Refactor code to refer to enemy objects.
[super-star-trek.git] / src / sst.py
index 876580666fb7cc6efb5ebae167ed7a868a6987ce..76fa31a6a911303b02f8141927cdd6907b4730fd 100644 (file)
@@ -415,26 +415,43 @@ NEVENTS   = 12
 # 
 def findevent(evtype): return game.future[evtype]
 
+class enemy:
+    def __init__(self, type=None, loc=None, power=None):
+        self.type = type
+        self.kloc = coord()
+        if loc:
+            self.move(loc)
+        self.kpower = power    # enemy energy level
+        game.enemies.append(self)
+    def move(self, loc):
+        if self.kloc.x is not None and self.kloc.y is not None:
+            game.quad[self.kloc.x][self.kloc.y] = IHDOT
+        if loc:
+            self.kloc = loc
+            game.quad[self.kloc.x][self.kloc.y] = self.type
+            self.kdist = self.kavgd = distance(game.sector, loc)
+        else:
+            self.kloc = coord()        # enemy sector location
+            self.kdist = self.kavgd = None
+            game.enemies.remove(self)
+    def __repr__(self):
+        return "<%s=%f>" % (self.kloc, self.kpower)    # For debugging
+
 class gamestate:
     def __init__(self):
         self.options = None    # Game options
         self.state = snapshot()        # A snapshot structure
         self.snapsht = snapshot()      # Last snapshot taken for time-travel purposes
         self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)       # contents of our quadrant
-        self.kpower = [0.0]*(QUADSIZE**2)      # enemy energy levels
-        self.kdist =  [0.0]*(QUADSIZE**2)      # enemy distances
-        self.kavgd =  [0.0]*(QUADSIZE**2)      # average distances
         self.damage = [0.0] * NDEVICES # damage encountered
         self.future = []               # future events
         for i in range(NEVENTS):
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
-        self.ks = []   # enemy sector locations
-        for i in range(QUADSIZE**2):
-            self.ks.append(coord())
+        self.enemies = []
         self.quadrant = None   # where we are in the large
         self.sector = None     # where we are in the small
-        self.tholian = None    # coordinates of Tholian
+        self.tholian = None    # Tholian enemy object
         self.base = None       # position of base in current quadrant
         self.battle = None     # base coordinates being attacked
         self.plnet = None      # location of planet in quadrant
@@ -480,10 +497,9 @@ class gamestate:
         self.nkinks = 0                # count of energy-barrier crossings
         self.iplnet = None     # planet # in quadrant
         self.inplan = 0                # initial planets
-        self.nenhere = 0       # number of enemies in quadrant
         self.irhere = 0                # Romulans in quadrant
         self.isatb = 0         # =1 if super commander is attacking base
-        self.tourn = 0         # tournament number
+        self.tourn = None      # tournament number
         self.proben = 0                # number of moves for probe
         self.nprobes = 0       # number of probes available
         self.inresor = 0.0     # initial resources
@@ -606,7 +622,7 @@ def randreal(*args):
 
 # Code from ai.c begins here
 
-def tryexit(look, ienm, loccom, irun):
+def tryexit(enemy, look, irun):
     # a bad guy attempts to bug out 
     iq = coord()
     iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
@@ -615,11 +631,11 @@ def tryexit(look, ienm, loccom, irun):
        game.state.galaxy[iq.x][iq.y].supernova or \
        game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
        return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons 
-    if ienm == IHR:
+    if enemy.type == IHR:
        return False; # Romulans cannot escape! 
     if not irun:
        # avoid intruding on another commander's territory 
-       if ienm == IHC:
+       if enemy.type == IHC:
            for n in range(game.state.remcom):
                if game.state.kcmdr[n] == iq:
                    return False
@@ -627,28 +643,23 @@ def tryexit(look, ienm, loccom, irun):
            if game.battle == game.quadrant:
                return False
        # don't leave if over 1000 units of energy 
-       if game.kpower[loccom] > 1000.0:
+       if enemy.kpower > 1000.0:
            return False
     # print escape message and move out of quadrant.
     # we know this if either short or long range sensors are working
     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
-       game.condition == docked:
-       crmena(True, ienm, "sector", game.ks[loccom])
+       game.condition == "docked":
+       crmena(True, enemy.type, "sector", enemy.kloc)
        prout(_(" escapes to Quadrant %s (and regains strength).") % q)
-    # handle local matters related to escape 
-    game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
-    game.ks[loccom] = game.ks[game.nenhere]
-    game.kavgd[loccom] = game.kavgd[game.nenhere]
-    game.kpower[loccom] = game.kpower[game.nenhere]
-    game.kdist[loccom] = game.kdist[game.nenhere]
+    # handle local matters related to escape
+    enemy.move(None)
     game.klhere -= 1
-    game.nenhere -= 1
-    if game.condition != docked:
+    if game.condition != "docked":
        newcnd()
     # Handle global matters related to escape 
     game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
     game.state.galaxy[iq.x][iq.y].klingons += 1
-    if ienm==IHS:
+    if enemy.type==IHS:
        game.ishere = False
        game.iscate = False
        game.ientesc = False
@@ -704,7 +715,7 @@ def tryexit(look, ienm, loccom, irun):
 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
 # 
 
