 +2364,9 @@ 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 \
@@ -2468,19 +2381,19 @@ def events():
                  (game.torps < 5 or damaged(DPHOTON))):
                # Tractor-beam her! 
                istract = ictbeam = True
-                tractorbeam(distance(game.state.kscmdr, game.quadrant))
+                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 = randrange(game.state.remcom)
-            yank = distance(game.state.kcmdr[i], game.quadrant)
+            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(yank)
@@ -2489,27 +2402,25 @@ def events():
            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(game.state.rembase):
-               for k in range(game.state.remcom):
-                   if game.state.baseq[j] == game.state.kcmdr[k] and \
-                       not game.state.baseq[j] == game.quadrant and \
-                        not 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]
+           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)
@@ -2528,7 +2439,7 @@ def events():
        elif evcode == FSCDBAS: # Supercommander destroys base 
            unschedule(FSCDBAS)
            game.isatb = 2
-           if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: 
+           if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
                continue # WAS RETURN! 
            hold = game.battle
            game.battle = game.state.kscmdr
@@ -2536,14 +2447,16 @@ 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(game.state.remcom):
-                   if 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 
@@ -2557,11 +2470,11 @@ def events():
            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 game.probec.i != i or game.probec.j != j:
+               game.probec.i = i
+               game.probec.j = j
                if not VALID_QUADRANT(i, j) or \
-                   game.state.galaxy[game.probec.x][game.probec.y].supernova:
+                   game.state.galaxy[game.probec.i][game.probec.j].supernova:
                    # Left galaxy or ran into supernova
                     if comunicating():
                        announce()
@@ -2578,10 +2491,10 @@ def events():
                    announce()
                    skip(1)
                    proutn(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probec)
-           pdest = game.state.galaxy[game.probec.x][game.probec.y]
+           pdest = game.state.galaxy[game.probec.i][game.probec.j]
            # Update star chart if Radio is working or have access to radio
            if communicating():
-               chp = game.state.chart[game.probec.x][game.probec.y]
+               chp = game.state.chart[game.probec.i][game.probec.j]
                chp.klingons = pdest.klingons
                chp.starbase = pdest.starbase
                chp.stars = pdest.stars
@@ -2589,9 +2502,9 @@ def events():
            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)
+               supernova(game.probec)
                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)
@@ -2602,7 +2515,7 @@ def events():
                # not already under attack, which is not
                # supernova'ed, and which has some Klingons in it
                w = randplace(GALSIZE)
-               q = game.state.galaxy[w.x][w.y]
+               q = game.state.galaxy[w.i][w.j]
                 if not (game.quadrant == w or q.planet == None or \
                      not q.planet.inhabited or \
                      q.supernova or q.status!="secure" or q.klingons<=0):
@@ -2615,8 +2528,7 @@ def events():
            # got one!!  Schedule its enslavement 
            ev = schedule(FENSLV, expran(game.intime))
            ev.quadrant = w
-           q.status = distressed
-
+           q.status = "distressed"
            # tell the captain about it if we can 
            if communicating():
                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
@@ -2627,7 +2539,7 @@ 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
@@ -2647,7 +2559,7 @@ 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
@@ -2658,11 +2570,11 @@ def events():
            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):
+                    for i in range(w.i - 1, w.i + 2):
+                        for j in range(w.j - 1, w.j + 2):
                             if not VALID_QUADRANT(i, j):
                                 continue
-                            q = game.state.galaxy[w.x][w.y]
+                            q = game.state.galaxy[w.i][w.j]
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
@@ -2670,8 +2582,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.x = i
-                    w.y = j
+                    w.i = i; w.j = j
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2692,15 +2603,15 @@ def events():
                    prout(_("in Quadrant %s.") % w)
                                
 def wait():
-    # wait on events 
+    "Wait on events."
     game.ididit = False
     while True:
        key = scanner.next()
-       if key  != IHEOL:
+       if key  != "IHEOL":
            break
        proutn(_("How long? "))
     scanner.chew()
-    if key != IHREAL:
+    if key != "IHREAL":
        huh()
        return
     origTime = delay = scanner.real
@@ -2737,7 +2648,7 @@ 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
@@ -2750,18 +2661,17 @@ def wait():
 # 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(); 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 queue to recursively trigger adjacent stars 
     hits = [nov]
@@ -2769,58 +2679,52 @@ def nova(nov):
     while hits:
         offset = coord()
         start = hits.pop()
-        for offset.x in range(-1, 1+1):
-            for offset.y in range(-1, 1+1):
-                if offset.y==0 and offset.x==0:
+        for offset.i in range(-1, 1+1):
+            for offset.j in range(-1, 1+1):
+                if offset.j==0 and offset.i==0:
                     continue
                 neighbor = start + offset
-                if not VALID_SECTOR(neighbor.y, neighbor.x):
+                if not VALID_SECTOR(neighbor.j, neighbor.i):
                     continue
-                iquad = game.quad[neighbor.x][neighbor.y]
+                iquad = game.quad[neighbor.i][neighbor.j]
                 # Empty space ends reaction
                 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
                     pass
                 elif iquad == IHSTAR: # Affect another star 
                     if withprob(0.05):
                         # This star supernovas 
-                        supernova(False)
+                        supernova(game.quadrant)
                         return
                     else:
                         hits.append(neighbor)
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+                       game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
                        game.state.starkl += 1
-                       crmena(True, IHSTAR, "sector", neighbor)
+                       proutn(crmena(True, IHSTAR, "sector", neighbor))
                        prout(_(" novas."))
-                        game.quad[neighbor.x][neighbor.y] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = IHDOT
                         kount += 1
                 elif iquad in (IHP, IHW): # Destroy planet 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
                     if iquad == IHP:
                         game.state.nplankl += 1
                     else:
                         game.state.worldkl += 1
-                    crmena(True, iquad, "sector", neighbor)
-                    prout(_(" destroyed."))
+                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
                     game.iplnet.pclass = "destroyed"
                     game.iplnet = None
-                    invalidate(game.plnet)
+                    game.plnet.invalidate()
                     if game.landed:
                         finish(FPNOVA)
                         return
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
                 elif iquad == IHB: # Destroy base 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
-                    for i in range(game.state.rembase):
-                        if 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.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()
-                    crmena(True, IHB, "sector", neighbor)
-                    prout(_(" destroyed."))
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    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:
@@ -2851,16 +2755,14 @@ def nova(nov):
                         deadkl(neighbor, iquad, neighbor)
                         break
                     newc = neighbor + neighbor - hits[mm]
-                    crmena(True, iquad, "sector", neighbor)
-                    proutn(_(" damaged"))
-                    if not VALID_SECTOR(newc.x, newc.y):
+                    proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+                    if not VALID_SECTOR(newc.i, newc.j):
                         # can't leave quadrant 
                         skip(1)
                         break
-                    iquad1 = game.quad[newc.x][newc.y]
+                    iquad1 = game.quad[newc.i][newc.j]
                     if iquad1 == IHBLANK:
-                        proutn(_(", blasted into "))
-                        crmena(False, IHBLANK, "sector", newc)
+                        proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
                         skip(1)
                         deadkl(neighbor, iquad, newc)
                         break
@@ -2869,12 +2771,12 @@ def nova(nov):
                         skip(1)
                         break
                     proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
-                    game.quad[newc.x][newc.y] = iquad
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
+                    game.quad[newc.i][newc.j] = iquad
                     game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
     game.dist = kount*0.1
-    game.direc = course[3*(bump.x+1)+bump.y+2]
+    game.direc = course[3*(bump.i+1)+bump.j+2]
     if game.direc == 0.0:
        game.dist = 0.0
     if game.dist == 0.0:
@@ -2886,26 +2788,24 @@ def nova(nov):
     game.optime = 10.0*game.dist/16.0
     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(GALSIZE):
-           for nq.y in range(GALSIZE):
-               stars += game.state.galaxy[nq.x][nq.y].stars
+        nq = coord()
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               stars += game.state.galaxy[nq.i][nq.j].stars
        if stars == 0:
            return # nothing to supernova exists 
        num = randrange(stars) + 1
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               num -= game.state.galaxy[nq.x][nq.y].stars
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               num -= game.state.galaxy[nq.i][nq.j].stars
                if num <= 0:
                    break
            if num <=0:
@@ -2923,10 +2823,10 @@ def supernova(induced, w=None):
     else:
        ns = coord()
        # we are in the quadrant! 
-       num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
-       for ns.x in range(QUADSIZE):
-           for ns.y in range(QUADSIZE):
-               if game.quad[ns.x][ns.y]==IHSTAR:
+       num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+       for ns.i in range(QUADSIZE):
+           for ns.j in range(QUADSIZE):
+               if game.quad[ns.i][ns.j]==IHSTAR:
                    num -= 1
                    if num==0:
                        break
@@ -2936,64 +2836,51 @@ def supernova(induced, w=None):
        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
+    # 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(maxloop):
-           if 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 game.state.planets[loop].w == nq:
+       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(maxloop):
-           if 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 game.quadrant == nq or communicating():
-       game.state.galaxy[nq.x][nq.y].supernova = True
+       game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message 
-    if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not 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)
@@ -3006,8 +2893,7 @@ def supernova(induced, w=None):
 # Code from finish.c ends here.
 
