Use /tmp for logs, as /usr/tmp is not available under Ubuntu.
[super-star-trek.git] / src / sst.py
index e4681e29b3331e42bee6e21551911d26d89f9149..920fbd13b66c5d24165a92a3d415f69bb3a0315e 100644 (file)
 #!/usr/bin/env python
 """
-sst.py =-- Super Star Trek in Python
-
-This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of a lot of
-parallel arrays where a more modern language would use structures
-or objects.  (However, 1-origin array indexing was fixed.)
-
-Dave Matuszek says:
-
-SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
-LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
-were in the original non-"super" version of UT FORTRAN Star Trek.
-
-Tholians were not in the original. Dave is dubious about their merits.
-(They are now controlled by OPTION_THOLIAN and turned off if the game
-type is "plain".)
-
-Planets and dilithium crystals were not in the original.  Dave is OK
-with this idea. (It's now controlled by OPTION_PLANETS and turned 
-off if the game type is "plain".)
+sst.py -- Super Star Trek 2K
 
-Dave says the bit about the Galileo getting turned into a
-McDonald's is "consistant with our original vision".  (This has been
-left permanently enabled, as it can only happen if OPTION_PLANETS
-is on.)
+SST2K is a Python translation of a C translation of a FORTRAN
+original dating back to 1973.  Beautiful Python it is not, but it
+works.  Translation by Eric S. Raymond; original game by David Matuszek
+and Paul Reynolds, with modifications by Don Smith, Tom Almy,
+Stas Sergeev, and Eric S. Raymond.
 
-Dave also says the Space Thingy should not be preserved across saved
-games, so you can't prove to others that you've seen it.  He says it
-shouldn't fire back, either.  It should do nothing except scream and
-disappear when hit by photon torpedos.  It's OK that it may move
-when attacked, but it didn't in the original.  (Whether the Thingy
-can fire back is now controlled by OPTION_THINGY and turned off if the
-game type is "plain" or "almy".  The no-save behavior has been restored.)
-
-The Faerie Queen, black holes, and time warping were in the original.
-
-Here are Tom Almy's changes:
-
-In early 1997, I got the bright idea to look for references to
-"Super Star Trek" on the World Wide Web. There weren't many hits,
-but there was one that came up with 1979 Fortran sources! This
-version had a few additional features that mine didn't have,
-however mine had some feature it didn't have. So I merged its
-features that I liked. I also took a peek at the DECUS version (a
-port, less sources, to the PDP-10), and some other variations.
-
-1, Compared to the original UT version, I've changed the "help" command to
-"call" and the "terminate" command to "quit" to better match
-user expectations. The DECUS version apparently made those changes
-as well as changing "freeze" to "save". However I like "freeze".
-(Both "freeze" and "save" work in SST2K.)
-
-2. The experimental deathray originally had only a 5% chance of
-success, but could be used repeatedly. I guess after a couple
-years of use, it was less "experimental" because the 1979
-version had a 70% success rate. However it was prone to breaking
-after use. I upgraded the deathray, but kept the original set of
-failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
-and turned off if game type is "plain".)
-
-3. The 1979 version also mentions srscan and lrscan working when
-docked (using the starbase's scanners), so I made some changes here
-to do this (and indicating that fact to the player), and then realized
-the base would have a subspace radio as well -- doing a Chart when docked
-updates the star chart, and all radio reports will be heard. The Dock
-command will also give a report if a base is under attack.
-
-4. Tholian Web from the 1979 version.  (Now controlled by
-OPTION_THOLIAN and turned off if game type is "plain".)
-
-5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
-and turned off if game type is "plain".)
-
-6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
-This code could use improvement. (Now controlled by OPTION_MVBADDY
-and turned off if game type is "plain".)
-
-7. The deep-space probe feature from the DECUS version.  (Now controlled
-by OPTION_PROBE and turned off if game type is "plain").
-
-8. 'emexit' command from the 1979 version.
-
-9. Bugfix: Klingon commander movements are no longer reported if long-range 
-sensors are damaged.
-
-10. Bugfix: Better base positioning at startup (more spread out).
-That made sense to add because most people abort games with 
-bad base placement.
-
-In June 2002, I fixed two known bugs and a documentation typo.
-In June 2004 I fixed a number of bugs involving: 1) parsing invalid
-numbers, 2) manual phasers when SR scan is damaged and commander is
-present, 3) time warping into the future, 4) hang when moving
-klingons in crowded quadrants.  (These fixes are in SST2K.)
-
-Here are Stas Sergeev's changes:
-
-1. The Space Thingy can be shoved, if you ram it, and can fire back if 
-fired upon. (Now controlled by OPTION_THINGY and turned off if game 
-type is "plain" or "almy".)
-
-2. When you are docked, base covers you with an almost invincible shield. 
-(A commander can still ram you, or a Romulan can destroy the base,
-or a SCom can even succeed with direct attack IIRC, but this rarely 
-happens.)  (Now controlled by OPTION_BASE and turned off if game 
-type is "plain" or "almy".)
-
-3. Ramming a black hole is no longer instant death.  There is a
-chance you might get timewarped instead. (Now controlled by 
-OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
-
-4. The Tholian can be hit with phasers.
-
-5. SCom can't escape from you if no more enemies remain 
-(without this, chasing SCom can take an eternity).
-
-6. Probe target you enter is now the destination quadrant. Before I don't 
-remember what it was, but it was something I had difficulty using.
-
-7. Secret password is now autogenerated.
-
-8. "Plaque" is adjusted for A4 paper :-)
-
-9. Phasers now tells you how much energy needed, but only if the computer 
-is alive.
-
-10. Planets are auto-scanned when you enter the quadrant.
-
-11. Mining or using crystals in presense of enemy now yields an attack.
-There are other minor adjustments to what yields an attack
-and what does not.
-
-12. "freeze" command reverts to "save", most people will understand this
-better anyway. (SST2K recognizes both.)
-
-13. Screen-oriented interface, with sensor scans always up.  (SST2K
-supports both screen-oriented and TTY modes.)
-
-Eric Raymond's changes:
-
-Mainly, I translated this C code out of FORTRAN into C -- created #defines
-for a lot of magic numbers and refactored the heck out of it.
-
-1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
-
-2. Status report now indicates when dilithium crystals are on board.
-
-3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
-
-4. Added game option selection so you can play a close (but not bug-for-
-bug identical) approximation of older versions.
-
-5. Half the quadrants now have inhabited planets, from which one 
-cannot mine dilithium (there will still be the same additional number
-of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
-There is BSD-Trek-like logic for Klingons to attack and enslave 
-inhabited worlds, producing more ships (only is skill is 'good' or 
-better). (Controlled by OPTION_WORLDS and turned off if game 
-type is "plain" or "almy".)
-
-6. User input is now logged so we can do regression testing.
-
-7. More BSD-Trek features: You can now lose if your entire crew
-dies in battle.  When abandoning ship in a game with inhabited
-worlds enabled, they must have one in the quadrant to beam down
-to; otherwise they die in space and this counts heavily against
-your score.  Docking at a starbase replenishes your crew.
-
-8. Still more BSD-Trek: we now have a weighted damage table.
-Also, the nav subsystem (enabling automatic course
-setting) can be damaged separately from the main computer (which
-handles weapons targeting, ETA calculation, and self-destruct).
-
-After these features were added, I translated this into Python and added
-more:
-
-9. A long-range scan is done silently whenever you call CHART; thus
-the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
-and turned off if game type is "plain" or "almy".)
+See the doc/HACKING file in the distribution for designers notes and advice
+ion how to modify (and how not to modify!) this code.
 """
-import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
 
 SSTDOC         = "/usr/share/doc/sst/sst.doc"
 DOC_NAME       = "sst.doc"
 
-# Stub to be replaced
-def _(str): return str
-
-PHASEFAC       = 2.0
-GALSIZE        = 8
-NINHAB         = (GALSIZE * GALSIZE / 2)
-MAXUNINHAB     = 10
-PLNETMAX       = (NINHAB + MAXUNINHAB)
-QUADSIZE       = 10
-BASEMIN                = 2
-BASEMAX        = (GALSIZE * GALSIZE / 12)
-MAXKLGAME      = 127
-MAXKLQUAD      = 9
-FULLCREW       = 428   # BSD Trek was 387, that's wrong 
-FOREVER        = 1e30
-MAXBURST       = 3
-
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y):      return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-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',
-IHC = 'C',
-IHS = 'S',
-IHSTAR = '*',
-IHP = 'P',
-IHW = '@',
-IHB = 'B',
-IHBLANK = ' ',
-IHDOT = '.',
-IHQUEST = '?',
-IHE = 'E',
-IHF = 'F',
-IHT = 'T',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0'
-
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
+def _(str): return gettext.gettext(str)
+
+GALSIZE        = 8             # Galaxy size in quadrants
+NINHAB         = (GALSIZE * GALSIZE / 2)       # Number of inhabited worlds
+MAXUNINHAB     = 10            # Maximum uninhabited worlds
+QUADSIZE       = 10            # Quadrant size in sectors
+BASEMIN                = 2                             # Minimum starbases
+BASEMAX        = (GALSIZE * GALSIZE / 12)      # Maximum starbases
+MAXKLGAME      = 127           # Maximum Klingons per game
+MAXKLQUAD      = 9             # Maximum Klingons per quadrant
+FULLCREW       = 428           # Crew size. BSD Trek was 387, that's wrong 
+FOREVER        = 1e30          # Time for the indefinite future
+MAXBURST       = 3             # Max # of torps you can launch in one turn
+MINCMDR        = 10            # Minimum number of Klingon commanders
+DOCKFAC                = 0.25          # Repair faster when docked
+PHASEFAC       = 2.0           # Unclear what this is, it was in the C version
+
+class TrekError:
+    pass
 
 class coord:
     def __init__(self, x=None, y=None):
-        self.x = x
-        self.y = y
+        self.i = x
+        self.j = y
+    def valid_quadrant(self):
+        return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+    def valid_sector(self):
+       return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
     def invalidate(self):
-        self.x = self.y = None
+        self.i = self.j = None
     def is_valid(self):
-        return self.x != None and self.y != None
+        return self.i != None and self.j != None
     def __eq__(self, other):
-        return 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 __ne__(self, other):
+        return other == None or self.i != other.i or self.j != other.j
     def __add__(self, other):
-        return coord(self.x+self.x, self.y+self.y)
+        return coord(self.i+other.i, self.j+other.j)
     def __sub__(self, other):
-        return coord(self.x-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 __mod__(self, other):
+        return coord(self.i % other, self.j % other)
+    def __rdiv__(self, other):
+        return coord(self.i/other, self.j/other)
+    def roundtogrid(self):
+        return coord(int(round(self.i)), int(round(self.j)))
+    def distance(self, other=None):
+        if not other: other = coord(0, 0)
+        return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
+    def bearing(self):
+        return 1.90985*math.atan2(self.j, self.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 quadrant(self):
+        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+        return self.roundtogrid() / QUADSIZE
+    def sector(self):
+        return self.roundtogrid() % QUADSIZE
     def scatter(self):
         s = coord()
-        s.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 +113,14 @@ 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 +142,7 @@ 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
@@ -330,15 +153,11 @@ 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)
+        # the galaxy
         self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
-        # the starchart (subscript 0 not used)
+        # the starchart
        self.chart = fill2d(GALSIZE, lambda i, j: page())
 
 class event:
@@ -410,39 +229,37 @@ FENSLV    = 10    # Inhabited word is enslaved */
 FREPRO = 11    # Klingons build a ship in an enslaved system
 NEVENTS        = 12
 