-def movebaddy(com, loccom, ienm):
+def movebaddy(enemy):
     # tactical movement for the bad guys 
     next = coord(); look = coord()
     irun = False
@@ -713,18 +724,16 @@ def movebaddy(com, loccom, ienm):
        nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
     else:
        nbaddys = game.comhere + game.ishere
-
-    dist1 = game.kdist[loccom]
+    dist1 = enemy.kdist
     mdist = int(dist1 + 0.5); # Nearest integer distance 
-
     # If SC, check with spy to see if should hi-tail it 
-    if ienm==IHS and \
-       (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+    if enemy.type==IHS and \
+       (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
        irun = True
        motion = -QUADSIZE
     else:
        # decide whether to advance, retreat, or hold position 
-       forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+       forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
        if not game.shldup:
            forces += 1000; # Good for enemy if shield is down! 
        if not damaged(DPHASER) or not damaged(DPHOTON):
@@ -772,11 +781,11 @@ def movebaddy(com, loccom, ienm):
     if idebug:
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
-    mx = game.sector.x - com.x
-    my = game.sector.y - com.y
+    mx = game.sector.x - enemy.kloc.x
+    my = game.sector.y - enemy.kloc.y
     if 2.0 * abs(mx) < abs(my):
        mx = 0
-    if 2.0 * abs(my) < abs(game.sector.x-com.x):
+    if 2.0 * abs(my) < abs(game.sector.x-enemy.kloc.x):
        my = 0
     if mx != 0:
         if mx*motion < 0:
@@ -788,7 +797,7 @@ def movebaddy(com, loccom, ienm):
             my = -1
         else:
             my = 1
-    next = com
+    next = enemy.kloc
     # main move loop 
     for ll in range(nsteps):
        if idebug:
@@ -809,24 +818,24 @@ def movebaddy(com, loccom, ienm):
        while attempts < 20 and not success:
             attempts += 1
            if look.x < 0 or look.x >= QUADSIZE:
-               if motion < 0 and tryexit(look, ienm, loccom, irun):
+               if motion < 0 and tryexit(enemy, look, irun):
                    return
                if krawlx == mx or my == 0:
                    break
                look.x = next.x + krawlx
                krawlx = -krawlx
            elif look.y < 0 or look.y >= QUADSIZE:
-               if motion < 0 and tryexit(look, ienm, loccom, irun):
+               if motion < 0 and tryexit(enemy, look, irun):
                    return
                if krawly == my or mx == 0:
                    break
                look.y = next.y + krawly
                krawly = -krawly
            elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
-               # See if we should ram ship 
+               # See if enemy should ram ship 
                if game.quad[look.x][look.y] == game.ship and \
-                   (ienm == IHC or ienm == IHS):
-                   ram(True, ienm, com)
+                   (enemy.type == IHC or enemy.type == IHS):
+                   collision(rammed=True, enemy=enemy)
                    return
                if krawlx != mx and my != 0:
                    look.x = next.x + krawlx
@@ -844,21 +853,20 @@ def movebaddy(com, loccom, ienm):
                proutn(`next`)
        else:
            break; # done early 
-       
     if idebug:
        skip(1)
     # Put commander in place within same quadrant 
-    game.quad[com.x][com.y] = IHDOT
-    game.quad[next.x][next.y] = ienm
-    if next != com:
+    game.quad[enemy.kloc.x][enemy.kloc.y] = IHDOT
+    game.quad[next.x][next.y] = enemy.type
+    if next != enemy.kloc:
        # it moved 
-       game.ks[loccom] = next
-       game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
-       if not damaged(DSRSENS) or game.condition == docked:
+       enemy.kloc = next
+       enemy.kdist = enemy.kavgd = distance(game.sector, next)
+       if not damaged(DSRSENS) or game.condition == "docked":
            proutn("***")
-           cramen(ienm)
-           proutn(_(" from Sector %s") % com)
-           if game.kdist[loccom] < dist1:
+           cramen(enemy.type)
+           proutn(_(" from Sector %s") % enemy.kloc)
+           if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
                proutn(_(" retreats to "))
@@ -871,26 +879,22 @@ def moveklings():
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
     if game.comhere:
-       for i in range(game.nenhere):
-           w = game.ks[i]
-           if game.quad[w.x][w.y] == IHC:
-               movebaddy(w, i, IHC)
-               break
+        for enemy in game.enemies:
+           if enemy.type == IHC:
+               movebaddy(enemy)
     if game.ishere:
-       for i in range(game.nenhere):
-           w = game.ks[i]
-           if game.quad[w.x][w.y] == IHS:
-               movebaddy(w, i, IHS)
+        for enemy in game.enemies:
+           if enemy.type == IHS:
+               movebaddy(enemy)
                break
     # If skill level is high, move other Klingons and Romulans too!
     # Move these last so they can base their actions on what the
     # commander(s) do.
     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
-       for i in range(game.nenhere):
-           w = game.ks[i]
-           if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
-               movebaddy(w, i, game.quad[w.x][w.y])
-    sortklings();
+        for enemy in game.enemies:
+            if enemy.type in (IHK, IHR):
+               movebaddy(enemy)
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
 
 def movescom(iq, avoid):
     # commander movement helper 
@@ -916,19 +920,14 @@ def movescom(iq, avoid):
        game.ishere = False
        game.ientesc = False
        unschedule(FSCDBAS)
-       for i in range(game.nenhere):
-           if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+       for enemy in game.enemies:
+           if enemy.type == IHS:
                break
-       game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
-       game.ks[i] = game.ks[game.nenhere]
-       game.kdist[i] = game.kdist[game.nenhere]
-       game.kavgd[i] = game.kavgd[game.nenhere]
-       game.kpower[i] = game.kpower[game.nenhere]
+       enemy.move(None)
        game.klhere -= 1
-       game.nenhere -= 1
-       if game.condition!=docked:
+       if game.condition != "docked":
            newcnd()
-       sortklings()
+        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
     # check for a helpful planet 
     for i in range(game.inplan):
        if game.state.planets[i].w == game.state.kscmdr and \
@@ -993,7 +992,7 @@ def supercommander():
                iwhichb = i
                break
        if ifindit==0:
-           return; # Nothing suitable -- wait until next time
+           return # Nothing suitable -- wait until next time
        ibq = game.state.baseq[iwhichb]
        # decide how to move toward base 
        idelta = ibq - game.state.kscmdr
@@ -1033,14 +1032,14 @@ def supercommander():
            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
                if avoid:
-                   return; # no, don't attack base! 
+                   return # no, don't attack base! 
                game.iseenit = False
                game.isatb = 1
                schedule(FSCDBAS, randreal(1.0, 3.0))
                if is_scheduled(FCDBAS):
                    postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
                if not communicating():
-                   return; # no warning 
+                   return # no warning 
                game.iseenit = True
                announce()
                prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
@@ -1065,45 +1064,44 @@ def supercommander():
     announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
-    return;
+    return
 