 def selfdestruct():
-    # self-destruct maneuver 
-    # Finish with a BANG! 
+    "Self-destruct maneuver. Finish with a BANG!" 
     scanner.chew()
     if damaged(DCOMPTR):
        prout(_("Computer damaged; cannot execute destruct sequence."))
@@ -3049,9 +2935,7 @@ 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)
@@ -3060,7 +2944,7 @@ def kaboom():
        l=1
        while l <= len(game.enemies):
            if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
-               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
+               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
            l += 1
     finish(FDILITHIUM)
                                
@@ -3071,7 +2955,7 @@ def killrate():
         return 0
     else:
         starting = (game.inkling + game.incom + game.inscom)
-        remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
+        remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
         return (starting - remaining)/elapsed
 
 def badpoints():
@@ -3161,7 +3045,7 @@ 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."))
@@ -3180,9 +3064,7 @@ 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:
@@ -3196,9 +3078,7 @@ 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"))
@@ -3211,9 +3091,7 @@ 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."))
@@ -3223,9 +3101,7 @@ 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)
@@ -3235,25 +3111,19 @@ 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"))
@@ -3274,9 +3144,9 @@ 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)
+       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"))
@@ -3297,10 +3167,10 @@ 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
@@ -3316,7 +3186,7 @@ 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) \
@@ -3335,9 +3205,9 @@ 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)))
@@ -3382,7 +3252,7 @@ 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: "))
@@ -3453,27 +3323,8 @@ message_window    = None
 prompt_window     = None
 curwnd = None
 
-def outro():
-    "wrap up, either normally or due to signal"
-    if game.options & OPTION_CURSES:
-       #clear()
-       #curs_set(1)
-       #refresh()
-       #resetterm()
-       #echo()
-       curses.endwin()
-       sys.stdout.write('\n')
-    if logfp:
-       logfp.close()
-
 def iostart():
     global stdscr, rows
-    #setlocale(LC_ALL, "")
-    #bindtextdomain(PACKAGE, LOCALEDIR)
-    #textdomain(PACKAGE)
-    if atexit.register(outro):
-       sys.stderr.write("Unable to register outro(), exiting...\n")
-       raise SysExit,1
     if not (game.options & OPTION_CURSES):
        ln_env = os.getenv("LINES")
         if ln_env:
@@ -3483,19 +3334,8 @@ def iostart():
     else:
        stdscr = curses.initscr()
        stdscr.keypad(True)
-       #saveterm()
        curses.nonl()
        curses.cbreak()
-        curses.start_color()
-        curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
-        curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
-       #noecho()
         global fullscreen_window, srscan_window, report_window, status_window
         global lrscan_window, message_window, prompt_window
         (rows, columns)   = stdscr.getmaxyx()
@@ -3508,27 +3348,22 @@ def iostart():
        prompt_window     = curses.newwin(1,  0,  rows-2,  0) 
        message_window.scrollok(True)
        setwnd(fullscreen_window)
-       textcolor(DEFAULT)
-
-def textcolor(color):
-    "Set text foreground color.  Presently a stub."
-    pass       # FIXME
 
 def ioend():
     "Wrap up I/O.  Presently a stub."
-    pass
+    stdscr.keypad(False)
+    curses.echo()
+    curses.nocbreak()
+    curses.endwin()
 
 def waitfor():
     "Wait for user action -- OK to do nothing if on a TTY"
     if game.options & OPTION_CURSES:
-       stsdcr.getch()
+       stdscr.getch()
 
 def announce():
     skip(1)
-    if game.skill > SKILL_FAIR:
-       prouts(_("[ANOUNCEMENT ARRIVING...]"))
-    else:
-       prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+    prouts(_("[ANOUNCEMENT ARRIVING...]"))
     skip(1)
 
 def pause_game():
@@ -3565,7 +3400,10 @@ def skip(i):
                pause_game()
                clrscr()
            else:
-               proutn("\n")
+                try:
+                    curwnd.move(y+1, 0)
+                except curses.error:
+                    pass
        else:
             global linecount
            linecount += 1
@@ -3588,13 +3426,13 @@ def prout(line):
     skip(1)
 
 def prouts(line):
-    "print slowly!" 
+    "Emit slowly!" 
     for c in line:
         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()
     if not replayfp or replayfp.closed:
@@ -3676,7 +3514,7 @@ def drawmaps(mode):
 
 def put_srscan_sym(w, sym):
     "Emit symbol for short-range scan."
-    srscan_window.move(w.x+1, w.y*2+2)
+    srscan_window.move(w.i+1, w.j*2+2)
     srscan_window.addch(sym)
     srscan_window.refresh()
 
@@ -3686,12 +3524,12 @@ def boom(w):
        drawmaps(2)
        setwnd(srscan_window)
        srscan_window.attron(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.x][w.y])
+       put_srscan_sym(w, game.quad[w.i][w.j])
        #sound(500)
        #time.sleep(1.0)
        #nosound()
        srscan_window.attroff(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.x][w.y])
+       put_srscan_sym(w, game.quad[w.i][w.j])
        curses.delay_output(500)
        setwnd(message_window) 
 
@@ -3713,7 +3551,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
        if step == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.x][origin.y],i+1))
+               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.i][origin.j],i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3768,27 +3606,27 @@ def prstat(txt, data):
 # Code from moving.c begins here
 
 def imove(novapush):
-    # movement execution for warp, impulse, supernova, and tractor-beam events 
+    "Movement execution for warp, impulse, supernova, and tractor-beam events."
     w = coord(); final = coord()
     trbeam = False
 