-#
-# abstract out the event handling -- underlying data structures will change
-# when we implement stateful events
-# 
+# Abstract out the event handling -- underlying data structures will change
+# when we implement stateful events 
 def findevent(evtype): return game.future[evtype]
 
 class enemy:
     def __init__(self, type=None, loc=None, power=None):
         self.type = type
-        self.kloc = coord()
+        self.location = coord()
         if loc:
             self.move(loc)
-        self.kpower = power    # enemy energy level
+        self.power = power     # enemy energy level
         game.enemies.append(self)
     def move(self, loc):
-        motion = (loc != self.kloc)
-        if self.kloc.x is not None and self.kloc.y is not None:
+        motion = (loc != self.location)
+        if self.location.i is not None and self.location.j is not None:
             if motion:
-                if self.type == IHT:
-                    game.quad[self.kloc.x][self.kloc.y] = IHWEB
+                if self.type == 'T':
+                    game.quad[self.location.i][self.location.j] = '#'
                 else:
-                    game.quad[self.kloc.x][self.kloc.y] = IHDOT
+                    game.quad[self.location.i][self.location.j] = '.'
         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)
+            self.location = copy.copy(loc)
+            game.quad[self.location.i][self.location.j] = self.type
+            self.kdist = self.kavgd = (game.sector - loc).distance()
         else:
-            self.kloc = coord()
+            self.location = 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.location, self.power)   # For debugging
 
 class gamestate:
     def __init__(self):
@@ -462,15 +279,12 @@ class gamestate:
         self.base = None       # position of base in current quadrant
         self.battle = None     # base coordinates being attacked
         self.plnet = None      # location of planet in quadrant
-        self.probec = None     # current probe quadrant
         self.gamewon = False   # Finished!
         self.ididit = False    # action taken -- allows enemy to attack
         self.alive = False     # we are alive (not killed)
         self.justin = False    # just entered quadrant
         self.shldup = False    # shields are up
         self.shldchg = False   # shield is changing (affects efficiency)
-        self.comhere = False   # commander here
-        self.ishere = False    # super-commander in quadrant
         self.iscate = False    # super commander is here
         self.ientesc = False   # attempted escape from supercommander
         self.resting = False   # rest time
@@ -507,7 +321,6 @@ class gamestate:
         self.irhere = 0                # Romulans in quadrant
         self.isatb = 0         # =1 if super commander is attacking base
         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
         self.intime = 0.0      # initial time
@@ -518,50 +331,22 @@ class gamestate:
         self.energy = 0.0      # energy level
         self.shield = 0.0      # shield level
         self.warpfac = 0.0     # warp speed
-        self.wfacsq = 0.0      # squared warp factor
         self.lsupres = 0.0     # life support reserves
-        self.dist = 0.0                # movement distance
-        self.direc = 0.0       # movement direction
         self.optime = 0.0      # time taken by current operation
-        self.docfac = 0.0      # repair factor when docking (constant?)
         self.damfac = 0.0      # damage factor
         self.lastchart = 0.0   # time star chart was last updated
         self.cryprob = 0.0     # probability that crystal will work
-        self.probex = 0.0      # location of probe
-        self.probey = 0.0      #
-        self.probeinx = 0.0    # probe x,y increment
-        self.probeiny = 0.0    #
+        self.probe = None      # object holding probe course info
         self.height = 0.0      # height of orbit around planet
     def recompute(self):
         # Stas thinks this should be (C expression): 
-        # game.state.remkl + game.state.remcom > 0 ?
-       #       game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+        # game.state.remkl + len(game.state.kcmdr) > 0 ?
+       #       game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
         # He says the existing expression is prone to divide-by-zero errors
         # after killing the last klingon when score is shown -- perhaps also
         # if the only remaining klingon is SCOM.
-        game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
-# From enumerated type 'feature'
-IHR = 'R'
-IHK = 'K'
-IHC = 'C'
-IHS = 'S'
-IHSTAR = '*'
-IHP = 'P'
-IHW = '@'
-IHB = 'B'
-IHBLANK = ' '
-IHDOT = '.'
-IHQUEST = '?'
-IHE = 'E'
-IHF = 'F'
-IHT = 'T'
-IHWEB = '#'
-IHMATER0 = '-'
-IHMATER1 = 'o'
-IHMATER2 = '0'
-
-
-# From enumerated type 'FINTYPE'
+        game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
+
 FWON = 0
 FDEPLETE = 1
 FLIFESUP = 2
@@ -585,70 +370,63 @@ FTRIBBLE = 19
 FHOLE = 20
 FCREW = 21
 
-# Log the results of pulling random numbers so we can check determinism.
-
-import traceback
-
 def withprob(p):
-    v = random.random()
-    #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
-    return v < p
+    return random.random() < p
 
 def randrange(*args):
-    v = random.randrange(*args)
-    #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
-    return v
+    return random.randrange(*args)
 
 def randreal(*args):
     v = random.random()
     if len(args) == 1:
-        v *= args[0]           # returns from [0, a1)
+        v *= args[0]           # from [0, args[0])
     elif len(args) == 2:
-        v = args[0] + v*args[1]        # returns from [a1, a2)
-    #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+        v = args[0] + v*(args[1]-args[0])      # from [args[0], args[1])
     return v
 
 # Code from ai.c begins here
 
+def welcoming(iq):
+    "Would this quadrant welcome another Klingon?"
+    return iq.valid_quadrant() and \
+       not game.state.galaxy[iq.i][iq.j].supernova and \
+       game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+
 def tryexit(enemy, look, irun):
-    # a bad guy attempts to bug out 
+    "A bad guy attempts to bug out."
     iq = coord()
-    iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
-    iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
-    if not VALID_QUADRANT(iq.x,iq.y) or \
-       game.state.galaxy[iq.x][iq.y].supernova or \
-       game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
-       return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons 
-    if enemy.type == IHR:
+    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
+    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
+    if not welcoming(iq):
+       return False;
+    if enemy.type == 'R':
        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 enemy.type == 'C':
+            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:
+       if enemy.power > 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.location) + \
+              (_(" 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
-    if enemy.type==IHS:
-       game.ishere = False
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+    game.state.galaxy[iq.i][iq.j].klingons += 1
+    if enemy.type=='S':
        game.iscate = False
        game.ientesc = False
        game.isatb = 0
@@ -656,14 +434,12 @@ 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 
 
-#
 # The bad-guy movement algorithm:
 # 
 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
@@ -701,27 +477,26 @@ def tryexit(enemy, look, irun):
 # retreat, especially at high skill levels.
 # 
 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
-# 
 
 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 
-    if enemy.type==IHS and \
-       (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+    if enemy.type=='S' and \
+       (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
        irun = True
        motion = -QUADSIZE
     else:
        # decide whether to advance, retreat, or hold position 
-       forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
+       forces = enemy.power+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):
@@ -741,9 +516,9 @@ 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 +531,7 @@ 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:
@@ -769,66 +541,57 @@ def movebaddy(enemy):
     if idebug:
        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
-    next = enemy.kloc
+    m = game.sector - enemy.location
+    if 2.0 * abs(m.i) < abs(m.j):
+       m.i = 0
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
+       m.j = 0
+    m = (motion * m).sgn()
+    next = enemy.location
     # main move loop 
     for ll in range(nsteps):
        if idebug:
            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] != '.':
                # See if enemy should ram ship 
-               if game.quad[look.x][look.y] == game.ship and \
-                   (enemy.type == IHC or enemy.type == IHS):
+               if game.quad[look.i][look.j] == game.ship and \
+                   (enemy.type == 'C' or enemy.type == 'S'):
                    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 +606,7 @@ 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.location))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
@@ -853,18 +614,18 @@ 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:
+           if enemy.type == 'C':
                movebaddy(enemy)
-    if game.ishere:
+    if game.state.kscmdr==game.quadrant:
         for enemy in game.enemies:
-           if enemy.type == IHS:
+           if enemy.type == 'S':
                movebaddy(enemy)
                break
     # If skill level is high, move other Klingons and Romulans too!
@@ -872,36 +633,29 @@ def moveklings():
     # commander(s) do.
     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
         for enemy in game.enemies:
-            if enemy.type in (IHK, IHR):
+            if enemy.type in ('K', 'R'):
                movebaddy(enemy)
     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 False
     if game.justin and not game.iscate:
-       return True
+       return False
     # do the move 
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
     game.state.kscmdr = iq
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
-    if game.ishere:
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
+    if game.state.kscmdr==game.quadrant:
        # SC has scooted, Remove him from current quadrant 
        game.iscate=False
        game.isatb=0
-       game.ishere = False
        game.ientesc = False
        unschedule(FSCDBAS)
        for enemy in game.enemies:
-           if enemy.type == IHS:
+           if enemy.type == 'S':
                break
        enemy.move(None)
        game.klhere -= 1
@@ -910,64 +664,61 @@ 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"))
                proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
                prout(_("   by the Super-commander.\""))
            break
-    return False; # looks good! 
+    return True; # looks good! 
                        
 def supercommander():
-    # move the Super Commander 
+    "Move the Super Commander." 
     iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
     basetbl = []
     if idebug:
        prout("== SUPERCOMMANDER")
     # Decide on being active or passive 
-    avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+    avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
            (game.state.date-game.indate) < 3.0)
     if not game.iscate and avoid:
        # compute move away from Enterprise 
        idelta = game.state.kscmdr-game.quadrant
-       if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+       if idelta.distance() > 2.0:
            # circulate in space 
-           idelta.x = game.state.kscmdr.y-game.quadrant.y
-           idelta.y = game.quadrant.x-game.state.kscmdr.x
+           idelta.i = game.state.kscmdr.j-game.quadrant.j
+           idelta.j = game.quadrant.i-game.state.kscmdr.i
     else:
        # compute distances to starbases 
-       if game.state.rembase <= 0:
+       if not game.state.baseq:
            # nothing left to do 
            unschedule(FSCMOVE)
            return
        sc = game.state.kscmdr
-       for i in range(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
@@ -982,33 +733,32 @@ def supercommander():
     # there was what looked like a bug in the Almy C code here,
     # but it might be this translation is just wrong.
     iq = game.state.kscmdr + idelta
-    if movescom(iq, avoid):
+    if not movescom(iq, avoid):
        # failed -- try some other maneuvers 
-       if idelta.x==0 or idelta.y==0:
+       if idelta.i==0 or idelta.j==0:
            # attempt angle move 
-           if idelta.x != 0:
-               iq.y = game.state.kscmdr.y + 1
-               if movescom(iq, avoid):
-                   iq.y = game.state.kscmdr.y - 1
+           if idelta.i != 0:
+               iq.j = game.state.kscmdr.j + 1
+               if not movescom(iq, avoid):
+                   iq.j = game.state.kscmdr.j - 1
                    movescom(iq, avoid)
-           else:
-               iq.x = game.state.kscmdr.x + 1
-               if movescom(iq, avoid):
-                   iq.x = game.state.kscmdr.x - 1
+           elif idelta.j != 0:
+               iq.i = game.state.kscmdr.i + 1
+               if not movescom(iq, avoid):
+                   iq.i = game.state.kscmdr.i - 1
                    movescom(iq, avoid)
        else:
            # try moving just in x or y 
-           iq.y = game.state.kscmdr.y
-           if movescom(iq, avoid):
-               iq.y = game.state.kscmdr.y + idelta.y
-               iq.x = game.state.kscmdr.x
+           iq.j = game.state.kscmdr.j
+           if not movescom(iq, avoid):
+               iq.j = game.state.kscmdr.j + idelta.j
+               iq.i = game.state.kscmdr.i
                movescom(iq, avoid)
     # check for a base 
-    if game.state.rembase == 0:
+    if len(game.state.baseq) == 0:
        unschedule(FSCMOVE)
     else:
-       for i in range(game.state.rembase):
-           ibq = game.state.baseq[i]
+        for ibq in game.state.baseq:
            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
                if avoid:
@@ -1039,7 +789,7 @@ 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"))
@@ -1047,74 +797,69 @@ 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.location.i == 0 and game.tholian.location.j == 0:
+       id.i = 0; id.j = QUADSIZE-1
+    elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = QUADSIZE-1
+    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = 0
+    elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.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 ('.', '#'):
        return
-    here = copy.copy(game.tholian.kloc)
-    delta = (id - game.tholian.kloc).sgn()
+    here = copy.copy(game.tholian.location)
+    delta = (id - game.tholian.location).sgn()
     # move in x axis 
-    while here.x != id.x:
-        #print "Moving in X", delta
-        here.x += delta.x
-        if game.quad[here.kloc.x][here.y]==IHDOT:
+    while here.i != id.i:
+        here.i += delta.i
+        if game.quad[here.i][here.j]=='.':
             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]=='.':
             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:
+       if game.quad[0][i]!='#' and game.quad[0][i]!='T':
            return
-       if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+       if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
            return
-       if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
+       if game.quad[i][0]!='#' and game.quad[i][0]!='T':
            return
-       if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+       if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
            return
     # All plugged up -- Tholian splits 
-    game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
-    dropin(IHBLANK)
-    crmena(True, IHT, "sector", game.tholian)
-    prout(_(" completes web."))
+    game.quad[game.tholian.location.i][game.tholian.location.j]='#'
+    dropin(' ')
+    prout(crmena(True, 'T', "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:
-               scanner.chew()
                if damaged(DSHIELD):
                    prout(_("Shields damaged and down."))
                    return
@@ -1170,7 +915,7 @@ 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()
@@ -1210,37 +955,13 @@ def doshield(shraise):
        return
 