 def movetholian():
     # move the Tholian 
     if not game.tholian or game.justin:
        return
-    if game.tholian.x == 0 and game.tholian.y == 0:
+    if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
        idx = 0; idy = QUADSIZE-1
-    elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
+    elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
        idx = QUADSIZE-1; idy = QUADSIZE-1
-    elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
+    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
        idx = QUADSIZE-1; idy = 0
-    elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
+    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
        idx = 0; idy = 0
     else:
        # something is wrong! 
-       game.ithere = False
+       game.tholian = None
        return
     # do nothing if we are blocked 
     if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
        return
-    game.quad[game.tholian.x][game.tholian.y] = IHWEB
-    if game.tholian.x != idx:
+    game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+    if game.tholian.kloc.x != idx:
        # move in x axis 
-       im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
-       while game.tholian.x != idx:
-           game.tholian.x += im
-           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
-               game.quad[game.tholian.x][game.tholian.y] = IHWEB
-    elif game.tholian.y != idy:
+       im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
+       while game.tholian.kloc.x != idx:
+           game.tholian.kloc.x += im
+           if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
+               game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+    elif game.tholian.kloc.y != idy:
        # move in y axis 
-       im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
-       while game.tholian.y != idy:
-           game.tholian.y += im
-           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
-               game.quad[game.tholian.x][game.tholian.y] = IHWEB
-    game.quad[game.tholian.x][game.tholian.y] = IHT
-    game.ks[game.nenhere] = game.tholian
-
+       im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
+       while game.tholian.kloc.y != idy:
+           game.tholian.kloc.y += im
+           if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
+               game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+    game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
+    #game.enemies[-1].kloc = game.tholian      #FIXME
     # check to see if all holes plugged 
     for i in range(QUADSIZE):
        if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
@@ -1115,12 +1113,11 @@ def movetholian():
        if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
            return
     # All plugged up -- Tholian splits 
-    game.quad[game.tholian.x][game.tholian.y]=IHWEB
+    game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
     dropin(IHBLANK)
     crmena(True, IHT, "sector", game.tholian)
     prout(_(" completes web."))
-    game.tholian = None
-    game.nenhere -= 1
+    game.tholian.move(None)
     return
 
 # Code from battle.c begins here
@@ -1284,24 +1281,24 @@ def randdevice():
            return i
     return None;       # we should never get here
 
-def ram(ibumpd, ienm, w):
-    # make our ship ram something 
+def collision(rammed, enemy):
+    # collision handling
     prouts(_("***RED ALERT!  RED ALERT!"))
     skip(1)
     prout(_("***COLLISION IMMINENT."))
     skip(2)
     proutn("***")
     crmshp()
-    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
-    if ibumpd:
+    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+    if rammed:
         proutn(_(" rammed by "))
     else:
         proutn(_(" rams "))
-    crmena(False, ienm, "sector", w)
-    if ibumpd:
+    crmena(False, enemy.type, "sector", enemy.kloc)
+    if rammed:
        proutn(_(" (original position)"))
     skip(1)
-    deadkl(w, ienm, game.sector)
+    deadkl(enemy.kloc, enemy.type, game.sector)
     proutn("***")
     crmshp()
     prout(_(" heavily damaged."))
@@ -1329,7 +1326,7 @@ def ram(ibumpd, ienm, w):
        damagereport()
     else:
        finish(FWON)
-    return;
+    return
 
 def torpedo(course, r, incoming, i, n):
     # let a photon torpedo fly 
@@ -1353,9 +1350,9 @@ def torpedo(course, r, incoming, i, n):
     # Loop to move a single torpedo 
     for l in range(1, 15+1):
        x += deltax
-       w.x = x + 0.5
+       w.x = int(x + 0.5)
        y += deltay
-       w.y = y + 0.5
+       w.y = int(y + 0.5)
        if not VALID_SECTOR(w.x, w.y):
            break
        iquad=game.quad[w.x][w.y]
@@ -1383,8 +1380,8 @@ def torpedo(course, r, incoming, i, n):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.x=w.x+xx+0.5
-           jw.y=w.y+yy+0.5
+           jw.x = int(w.x+xx+0.5)
+           jw.y = int(w.y+yy+0.5)
            if not VALID_SECTOR(jw.x, jw.y):
                return hit
            if game.quad[jw.x][jw.y]==IHBLANK:
@@ -1404,20 +1401,20 @@ def torpedo(course, r, incoming, i, n):
                return None
        elif iquad in (IHR, IHK): # Hit a regular enemy 
            # find the enemy 
-           for ll in range(game.nenhere):
-               if w == game.ks[ll]:
+            for enemy in game.enemies:
+               if w == game.enemies[ll].kloc:
                    break
-           kp = math.fabs(game.kpower[ll])
+           kp = math.fabs(e.kpower)
            h1 = 700.0 + randrange(100) - \
                1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
-            if game.kpower[ll] < 0:
-                game.kpower[ll] -= -h1
+            if enemy.kpower < 0:
+                enemy.kpower -= -h1
             else:
-                game.kpower[ll] -= h1
-           if game.kpower[ll] == 0:
+                enemy.kpower -= h1
+           if enemy.kpower == 0:
                deadkl(w, iquad, w)
                return None
            crmena(True, iquad, "sector", w)
@@ -1442,7 +1439,7 @@ def torpedo(course, r, incoming, i, n):
                prout(_(" damaged but not destroyed."))
                return None
            proutn(_(" damaged--"))
-           game.ks[ll] = jw
+           enemy.kloc = jw
            shoved = True
            break
        elif iquad == IHB: # Hit a base 
@@ -1512,8 +1509,7 @@ def torpedo(course, r, incoming, i, n):
                # you can shove the Thingy and piss it off.
                # It then becomes an enemy and may fire at you.
                #
-                global iqengry
-               iqengry = True
+               thing.angry = True
                shoved = True
            return None
        elif iquad == IHBLANK: # Black hole 
@@ -1531,8 +1527,8 @@ def torpedo(course, r, incoming, i, n):
            h1 = math.fabs(h1)
            if h1 >= 600:
                game.quad[w.x][w.y] = IHDOT
-               game.tholian = None
                deadkl(w, iquad, w)
+               game.tholian = None
                return None
            skip(1)
            crmena(True, IHT, "sector", w)
@@ -1540,9 +1536,8 @@ def torpedo(course, r, incoming, i, n):
                prout(_(" survives photon blast."))
                return None
            prout(_(" disappears."))
+           game.tholian.move(None)
            game.quad[w.x][w.y] = IHWEB
-           game.tholian = None
-           game.nenhere -= 1
            dropin(IHBLANK)
            return None
         else: # Problem!
@@ -1558,9 +1553,9 @@ def torpedo(course, r, incoming, i, n):
        game.quad[w.x][w.y]=IHDOT
        game.quad[jw.x][jw.y]=iquad
        prout(_(" displaced by blast to Sector %s ") % jw)
-       for ll in range(game.nenhere):
-           game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
-       sortklings()
+       for ll in range(len(game.enemies)):
+           game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
        return None
     skip(1)
     prout(_("Torpedo missed."))
@@ -1598,10 +1593,9 @@ def fry(hit):
 