     def no_quad_change():
         # No quadrant change -- compute new average enemy distances 
-        game.quad[game.sector.x][game.sector.y] = game.ship
-        if len(game.enemies):
-            for m in range(len(game.enemies)):
-                finald = distance(w, game.enemies[m].kloc)
-                game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
-                game.enemies[m].kdist = finald
+        game.quad[game.sector.i][game.sector.j] = game.ship
+        if game.enemies:
+            for enemy in game.enemies:
+                finald = (w-enemy.kloc).distance()
+                enemy.kavgd = 0.5 * (finald + enemy.kdist)
+                enemy.kdist = finald
             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-            if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+            if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 attack(torps_ok=False)
-            for m in range(len(game.enemies)):
-                game.enemies[m].kavgd = game.enemies[m].kdist
+            for enemy in game.enemies:
+                enemy.kavgd = enemy.kdist
         newcnd()
         drawmaps(0)
         setwnd(message_window)
-    w.x = w.y = 0
+    w.i = w.j = 0
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
@@ -3808,53 +3646,53 @@ def imove(novapush):
        game.dist = game.dist*(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
+    game.quad[game.sector.i][game.sector.j] = IHDOT
+    x = game.sector.i
+    y = game.sector.j
     n = int(10.0*game.dist*bigger+0.5)
     if n > 0:
        for m in range(1, n+1):
             x += deltax
             y += deltay
-           w.x = int(round(x))
-           w.y = int(round(y))
-           if not VALID_SECTOR(w.x, w.y):
+           w.i = int(round(x))
+           w.j = int(round(y))
+           if not VALID_SECTOR(w.i, w.j):
                # Leaving quadrant -- allow final enemy attack 
                # Don't do it if being pushed by Nova 
                if len(game.enemies) != 0 and not novapush:
                    newcnd()
-                   for m in range(len(game.enemies)):
-                       finald = distance(w, game.enemies[m].kloc)
-                       game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
+                   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.x][game.quadrant.y].supernova:
+                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                        attack(torps_ok=False)
                    if game.alldone:
                        return
                # compute final position -- new quadrant and sector 
-               x = (QUADSIZE*game.quadrant.x)+game.sector.x
-               y = (QUADSIZE*game.quadrant.y)+game.sector.y
-               w.x = int(round(x+10.0*game.dist*bigger*deltax))
-               w.y = int(round(y+10.0*game.dist*bigger*deltay))
+               x = (QUADSIZE*game.quadrant.i)+game.sector.i
+               y = (QUADSIZE*game.quadrant.j)+game.sector.j
+               w.i = int(round(x+10.0*game.dist*bigger*deltax))
+               w.j = int(round(y+10.0*game.dist*bigger*deltay))
                # check for edge of galaxy 
                kinks = 0
                 while True:
                    kink = False
-                   if w.x < 0:
-                       w.x = -w.x
+                   if w.i < 0:
+                       w.i = -w.i
                        kink = True
-                   if w.y < 0:
-                       w.y = -w.y
+                   if w.j < 0:
+                       w.j = -w.j
                        kink = True
-                   if w.x >= GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2) - w.x
+                   if w.i >= GALSIZE*QUADSIZE:
+                       w.i = (GALSIZE*QUADSIZE*2) - w.i
                        kink = True
-                   if w.y >= GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2) - w.y
+                   if w.j >= GALSIZE*QUADSIZE:
+                       w.j = (GALSIZE*QUADSIZE*2) - w.j
                        kink = True
                    if kink:
                        kinks += 1
@@ -3873,22 +3711,22 @@ def imove(novapush):
                # Compute final position in new quadrant 
                if trbeam: # Don't bother if we are to be beamed 
                    return
-               game.quadrant.x = w.x/QUADSIZE
-               game.quadrant.y = w.y/QUADSIZE
-               game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
-               game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
+               game.quadrant.i = w.i/QUADSIZE
+               game.quadrant.j = w.j/QUADSIZE
+               game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
+               game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
                skip(1)
                prout(_("Entering Quadrant %s.") % game.quadrant)
-               game.quad[game.sector.x][game.sector.y] = game.ship
-               newqad(False)
+               game.quad[game.sector.i][game.sector.j] = game.ship
+               newqad()
                if game.skill>SKILL_NOVICE:
                    attack(torps_ok=False)  
                return
-           iquad = game.quad[w.x][w.y]
+           iquad = game.quad[w.i][w.j]
            if iquad != IHDOT:
                # object encountered in flight path 
                stopegy = 50.0*game.dist/game.optime
-               game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+               game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
                 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
                    game.sector = w
                     for enemy in game.enemies:
@@ -3900,8 +3738,7 @@ def imove(novapush):
                    skip(1)
                    prouts(_("***RED ALERT!  RED ALERT!"))
                    skip(1)
-                   proutn("***")
-                   crmshp()
+                   proutn("***" + crmshp())
                    proutn(_(" pulled into black hole at Sector %s") % w)
                    #
                    # Getting pulled into a black hole was certain
@@ -3921,16 +3758,16 @@ def imove(novapush):
                else:
                    # something else 
                    skip(1)
-                   crmshp()
+                   proutn(crmshp())
                    if iquad == IHWEB:
-                       proutn(_(" encounters Tholian web at %s;") % w)
+                       prout(_(" encounters Tholian web at %s;") % w)
                    else:
-                       proutn(_(" blocked by object at %s;") % w)
+                       prout(_(" 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
+                   final.i = int(round(deltax))
+                   final.j = int(round(deltay))
                    game.sector = final
                    if game.energy <= 0:
                        finish(FNRG)
@@ -3938,14 +3775,14 @@ def imove(novapush):
                 # We're here!
                no_quad_change()
                 return
-       game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+       game.dist = (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 
+    "Dock our ship at a starbase."
     scanner.chew()
     if game.condition == "docked" and verbose:
        prout(_("Already docked."))
@@ -3953,9 +3790,8 @@ def dock(verbose):
     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":
@@ -3983,7 +3819,7 @@ def dock(verbose):
 # are always displayed y - x, where +y is downward!
 
 def getcourse(isprobe, akey):
-    # get course and distance
+    "Get a course and distance from the user."
     key = 0
     dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
@@ -4003,7 +3839,7 @@ def getcourse(isprobe, akey):
                prout(_("Computer damaged; manual movement only"))
            scanner.chew()
            navmode = "manual"
-           key = IHEOL
+           key = "IHEOL"
            break
        if isprobe and akey != -1:
            # For probe launch, use pre-scanned value first time 
@@ -4011,11 +3847,11 @@ def getcourse(isprobe, akey):
            akey = -1
        else: 
            key = scanner.next()
-       if key == IHEOL:
+       if key == "IHEOL":
            proutn(_("Manual or automatic- "))
            iprompt = True
            scanner.chew()
-       elif key == IHALPHA:
+       elif key == "IHALPHA":
             if scanner.sees("manual"):
                navmode = "manual"
                key = scanner.next()
@@ -4036,7 +3872,7 @@ def getcourse(isprobe, akey):
            navmode = "manual"
            break
     if navmode == "automatic":
-       while key == IHEOL:
+       while key == "IHEOL":
            if isprobe:
                proutn(_("Target quadrant or quadrant&sector- "))
            else:
@@ -4044,41 +3880,41 @@ def getcourse(isprobe, akey):
            scanner.chew()
            iprompt = True
            key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
        xi = int(round(scanner.real))-1
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
        xj = int(round(scanner.real))-1
        key = scanner.next()
-       if key == IHREAL:
+       if key == "IHREAL":
            # both quadrant and sector specified 
            xk = int(round(scanner.real))-1
            key = scanner.next()
-           if key != IHREAL:
+           if key != "IHREAL":
                huh()
                return False
            xl = int(round(scanner.real))-1
-           dquad.x = xi
-           dquad.y = xj
-           dsect.y = xk
-           dsect.x = xl
+           dquad.i = xi
+           dquad.j = xj
+           dsect.i = xk
+           dsect.j = xl
        else:
             # only one pair of numbers was specified
            if isprobe:
                # only quadrant specified -- go to center of dest quad 
-               dquad.x = xi
-               dquad.y = xj
-               dsect.y = dsect.x = 4   # preserves 1-origin behavior
+               dquad.i = xi
+               dquad.j = xj
+               dsect.j = dsect.i = 4   # preserves 1-origin behavior
            else:
                 # only sector specified
-               dsect.y = xi
-               dsect.x = xj
+               dsect.i = xi
+               dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
+       if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
            huh()
            return False
        skip(1)
@@ -4089,41 +3925,42 @@ def getcourse(isprobe, akey):
            else:
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
         # the actual deltas get computed here
-       deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
-       deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
+        delta = coord()
+       delta.j = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
+       delta.i = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
     else: # manual 
-       while key == IHEOL:
+       while key == "IHEOL":
            proutn(_("X and Y displacements- "))
            scanner.chew()
            iprompt = True
            key = scanner.next()
        itemp = "verbose"
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
-       deltax = scanner.real
+       delta.j = scanner.real
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
-       deltay = scanner.real
+       delta.i = scanner.real
     # Check for zero movement 
-    if deltax == 0 and deltay == 0:
+    if delta.i == 0 and delta.j == 0:
        scanner.chew()
        return False
     if itemp == "verbose" and not isprobe:
        skip(1)
        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
     # Course actually laid in.
-    game.dist = math.sqrt(deltax*deltax + deltay*deltay)
-    game.direc = math.atan2(deltax, deltay)*1.90985932
+    game.dist = delta.distance()
+    game.direc = delta.bearing()
     if game.direc < 0.0:
        game.direc += 12.0
     scanner.chew()
     return True
 
 def impulse():
-    # move under impulse power 
+    "Move under impulse power."
     game.ididit = False
     if damaged(DIMPULS):
        scanner.chew()
@@ -4170,7 +4007,7 @@ def impulse():
     return
 
 def warp(timewarp):
-    # move under warp drive 
+    "ove under warp drive."
     blooey = False; twarp = False
     if not timewarp: # Not WARPX entry 
        game.ididit = False
@@ -4211,7 +4048,7 @@ def warp(timewarp):
            return
                                                