 def randdevice():
-    # 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
-    # device is damaged depends on the device.  Well protected
-    # devices (such as the computer, which is in the core of the
-    # ship and has considerable redundancy) almost never get
-    # damaged, whereas devices which are exposed (such as the
-    # warp engines) or which are particularly delicate (such as
-    # the transporter) have a much higher probability of being
-    # damaged."
-    # 
-    # This is one place where OPTION_PLAIN does not restore the
-    # original behavior, which was equiprobable damage across
-    # all devices.  If we wanted that, we'd return randrange(NDEVICES)
-    # and have done with it.  Also, in the original game, DNAVYS
-    # and DCOMPTR were the same device. 
-    # 
-    # Instead, we use a table of weights similar to the one from BSD Trek.
-    # BSD doesn't have the shuttle, shield controller, death ray, or probes. 
-    # 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.
-    # 
+    "Choose a device to damage, at random."
     weights = (
        105,    # DSRSENS: short range scanners 10.5% 
        105,    # DLRSENS: long range scanners          10.5% 
        120,    # DPHASER: phasers                      12.0% 
        120,    # DPHOTON: photon torpedoes             12.0% 
-       25,     # DLIFSUP: life support          2.5% 
+       25,     # DLIFSUP: life support                  2.5% 
        65,     # DWARPEN: warp drive                    6.5% 
        70,     # DIMPULS: impulse engines               6.5% 
        145,    # DSHIELD: deflector shields            14.5% 
@@ -1262,35 +983,31 @@ 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()
-    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+    proutn(crmshp())
+    hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':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.location))
     if rammed:
        proutn(_(" (original position)"))
     skip(1)
-    deadkl(enemy.kloc, enemy.type, game.sector)
-    proutn("***")
-    crmshp()
-    prout(_(" heavily damaged."))
+    deadkl(enemy.location, enemy.type, game.sector)
+    proutn("***" + crmship() + " heavily damaged.")
     icas = randrange(10, 30)
     prout(_("***Sickbay reports %d casualties"), icas)
     game.casual += icas
     game.state.crew -= icas
-    #
     # In the pre-SST2K version, all devices got equiprobably damaged,
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
-    # 
     ncrits = randrange(NDEVICES/2)
     for m in range(ncrits):
        dev = randdevice()
@@ -1301,178 +1018,153 @@ 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, bearing, dispersion, number, nburst):
+    "Let a photon torpedo fly" 
     if not damaged(DSRSENS) or game.condition=="docked":
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
+    ac = bearing + 0.25*dispersion     # dispersion is a random variable
+    bullseye = (15.0 - bearing)*0.5235988
+    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
+    bumpto = coord(0, 0)
     # Loop to move a single torpedo 
-    for 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):
+    setwnd(message_window)
+    for step in range(1, QUADSIZE*2):
+        if not track.next(): break
+        w = track.sector()
+       if not w.valid_sector():
            break
-       iquad=game.quad[w.x][w.y]
-       tracktorpedo(w, step, number, nburst, iquad)
-       if iquad==IHDOT:
+       iquad=game.quad[w.i][w.j]
+       tracktorpedo(origin, w, step, number, nburst, iquad)
+       if iquad=='.':
            continue
        # hit something 
-       setwnd(message_window)
-       if damaged(DSRSENS) and not game.condition=="docked":
+       if not damaged(DSRSENS) or game.condition == "docked":
            skip(1);    # start new line after text track 
-       if iquad in (IHE, IHF): # Hit our ship 
+       if iquad in ('E', 'F'): # 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-track.angle))
            newcnd(); # we're blown out of dock 
-           # We may be displaced. 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+            # In the C/FORTRAN version, dispersion was 2.5 radians, which
+            # is 143 degrees, which is almost exactly 4.8 clockface units
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
+           if not bumpto.valid_sector():
                return hit
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j]==' ':
                finish(FHOLE)
                return hit
-           if game.quad[jw.x][jw.y]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j]!='.':
                # can't move into object 
                return hit
-           game.sector = jw
-           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;"))
+           game.sector = bumpto
+           proutn(crmshp())
+            game.quad[w.i][w.j]='.'
+            game.quad[bumpto.i][bumpto.j]=iquad
+            prout(_(" displaced by blast to Sector %s ") % bumpto)
+            for enemy in game.enemies:
+                enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
+       elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
+           # find the enemy 
+           if iquad in ('C', 'S') 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.location:
                    break
-           kp = math.fabs(e.kpower)
+           kp = math.fabs(enemy.power)
            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-track.angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
-            if enemy.kpower < 0:
-                enemy.kpower -= -h1
+            if enemy.power < 0:
+                enemy.power -= -h1
             else:
-                enemy.kpower -= h1
-           if enemy.kpower == 0:
+                enemy.power -= h1
+           if enemy.power == 0:
                deadkl(w, iquad, w)
                return None
-           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))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           proutn(crmena(True, iquad, "sector", w))
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
+            if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j] == ' ':
                prout(_(" buffeted into black hole."))
-               deadkl(w, iquad, jw)
-               return None
-           if game.quad[jw.x][jw.y]!=IHDOT:
-               # can't move into object 
+               deadkl(w, iquad, bumpto)
+           if game.quad[bumpto.i][bumpto.j] != '.':
                prout(_(" damaged but not destroyed."))
-               return None
-           proutn(_(" damaged--"))
-           enemy.kloc = jw
-           shoved = True
-           break
-       elif iquad == IHB: # Hit a base 
+            else:
+                prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                enemy.location = bumpto
+                game.quad[w.i][w.j]='.'
+                game.quad[bumpto.i][bumpto.j]=iquad
+                for enemy in game.enemies:
+                    enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+                game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
+       elif iquad == 'B': # 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]='.'
+           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."))
+       elif iquad == 'P': # Hit a planet 
+           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] = '.'
            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."))
+       elif iquad == '@': # Hit an inhabited world -- very bad! 
+           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] = '.'
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
-           prout(_("You have just destroyed an inhabited planet."))
-           prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+           prout(_("The torpedo destroyed an inhabited planet."))
            return None
-       elif iquad == IHSTAR: # Hit a star 
+       elif iquad == '*': # Hit a star 
            if withprob(0.9):
                nova(w)
             else:
-                crmena(True, IHSTAR, "sector", w)
-                prout(_(" unaffected by photon blast."))
+                prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
            return None
-       elif iquad == IHQUEST: # Hit a thingy 
+       elif iquad == '?': # Hit a thingy 
            if not (game.options & OPTION_THINGY) or withprob(0.3):
                skip(1)
                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
@@ -1484,65 +1176,52 @@ 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 
+       elif iquad == ' ': # Black hole 
            skip(1)
-           crmena(True, IHBLANK, "sector", w)
-           prout(_(" swallows torpedo."))
+           prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
            return None
-       elif iquad == IHWEB: # hit the web 
+       elif iquad == '#': # hit the web 
            skip(1)
            prout(_("***Torpedo absorbed by Tholian web."))
            return None
-       elif iquad == IHT:  # Hit a Tholian 
+       elif iquad == 'T':  # 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] = '.'
                deadkl(w, iquad, w)
                game.tholian = None
                return None
            skip(1)
-           crmena(True, IHT, "sector", w)
+           proutn(crmena(True, 'T', "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
-           dropin(IHBLANK)
+           game.quad[w.i][w.j] = '#'
+           dropin(' ')
            return None
         else: # Problem!
            skip(1)
            proutn("Don't know how to handle torpedo collision with ")
-           crmena(True, iquad, "sector", w)
+           proutn(crmena(True, iquad, "sector", w))
            skip(1)
            return None
        break
-    if curwnd!=message_window:
-       setwnd(message_window)
-    if shoved:
-       game.quad[w.x][w.y]=IHDOT
-       game.quad[jw.x][jw.y]=iquad
-       prout(_(" displaced by blast to Sector %s ") % jw)
-       for ll in range(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."))
     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)))
@@ -1562,7 +1241,7 @@ def fry(hit):
     for (i, j) in enumerate(cdam):
        proutn(device[j])
         if skipcount % 3 == 2 and i < len(cdam)-1:
-            skip()
+            skip(1)
         skipcount += 1
         if i < len(cdam)-1:
             proutn(_(" and "))
@@ -1574,12 +1253,12 @@ 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 
@@ -1590,7 +1269,7 @@ 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):
@@ -1604,46 +1283,46 @@ def attack(torps_ok):
     if game.skill <= SKILL_FAIR:
        where = "sector"
     for enemy in game.enemies:
-       if enemy.kpower < 0:
+       if enemy.power < 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 is low 
        if game.condition == "docked":
            r *= 0.25
-       if enemy.kpower < 500:
+       if enemy.power < 500:
            r *= 0.25; 
-       if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
+       if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
            continue
        # different enemies have different probabilities of throwing a torp 
        usephasers = not torps_ok or \
-           (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)
+           (enemy.type == 'K' and r > 0.0005) or \
+           (enemy.type=='C' and r > 0.015) or \
+           (enemy.type=='R' and r > 0.3) or \
+           (enemy.type=='S' and r > 0.07) or \
+           (enemy.type=='?' 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 = enemy.kpower*math.pow(dustfac,enemy.kavgd)
-           enemy.kpower *= 0.75
+           dustfac = randreal(0.8, 0.85)
+           hit = enemy.power*math.pow(dustfac,enemy.kavgd)
+           enemy.power *= 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.location.j, enemy.location.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.location))
            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:
+           dispersion += 0.002*enemy.power*dispersion
+           hit = torpedo(enemy.location, 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
@@ -1671,11 +1350,9 @@ 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.location))
        skip(1)
        # Decide if hit is critical 
        if hit > hitmax:
@@ -1694,7 +1371,7 @@ 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:
@@ -1720,80 +1397,75 @@ 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
+    if type == 'R':
+        # Chalk up a Romulan 
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
         game.irhere -= 1
         game.state.nromrem -= 1
-    elif type == IHT:
+    elif type == 'T':
         # Killed a Tholian 
         game.tholian = None
-    elif type == IHQUEST:
+    elif type == '?':
         # Killed a Thingy
         global thing
         thing = None
     else:
-        # Some type of a Klingon 
-        game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+        # Killed some type of Klingon 
+        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
+        if type == 'C':
+            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:
+        elif type ==  'K':
             game.state.remkl -= 1
-        elif type ==  IHS:
+        elif type ==  'S':
             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
     for e in game.enemies:
-       if e.kloc == w:
+       if e.location == w:
             e.move(None)
            break
     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 w.valid_sector():
        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."))
@@ -1803,17 +1475,18 @@ 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()
@@ -1821,56 +1494,42 @@ 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.real
-       key = scanner.next()
-       if key != IHREAL:
-           huh()
-           return
-       targ[i].y = scanner.real
-       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 == 1 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 = int(scanner.real-0.5)
-           key = scanner.next()
-           if key != IHREAL:
-               huh()
-               return
-           targ[i].y = int(scanner.real-0.5)
            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 
@@ -1894,14 +1553,14 @@ 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):
@@ -1909,7 +1568,7 @@ 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."))
@@ -1945,7 +1604,7 @@ 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 = len(game.enemies); kk=0
     w = coord()
     skip(1)
@@ -1954,30 +1613,30 @@ def hittem(hits):
            continue
        dustfac = randreal(0.9, 1.0)
        hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
-       kpini = game.enemies[kk].kpower
+       kpini = game.enemies[kk].power
        kp = math.fabs(kpini)
        if PHASEFAC*hit < kp:
            kp = PHASEFAC*hit
-        if game.enemies[kk].kpower < 0:
-            game.enemies[kk].kpower -= -kp
+        if game.enemies[kk].power < 0:
+            game.enemies[kk].power -= -kp
         else:
-            game.enemies[kk].kpower -= kp
-       kpow = game.enemies[kk].kpower
-       w = game.enemies[kk].kloc
+            game.enemies[kk].power -= kp
+       kpow = game.enemies[kk].power
+       w = game.enemies[kk].location
        if hit > 0.005:
            if not damaged(DSRSENS):
                boom(w)
            proutn(_("%d unit hit on ") % int(hit))
        else:
            proutn(_("Very small hit on "))
-       ienm = game.quad[w.x][w.y]
-       if ienm==IHQUEST:
+       ienm = game.quad[w.i][w.j]
+       if ienm=='?':
            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
@@ -1987,12 +1646,12 @@ 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.enemies[kk].kpower = -kpow
+               game.enemies[kk].power = -kpow
         kk += 1
     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 +1684,12 @@ 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 +1707,7 @@ 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 +1716,7 @@ def phasers():
            else:
                automode = "AUTOMATIC"
        else:
-           # IHEOL 
+           # "IHEOL" 
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -2070,29 +1729,29 @@ 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:
            scanner.chew()
            if not kz:
                for i in range(len(game.enemies)):
-                   irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
+                   irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
            kz=1
            proutn(_("%d units required. ") % irec)
            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 +1759,7 @@ 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! 
@@ -2116,7 +1775,7 @@ def phasers():
                hits.append(0.0)
                if powrem <= 0:
                    continue
-               hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+               hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
                over = randreal(1.01, 1.06) * hits[i]
                temp = powrem
                powrem -= hits[i] + over
@@ -2139,7 +1798,7 @@ 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:
@@ -2153,26 +1812,25 @@ def phasers():
     elif automode == "MANUAL":
        rpow = 0.0
         for k in range(len(game.enemies)):
-           aim = game.enemies[k].kloc
-           ienm = game.quad[aim.x][aim.y]
+           aim = game.enemies[k].location
+           ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
                skip(1)
                msgflag = False
                rpow = 0.0
            if damaged(DSRSENS) and \
-               not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
-               cramen(ienm)
-               prout(_(" can't be located without short range scan."))
+               not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
+               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
+                   irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) *  randreal(1.01, 1.06) + 1.0
                kz = k
                proutn("(")
                if not damaged(DCOMPTR):
@@ -2180,18 +1838,16 @@ 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 +1868,7 @@ 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()
@@ -2228,7 +1884,7 @@ def phasers():
     if ifast:
        skip(1)
        if no == 0:
-           if withprob(0.99):
+           if withprob(0.01):
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
@@ -2247,29 +1903,29 @@ 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 +1936,7 @@ 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 +1944,11 @@ 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 +1971,7 @@ 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 +1982,27 @@ 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] = '.'
+            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 +2012,16 @@ 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 +2041,7 @@ 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 +2057,7 @@ 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)
@@ -2428,7 +2077,7 @@ def events():
        # Fix devices 
        repair = xtime
        if game.condition == "docked":
-           repair /= game.docfac
+           repair /= DOCKFAC
        # Don't fix Deathray here 
        for l in range(NDEVICES):
            if game.damage[l] > 0.0 and l != DDRAY:
@@ -2451,9 +2100,9 @@ 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 +2117,19 @@ 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 +2138,25 @@ 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 +2175,7 @@ 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 +2183,16 @@ 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 
@@ -2553,45 +2202,36 @@ def events():
                supercommander()
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
-           game.probex += game.probeinx
-           game.probey += game.probeiny
-           i = (int)(game.probex/QUADSIZE +0.05)
-           j = (int)(game.probey/QUADSIZE + 0.05)
-           if game.probec.x != i or game.probec.y != j:
-               game.probec.x = i
-               game.probec.y = j
-               if not VALID_QUADRANT(i, j) or \
-                   game.state.galaxy[game.probec.x][game.probec.y].supernova:
+            if not game.probe.next():
+               if not game.probe.quadrant().valid_quadrant() or \
+                   game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
                    # Left galaxy or ran into supernova
-                    if comunicating():
+                    if communicating():
                        announce()
                        skip(1)
                        proutn(_("Lt. Uhura-  \"The deep space probe "))
-                       if not VALID_QUADRANT(j, i):
-                           proutn(_("has left the galaxy"))
+                       if not game.probe.quadrant().valid_quadrant():
+                           prout(_("has left the galaxy.\""))
                        else:
-                           proutn(_("is no longer transmitting"))
-                       prout(".\"")
+                           prout(_("is no longer transmitting.\""))
                    unschedule(FDSPROB)
                    continue
-                if not communicating():
-                   announce()
+                if communicating():
+                   #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]
-           # Update star chart if Radio is working or have access to radio
+                   prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+           pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
            if communicating():
-               chp = game.state.chart[game.probec.x][game.probec.y]
+               chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
                chp.klingons = pdest.klingons
                chp.starbase = pdest.starbase
                chp.stars = pdest.stars
                pdest.charted = True
-           game.proben -= 1 # One less to travel
-           if game.proben == 0 and game.isarmed and pdest.stars:
-               # lets blow the sucker! 
-               supernova(True, game.probec)
+           game.probe.moves -= 1 # One less to travel
+           if game.probe.arrived() and game.isarmed and pdest.stars:
+               supernova(game.probe)           # fire in the hole!
                unschedule(FDSPROB)
-               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: 
+               if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
                    return
        elif evcode == FDISTR: # inhabited system issues distress call 
            unschedule(FDISTR)
@@ -2602,7 +2242,7 @@ 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 +2255,7 @@ 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 +2266,7 @@ 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 +2286,7 @@ 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
@@ -2655,14 +2294,15 @@ def events():
                continue                # full right now 
            # reproduce one Klingon 
            w = ev.quadrant
+            m = coord()
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
-                    for i in range(w.x - 1, w.x + 2):
-                        for j in range(w.y - 1, w.y + 2):
-                            if not VALID_QUADRANT(i, j):
+                    for m.i in range(w.i - 1, w.i + 2):
+                        for m.j in range(w.j - 1, w.j + 2):
+                            if not m.valid_quadrant():
                                 continue
-                            q = game.state.galaxy[w.x][w.y]
+                            q = game.state.galaxy[m.i][m.j]
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
@@ -2670,8 +2310,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.x = i
-                    w.y = j
+                    w = m
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2680,7 +2319,6 @@ def events():
                game.enemies.append(newkling())
            # recompute time left
             game.recompute()
-           # report the disaster if we can 
            if communicating():
                if game.quadrant == w:
                    prout(_("Spock- sensors indicate the Klingons have"))
@@ -2692,15 +2330,15 @@ 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
@@ -2737,31 +2375,23 @@ def wait():
        if origTime-delay >= 9.99 and game.condition == "docked":
            game.damage[DDRAY] = 0.0
        # leave if quadrant supernovas
-        if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+        if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
     game.resting = False
     game.optime = 0
 