 def attack(torps_ok):
     # bad guy attacks us 
-    # torps_ok == false forces use of phasers in an attack 
-    atackd = False; attempt = False; ihurt = False;
+    # torps_ok == False forces use of phasers in an attack 
+    attempt = False; ihurt = False;
     hitmax=0.0; hittot=0.0; chgfac=1.0
-    jay = coord()
     where = "neither"
     # game could be over at this point, check 
     if game.alldone:
@@ -1619,7 +1613,7 @@ def attack(torps_ok):
     if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
        moveklings()
     # if no enemies remain after movement, we're done 
-    if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
+    if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
        return
     # set up partial hits if attack happens during shield status change 
     pfac = 1.0/game.inshld
@@ -1629,50 +1623,48 @@ def attack(torps_ok):
     # message verbosity control 
     if game.skill <= SKILL_FAIR:
        where = "sector"
-    for loop in range(game.nenhere):
-       if game.kpower[loop] < 0:
+    for enemy in game.enemies:
+       if enemy.kpower < 0:
            continue;   # too weak to attack 
        # compute hit strength and diminish shield power 
        r = randreal()
-       # Increase chance of photon torpedos if docked or enemy energy low 
+       # Increase chance of photon torpedos if docked or enemy energy is low 
        if game.condition == "docked":
            r *= 0.25
-       if game.kpower[loop] < 500:
+       if enemy.kpower < 500:
            r *= 0.25; 
-       jay = game.ks[loop]
-       iquad = game.quad[jay.x][jay.y]
-       if iquad==IHT or (iquad==IHQUEST and not iqengry):
+       if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
            continue
        # different enemies have different probabilities of throwing a torp 
        usephasers = not torps_ok or \
-           (iquad == IHK and r > 0.0005) or \
-           (iquad==IHC and r > 0.015) or \
-           (iquad==IHR and r > 0.3) or \
-           (iquad==IHS and r > 0.07) or \
-           (iquad==IHQUEST and r > 0.05)
+           (enemy.type == IHK and r > 0.0005) or \
+           (enemy.type==IHC and r > 0.015) or \
+           (enemy.type==IHR and r > 0.3) or \
+           (enemy.type==IHS and r > 0.07) or \
+           (enemy.type==IHQUEST and r > 0.05)
        if usephasers:      # Enemy uses phasers 
            if game.condition == "docked":
                continue; # Don't waste the effort! 
            attempt = True; # Attempt to attack 
            dustfac = 0.8 + randreal(0.5)
-           hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
-           game.kpower[loop] *= 0.75
+           hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+           enemy.kpower *= 0.75
        else: # Enemy uses photon torpedo 
-           course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+           course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
                proutn(_(" From "))
-               crmena(False, iquad, where, jay)
+               crmena(False, enemy.type, where, enemy.kloc)
            attempt = True
            prout("  ")
            r = (randreal()+randreal())*0.5 - 0.5
-           r += 0.002*game.kpower[loop]*r
-           hit = torpedo(course, r, jay, 1, 1)
+           r += 0.002*enemy.kpower*r
+           hit = torpedo(course, r, enemy.kloc, 1, 1)
            if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
                finish(FWON); # Klingons did themselves in! 
            if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
-               return; # Supernova or finished 
+               return # Supernova or finished 
            if hit == None:
                continue
        # incoming phaser or torpedo, shields may dissipate it 
@@ -1703,7 +1695,7 @@ def attack(torps_ok):
            crmshp()
        if not damaged(DSRSENS) and usephasers:
            proutn(_(" from "))
-           crmena(False, iquad, where, jay)
+           crmena(False, enemy.type, where, enemy.kloc)
        skip(1)
        # Decide if hit is critical 
        if hit > hitmax:
@@ -1717,8 +1709,6 @@ def attack(torps_ok):
        return
     if not attempt and game.condition == "docked":
        prout(_("***Enemies decide against attacking your ship."))
-    if not atackd:
-       return
     percent = 100.0*pfac*game.shield+0.5
     if not ihurt:
        # Shields fully protect ship 
@@ -1744,10 +1734,10 @@ def attack(torps_ok):
            game.casual += icas
            game.state.crew -= icas
     # After attack, reset average distance to enemies 
-    for loop in range(game.nenhere):
-       game.kavgd[loop] = game.kdist[loop]
-    sortklings()
-    return;
+    for enemy in game.enemies:
+       enemy.kavgd = enemy.kdist
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    return
                