        # Make sure enough time is left for the trip 
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = 10.0*game.dist/game.warpfac**2
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4227,7 +4064,7 @@ def warp(timewarp):
     if game.warpfac > 6.0:
        # Decide if engine damage will occur
         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
-       prob = game.dist*square(6.0-game.warpfac)/66.666666666
+       prob = game.dist*(6.0-game.warpfac)**2/66.666666666
        if prob > randreal():
            blooey = True
            game.dist = randreal(game.dist)
@@ -4249,12 +4086,11 @@ def warp(timewarp):
                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
+           x = game.sector.i
+           y = game.sector.j
            for l in range(1, n+1):
                x += deltax
                ix = x + 0.5
@@ -4272,7 +4108,7 @@ def warp(timewarp):
     game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = 10.0*game.dist/game.wfacsq
+    game.optime = 10.0*game.dist/game.warpfac**2
     if twarp:
        timwrp()
     if blooey:
@@ -4285,15 +4121,15 @@ def warp(timewarp):
     return
 
 def setwarp():
-    # change the warp factor   
+    "Change the warp factor."
     while True:
         key=scanner.next()
-        if key != IHEOL:
+        if key != "IHEOL":
             break
        scanner.chew()
        proutn(_("Warp factor- "))
     scanner.chew()
-    if key != IHREAL:
+    if key != "IHREAL":
        huh()
        return
     if game.damage[DWARPEN] > 10.0:
@@ -4311,7 +4147,6 @@ def setwarp():
        return
     oldfac = game.warpfac
     game.warpfac = scanner.real
-    game.wfacsq=game.warpfac*game.warpfac
     if game.warpfac <= oldfac or game.warpfac <= 6.0:
        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
               int(game.warpfac))
@@ -4326,7 +4161,7 @@ def setwarp():
     return
 
 def atover(igrab):
-    # cope with being tossed out of quadrant by supernova or yanked by beam 
+    "Cope with being tossed out of quadrant by supernova or yanked by beam."
     scanner.chew()
     # is captain on planet? 
     if game.landed:
@@ -4364,17 +4199,14 @@ def atover(igrab):
        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()
+       prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
        skip(1)
        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)
@@ -4382,14 +4214,13 @@ def atover(igrab):
            finish(FSNOVAED)
            return
        game.warpfac = randreal(6.0, 8.0)
-       game.wfacsq = game.warpfac * game.warpfac
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
        game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
        distreq = randreal(math.sqrt(2))
        if distreq < game.dist:
            game.dist = distreq
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = 10.0*game.dist/game.warpfac**2
        game.direc = randreal(12)       # How dumb! 
        game.justin = False
        game.inorbit = False
@@ -4403,13 +4234,13 @@ 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 withprob(0.5):
        # Go back in time 
@@ -4417,8 +4248,8 @@ def timwrp():
              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 
@@ -4429,7 +4260,7 @@ 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! 
@@ -4445,10 +4276,8 @@ 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 
@@ -4457,11 +4286,11 @@ def timwrp():
        # 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:
        scanner.chew()
@@ -4486,7 +4315,7 @@ def probe():
            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
        return
     key = scanner.next()
-    if key == IHEOL:
+    if key == "IHEOL":
        # slow mode, so let Kirk know how many probes there are left
         if game.nprobes == 1:
             prout(_("1 probe left."))
@@ -4496,10 +4325,10 @@ def probe():
        if ja() == False:
            return
     game.isarmed = False
-    if key == IHALPHA and scanner.token == "armed":
+    if key == "IHALPHA" and scanner.token == "armed":
        game.isarmed = True
        key = scanner.next()
-    elif key == IHEOL:
+    elif key == "IHEOL":
        proutn(_("Arm NOVAMAX warhead? "))
        game.isarmed = ja()
     if not getcourse(isprobe=True, akey=key):
@@ -4515,8 +4344,8 @@ def probe():
     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.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
+    game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
     game.probec = game.quadrant
     schedule(FDSPROB, 0.01) # Time to move one sector
     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
@@ -4541,9 +4370,8 @@ def probe():
 # 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
     scanner.chew()
     # Test for conditions which prevent calling for help 
     if game.condition == "docked":
@@ -4552,42 +4380,38 @@ 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(game.state.rembase):
-           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):
         w = game.base.scatter() 
-       if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+       if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
            # found one -- finish up 
             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
@@ -4597,16 +4421,15 @@ 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 randreal() > probf:
            break
        prout(_("fails."))
        curses.delay_output(500)
-       textcolor(None)
+       #textcolor(None)
     if m > 3:
        game.quad[ix][iy]=IHQUEST
        game.alive = False
@@ -4615,9 +4438,9 @@ def mayday():
        finish(FMATERIALIZE)
        return
     game.quad[ix][iy]=game.ship
-    textcolor("green")
+    #textcolor("green")
     prout(_("succeeds."))
-    textcolor(None)
+    #textcolor(None)
     dock(False)
     skip(1)
     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
@@ -4641,7 +4464,7 @@ def mayday():
 # can't happen unless you have taken some prisoners.
 
 def abandon():
-    # abandon ship 
+    "Abandon ship."
     scanner.chew()
     if game.condition=="docked":
        if game.ship!=IHE:
@@ -4664,18 +4487,18 @@ 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"))
@@ -4688,34 +4511,33 @@ 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 = randrange(game.state.rembase)
+       nb = randrange(len(game.state.baseq))
        # Set up quadrant and position FQ adjacient to base 
        if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
-           game.sector.x = game.sector.y = 5
-           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
+           game.quad[game.sector.i][game.sector.j] = IHDOT
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.x, game.sector.y) and \
-                       game.quad[game.sector.x][game.sector.y] == IHDOT:
+               if VALID_SECTOR(game.sector.i, game.sector.j) 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,"))
@@ -4735,21 +4557,20 @@ 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)
     scanner.chew()
@@ -4764,7 +4585,7 @@ def survey():
            iknow = True
            if idebug and game.state.planets[i].known=="unknown":
                proutn("(Unknown) ")
-           proutn(_("Quadrant %s") % game.state.planets[i].w)
+           proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
            proutn(_("   class "))
            proutn(game.state.planets[i].pclass)
            proutn("   ")
@@ -4777,7 +4598,7 @@ def survey():
        prout(_("No information available."))
 