-# A nova occurs.  It is the result of having a star hit with a
-# photon torpedo, or possibly of a probe warhead going off.
-# Stars that go nova cause stars which surround them to undergo
-# the same probabilistic process.  Klingons next to them are
-# destroyed.  And if the starship is next to it, it gets zapped.
-# If the zap is too much, it gets destroyed.
-        
 def nova(nov):
-    # star goes nova 
+    "Star goes nova." 
     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
     newc = coord(); 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] = '.'
+    prout(crmena(False, '*', "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]
@@ -2769,59 +2399,53 @@ 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 neighbor.valid_sector():
                     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):
+                if iquad in ('.', '?', ' ', 'T', '#'):
                     pass
-                elif iquad == IHSTAR: # Affect another star 
+                elif iquad == '*': # 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, '*', "sector", neighbor))
                        prout(_(" novas."))
-                        game.quad[neighbor.x][neighbor.y] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = '.'
                         kount += 1
-                elif iquad in (IHP, IHW): # Destroy planet 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
-                    if iquad == IHP:
+                elif iquad in ('P', '@'): # Destroy planet 
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+                    if iquad == 'P':
                         game.state.nplankl += 1
                     else:
                         game.state.worldkl += 1
-                    crmena(True, iquad, "sector", neighbor)
-                    prout(_(" destroyed."))
+                    prout(crmena(True, 'B', "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
-                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.quad[neighbor.i][neighbor.j] = '.'
+                elif iquad == 'B': # Destroy base 
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+                    game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
+                    game.base.invalidate()
                     game.state.basekl += 1
                     newcnd()
-                    crmena(True, IHB, "sector", neighbor)
-                    prout(_(" destroyed."))
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
-                elif iquad in (IHE, IHF): # Buffet ship 
+                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+                    game.quad[neighbor.i][neighbor.j] = '.'
+                elif iquad in ('E', 'F'): # Buffet ship 
                     prout(_("***Starship buffeted by nova."))
                     if game.shldup:
                         if game.shield >= 2000.0:
@@ -2840,72 +2464,69 @@ def nova(nov):
                         return
                     # add in course nova contributes to kicking starship
                     bump += (game.sector-hits[mm]).sgn()
-                elif iquad == IHK: # kill klingon 
+                elif iquad == 'K': # kill klingon 
                     deadkl(neighbor, iquad, neighbor)
-                elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
+                elif iquad in ('C','S','R'): # Damage/destroy big enemies 
                     for ll in range(len(game.enemies)):
-                        if game.enemies[ll].kloc == neighbor:
+                        if game.enemies[ll].location == neighbor:
                             break
-                    game.enemies[ll].kpower -= 800.0 # If firepower is lost, die 
-                    if game.enemies[ll].kpower <= 0.0:
+                    game.enemies[ll].power -= 800.0 # If firepower is lost, die 
+                    if game.enemies[ll].power <= 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):
+                    proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+                    if not newc.valid_sector():
                         # 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)
+                    iquad1 = game.quad[newc.i][newc.j]
+                    if iquad1 == ' ':
+                        proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
                         skip(1)
                         deadkl(neighbor, iquad, newc)
                         break
-                    if iquad1 != IHDOT:
+                    if iquad1 != '.':
                         # 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.quad[neighbor.i][neighbor.j] = '.'
+                    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]
-    if game.direc == 0.0:
-       game.dist = 0.0
-    if game.dist == 0.0:
+    dist = kount*0.1
+    direc = course[3*(bump.i+1)+bump.j+2]
+    if direc == 0.0:
+       dist = 0.0
+    if dist == 0.0:
        return
-    game.optime = 10.0*game.dist/16.0
+    course = course(bearing=direc, distance=dist)
+    game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(novapush=True)
-    game.optime = 10.0*game.dist/16.0
+    imove(course, noattack=True)
+    game.optime = course.time(warp=4)
     return
        