 def deadkl(w, type, mv):
     # kill a Klingon, Tholian, Romulan, or Thingy 
@@ -1755,69 +1745,55 @@ def deadkl(w, type, mv):
     crmena(True, type, "sector", mv)
     # Decide what kind of enemy it is and update appropriately 
     if type == IHR:
-       # chalk up a Romulan 
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
-       game.irhere -= 1
-       game.state.nromrem -= 1
+        # chalk up a Romulan 
+        game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+        game.irhere -= 1
+        game.state.nromrem -= 1
     elif type == IHT:
-       # Killed a Tholian 
-       game.tholian = None
+        # Killed a Tholian 
+        game.tholian = None
     elif type == IHQUEST:
-       # Killed a Thingy
-        global iqengry
-       iqengry = False
-       invalidate(thing)
+        # Killed a Thingy
+        global thing
+        thing = None
     else:
-       # Some type of a Klingon 
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
-       game.klhere -= 1
-       if type == IHC:
-           game.comhere = False
-           for i in range(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
-           unschedule(FTBEAM)
-           if game.state.remcom != 0:
-               schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
-       elif type ==  IHK:
-           game.state.remkl -= 1
-       elif type ==  IHS:
-           game.state.nscrem -= 1
-           game.ishere = False
-           game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
-           game.iscate = False
-           unschedule(FSCMOVE)
-           unschedule(FSCDBAS)
-       else:
-           prout("*** Internal error, deadkl() called on %s\n" % type)
+        # Some type of a Klingon 
+        game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+        game.klhere -= 1
+        if type == IHC:
+            game.comhere = False
+            for i in range(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
+            unschedule(FTBEAM)
+            if game.state.remcom != 0:
+                schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+            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.iscate = False
+            unschedule(FSCMOVE)
+            unschedule(FSCDBAS)
     # For each kind of enemy, finish message to player 
     prout(_(" destroyed."))
-    game.quad[w.x][w.y] = IHDOT
     if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
        return
     game.recompute()
-    # Remove enemy ship from arrays describing local conditions 
-    if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
-       unschedule(FCDBAS)
-    for i in range(game.nenhere):
-       if game.ks[i] == w:
-            for j in range(i, game.nenhere):
-                game.ks[j] = game.ks[j+1]
-                game.kpower[j] = game.kpower[j+1]
-                game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
-            game.ks[game.nenhere].x = 0
-            game.ks[game.nenhere].y = 0
-            game.kdist[game.nenhere] = 0
-            game.kavgd[game.nenhere] = 0
-            game.kpower[game.nenhere] = 0
-            game.nenhere -= 1
+    # Remove enemy ship from arrays describing local conditions
+    for e in game.enemies:
+       if e.kloc == w:
+            e.move(None)
            break
-        break
-    return;
+    return
 
 def targetcheck(x, y):
     # Return None if target is invalid 
@@ -1985,7 +1961,7 @@ 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 = game.nenhere; kk=0
     w = coord()
     skip(1)
@@ -1993,19 +1969,17 @@ def hittem(hits):
        if wham==0:
            continue
        dustfac = randreal(0.9, 1.0)
-        print type(wham), type(dustfac), type(game.kdist[kk]), "Foo!", game.kdist
-       hit = wham*math.pow(dustfac,game.kdist[kk])
-        print "Got here"
-       kpini = game.kpower[kk]
+       hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+       kpini = game.enemies[kk].kpower
        kp = math.fabs(kpini)
        if PHASEFAC*hit < kp:
            kp = PHASEFAC*hit
-        if game.kpower[kk] < 0:
-            game.kpower[kk] -= -kp
+        if game.enemies[kk].kpower < 0:
+            game.enemies[kk].kpower -= -kp
         else:
-            game.kpower[kk] -= kp
-       kpow = game.kpower[kk]
-       w = game.ks[kk]
+            game.enemies[kk].kpower -= kp
+       kpow = game.enemies[kk].kpower
+       w = game.enemies[kk].kloc
        if hit > 0.005:
            if not damaged(DSRSENS):
                boom(w)
@@ -2014,8 +1988,7 @@ def hittem(hits):
            proutn(_("Very small hit on "))
        ienm = game.quad[w.x][w.y]
        if ienm==IHQUEST:
-            global iqengry
-           iqengry = True
+           thing.angry = True
        crmena(False, ienm, "sector", w)
        skip(1)
        if kpow == 0:
@@ -2030,7 +2003,7 @@ def hittem(hits):
            if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
                prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
                prout(_("   has just lost its firepower.\""))
-               game.kpower[kk] = -kpow
+               game.enemies[kk].kpower = -kpow
         kk += 1
     return
 