 def orbit():
-    # enter standard orbit 
+    "Enter standard orbit." 
     skip(1)
     scanner.chew()
     if game.inorbit:
@@ -4786,9 +4607,11 @@ def orbit():
     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 = randreal(0.02, 0.05)
@@ -4802,7 +4625,7 @@ def orbit():
     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."))
@@ -4829,7 +4652,7 @@ def sensor():
         prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
 
 def beam():
-    # use the transporter 
+    "Use the transporter."
     nrgneed = 0
     scanner.chew()
     skip(1)
@@ -4842,8 +4665,7 @@ def beam():
                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."))
@@ -4921,7 +4743,7 @@ def beam():
     return
 
 def mine():
-    # strip-mine a world for dilithium 
+    "Strip-mine a world for dilithium."
     skip(1)
     scanner.chew()
     if not game.landed:
@@ -4937,9 +4759,7 @@ def mine():
        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 = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
@@ -4950,7 +4770,7 @@ def mine():
     game.imine = game.ididit = True
 
 def usecrystals():
-    # use dilithium crystals 
+    "Use dilithium crystals."
     game.ididit = False
     skip(1)
     scanner.chew()
@@ -4996,7 +4816,7 @@ def usecrystals():
     game.ididit = True
 
 def shuttle():
-    # use shuttlecraft for planetary jaunt 
+    "Use shuttlecraft for planetary jaunt."
     scanner.chew()
     skip(1)
     if damaged(DSHUTTL):
@@ -5011,8 +4831,7 @@ 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.iplnet.known != "shuttle_down") and game.iscraft != "onship":
        prout(_("Shuttle craft not currently available."))
@@ -5080,8 +4899,7 @@ 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)
@@ -5098,7 +4916,7 @@ def shuttle():
        return
 
 def deathray():
-    # use the big zapper 
+    "Use the big zapper."
     game.ididit = False
     skip(1)
     scanner.chew()
@@ -5138,9 +4956,9 @@ def deathray():
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(2)
        while len(game.enemies) > 0:
-           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
+           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
-       if (game.state.remkl + 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'"))
@@ -5203,7 +5021,7 @@ def deathray():
 # Code from reports.c begins here
 
 def attackreport(curt):
-    # report status of bases under attack 
+    "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)
@@ -5233,23 +5051,23 @@ def report():
     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 + game.state.remcom + game.state.nscrem)), 
+    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 - game.state.remcom:
-       prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
+    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 game.state.rembase != game.inbase:
+    if len(game.state.baseq) != game.inbase:
        proutn(_("There "))
-       if game.inbase-game.state.rembase==1:
+       if game.inbase-len(game.state.baseq)==1:
            proutn(_("has been 1 base"))
        else:
-           proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
-       prout(_(" destroyed, %d remaining.") % game.state.rembase)
+           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:
@@ -5291,7 +5109,7 @@ def report():
     skip(1)
        
 def lrscan(silent):
-    # long-range sensor scan 
+    "Long-range sensor scan."
     if damaged(DLRSENS):
        # Now allow base's sensors if docked 
        if game.condition != "docked":
@@ -5302,10 +5120,10 @@ def lrscan(silent):
             prout(_("Starbase's long-range scan"))
     elif not silent:
        prout(_("Long-range scan"))
-    for x in range(game.quadrant.x-1, game.quadrant.x+2):
+    for x in range(game.quadrant.i-1, game.quadrant.i+2):
         if not silent:
             proutn(" ")
-        for y in range(game.quadrant.y-1, game.quadrant.y+2):
+        for y in range(game.quadrant.j-1, game.quadrant.j+2):
            if not VALID_QUADRANT(x, y):
                 if not silent:
                     proutn("  -1")
@@ -5322,7 +5140,7 @@ def lrscan(silent):
        prout(" ")
 
 def damagereport():
-    # damage report 
+    "Damage report."
     jdam = False
     scanner.chew()
 
@@ -5339,7 +5157,7 @@ def damagereport():
        prout(_("All devices functional."))
 
 def rechart():
-    # update the chart in the Enterprise's computer from galaxy data 
+    "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):
@@ -5349,7 +5167,7 @@ def rechart():
                game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
 
 def chart():
-    # display the star chart  
+    "Display the star chart."
     scanner.chew()
     if (game.options & OPTION_AUTOSCAN):
         lrscan(silent=True)
@@ -5358,7 +5176,6 @@ def chart():
     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)))
@@ -5366,7 +5183,7 @@ def chart():
     for i in range(GALSIZE):
        proutn("%d |" % (i+1))
        for j in range(GALSIZE):
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
                proutn("<")
            else:
                proutn(" ")
@@ -5379,7 +5196,7 @@ def chart():
            else:
                show = "..."
            proutn(show)
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
                proutn(">")
            else:
                proutn(" ")
@@ -5388,24 +5205,23 @@ def chart():
            skip(1)
 
 def sectscan(goodScan, i, j):
-    # light up an individual dot in a sector 
-    if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+    "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.condition   == "red": textcolor("red")
+           #elif game.condition == "green": textcolor("green")
+           #elif game.condition == "yellow": textcolor("yellow")
+           #elif game.condition == "docked": textcolor("cyan")
+           #elif game.condition == "dead": textcolor("brown")
            if game.quad[i][j] != game.ship: 
                highvideo()
        proutn("%c " % game.quad[i][j])
-       textcolor(None)
+       #textcolor(None)
     else:
        proutn("- ")
 
 def status(req=0):
-    # print status report lines 
-
+    "Emit status report lines"
     if not req or req == 1:
        prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
                % (game.state.date, game.state.remtime))
@@ -5449,10 +5265,10 @@ def status(req=0):
        prstat(_("Shields"), s+data)
     if not req or req == 9:
         prstat(_("Klingons Left"), "%d" \
-               % (game.state.remkl + game.state.remcom + 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.x][game.quadrant.y].planet
+           plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
            if plnet and plnet.inhabited:
                prstat(_("Major system"), plnet.name)
            else:
@@ -5461,8 +5277,9 @@ def status(req=0):
        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:
+    while scanner.next() == "IHEOL":
        proutn(_("Information desired? "))
     scanner.chew()
     if scanner.token in requests:
@@ -5473,7 +5290,7 @@ def request():
        prout(("  energy, torpedoes, shields, klingons, system, time."))
                
 def srscan():
-    # short-range scan 
+    "Short-range scan." 
     goodScan=True
     if damaged(DSRSENS):
        # Allow base's sensors if docked 
@@ -5485,10 +5302,10 @@ def srscan():
     else:
        prout(_("     Short-range scan"))
     if goodScan and not damaged(DRADIO): 
-       game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
-       game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
-       game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+       game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+       game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+       game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
     prout("    1 2 3 4 5 6 7 8 9 10")
     if game.condition != "docked":
        newcnd()
@@ -5497,54 +5314,54 @@ def srscan():
        for j in range(QUADSIZE):
            sectscan(goodScan, i, j)
        skip(1)
-                       
+               
 def eta():
-    # use computer to get estimated time of arrival for a warp jump 
+    "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:
+    if scanner.next() != "IHREAL":
        prompt = True
        scanner.chew()
        proutn(_("Destination quadrant and/or sector? "))
-       if scanner.next()!=IHREAL:
+       if scanner.next()!="IHREAL":
            huh()
            return
-    w1.y = int(scanner.real-0.5)
-    if scanner.next() != IHREAL:
+    w1.j = int(scanner.real-0.5)
+    if scanner.next() != "IHREAL":
        huh()
        return
-    w1.x = int(scanner.real-0.5)
-    if scanner.next() == IHREAL:
-       w2.y = int(scanner.real-0.5)
-       if scanner.next() != IHREAL:
+    w1.i = int(scanner.real-0.5)
+    if scanner.next() == "IHREAL":
+       w2.j = int(scanner.real-0.5)
+       if scanner.next() != "IHREAL":
            huh()
            return
-       w2.x = int(scanner.real-0.5)
+       w2.i = int(scanner.real-0.5)
     else:
-       if game.quadrant.y>w1.x:
-           w2.x = 0
+       if game.quadrant.j>w1.i:
+           w2.i = 0
        else:
-           w2.x=QUADSIZE-1
-       if game.quadrant.x>w1.y:
-           w2.y = 0
+           w2.i=QUADSIZE-1
+       if game.quadrant.i>w1.j:
+           w2.j = 0
        else:
-           w2.y=QUADSIZE-1
-    if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+           w2.j=QUADSIZE-1
+    if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
        huh()
        return
-    game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
-               square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
+    game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
+               (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
     wfl = False
     if prompt:
        prout(_("Answer \"no\" if you don't know the value:"))
     while True:
        scanner.chew()
        proutn(_("Time or arrival date? "))
-       if scanner.next()==IHREAL:
+       if scanner.next()=="IHREAL":
            ttime = scanner.real
            if ttime > game.state.date:
                ttime -= game.state.date # Actually a star date
@@ -5558,7 +5375,7 @@ def eta():
            break
        scanner.chew()
        proutn(_("Warp factor? "))
-       if scanner.next()== IHREAL:
+       if scanner.next()== "IHREAL":
            wfl = True
            twarp = scanner.real
            if twarp<1.0 or twarp > 10.0:
@@ -5568,7 +5385,7 @@ def eta():
        prout(_("Captain, certainly you can give me one of these."))
     while True:
        scanner.chew()
-       ttime = (10.0*game.dist)/square(twarp)
+       ttime = (10.0*game.dist)/twarp**2
        tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
        if tpower >= game.energy:
            prout(_("Insufficient energy, sir."))
@@ -5576,7 +5393,7 @@ def eta():
                if not wfl:
                    return
                proutn(_("New warp factor to try? "))
-               if scanner.next() == IHREAL:
+               if scanner.next() == "IHREAL":
                    wfl = True
                    twarp = scanner.real
                    if twarp<1.0 or twarp > 10.0:
@@ -5609,7 +5426,7 @@ def eta():
            (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
            prout(_("The starbase there will be destroyed by then."))
        proutn(_("New warp factor to try? "))
-       if scanner.next() == IHREAL:
+       if scanner.next() == "IHREAL":
            wfl = True
            twarp = scanner.real
            if twarp<1.0 or twarp > 10.0:
@@ -5619,12 +5436,11 @@ def eta():
            scanner.chew()
            skip(1)
            return
-                       
 