-def supernova(induced, w=None):
-    # star goes supernova 
+def supernova(w):
+    "Star goes supernova."
     num = 0; npdead = 0
-    nq = coord()
     if w != None: 
-       nq = w
+       nq = copy.copy(w)
     else:
+       # Scheduled supernova -- select star at random. 
        stars = 0
-       # Scheduled supernova -- select star 
-       # logic changed here so that we won't favor quadrants in top
-        # left of universe 
-       for nq.x in range(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 +2544,10 @@ 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]=='*':
                    num -= 1
                    if num==0:
                        break
@@ -2936,64 +2557,51 @@ 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 +2614,7 @@ 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."))
@@ -3047,11 +2654,9 @@ def selfdestruct():
 
 def kaboom():
     stars()
-    if game.ship==IHE:
+    if game.ship=='E':
        prouts("***")
-    prouts(_("********* Entropy of "))
-    crmshp()
-    prouts(_(" maximized *********"))
+    prouts(_("********* Entropy of %s maximized *********") % crmshp())
     skip(1)
     stars()
     skip(1)
@@ -3059,8 +2664,8 @@ def kaboom():
        whammo = 25.0 * game.energy
        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)
+           if game.enemies[l].power*game.enemies[l].kdist <= whammo: 
+               deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
            l += 1
     finish(FDILITHIUM)
                                
@@ -3071,7 +2676,7 @@ 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():
@@ -3083,7 +2688,7 @@ def badpoints():
             45.0*game.nhelp +\
             100.0*game.state.basekl +\
             3.0*game.abandoned
-    if game.ship == IHF:
+    if game.ship == 'F':
         badpt += 100.0
     elif game.ship == None:
         badpt += 200.0
@@ -3161,7 +2766,7 @@ 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 +2785,7 @@ 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 +2799,7 @@ 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 +2812,7 @@ 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 +2822,7 @@ 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 +2832,19 @@ 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"))
@@ -3269,14 +2860,14 @@ def finish(ifin):
        prout(_("You are crushed into extremely dense matter."))
     elif ifin == FCREW:
        prout(_("Your last crew member has died."))
-    if game.ship == IHF:
+    if game.ship == 'F':
        game.ship = None
-    elif game.ship == IHE:
-       game.ship = IHF
+    elif game.ship == 'E':
+       game.ship = 'F'
     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"))
@@ -3297,26 +2888,26 @@ 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
     iwon = 0
     if game.gamewon:
        iwon = 100*game.skill
-    if game.ship == IHE
+    if game.ship == 'E'
        klship = 0
-    elif game.ship == IHF
+    elif game.ship == 'F'
        klship = 1
     else:
        klship = 2
     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 +2926,9 @@ 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 +2973,7 @@ 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: "))
@@ -3432,7 +3023,7 @@ def plaque():
         fp.write(_("Emeritus level\n\n"))
     else:
         fp.write(_(" Cheat level\n\n"))
-    timestring = ctime()
+    timestring = time.ctime()
     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
                     (timestring+4, timestring+20, timestring+11))
     fp.write(_("                                                        Your score:  %d\n\n") % iscore)
@@ -3453,27 +3044,10 @@ 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
+    gettext.bindtextdomain("sst", "/usr/local/share/locale")
+    gettext.textdomain("sst")
     if not (game.options & OPTION_CURSES):
        ln_env = os.getenv("LINES")
         if ln_env:
@@ -3483,19 +3057,8 @@ 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 +3071,23 @@ 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
+    "Wrap up I/O."
+    if game.options & OPTION_CURSES:
+        stdscr.keypad(False)
+        curses.echo()
+        curses.nocbreak()
+        curses.endwin()
 
 def waitfor():
     "Wait for user action -- OK to do nothing if on a TTY"
     if game.options & OPTION_CURSES:
-       stsdcr.getch()
+       stdscr.getch()
 
 def announce():
     skip(1)
-    if game.skill > SKILL_FAIR:
-       prouts(_("[ANOUNCEMENT ARRIVING...]"))
-    else:
-       prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+    prouts(_("[ANNOUNCEMENT ARRIVING...]"))
     skip(1)
 
 def pause_game():
@@ -3540,7 +3099,7 @@ def pause_game():
     if game.options & OPTION_CURSES:
         drawmaps(0)
         setwnd(prompt_window)
-        prompt_window.wclear()
+        prompt_window.clear()
         prompt_window.addstr(prompt)
         prompt_window.getstr()
         prompt_window.clear()
@@ -3565,7 +3124,10 @@ 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 +3150,13 @@ 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:
@@ -3632,8 +3194,8 @@ def setwnd(wnd):
 def clreol():
     "Clear to end of line -- can be a no-op in tty mode" 
     if game.options & OPTION_CURSES:
-        wclrtoeol(curwnd)
-        wrefresh(curwnd)
+        curwnd.clrtoeol()
+        curwnd.refresh()
 
 def clrscr():
     "Clear screen -- can be a no-op in tty mode."
@@ -3644,11 +3206,6 @@ def clrscr():
        curwnd.refresh()
     linecount = 0
     
-def highvideo():
-    "Set highlight video, if this is reasonable."
-    if game.options & OPTION_CURSES:
-       curwnd.attron(curses.A_REVERSE)
 #
 # Things past this point have policy implications.
 # 
@@ -3676,7 +3233,7 @@ 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 +3243,12 @@ 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) 
 
@@ -3707,13 +3264,13 @@ def warble():
        #nosound()
         pass
 
-def tracktorpedo(w, step, i, n, iquad):
+def tracktorpedo(origin, w, step, i, n, iquad):
     "Torpedo-track animation." 
     if not game.options & OPTION_CURSES:
        if step == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for torpedo number %d-  ") % i)
+               proutn(_("Track for torpedo number %d-  ") % (i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3725,7 +3282,7 @@ def tracktorpedo(w, step, i, n, iquad):
            if i != 0 and step == 1:
                drawmaps(2)
                time.sleep(0.4)
-           if (iquad==IHDOT) or (iquad==IHBLANK):
+           if (iquad=='.') or (iquad==' '):
                put_srscan_sym(w, '+')
                #sound(step*10)
                #time.sleep(0.1)
@@ -3767,185 +3324,155 @@ def prstat(txt, data):
 
 # Code from moving.c begins here
 
-def imove(novapush):
-    # movement execution for warp, impulse, supernova, and tractor-beam events 
-    w = coord(); final = coord()
-    trbeam = False
+def imove(course=None, noattack=False):
+    "Movement execution for warp, impulse, supernova, and tractor-beam events."
+    w = coord()
 
-    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.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-            if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+    def newquadrant(noattack):
+        # Leaving quadrant -- allow final enemy attack 
+        # Don't do it if being pushed by Nova 
+        if len(game.enemies) != 0 and not noattack:
+            newcnd()
+            for enemy in game.enemies:
+                finald = (w - enemy.location).distance()
+                enemy.kavgd = 0.5 * (finald + enemy.kdist)
+            # Stas Sergeev added the condition
+            # that attacks only happen if Klingons
+            # are present and your skill is good.
+            if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 attack(torps_ok=False)
-            for m in range(len(game.enemies)):
-                game.enemies[m].kavgd = game.enemies[m].kdist
-        newcnd()
-        drawmaps(0)
-        setwnd(message_window)
-    w.x = w.y = 0
+            if game.alldone:
+                return
+        # check for edge of galaxy 
+        kinks = 0
+        while True:
+            kink = False
+            if course.final.i < 0:
+                course.final.i = -course.final.i
+                kink = True
+            if course.final.j < 0:
+                course.final.j = -course.final.j
+                kink = True
+            if course.final.i >= GALSIZE*QUADSIZE:
+                course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+                kink = True
+            if course.final.j >= GALSIZE*QUADSIZE:
+                course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+                kink = True
+            if kink:
+                kinks += 1
+            else:
+                break
+        if kinks:
+            game.nkinks += 1
+            if game.nkinks == 3:
+                # Three strikes -- you're out! 
+                finish(FNEG3)
+                return
+            skip(1)
+            prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+            prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+            prout(_("YOU WILL BE DESTROYED."))
+        # Compute final position in new quadrant 
+        if trbeam: # Don't bother if we are to be beamed 
+            return
+        game.quadrant = course.final.quadrant()
+        game.sector = course.final.sector()
+        skip(1)
+        prout(_("Entering Quadrant %s.") % game.quadrant)
+        game.quad[game.sector.i][game.sector.j] = game.ship
+        newqad()
+        if game.skill>SKILL_NOVICE:
+            attack(torps_ok=False)  
+
+    def check_collision(h):
+        iquad = game.quad[h.i][h.j]
+        if iquad != '.':
+            # object encountered in flight path 
+            stopegy = 50.0*course.distance/game.optime
+            if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
+                for enemy in game.enemies:
+                    if enemy.location == game.sector:
+                        break
+                collision(rammed=False, enemy=enemy)
+                return True
+            elif iquad == ' ':
+                skip(1)
+                prouts(_("***RED ALERT!  RED ALERT!"))
+                skip(1)
+                proutn("***" + crmshp())
+                proutn(_(" pulled into black hole at Sector %s") % h)
+                # Getting pulled into a black hole was certain
+                # death in Almy's original.  Stas Sergeev added a
+                # possibility that you'll get timewarped instead.
+                n=0
+                for m in range(NDEVICES):
+                    if game.damage[m]>0: 
+                        n += 1
+                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
+                    timwrp()
+                else: 
+                    finish(FHOLE)
+                return True
+            else:
+                # something else 
+                skip(1)
+                proutn(crmshp())
+                if iquad == '#':
+                    prout(_(" encounters Tholian web at %s;") % h)
+                else:
+                    prout(_(" blocked by object at %s;") % h)
+                proutn(_("Emergency stop required "))
+                prout(_("%2d units of energy.") % int(stopegy))
+                game.energy -= stopegy
+                if game.energy <= 0:
+                    finish(FNRG)
+                return True
+        return False
+
+    trbeam = False
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
-    angle = ((15.0 - game.direc) * 0.5235988)
-    deltax = -math.sin(angle)
-    deltay = math.cos(angle)
-    if math.fabs(deltax) > math.fabs(deltay):
-       bigger = math.fabs(deltax)
-    else:
-       bigger = math.fabs(deltay)
-    deltay /= bigger
-    deltax /= bigger
     # If tractor beam is to occur, don't move full distance 
     if game.state.date+game.optime >= scheduled(FTBEAM):
        trbeam = True
        game.condition = "red"
-       game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+       course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
-    # Move within the quadrant 
-    game.quad[game.sector.x][game.sector.y] = IHDOT
-    x = game.sector.x
-    y = game.sector.y
-    n = 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):
-               # 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)
-                   #
-                   # Stas Sergeev added the condition
-                   # that attacks only happen if Klingons
-                   # are present and your skill is good.
-                   # 
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
-                       attack(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))
-               # check for edge of galaxy 
-               kinks = 0
-                while True:
-                   kink = False
-                   if w.x < 0:
-                       w.x = -w.x
-                       kink = True
-                   if w.y < 0:
-                       w.y = -w.y
-                       kink = True
-                   if w.x >= GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2) - w.x
-                       kink = True
-                   if w.y >= GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2) - w.y
-                       kink = True
-                   if kink:
-                       kinks += 1
-                    else:
-                        break
-               if kinks:
-                   game.nkinks += 1
-                   if game.nkinks == 3:
-                       # Three strikes -- you're out! 
-                       finish(FNEG3)
-                       return
-                   skip(1)
-                   prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
-                   prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
-                   prout(_("YOU WILL BE DESTROYED."))
-               # Compute final position in new quadrant 
-               if trbeam: # Don't bother if we are to be beamed 
-                   return
-               game.quadrant.x = w.x/QUADSIZE
-               game.quadrant.y = w.y/QUADSIZE
-               game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
-               game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
-               skip(1)
-               prout(_("Entering Quadrant %s.") % game.quadrant)
-               game.quad[game.sector.x][game.sector.y] = game.ship
-               newqad(False)
-               if game.skill>SKILL_NOVICE:
-                   attack(torps_ok=False)  
-               return
-           iquad = game.quad[w.x][w.y]
-           if iquad != IHDOT:
-               # object encountered in flight path 
-               stopegy = 50.0*game.dist/game.optime
-               game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
-                if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
-                   game.sector = w
-                    for enemy in game.enemies:
-                        if enemy.kloc == game.sector:
-                            break
-                   collision(rammed=False, enemy=enemy)
-                   final = game.sector
-               elif iquad == IHBLANK:
-                   skip(1)
-                   prouts(_("***RED ALERT!  RED ALERT!"))
-                   skip(1)
-                   proutn("***")
-                   crmshp()
-                   proutn(_(" pulled into black hole at Sector %s") % w)
-                   #
-                   # Getting pulled into a black hole was certain
-                   # death in Almy's original.  Stas Sergeev added a
-                   # possibility that you'll get timewarped instead.
-                   # 
-                   n=0
-                   for m in range(NDEVICES):
-                       if game.damage[m]>0: 
-                           n += 1
-                   probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
-                   if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
-                       timwrp()
-                   else: 
-                       finish(FHOLE)
-                   return
-               else:
-                   # something else 
-                   skip(1)
-                   crmshp()
-                   if iquad == IHWEB:
-                       proutn(_(" encounters Tholian web at %s;") % w)
-                   else:
-                       proutn(_(" blocked by object at %s;") % w)
-                   proutn(_("Emergency stop required "))
-                   prout(_("%2d units of energy.") % int(stopegy))
-                   game.energy -= stopegy
-                   final.x = x-deltax+0.5
-                   final.y = y-deltay+0.5
-                   game.sector = final
-                   if game.energy <= 0:
-                       finish(FNRG)
-                       return
-                # We're here!
-               no_quad_change()
-                return
-       game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
-       game.sector = w
-    final = game.sector
-    no_quad_change()
+    # Move out
+    game.quad[game.sector.i][game.sector.j] = '.'
+    for m in range(course.moves):
+        course.next()
+        w = course.sector()
+        if course.origin.quadrant() != course.location.quadrant():
+            newquadrant(noattack)
+            break
+        elif check_collision(w):
+            print "Collision detected"
+            break
+        else:
+            game.sector = w
+    # We're in destination quadrant -- compute new average enemy distances
+    game.quad[game.sector.i][game.sector.j] = game.ship
+    if game.enemies:
+        for enemy in game.enemies:
+            finald = (w-enemy.location).distance()
+            enemy.kavgd = 0.5 * (finald + enemy.kdist)
+            enemy.kdist = finald
+        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+            attack(torps_ok=False)
+        for enemy in game.enemies:
+            enemy.kavgd = enemy.kdist
+    newcnd()
+    drawmaps(0)
+    setwnd(message_window)
     return
 