@@ -2123,7 +2096,7 @@ def phasers():
            chew()
            if not kz:
                for i in range(game.nenhere):
-                   irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0
+                   irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
            kz=1
            proutn(_("%d units required. ") % irec)
            chew()
@@ -2159,7 +2132,7 @@ def phasers():
                hits.append(0.0)
                if powrem <= 0:
                    continue
-               hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
+               hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
                over = randreal(1.01, 1.06) * hits[i]
                temp = powrem
                powrem -= hits[i] + over
@@ -2196,7 +2169,7 @@ def phasers():
     elif automode == "MANUAL":
        rpow = 0.0
         for k in range(game.nenhere):
-           aim = game.ks[k]
+           aim = game.enemies[k].kloc
            ienm = game.quad[aim.x][aim.y]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
@@ -2215,7 +2188,7 @@ def phasers():
            if key == IHEOL:
                chew()
                if itarg and k > kz:
-                   irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0
+                   irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
@@ -2720,7 +2693,7 @@ def events():
            q.klingons += 1
            if game.quadrant == w:
                 game.klhere += 1
-               newkling(game.klhere)
+               game.enemies.append(newkling())
            # recompute time left
             game.recompute()
            # report the disaster if we can 
@@ -2795,7 +2768,7 @@ def wait():
 def nova(nov):
     # star goes nova 
     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
-    newc = coord(); scratch = coord()
+    newc = coord(); neighbor = coord(); bump = coord(0, 0)
     if withprob(0.05):
        # Wow! We've supernova'ed 
        supernova(False, nov)
@@ -2806,133 +2779,118 @@ def nova(nov):
     prout(_(" novas."))
     game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
     game.state.starkl += 1
-       
-    # Set up stack to recursively trigger adjacent stars 
-    bot = top = top2 = 1
+    # Set up queue to recursively trigger adjacent stars 
+    hits = [nov]
     kount = 0
-    icx = icy = 0
-    hits[1][1] = nov.x
-    hits[1][2] = nov.y
-    while True:
-       for mm in range(bot, top+1): 
-           for nn in range(1, 3+1):  # nn,j represents coordinates around current 
-               for j in range(1, 3+1):
-                   if j==2 and nn== 2:
-                       continue
-                   scratch.x = hits[mm][1]+nn-2
-                   scratch.y = hits[mm][2]+j-2
-                   if not VALID_SECTOR(scratch.y, scratch.x):
-                       continue
-                   iquad = game.quad[scratch.x][scratch.y]
-                    # Empty space ends reaction
-                    if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
-                       break
-                   elif iquad == IHSTAR: # Affect another star 
-                       if wthprob(0.05):
-                           # This star supernovas 
-                           scratch = supernova(False)
-                           return
-                       top2 += 1
-                       hits[top2][1]=scratch.x
-                       hits[top2][2]=scratch.y
+    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:
+                    continue
+                neighbor = start + offset
+                if not VALID_SECTOR(neighbor.y, neighbor.x):
+                    continue
+                iquad = game.quad[neighbor.x][neighbor.y]
+                # 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)
+                        return
+                    else:
+                        hits.append(neighbor)
                        game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
                        game.state.starkl += 1
-                       crmena(True, IHSTAR, "sector", scratch)
+                       crmena(True, IHSTAR, "sector", neighbor)
                        prout(_(" novas."))
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                   elif iquad == IHP: # Destroy planet 
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
-                       game.state.nplankl += 1
-                       crmena(True, IHP, "sector", scratch)
-                       prout(_(" destroyed."))
-                       game.iplnet.pclass = "destroyed"
-                       game.iplnet = None
-                       invalidate(game.plnet)
-                       if game.landed:
-                           finish(FPNOVA)
-                           return
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                   elif iquad == IHB: # Destroy base 
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
-                       for i in range(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.basekl += 1
-                       newcnd()
-                       crmena(True, IHB, "sector", scratch)
-                       prout(_(" destroyed."))
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                   elif iquad in (IHE, IHF): # Buffet ship 
-                       prout(_("***Starship buffeted by nova."))
-                       if game.shldup:
-                           if game.shield >= 2000.0:
-                               game.shield -= 2000.0
-                           else:
-                               diff = 2000.0 - game.shield
-                               game.energy -= diff
-                               game.shield = 0.0
-                               game.shldup = False
-                               prout(_("***Shields knocked out."))
-                               game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
-                       else:
-                           game.energy -= 2000.0
-                       if game.energy <= 0:
-                           finish(FNOVA)
-                           return
-                       # add in course nova contributes to kicking starship
-                       icx += game.sector.x-hits[mm][1]
-                       icy += game.sector.y-hits[mm][2]
-                       kount += 1
-                   elif iquad == IHK: # kill klingon 
-                       deadkl(scratch,iquad, scratch)
-                    elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
-                       for ll in range(game.nenhere):
-                           if game.ks[ll] == scratch:
-                               break
-                       game.kpower[ll] -= 800.0 # If firepower is lost, die 
-                       if game.kpower[ll] <= 0.0:
-                           deadkl(scratch, iquad, scratch)
-                           break
-                       newc.x = scratch.x + scratch.x - hits[mm][1]
-                       newc.y = scratch.y + scratch.y - hits[mm][2]
-                       crmena(True, iquad, "sector", scratch)
-                       proutn(_(" damaged"))
-                       if not VALID_SECTOR(newc.x, newc.y):
-                           # can't leave quadrant 
-                           skip(1)
-                           break
-                       iquad1 = game.quad[newc.x][newc.y]
-                       if iquad1 == IHBLANK:
-                           proutn(_(", blasted into "))
-                           crmena(False, IHBLANK, "sector", newc)
-                           skip(1)
-                           deadkl(scratch, iquad, newc)
-                           break
-                       if iquad1 != IHDOT:
-                           # can't move into something else 
-                           skip(1)
-                           break
-                       proutn(_(", buffeted to Sector %s") % newc)
-                       game.quad[scratch.x][scratch.y] = IHDOT
-                       game.quad[newc.x][newc.y] = iquad
-                       game.ks[ll] = newc
-                       game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
-                       skip(1)
-       if top == top2: 
-           break
-       bot = top + 1
-       top = top2
-    if kount==0: 
-       return
-
+                        game.quad[neighbor.x][neighbor.y] = IHDOT
+                        kount += 1
+                elif iquad in (IHP, IHW): # Destroy planet 
+                    game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+                    if iquad == IHP:
+                        game.state.nplankl += 1
+                    else:
+                        game.state.worldkl += 1
+                    crmena(True, iquad, "sector", neighbor)
+                    prout(_(" destroyed."))
+                    game.iplnet.pclass = "destroyed"
+                    game.iplnet = None
+                    invalidate(game.plnet)
+                    if game.landed:
+                        finish(FPNOVA)
+                        return
+                    game.quad[neighbor.x][neighbor.y] = 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.basekl += 1
+                    newcnd()
+                    crmena(True, IHB, "sector", neighbor)
+                    prout(_(" destroyed."))
+                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                elif iquad in (IHE, IHF): # Buffet ship 
+                    prout(_("***Starship buffeted by nova."))
+                    if game.shldup:
+                        if game.shield >= 2000.0:
+                            game.shield -= 2000.0
+                        else:
+                            diff = 2000.0 - game.shield
+                            game.energy -= diff
+                            game.shield = 0.0
+                            game.shldup = False
+                            prout(_("***Shields knocked out."))
+                            game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+                    else:
+                        game.energy -= 2000.0
+                    if game.energy <= 0:
+                        finish(FNOVA)
+                        return
+                    # add in course nova contributes to kicking starship
+                    bump += (game.sector-hits[mm]).sgn()
+                elif iquad == IHK: # kill klingon 
+                    deadkl(neighbor, iquad, neighbor)
+                elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
+                    for ll in range(game.nenhere):
+                        if game.enemies[ll].kloc == neighbor:
+                            break
+                    game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
+                    if game.enemies[ll].kpower <= 0.0:
+                        deadkl(neighbor, iquad, neighbor)
+                        break
+                    newc = neighbor + neighbor - hits[mm]
+                    crmena(True, iquad, "sector", neighbor)
+                    proutn(_(" damaged"))
+                    if not VALID_SECTOR(newc.x, newc.y):
+                        # can't leave quadrant 
+                        skip(1)
+                        break
+                    iquad1 = game.quad[newc.x][newc.y]
+                    if iquad1 == IHBLANK:
+                        proutn(_(", blasted into "))
+                        crmena(False, IHBLANK, "sector", newc)
+                        skip(1)
+                        deadkl(neighbor, iquad, newc)
+                        break
+                    if iquad1 != IHDOT:
+                        # can't move into something else 
+                        skip(1)
+                        break
+                    proutn(_(", buffeted to Sector %s") % newc)
+                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[newc.x][newc.y] = iquad
+                    game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
     game.dist = kount*0.1
-    icx = sgn(icx)
-    icy = sgn(icy)
-    game.direc = course[3*(icx+1)+icy+2]
+    game.direc = course[3*(bump.x+1)+bump.y+2]
     if game.direc == 0.0:
        game.dist = 0.0
     if game.dist == 0.0:
@@ -3117,8 +3075,8 @@ def kaboom():
        whammo = 25.0 * game.energy
        l=1
        while l <= game.nenhere:
-           if game.kpower[l]*game.kdist[l] <= whammo: 
-               deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+           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)
            l += 1
     finish(FDILITHIUM)
                                