 # Code from setup.c begins here
 
 def prelim():
-    # issue a historically correct banner 
+    "Issue a historically correct banner."
     skip(2)
     prout(_("-SUPER- STAR TREK"))
     skip(1)
@@ -5633,15 +5449,15 @@ def prelim():
 #    skip(1)
 
 def freeze(boss):
-    # save game 
+    "Save game."
     if boss:
        scanner.token = "emsave.trk"
     else:
         key = scanner.next()
-       if key == IHEOL:
+       if key == "IHEOL":
            proutn(_("File name: "))
            key = scanner.next()
-       if key != IHALPHA:
+       if key != "IHALPHA":
            huh()
            return
        scanner.chew()
@@ -5656,13 +5472,13 @@ def freeze(boss):
     fp.close()
 
 def thaw():
-    # retrieve saved game 
+    "Retrieve saved game." 
     game.passwd[0] = '\0'
     key = scanner.next()
-    if key == IHEOL:
+    if key == "IHEOL":
        proutn(_("File name: "))
        key = scanner.next()
-    if key != IHALPHA:
+    if key != "IHALPHA":
        huh()
        return True
     scanner.chew()
@@ -5749,19 +5565,17 @@ device = (
 )
 
 def setup():
-    # prepare to play, set up cosmos 
+    "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 = False
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
     game.ship = IHE
     game.state.crew = FULLCREW
     game.energy = game.inenrg = 5000.0
     game.shield = game.inshld = 2500.0
-    game.shldchg = False
-    game.shldup = False
     game.inlsr = 4.0
     game.lsupres = 4.0
     game.quadrant = randplace(GALSIZE)
@@ -5769,7 +5583,6 @@ def setup():
     game.torps = game.intorps = 10
     game.nprobes = randrange(2, 5)
     game.warpfac = 5.0
-    game.wfacsq = game.warpfac * game.warpfac
     for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
@@ -5783,34 +5596,6 @@ def setup():
     game.landed = False
     game.alive = True
     game.docfac = 0.25
-    for i in range(GALSIZE):
-       for j in range(GALSIZE):
-           quad = game.state.galaxy[i][j]
-           quad.charted = 0
-           quad.planet = None
-           quad.romulans = 0
-           quad.klingons = 0
-           quad.starbase = False
-           quad.supernova = False
-           quad.status = "secure"
-    # Initialize times for extraneous events
-    schedule(FSNOVA, expran(0.5 * game.intime))
-    schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
-    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)
     # Starchart is functional but we've never seen it
     game.lastchart = FOREVER
     # Put stars in the galaxy
@@ -5825,14 +5610,14 @@ def setup():
         while True:
             while True:
                 w = randplace(GALSIZE)
-                if not game.state.galaxy[w.x][w.y].starbase:
+                if not game.state.galaxy[w.i][w.j].starbase:
                     break
            contflag = False
             # C version: for (j = i-1; j > 0; j--)
             # so it did them in the opposite order.
             for j in range(1, i):
                # Improved placement algorithm to spread out bases
-               distq = w.distance(game.state.baseq[j])
+               distq = (w - game.state.baseq[j]).distance()
                if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
                    contflag = True
                    if idebug:
@@ -5843,9 +5628,8 @@ def setup():
                        prout("=== Saving base #%d, close to #%d" % (i, j))
             if not contflag:
                 break
-       game.state.baseq[i] = w
-       game.state.galaxy[w.x][w.y].starbase = True
-       game.state.chart[w.x][w.y].starbase = True
+       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
@@ -5859,31 +5643,30 @@ def setup():
        krem -= klump
         while True:
             w = randplace(GALSIZE)
-            if not game.state.galaxy[w.x][w.y].supernova and \
-               game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+            if not game.state.galaxy[w.i][w.j].supernova and \
+               game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
                 break
-       game.state.galaxy[w.x][w.y].klingons += int(klump)
+       game.state.galaxy[w.i][w.j].klingons += int(klump)
         if krem <= 0:
             break
     # Position Klingon Commander Ships
-    for i in range(1, game.incom+1):
+    for i in range(game.incom):
         while True:
             w = randplace(GALSIZE)
-           if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
-                  not game.state.galaxy[w.x][w.y].supernova and \
-                  game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
-                   not w in game.state.kcmdr[:i]:
+            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.x][w.y].klingons += 1
-       game.state.kcmdr[i] = w
+       game.state.galaxy[w.i][w.j].klingons += 1
+       game.state.kcmdr.append(w)
     # Locate planets in galaxy
     for i in range(game.inplan):
         while True:
             w = randplace(GALSIZE) 
-            if game.state.galaxy[w.x][w.y].planet == None:
+            if game.state.galaxy[w.i][w.j].planet == None:
                 break
         new = planet()
-       new.w = w
+       new.quadrant = w
         new.crystals = "absent"
        if (game.options & OPTION_WORLDS) and i < NINHAB:
            new.pclass = "M"    # All inhabited planets are class M
@@ -5897,24 +5680,47 @@ def setup():
                 new.crystals = "present"
            new.known = "unknown"
            new.inhabited = False
-       game.state.galaxy[w.x][w.y].planet = new
+       game.state.galaxy[w.i][w.j].planet = new
         game.state.planets.append(new)
     # Locate Romulans
     for i in range(game.state.nromrem):
        w = randplace(GALSIZE)
-       game.state.galaxy[w.x][w.y].romulans += 1
-    # Locate the Super Commander
+       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 not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
+            if welcoming(w):
                 break
        game.state.kscmdr = w
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
+    # Initialize times for extraneous events
+    schedule(FSNOVA, expran(0.5 * game.intime))
+    schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+    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:
-        thing = randplace(GALSIZE)
+        while True:
+            thing = randplace(GALSIZE)
+            if thing not in game.state.baseq:
+                break
     skip(2)
     game.state.snap = False
     if game.skill == SKILL_NOVICE:
@@ -5947,14 +5753,14 @@ def setup():
     if game.state.nscrem:
        prout(_("  YOU'LL NEED IT."))
     waitfor()
-    newqad(False)
+    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
+    "Choose your game type."
     global thing
     while True:
        game.tourn = 0
@@ -5967,7 +5773,7 @@ def choose():
        if len(scanner.token)==0: # Try again
            continue
         if scanner.sees("tournament"):
-           while scanner.next() == IHEOL:
+           while scanner.next() == "IHEOL":
                proutn(_("Type in tournament number-"))
            if scanner.real == 0:
                scanner.chew()
@@ -5993,7 +5799,7 @@ def choose():
        proutn(_("What is \"%s\"?") % scanner.token)
        scanner.chew()
     while game.length==0 or game.skill==SKILL_NONE:
-       if scanner.next() == IHALPHA:
+       if scanner.next() == "IHALPHA":
             if scanner.sees("short"):
                game.length = 1
            elif scanner.sees("medium"):
@@ -6021,7 +5827,7 @@ def choose():
            elif game.skill == SKILL_NONE:
                proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
     # Choose game options -- added by ESR for SST2K
-    if scanner.next() != IHALPHA:
+    if scanner.next() != "IHALPHA":
        scanner.chew()
        proutn(_("Choose your game style (or just press enter): "))
        scanner.next()
@@ -6040,12 +5846,10 @@ def choose():
     setpassword()
     if game.passwd == "debug":
        idebug = True
-       fputs("=== Debug mode enabled\n", sys.stdout)
-
+       prout("=== Debug mode enabled.")
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
-    game.state.rembase = randrange(BASEMIN, BASEMAX+1)
-    game.inbase = game.state.rembase
+    game.inbase = randrange(BASEMIN, BASEMAX+1)
     game.inplan = 0
     if game.options & OPTION_PLANETS:
        game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
@@ -6056,91 +5860,77 @@ def choose():
     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 = int(game.skill + 0.0625*game.inkling*randreal())
-    game.state.remcom = min(10, game.incom)
-    game.incom = game.state.remcom
+    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.rembase += 1
-       game.inbase = game.state.rembase
+        game.state.inbase += 1
     return False
 