 def dock(verbose):
-    # 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 +3480,8 @@ 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":
@@ -3973,17 +3499,17 @@ def dock(verbose):
        prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
        attackreport(False)
        game.iseenit = True
-# This program originally required input in terms of a (clock)
-# direction and distance. Somewhere in history, it was changed to
-# cartesian coordinates. So we need to convert.  Probably
-# "manual" input should still be done this way -- it's a real
-# pain if the computer isn't working! Manual mode is still confusing
-# because it involves giving x and y motions, yet the coordinates
-# are always displayed y - x, where +y is downward!
-
-def getcourse(isprobe, akey):
-    # get course and distance
+
+def cartesian(loc1=None, loc2=None):
+    if loc1 is None:
+        return game.quadrant * QUADSIZE + game.sector
+    elif loc2 is None:
+        return game.quadrant * QUADSIZE + loc1
+    else:
+        return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
+    "Get a course and distance from the user."
     key = 0
     dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
@@ -3994,7 +3520,7 @@ def getcourse(isprobe, akey):
        prout(_("Dummy! You can't leave standard orbit until you"))
        proutn(_("are back aboard the ship."))
        scanner.chew()
-       return False
+       raise TrekError
     while navmode == "unspecified":
        if damaged(DNAVSYS):
            if isprobe:
@@ -4003,19 +3529,14 @@ 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 
-           key = akey
-           akey = -1
-       else: 
-           key = scanner.next()
-       if key == IHEOL:
+        key = scanner.next()
+       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()
@@ -4027,7 +3548,7 @@ def getcourse(isprobe, akey):
            else:
                huh()
                scanner.chew()
-               return False
+               raise TrekError
        else: # numeric 
            if isprobe:
                prout(_("(Manual navigation assumed.)"))
@@ -4035,8 +3556,9 @@ def getcourse(isprobe, akey):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
+    delta = coord()
     if navmode == "automatic":
-       while key == IHEOL:
+       while key == "IHEOL":
            if isprobe:
                proutn(_("Target quadrant or quadrant&sector- "))
            else:
@@ -4044,43 +3566,43 @@ def getcourse(isprobe, akey):
            scanner.chew()
            iprompt = True
            key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        xi = int(round(scanner.real))-1
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
+           raise TrekError
        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
+               raise TrekError
            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 dquad.valid_quadrant() or not dsect.valid_sector():
            huh()
-           return False
+           raise TrekError
        skip(1)
        if not isprobe:
            if itemp > "curt":
@@ -4089,41 +3611,80 @@ 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.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+       delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
     else: # manual 
-       while key == IHEOL:
+       while key == "IHEOL":
            proutn(_("X and Y displacements- "))
            scanner.chew()
            iprompt = True
            key = scanner.next()
        itemp = "verbose"
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
-       deltax = scanner.real
+           raise TrekError
+       delta.j = scanner.real
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
-           return False
-       deltay = scanner.real
+           raise TrekError
+       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
+       raise TrekError
     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
-    if game.direc < 0.0:
-       game.direc += 12.0
     scanner.chew()
-    return True
+    return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+    def __init__(self, bearing, distance, origin=None): 
+        self.distance = distance
+        self.bearing = bearing
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = origin
+        # The bearing() code we inherited from FORTRAN is actually computing
+        # clockface directions!
+        if self.bearing < 0.0:
+            self.bearing += 12.0
+        self.angle = ((15.0 - self.bearing) * 0.5235988)
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = cartesian(game.quadrant, origin)
+        self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+        bigger = max(abs(self.increment.i), abs(self.increment.j))
+        self.increment /= bigger
+        self.moves = int(round(10*self.distance*bigger))
+        self.reset()
+        self.final = (self.location + self.moves*self.increment).roundtogrid()
+    def reset(self):
+        self.location = self.origin
+        self.step = 0
+    def arrived(self):
+        return self.location.roundtogrid() == self.final
+    def next(self):
+        "Next step on course."
+        self.step += 1
+        self.nextlocation = self.location + self.increment
+        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+        self.location = self.nextlocation
+        return samequad
+    def quadrant(self):
+        return self.location.quadrant()
+    def sector(self):
+        return self.location.sector()
+    def power(self, warp):
+       return self.distance*(warp**3)*(game.shldup+1)
+    def time(self, warp):
+        return 10.0*self.distance/warp**2
 
 def impulse():
-    # move under impulse power 
+    "Move under impulse power."
     game.ididit = False
     if damaged(DIMPULS):
        scanner.chew()
@@ -4131,9 +3692,11 @@ def impulse():
        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
        return
     if game.energy > 30.0:
-        if not getcourse(isprobe=False, akey=0):
+        try:
+            course = getcourse(isprobe=False)
+        except TrekError:
            return
-       power = 20.0 + 100.0*game.dist
+       power = 20.0 + 100.0*course.distance
     else:
        power = 30.0
     if power >= game.energy:
@@ -4150,7 +3713,7 @@ def impulse():
        scanner.chew()
        return
     # Make sure enough time is left for the trip 
-    game.optime = game.dist/0.095
+    game.optime = course.dist/0.095
     if game.optime >= game.state.remtime:
        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
@@ -4158,26 +3721,26 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(novapush=False)
+    imove(course, noattack=False)
     game.ididit = True
     if game.alldone:
        return
-    power = 20.0 + 100.0*game.dist
+    power = 20.0 + 100.0*course.dist
     game.energy -= power
-    game.optime = game.dist/0.095
+    game.optime = course.dist/0.095
     if game.energy <= 0:
        finish(FNRG)
     return
 