@@ -3240,7 +3198,7 @@ def finish(ifin):
     elif ifin == FBATTLE:
        proutn(_("The "))
        crmshp()
-       prout(_("has been destroyed in battle."))
+       prout(_(" has been destroyed in battle."))
        skip(1)
        prout(_("Dulce et decorum est pro patria mori."))
     elif ifin == FNEG3:
@@ -3666,9 +3624,9 @@ def cgetline():
                 elif line[0] != "#":
                     break
        else:
-           line = raw_input()
+           line = raw_input() + "\n"
     if logfp:
-       logfp.write(line + "\n")
+       logfp.write(line)
     return line
 
 def setwnd(wnd):
@@ -3864,14 +3822,14 @@ def imove(novapush):
         game.quad[game.sector.x][game.sector.y] = game.ship
         if game.nenhere:
             for m in range(game.nenhere):
-                finald = distance(w, game.ks[m])
-                game.kavgd[m] = 0.5 * (finald+game.kdist[m])
-                game.kdist[m] = finald
-            sortklings()
+                finald = distance(w, game.enemies[m].kloc)
+                game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
+                game.enemies[m].kdist = finald
+            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
             if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
                 attack(False)
             for m in range(game.nenhere):
-                game.kavgd[m] = game.kdist[m]
+                game.enemies[m].kavgd = game.enemies[m].kdist
         newcnd()
         drawmaps(0)
         setwnd(message_window)
@@ -3911,8 +3869,8 @@ def imove(novapush):
                if game.nenhere != 0 and not novapush:
                    newcnd()
                    for m in range(game.nenhere):
-                       finald = distance(w, game.ks[m])
-                       game.kavgd[m] = 0.5 * (finald + game.kdist[m])
+                       finald = distance(w, game.enemies[m].kloc)
+                       game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
                    #
                    # Stas Sergeev added the condition
                    # that attacks only happen if Klingons
@@ -3978,7 +3936,10 @@ def imove(novapush):
                game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
                 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
                    game.sector = w
-                   ram(False, iquad, game.sector)
+                    for enemy in game.enemies:
+                        if enemy.kloc == game.sector:
+                            break
+                   collision(rammed=False, enemy=enemy)
                    final = game.sector
                elif iquad == IHBLANK:
                    skip(1)
@@ -5222,7 +5183,7 @@ def deathray():
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(2)
        while game.nenhere > 0:
-           deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
        if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
            finish(FWON)    
@@ -5996,10 +5957,10 @@ def setup(needprompt):
                 break
        game.state.kscmdr = w
        game.state.galaxy[w.x][w.y].klingons += 1
-    # Place thing (in tournament game, thingx == -1, don't want one!)
+    # Place thing (in tournament game, we don't want one!)
     global thing
-    if thing == None:
-       thing = randplace(GALSIZE)
+    if game.tourn is None:
+        thing = randplace(GALSIZE)
     skip(2)
     game.state.snap = False
     if game.skill == SKILL_NOVICE:
@@ -6151,14 +6112,15 @@ def choose(needprompt):
        game.inbase = game.state.rembase
     return False
 
-def dropin(iquad):
+def dropin(iquad=None):
     # drop a feature on a random dot in the current quadrant 
     w = coord()
     while True:
         w = randplace(QUADSIZE)
         if game.quad[w.x][w.y] == IHDOT:
             break
-    game.quad[w.x][w.y] = iquad
+    if iquad is not None:
+        game.quad[w.x][w.y] = iquad
     return w
 
 def newcnd():
@@ -6171,13 +6133,9 @@ def newcnd():
     if not game.alive:
        game.condition="dead"
 