 def dropin(iquad=None):
-    # drop a feature on a random dot in the current quadrant 
-    w = coord()
+    "Drop a feature on a random dot in the current quadrant."
     while True:
         w = randplace(QUADSIZE)
-        if game.quad[w.x][w.y] == IHDOT:
+        if game.quad[w.i][w.j] == IHDOT:
             break
     if iquad is not None:
-        game.quad[w.x][w.y] = iquad
+        game.quad[w.i][w.j] = iquad
     return w
 
 def newcnd():
-    # update our alert status 
+    "Update our alert status."
     game.condition = "green"
     if game.energy < 1000.0:
        game.condition = "yellow"
-    if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+    if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
        game.condition = "red"
     if not game.alive:
        game.condition="dead"
 
 def newkling():
-    # drop new Klingon into current quadrant
+    "Drop new Klingon into current quadrant."
     return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
 
-def newqad(shutup):
-    # set up a new state of quadrant, for when we enter or re-enter it 
-    w = coord()
+def newqad():
+    "Set up a new state of quadrant, for when we enter or re-enter it."
     game.justin = True
-    game.klhere = 0
-    game.comhere = False
-    game.ishere = False
-    game.irhere = 0
-    game.iplnet = 0
-    game.neutz = False
-    game.inorbit = False
-    game.landed = False
-    game.ientesc = False
-    game.iseenit = False
+    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.x][game.quadrant.y]
+    q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
     # cope with supernova
     if q.supernova:
        return
     game.klhere = q.klingons
     game.irhere = q.romulans
     # Position Starship
-    game.quad[game.sector.x][game.sector.y] = game.ship
+    game.quad[game.sector.i][game.sector.j] = game.ship
     game.enemies = []
     if q.klingons:
        # Position ordinary Klingons
        for i in range(game.klhere):
             newkling()
        # If we need a commander, promote a Klingon
-       for i in range(game.state.remcom):
-           if game.state.kcmdr[i] == game.quadrant:
+        for cmdr in game.state.kcmdr:
+           if cmdr == game.quadrant:
                 e = game.enemies[game.klhere-1]
-                game.quad[e.kloc.x][e.kloc.y] = IHC
+                game.quad[e.kloc.i][e.kloc.j] = IHC
                 e.kpower = randreal(950,1350) + 50.0*game.skill
-                game.comhere = True
                break   
        # If we need a super-commander, promote a Klingon
        if game.quadrant == game.state.kscmdr:
             e = game.enemies[0]
-           game.quad[e.kloc.x][e.kloc.y] = IHS
+           game.quad[e.kloc.i][e.kloc.j] = IHS
            e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
            game.iscate = (game.state.remkl > 1)
-           game.ishere = True
     # Put in Romulans if needed
-    for i in range(game.klhere, len(game.enemies)):
+    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:
@@ -6164,15 +5954,14 @@ def newqad(shutup):
            skip(1)
            prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-    if shutup==0:
-       # 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.\""))
+    # 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 \
@@ -6180,9 +5969,9 @@ def newqad(shutup):
             (game.skill > SKILL_GOOD and withprob(0.08)):
             w = coord()
             while True:
-               w.x = withprob(0.5) * (QUADSIZE-1)
-               w.y = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.x][w.y] == IHDOT:
+               w.i = withprob(0.5) * (QUADSIZE-1)
+               w.j = withprob(0.5) * (QUADSIZE-1)
+                if game.quad[w.i][w.j] == IHDOT:
                     break
             game.tholian = enemy(type=IHT, loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
@@ -6215,7 +6004,7 @@ def newqad(shutup):
            game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
 
 def setpassword():
-    # set the self-destruct password 
+    "Set the self-destruct password."
     if game.options & OPTION_PLAIN:
        while True:
            scanner.chew()
@@ -6226,7 +6015,7 @@ def setpassword():
                break
     else:
         game.passwd = ""
-        for i in range(3):
+        for i in range(8):
            game.passwd += chr(ord('a')+randrange(26))
 
 # Code from sst.c begins here
@@ -6271,41 +6060,36 @@ commands = {
     "CALL":            0,      # Synonym for MAYDAY
     "QUIT":            0,
     "HELP":            0,
-    "SEED":            0,
-    "VISUAL":          0,
 }
 
-def ACCEPT(cmd):       return (not commands[cmd] or (commands[cmd] & game.options))
-
 def listCommands():
-    # generate a list of legal commands 
-    k = 0
-    proutn(_("LEGAL COMMANDS ARE:"))
+    "Generate a list of legal commands."
+    prout(_("LEGAL COMMANDS ARE:"))
+    emitted = 0
     for key in commands:
-       if ACCEPT(key):
-            if k % 5 == 0:
+       if not commands[key] or (commands[key] & game.options):
+            proutn("%-12s " % key)
+            emitted += 1
+            if emitted % 5 == 4:
                 skip(1)
-            proutn("%-12s " % key) 
-            k += 1
     skip(1)
 
 def helpme():
-    # browse on-line help 
-    # Give help on commands 
+    "Browse on-line help."
     key = scanner.next()
     while True:
-       if key == IHEOL:
+       if key == "IHEOL":
            setwnd(prompt_window)
            proutn(_("Help on what command? "))
            key = scanner.next()
        setwnd(message_window)
-       if key == IHEOL:
+       if key == "IHEOL":
            return
         if scanner.token in commands or scanner.token == "ABBREV":
            break
        skip(1)
        listCommands()
-       key = IHEOL
+       key = "IHEOL"
        scanner.chew()
        skip(1)
     cmd = scanner.token.upper()
@@ -6347,8 +6131,7 @@ def helpme():
     fp.close()
 
 def makemoves():
-    # command-interpretation loop 
-    v = 0
+    "Command-interpretation loop."
     clrscr()
     setwnd(message_window)
     while True:        # command loop 
@@ -6361,7 +6144,7 @@ def makemoves():
            setwnd(prompt_window)
            clrscr()
            proutn("COMMAND> ")
-           if scanner.next() == IHEOL:
+           if scanner.next() == "IHEOL":
                if game.options & OPTION_CURSES:
                    makechart()
                continue
@@ -6488,14 +6271,14 @@ def makemoves():
                events()
                if game.alldone:
                    break       # Events did us in
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                atover(False)
                continue
            if hitme and not game.justin:
                attack(torps_ok=True)
                if game.alldone:
                    break
-               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+               if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                    atover(False)
                    hitme = True
                    continue
@@ -6505,48 +6288,41 @@ def makemoves():
     if idebug:
        prout("=== Ending")
 