-def warp(timewarp):
-    # move under warp drive 
+def warp(course, involuntary):
+    "ove under warp drive."
     blooey = False; twarp = False
-    if not timewarp: # Not WARPX entry 
+    if not involuntary: # Not WARPX entry 
        game.ididit = False
        if game.damage[DWARPEN] > 10.0:
            scanner.chew()
            skip(1)
-           prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+           prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
            return
        if damaged(DWARPEN) and game.warpfac > 4.0:
            scanner.chew()
@@ -4185,18 +3748,22 @@ def warp(timewarp):
            prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
            prout(_("  is repaired, I can only give you warp 4.\""))
            return
-               # Read in course and distance 
-        if not getcourse(isprobe=False, akey=0):
-           return
-       # Make sure starship has enough energy for the trip 
-       power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
-       if power >= game.energy:
+               # Read in course and distance
+        if course==None:
+            try:
+                course = getcourse(isprobe=False)
+            except TrekError:
+                return
+       # Make sure starship has enough energy for the trip
+        # Note: this formula is slightly different from the C version,
+        # and lets you skate a bit closer to the edge.
+       if course.power(game.warpfac) >= game.energy:
            # Insufficient power for trip 
            game.ididit = False
            skip(1)
            prout(_("Engineering to bridge--"))
            if not game.shldup or 0.5*power > game.energy:
-               iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+               iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
                if iwarp <= 0:
                    prout(_("We can't do it, Captain. We don't have enough energy."))
                else:
@@ -4208,10 +3775,9 @@ def warp(timewarp):
                        prout(".")
            else:
                prout(_("We haven't the energy to go that far with the shields up."))
-           return
-                                               
+           return                              
        # Make sure enough time is left for the trip 
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = course.time(game.warpfac)
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4227,12 +3793,12 @@ 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 = course.distance*(6.0-game.warpfac)**2/66.666666666
        if prob > randreal():
            blooey = True
-           game.dist = randreal(game.dist)
+           course.distance = randreal(course.distance)
        # Decide if time warp will occur 
-       if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+       if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
@@ -4242,37 +3808,23 @@ def warp(timewarp):
        if blooey or twarp:
            # If time warp or engine damage, check path 
            # If it is obstructed, don't do warp or damage 
-           angle = ((15.0-game.direc)*0.5235998)
-           deltax = -math.sin(angle)
-           deltay = math.cos(angle)
-           if math.fabs(deltax) > math.fabs(deltay):
-               bigger = math.fabs(deltax)
-           else:
-               bigger = math.fabs(deltay)
-                       
-           deltax /= bigger
-           deltay /= bigger
-           n = 10.0 * game.dist * bigger +0.5
-           x = game.sector.x
-           y = game.sector.y
-           for l in range(1, n+1):
-               x += deltax
-               ix = x + 0.5
-               y += deltay
-               iy = y +0.5
-               if not VALID_SECTOR(ix, iy):
-                   break
-               if game.quad[ix][iy] != IHDOT:
+            for m in range(course.moves):
+                course.next()
+                w = course.sector()
+                if not w.valid_sector():
+                    break
+               if game.quad[w.i][w.j] != '.':
                    blooey = False
                    twarp = False
+            course.reset()
     # Activate Warp Engines and pay the cost 
-    imove(novapush=False)
+    imove(course, noattack=False)
     if game.alldone:
        return
-    game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+    game.energy -= course.power(game.warpfac)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = 10.0*game.dist/game.wfacsq
+    game.optime = course.time(game.warpfac)
     if twarp:
        timwrp()
     if blooey:
@@ -4285,15 +3837,15 @@ 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 +3863,6 @@ 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 +3877,7 @@ 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 +3915,13 @@ 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()
-       skip(1)
+       prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
        prout(_("safely out of quadrant."))
        if not damaged(DRADIO):
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
        # Try to use warp engines 
        if damaged(DWARPEN):
            skip(1)
@@ -4382,18 +3929,15 @@ 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.direc = randreal(12)       # How dumb! 
+       dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+       dist = max(dist, randreal(math.sqrt(2)))
+        bugout = course(bearing=randreal(12), distance=dist)   # How dumb!
+       game.optime = bugout.time(game.warpfac)
        game.justin = False
        game.inorbit = False
-       warp(True)
+       warp(bugout, involuntary=True)
        if not game.justin:
            # This is bad news, we didn't leave quadrant. 
            if game.alldone:
@@ -4403,13 +3947,13 @@ 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 +3961,8 @@ 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 
@@ -4429,44 +3973,41 @@ def timwrp():
        game.isatb = 0
        unschedule(FCDBAS)
        unschedule(FSCDBAS)
-       invalidate(game.battle)
-
+       game.battle.invalidate()
        # Make sure Galileo is consistant -- Snapshot may have been taken
         # when on planet, which would give us two Galileos! 
        gotit = False
        for l in range(game.inplan):
            if game.state.planets[l].known == "shuttle_down":
                gotit = True
-               if game.iscraft == "onship" and game.ship==IHE:
+               if game.iscraft == "onship" and game.ship=='E':
                    prout(_("Chekov-  \"Security reports the Galileo has disappeared, Sir!"))
                    game.iscraft = "offship"
        # Likewise, if in the original time the Galileo was abandoned, but
        # was on ship earlier, it would have vanished -- let's restore it.
        if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
-           prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""))
+           prout(_("Chekov-  \"Security reports the Galileo has reappeared in the dock!\""))
            game.iscraft = "onship"
-       # 
-#       * There used to be code to do the actual reconstrction here,
-#       * but the starchart is now part of the snapshotted galaxy state.
-#       
+        # There used to be code to do the actual reconstrction here,
+        # but the starchart is now part of the snapshotted galaxy state.
        prout(_("Spock has reconstructed a correct star chart from memory"))
     else:
        # Go forward in time 
-       game.optime = -0.5*game.intime*math.log(randreal())
+       game.optime = expran(0.5*game.intime)
        prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
        # cheat to make sure no tractor beams occur during time warp 
        postpone(FTBEAM, game.optime)
        game.damage[DRADIO] += game.optime
-    newqad(False)
+    newqad()
     events()   # Stas Sergeev added this -- do pending events 
 
 def probe():
-    # launch deep-space probe 
+    "Launch deep-space probe." 
     # New code to launch a deep space probe 
     if game.nprobes == 0:
        scanner.chew()
        skip(1)
-       if game.ship == IHE
+       if game.ship == 'E'
            prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
        else:
            prout(_("Ye Faerie Queene has no deep space probes."))
@@ -4486,8 +4027,7 @@ def probe():
            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
        return
     key = scanner.next()
-    if key == IHEOL:
-       # slow mode, so let Kirk know how many probes there are left
+    if key == "IHEOL":
         if game.nprobes == 1:
             prout(_("1 probe left."))
         else:
@@ -4496,54 +4036,27 @@ 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):
-       return
+    elif key == "IHREAL":              # first element of course
+        scanner.push(scanner.token)
+    try:
+        game.probe = getcourse(isprobe=True)
+    except TrekError:
+        return
     game.nprobes -= 1
-    angle = ((15.0 - game.direc) * 0.5235988)
-    game.probeinx = -math.sin(angle)
-    game.probeiny = math.cos(angle)
-    if math.fabs(game.probeinx) > math.fabs(game.probeiny):
-       bigger = math.fabs(game.probeinx)
-    else:
-       bigger = math.fabs(game.probeiny)
-    game.probeiny /= bigger
-    game.probeinx /= bigger
-    game.proben = 10.0*game.dist*bigger +0.5
-    game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
-    game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
-    game.probec = game.quadrant
     schedule(FDSPROB, 0.01) # Time to move one sector
     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
     game.ididit = True
     return
 
-# Here's how the mayday code works:
-# 
-# First, the closest starbase is selected.  If there is a a starbase
-# in your own quadrant, you are in good shape.  This distance takes
-# quadrant distances into account only.
-#
-# A magic number is computed based on the distance which acts as the
-# probability that you will be rematerialized.  You get three tries.
-#
-# When it is determined that you should be able to be rematerialized
-# (i.e., when the probability thing mentioned above comes up
-# positive), you are put into that quadrant (anywhere).  Then, we try
-# to see if there is a spot adjacent to the star- base.  If not, you
-# can't be rematerialized!!!  Otherwise, it drops you there.  It only
-# tries five times to find a spot to drop you.  After that, it's your
-# problem.
-
 def mayday():
-    # yell for help from nearest starbase 
+    "Yell for help from nearest starbase."
     # There's more than one way to move in this game! 
-    line = 0
     scanner.chew()
     # Test for conditions which prevent calling for help 
     if game.condition == "docked":
@@ -4552,42 +4065,38 @@ 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]='.'
+    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 w.valid_sector() and game.quad[w.i][w.j]=='.':
            # 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
@@ -4597,54 +4106,31 @@ def mayday():
        if m == 1: proutn(_("1st"))
        elif m == 2: proutn(_("2nd"))
        elif m == 3: proutn(_("3rd"))
-       proutn(_(" attempt to re-materialize "))
-       crmshp()
-       game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
-       textcolor("red")
+       proutn(_(" attempt to re-materialize ") + crmshp())
+       game.quad[ix][iy]=('-','o','O')[m-1]
        warble()
        if randreal() > probf:
            break
        prout(_("fails."))
        curses.delay_output(500)
-       textcolor(None)
     if m > 3:
-       game.quad[ix][iy]=IHQUEST
+       game.quad[ix][iy]='?'
        game.alive = False
        drawmaps(1)
        setwnd(message_window)
        finish(FMATERIALIZE)
        return
     game.quad[ix][iy]=game.ship
-    textcolor("green")
     prout(_("succeeds."))
-    textcolor(None)
     dock(False)
     skip(1)
     prout(_("Lt. Uhura-  \"Captain, we made it!\""))
 
-# Abandon Ship (the BSD-Trek description)
-# 
-# The ship is abandoned.  If your current ship is the Faire
-# Queene, or if your shuttlecraft is dead, you're out of
-# luck.  You need the shuttlecraft in order for the captain
-# (that's you!!) to escape.
-# 
-# Your crew can beam to an inhabited starsystem in the
-# quadrant, if there is one and if the transporter is working.
-# If there is no inhabited starsystem, or if the transporter
-# is out, they are left to die in outer space.
-# 
-# If there are no starbases left, you are captured by the
-# Klingons, who torture you mercilessly.  However, if there
-# is at least one starbase, you are returned to the
-# Federation in a prisoner of war exchange.  Of course, this
-# can't happen unless you have taken some prisoners.
-
 def abandon():
-    # abandon ship 
+    "Abandon ship."
     scanner.chew()
     if game.condition=="docked":
-       if game.ship!=IHE:
+       if game.ship!='E':
            prout(_("You cannot abandon Ye Faerie Queene."))
            return
     else:
@@ -4664,18 +4150,18 @@ 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 +4174,33 @@ 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] = '.'
            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 game.sector.valid_sector() and \
+                       game.quad[game.sector.i][game.sector.j] == '.':
                     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 = 'F'
     game.state.crew = FULLCREW
     prout(_("Starfleet puts you in command of another ship,"))
     prout(_("the Faerie Queene, which is antiquated but,"))
@@ -4735,21 +4220,20 @@ 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 +4248,7 @@ 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 +4261,7 @@ def survey():
        prout(_("No information available."))
 
 def orbit():
-    # enter standard orbit 
+    "Enter standard orbit." 
     skip(1)
     scanner.chew()
     if game.inorbit:
@@ -4786,9 +4270,11 @@ 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 +4288,7 @@ 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 +4315,7 @@ 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 +4328,7 @@ 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 +4406,7 @@ 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 +4422,7 @@ 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 +4433,7 @@ def mine():
     game.imine = game.ididit = True
 
 def usecrystals():
-    # use dilithium crystals 
+    "Use dilithium crystals."
     game.ididit = False
     skip(1)
     scanner.chew()
@@ -4996,7 +4479,7 @@ 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 +4494,7 @@ 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 +4562,7 @@ 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)
@@ -5098,11 +4579,11 @@ def shuttle():
        return
 
 def deathray():
-    # use the big zapper 
+    "Use the big zapper."
     game.ididit = False
     skip(1)
     scanner.chew()
-    if game.ship != IHE:
+    if game.ship != 'E':
        prout(_("Ye Faerie Queene has no death ray."))
        return
     if len(game.enemies)==0:
@@ -5138,9 +4619,9 @@ 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].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
        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'"))
@@ -5186,8 +4667,8 @@ def deathray():
        prout(_(" Mr. Sulu."))
        for i in range(QUADSIZE):
            for j in range(QUADSIZE):
-               if game.quad[i][j] == IHDOT:
-                   game.quad[i][j] = IHQUEST
+               if game.quad[i][j] == '.':
+                   game.quad[i][j] = '?'
        prout(_("  Captain, our quadrant is now infested with"))
        prouts(_(" - - - - - -  *THINGS*."))
        skip(1)
@@ -5203,7 +4684,7 @@ 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 +4714,23 @@ 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:
@@ -5261,7 +4742,7 @@ def report():
        prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
     if game.nhelp:
        prout(_("There were %d call%s for help.") % (game.nhelp,  ("" , _("s"))[game.nhelp!=1]))
-    if game.ship == IHE:
+    if game.ship == 'E':
        proutn(_("You have "))
        if game.nprobes:
            proutn("%d" % (game.nprobes))
@@ -5291,7 +4772,7 @@ 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":
@@ -5302,11 +4783,11 @@ 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):
-           if not VALID_QUADRANT(x, y):
+        for y in range(game.quadrant.j-1, game.quadrant.j+2):
+           if not coord(x, y).valid_quadrant():
                 if not silent:
                     proutn("  -1")
            else:
@@ -5322,10 +4803,9 @@ def lrscan(silent):
        prout(" ")
 
 def damagereport():
-    # damage report 
+    "Damage report."
     jdam = False
     scanner.chew()
-
     for i in range(NDEVICES):
        if damaged(i):
            if not jdam:
@@ -5334,12 +4814,12 @@ def damagereport():
                jdam = True
            prout("  %-26s\t%8.2f\t\t%8.2f" % (device[i],
                                                game.damage[i]+0.05,
-                                               game.docfac*game.damage[i]+0.005))
+                                               DOCKFAC*game.damage[i]+0.005))
     if not jdam:
        prout(_("All devices functional."))
 