-def newkling(i):
-    # drop new Klingon into current quadrant 
-    pi = dropin(IHK)
-    game.ks[i] = pi
-    game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
-    game.kpower[i] = randreal(300, 450) + 25.0*game.skill
-    return pi
+def newkling():
+    # 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 
@@ -6193,8 +6151,6 @@ def newqad(shutup):
     game.inorbit = False
     game.landed = False
     game.ientesc = False
-    global iqengry
-    iqengry = False
     game.iseenit = False
     if game.iscate:
        # Attempt to escape Super-commander, so tbeam back!
@@ -6209,29 +6165,29 @@ def newqad(shutup):
     game.nenhere = game.klhere + game.irhere
     # Position Starship
     game.quad[game.sector.x][game.sector.y] = game.ship
+    game.enemies = []
     if q.klingons:
        # Position ordinary Klingons
        for i in range(game.klhere):
-           w = newkling(i)
+            newkling()
        # If we need a commander, promote a Klingon
        for i in range(game.state.remcom):
            if game.state.kcmdr[i] == game.quadrant:
-                game.quad[game.ks[i].x][game.ks[i].y] = IHC
-                game.kpower[game.klhere] = randreal(950,1350) + 50.0*game.skill
+                e = game.enemies[game.klhere-1]
+                game.quad[e.kloc.x][e.kloc.y] = 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:
-           game.quad[w.x][w.y] = IHS
-           game.kpower[0] = randreal(1175.0,  1575.0) + 125.0*game.skill
+            e = game.enemies[0]
+           game.quad[e.kloc.x][e.kloc.y] = 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, game.nenhere):
-       w = dropin(IHR)
-       game.ks[i] = w
-       game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
-       game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill
+        enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
     # If quadrant needs a starbase, put it in
     if q.starbase:
        game.base = dropin(IHB)
@@ -6244,9 +6200,6 @@ def newqad(shutup):
            game.plnet = dropin(IHW)
     # Check for condition
     newcnd()
-    # And finally the stars
-    for i in range(q.stars):
-       dropin(IHSTAR)
     # Check for RNZ
     if game.irhere > 0 and game.klhere == 0:
        game.neutz = True
@@ -6259,15 +6212,9 @@ def newqad(shutup):
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
     if shutup==0:
        # Put in THING if needed
-        global thing
        if thing == game.quadrant:
-           w = dropin(IHQUEST)
-           thing = randplace(GALSIZE)
-           game.nenhere += 1
-           game.ks[game.nenhere] = w
-           game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
-               distance(game.sector, w)
-           game.kpower[game.nenhere] = randreal(6000,6500.0)+250.0*game.skill
+           enemy(symbol=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."))
@@ -6277,18 +6224,14 @@ def newqad(shutup):
        if (game.skill < SKILL_GOOD and withprob(0.02)) or \
            (game.skill == SKILL_GOOD and withprob(0.05)) or \
             (game.skill > SKILL_GOOD and withprob(0.08)):
-            game.tholian = coord()
+            w = coord()
             while True:
-               game.tholian.x = withprob(0.5) * (QUADSIZE-1)
-               game.tholian.y = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
+               w.x = withprob(0.5) * (QUADSIZE-1)
+               w.y = withprob(0.5) * (QUADSIZE-1)
+                if game.quad[w.x][w.y] == IHDOT:
                     break
-           game.quad[game.tholian.x][game.tholian.y] = IHT
-           game.nenhere += 1
-           game.ks[game.nenhere] = game.tholian
-           game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
-               distance(game.sector, game.tholian)
-           game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill
+            game.tholian = enemy(symbol=IHT, loc=w,
+                                 power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
            if game.quad[0][0]==IHDOT:
                game.quad[0][0] = 'X'
@@ -6298,7 +6241,10 @@ def newqad(shutup):
                game.quad[QUADSIZE-1][0] = 'X'
            if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
-    sortklings()
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    # And finally the stars
+    for i in range(q.stars):
+       dropin(IHSTAR)
     # Put in a few black holes
     for i in range(1, 3+1):
        if withprob(0.5): 
@@ -6314,34 +6260,6 @@ def newqad(shutup):
        if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
            game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
 
-def sortklings():
-    # sort Klingons by distance from us 
-    # The author liked bubble sort. So we will use it. :-(
-    if game.nenhere-(thing==game.quadrant)-(game.tholian!=None) < 2:
-       return
-    while True:
-       sw = False
-       for j in range(game.nenhere-1):
-           if game.kdist[j] > game.kdist[j+1]:
-               sw = True
-               t = game.kdist[j]
-               game.kdist[j] = game.kdist[j+1]
-               game.kdist[j+1] = t
-               t = game.kavgd[j]
-               game.kavgd[j] = game.kavgd[j+1]
-               game.kavgd[j+1] = t
-               k = game.ks[j].x
-               game.ks[j].x = game.ks[j+1].x
-               game.ks[j+1].x = k
-               k = game.ks[j].y
-               game.ks[j].y = game.ks[j+1].y
-               game.ks[j+1].y = k
-               t = game.kpower[j]
-               game.kpower[j] = game.kpower[j+1]
-               game.kpower[j+1] = t
-        if not sw:
-            break
-
 def setpassword():
     # set the self-destruct password 
     if game.options & OPTION_PLAIN:
@@ -6844,11 +6762,11 @@ def debugme():
 
 if __name__ == '__main__':
     try:
-        global line, thing, game, idebug, iqengry
+        global line, thing, game, idebug
         game = citem = aaitem = inqueue = None
         line = ''
         thing = coord()
-        iqengry = False
+        thing.angry = False
         game = gamestate()
         idebug = 0
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
@@ -6928,4 +6846,3 @@ if __name__ == '__main__':
     except KeyboardInterrupt:
         print""
         pass
-