-def cramen(cmd):
-    # return an enemy 
-    if   cmd == IHR: s = _("Romulan")
-    elif cmd == IHK: s = _("Klingon")
-    elif cmd == IHC: s = _("Commander")
-    elif cmd == IHS: s = _("Super-commander")
-    elif cmd == IHSTAR: s = _("Star")
-    elif cmd == IHP: s = _("Planet")
-    elif cmd == IHB: s = _("Starbase")
-    elif cmd == IHBLANK: s = _("Black hole")
-    elif cmd == IHT: s = _("Tholian")
-    elif cmd == IHWEB: s = _("Tholian web")
-    elif cmd == IHQUEST: s = _("Stranger")
-    elif cmd == IHW: s = _("Inhabited World")
+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??"
-    proutn(s)
+    return s
 
 def crmena(stars, enemy, loctype, w):
-    # print an enemy and his location 
-    if stars:
-       proutn("***")
-    cramen(enemy)
-    proutn(_(" at "))
+    "Emit the name of an enemy and his location."
     buf = ""
+    if stars:
+       buf += "***"
+    buf += cramen(enemy) + _(" at ")
     if loctype == "quadrant":
-       buf = _("Quadrant ")
+       buf += _("Quadrant ")
     elif loctype == "sector":
-       buf = _("Sector ")
-    proutn(buf + `w`)
+       buf += _("Sector ")
+    return buf + `w`
 
 def crmshp():
-    # print our ship name 
-    if game.ship == IHE:
-        s = _("Enterprise")
-    elif game.ship == IHF:
-        s = _("Faerie Queene")
-    else:
-        s = "Ship???"
-    proutn(s)
+    "Emit our ship name." 
+    return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
 
 def stars():
-    # print a line of stars 
+    "Emit a line of stars" 
     prouts("******************************************************")
     skip(1)
 
@@ -6554,10 +6330,10 @@ def expran(avrage):
     return -avrage*math.log(1e-7 + randreal())
 
 def randplace(size):
-    # choose a random location  
+    "Choose a random location."
     w = coord()
-    w.x = randrange(size) 
-    w.y = randrange(size)
+    w.i = randrange(size) 
+    w.j = randrange(size)
     return w
 
 class sstscanner:
@@ -6579,37 +6355,39 @@ class sstscanner:
                 clrscr()
             if line == '':
                 return None
-            # Skip leading white space
-            line = line.lstrip()
             if not line:
                 continue
             else:
-                self.inqueue = line.lstrip().split() + [IHEOL
+                self.inqueue = line.lstrip().split() + ["IHEOL"
         # From here on in it's all looking at the queue
         self.token = self.inqueue.pop(0)
-        if self.token == IHEOL:
-            self.type = IHEOL
-            return IHEOL
+        if self.token == "IHEOL":
+            self.type = "IHEOL"
+            return "IHEOL"
         try:
             self.real = float(self.token)
-            self.type = IHREAL
-            return IHREAL
+            self.type = "IHREAL"
+            return "IHREAL"
         except ValueError:
             pass
         # Treat as alpha
         self.token = self.token.lower()
-        self.type = IHALPHA
+        self.type = "IHALPHA"
         self.real = None
-        return IHALPHA
-    def push(self, toklist):
-        self.inqueue += toklist
+        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 = None
+        self.inqueue = []
         self.real = self.token = None
     def chew2(self):
-        # return IHEOL next time 
-        self.inqueue = []
+        # return "IHEOL" next time 
+        self.inqueue = ["IHEOL"]
         self.real = self.token = None
     def sees(self, s):
         # compares s to item and returns true if it matches to the length of s
@@ -6617,28 +6395,42 @@ class sstscanner:
     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 
+    "Yes-or-no confirmation."
     scanner.chew()
     while True:
        scanner.next()
-       scanner.chew()
        if scanner.token == 'y':
            return True
        if scanner.token == 'n':
            return False
+       scanner.chew()
        proutn(_("Please answer with \"y\" or \"n\": "))
 
 def huh():
-    # complain about unparseable input 
+    "Complain about unparseable input."
     scanner.chew()
     skip(1)
     prout(_("Beg your pardon, Captain?"))
 
-
 def debugme():
-    # access to the internals for debugging 
+    "Access to the internals for debugging."
     proutn("Reset levels? ")
     if ja() == True:
        if game.energy < game.inenrg:
@@ -6661,12 +6453,10 @@ def debugme():
     proutn("Cause selective damage? ")
     if ja() == True:
        for i in range(NDEVICES):
-           proutn("Kill ")
-           proutn(device[i])
-           proutn("? ")
+           proutn("Kill %s?" % device[i])
            scanner.chew()
            key = scanner.next()
-            if key == IHALPHA and scanner.sees("y"):
+            if key == "IHALPHA" and scanner.sees("y"):
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
     if ja() == True:
@@ -6700,33 +6490,34 @@ def debugme():
            if key == 'n':
                unschedule(i)
                scanner.chew()
-           elif key == IHREAL:
+           elif key == "IHREAL":
                ev = schedule(i, scanner.real)
                if i == FENSLV or i == FREPRO:
                    scanner.chew()
                    proutn("In quadrant- ")
                    key = scanner.next()
-                   # IHEOL says to leave coordinates as they are 
-                   if key != IHEOL:
-                       if key != IHREAL:
+                   # "IHEOL" says to leave coordinates as they are 
+                   if key != "IHEOL":
+                       if key != "IHREAL":
                            prout("Event %d canceled, no x coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.x = int(round(scanner.real))
+                       w.i = int(round(scanner.real))
                        key = scanner.next()
-                       if key != IHREAL:
+                       if key != "IHREAL":
                            prout("Event %d canceled, no y coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.y = int(round(scanner.real))
+                       w.j = int(round(scanner.real))
                        ev.quadrant = w
        scanner.chew()
     proutn("Induce supernova here? ")
     if ja() == True:
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
        atover(True)
 
 if __name__ == '__main__':
+    import getopt, socket
     try:
         global line, thing, game, idebug
         game = None
@@ -6735,13 +6526,12 @@ if __name__ == '__main__':
         game = gamestate()
         idebug = 0
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
-        # Disable curses mode until the game logic is working.
-        #    if os.getenv("TERM"):
-        #      game.options |= OPTION_CURSES | OPTION_SHOWME
-        #    else:
-        game.options |= OPTION_TTY
+        if os.getenv("TERM"):
+            game.options |= OPTION_CURSES
+        else:
+            game.options |= OPTION_TTY
         seed = int(time.time())
-        (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+        (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
         for (switch, val) in options:
             if switch == '-r':
                 try:
@@ -6761,6 +6551,8 @@ if __name__ == '__main__':
                     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
@@ -6777,9 +6569,11 @@ if __name__ == '__main__':
         if logfp:
             logfp.write("# seed %s\n" % seed)
             logfp.write("# options %s\n" % " ".join(arguments))
+            logfp.write("# recorded by %s@%s on %s\n" % \
+                    (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
         random.seed(seed)
         scanner = sstscanner()
-        scanner.push(arguments)
+        map(scanner.append, arguments)
         try:
             iostart()
             while True: # Play a game 
@@ -6810,5 +6604,7 @@ if __name__ == '__main__':
             ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
-        print""
+        if logfp:
+            logfp.close()
+        print ""
         pass