 def rechart():
-    # update the chart in the Enterprise's computer from galaxy data 
+    "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 +4829,7 @@ 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 +4838,6 @@ 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 +4845,7 @@ 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 +4858,7 @@ 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(" ")
@@ -5388,35 +4867,22 @@ 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):
-       if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
-           if game.condition   == "red": textcolor("red")
-           elif game.condition == "green": textcolor("green")
-           elif game.condition == "yellow": textcolor("yellow")
-           elif game.condition == "docked": textcolor("cyan")
-           elif game.condition == "dead": textcolor("brown")
-           if game.quad[i][j] != game.ship: 
-               highvideo()
+    "Light up an individual dot in a sector."
+    if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
        proutn("%c " % game.quad[i][j])
-       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))
     if not req or req == 2:
        if game.condition != "docked":
            newcnd()
-        dam = 0
-       for t in range(NDEVICES):
-           if game.damage[t]>0: 
-               dam += 1
-       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+       prstat(_("Condition"), _("%s, %i DAMAGES") % \
+               (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
     if not req or req == 3:
        prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
     if not req or req == 4:
@@ -5449,10 +4915,10 @@ 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 +4927,9 @@ 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 +4940,7 @@ 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 +4952,10 @@ 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()
@@ -5497,58 +4964,58 @@ 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 w1.valid_quadrant() or not w2.valid_sector():
        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)))
+    dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+               (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
     wfl = False
     if prompt:
        prout(_("Answer \"no\" if you don't know the value:"))
     while True:
        scanner.chew()
        proutn(_("Time or arrival date? "))
-       if scanner.next()==IHREAL:
+       if scanner.next()=="IHREAL":
            ttime = scanner.real
            if ttime > game.state.date:
                ttime -= game.state.date # Actually a star date
-            twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+            twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
             if ttime <= 1e-10 or twarp > 10:
                prout(_("We'll never make it, sir."))
                scanner.chew()
@@ -5558,7 +5025,7 @@ 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:
@@ -5568,15 +5035,15 @@ def eta():
        prout(_("Captain, certainly you can give me one of these."))
     while True:
        scanner.chew()
-       ttime = (10.0*game.dist)/square(twarp)
-       tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+       ttime = (10.0*dist)/twarp**2
+       tpower = dist*twarp*twarp*twarp*(game.shldup+1)
        if tpower >= game.energy:
            prout(_("Insufficient energy, sir."))
            if not game.shldup or tpower > game.energy*2.0:
                if not wfl:
                    return
                proutn(_("New warp factor to try? "))
-               if scanner.next() == IHREAL:
+               if scanner.next() == "IHREAL":
                    wfl = True
                    twarp = scanner.real
                    if twarp<1.0 or twarp > 10.0:
@@ -5609,7 +5076,7 @@ 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 +5086,11 @@ 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)
@@ -5633,20 +5099,19 @@ def prelim():
 #    skip(1)
 
 def freeze(boss):
-    # save game 
+    "Save game."
     if boss:
-       scanner.token = "emsave.trk"
-    else:
+       scanner.push("emsave.trk")
+    key = scanner.next()
+    if key == "IHEOL":
+        proutn(_("File name: "))
         key = scanner.next()
-       if key == IHEOL:
-           proutn(_("File name: "))
-           key = scanner.next()
-       if key != IHALPHA:
-           huh()
-           return
-       scanner.chew()
-        if '.' not in scanner.token:
-           scanner.token += ".trk"
+    if key != "IHALPHA":
+        huh()
+        return
+    scanner.chew()
+    if '.' not in scanner.token:
+        scanner.token += ".trk"
     try:
         fp = open(scanner.token, "wb")
     except IOError:
@@ -5656,13 +5121,13 @@ 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()
@@ -5689,11 +5154,11 @@ systnames = (
     _("Tellar Prime (Miracht)"),       # TOS: "Journey to Babel" 
     _("Vulcan (T'Khasi)"),     # many episodes 
     _("Medusa"),               # TOS: "Is There in Truth No Beauty?" 
-    _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD) 
+    _("Argelius II (Nelphia)"),        # TOS: "Wolf in the Fold" ("IV" in BSD) 
     _("Ardana"),               # TOS: "The Cloud Minders" 
     _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" 
     _("Gideon"),               # TOS: "The Mark of Gideon" 
-    _("Aldebaran III"),        # TOS: "The Deadly Years" 
+    _("Aldebaran III"),                # TOS: "The Deadly Years" 
     _("Alpha Majoris I"),      # TOS: "Wolf in the Fold" 
     _("Altair IV"),            # TOS: "Amok Time 
     _("Ariannus"),             # TOS: "Let That Be Your Last Battlefield" 
@@ -5749,19 +5214,17 @@ 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.ship = IHE
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
+    game.ship = 'E'
     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 +5232,6 @@ 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
@@ -5782,35 +5244,6 @@ def setup():
     game.iscraft = "onship"
     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 +5258,14 @@ 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 +5276,8 @@ 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 +5291,30 @@ 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 +5328,47 @@ 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:
@@ -5947,27 +5401,23 @@ 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
-    global thing
+    "Choose your game type."
     while True:
-       game.tourn = 0
+       game.tourn = game.length = 0
        game.thawed = False
        game.skill = SKILL_NONE
-       game.length = 0
        if not scanner.inqueue: # Can start with command line options 
            proutn(_("Would you like a regular, tournament, or saved game? "))
         scanner.next()
-       if 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()
@@ -5990,10 +5440,10 @@ def choose():
            return True
         if scanner.sees("regular"):
            break
-       proutn(_("What is \"%s\"?"), scanner.token)
+       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 +5471,7 @@ 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()
@@ -6033,19 +5483,17 @@ def choose():
        # Approximates Tom Almy's version.
        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
        game.options |= OPTION_ALMY
-    elif scanner.sees("fancy"):
+    elif scanner.sees("fancy") or scanner.sees("\n"):
        pass
     elif len(scanner.token):
         proutn(_("What is \"%s\"?") % scanner.token)
     setpassword()
     if game.passwd == "debug":
        idebug = True
-       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)
@@ -6056,102 +5504,88 @@ 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] == '.':
             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
-    return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+    "Drop new Klingon into current quadrant."
+    return enemy('K', 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)
+    game.quad = fill2d(QUADSIZE, lambda i, j: '.')
     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
-                e.kpower = randreal(950,1350) + 50.0*game.skill
-                game.comhere = True
+                game.quad[e.location.i][e.location.j] = 'C'
+                e.power = randreal(950,1350) + 50.0*game.skill
                break   
        # If we need a super-commander, promote a Klingon
        if game.quadrant == game.state.kscmdr:
             e = game.enemies[0]
-           game.quad[e.kloc.x][e.kloc.y] = IHS
-           e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
+           game.quad[e.location.i][e.location.j] = 'S'
+           e.power = 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)):
-        enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+    for i in range(q.romulans):
+        enemy('R', 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)
+       game.base = dropin('B')
     # If quadrant needs a planet, put it in
     if q.planet:
        game.iplnet = q.planet
        if not q.planet.inhabited:
-           game.plnet = dropin(IHP)
+           game.plnet = dropin('P')
        else:
-           game.plnet = dropin(IHW)
+           game.plnet = dropin('@')
     # Check for condition
     newcnd()
     # Check for RNZ
@@ -6164,15 +5598,14 @@ 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='?', 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 \
@@ -6180,42 +5613,42 @@ 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] == '.':
                     break
-            game.tholian = enemy(type=IHT, loc=w,
+            game.tholian = enemy(type='T', loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
-           if game.quad[0][0]==IHDOT:
+           if game.quad[0][0]=='.':
                game.quad[0][0] = 'X'
-           if game.quad[0][QUADSIZE-1]==IHDOT:
+           if game.quad[0][QUADSIZE-1]=='.':
                game.quad[0][QUADSIZE-1] = 'X'
-           if game.quad[QUADSIZE-1][0]==IHDOT:
+           if game.quad[QUADSIZE-1][0]=='.':
                game.quad[QUADSIZE-1][0] = 'X'
-           if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+           if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
     game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
     # And finally the stars
     for i in range(q.stars):
-       dropin(IHSTAR)
+       dropin('*')
     # Put in a few black holes
     for i in range(1, 3+1):
        if withprob(0.5): 
-           dropin(IHBLANK)
+           dropin(' ')
     # Take out X's in corners if Tholian present
     if game.tholian:
        if game.quad[0][0]=='X':
-           game.quad[0][0] = IHDOT
+           game.quad[0][0] = '.'
        if game.quad[0][QUADSIZE-1]=='X':
-           game.quad[0][QUADSIZE-1] = IHDOT
+           game.quad[0][QUADSIZE-1] = '.'
        if game.quad[QUADSIZE-1][0]=='X':
-           game.quad[QUADSIZE-1][0] = IHDOT
+           game.quad[QUADSIZE-1][0] = '.'
        if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
-           game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
+           game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
 
 def setpassword():
-    # set the self-destruct password 
+    "Set the self-destruct password."
     if game.options & OPTION_PLAIN:
        while True:
            scanner.chew()
@@ -6226,7 +5659,7 @@ 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 +5704,36 @@ 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()
@@ -6322,10 +5750,8 @@ def helpme():
             proutn(_("   current directory or to "))
             proutn(SSTDOC)
             prout(".\"")
-            #
             # This used to continue: "You need to find SST.DOC and put 
             # it in the current directory."
-            # 
             return
     while True:
         linebuf = fp.readline()
@@ -6347,21 +5773,19 @@ def helpme():
     fp.close()
 
 def makemoves():
-    # command-interpretation loop 
-    v = 0
+    "Command-interpretation loop."
     clrscr()
     setwnd(message_window)
     while True:        # command loop 
        drawmaps(1)
         while True:    # get a command 
            hitme = False
-           game.justin = False
-           game.optime = 0.0
+           game.optime = game.justin = False
            scanner.chew()
            setwnd(prompt_window)
            clrscr()
            proutn("COMMAND> ")
-           if scanner.next() == IHEOL:
+           if scanner.next() == "IHEOL":
                if game.options & OPTION_CURSES:
                    makechart()
                continue
@@ -6398,7 +5822,7 @@ def makemoves():
            if game.ididit:
                hitme = True
        elif cmd == "MOVE":             # move under warp
-           warp(False)
+           warp(course=None, involuntary=False)
        elif cmd == "SHIELDS":          # shields
            doshield(shraise=False)
            if game.ididit:
@@ -6488,14 +5912,14 @@ 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 +5929,41 @@ 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 == 'R': s = _("Romulan")
+    elif type == 'K': s = _("Klingon")
+    elif type == 'C': s = _("Commander")
+    elif type == 'S': s = _("Super-commander")
+    elif type == '*': s = _("Star")
+    elif type == 'P': s = _("Planet")
+    elif type == 'B': s = _("Starbase")
+    elif type == ' ': s = _("Black hole")
+    elif type == 'T': s = _("Tholian")
+    elif type == '#': s = _("Tholian web")
+    elif type == '?': s = _("Stranger")
+    elif type == '@': 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{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
 
 def stars():
-    # print a line of stars 
+    "Emit a line of stars" 
     prouts("******************************************************")
     skip(1)
 
@@ -6554,10 +5971,10 @@ 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:
@@ -6571,7 +5988,7 @@ class sstscanner:
         self.real = 0.0
         self.token = ''
         # Fill the token quue if nothing here
-        while self.inqueue == None:
+        while not self.inqueue:
             line = cgetline()
             if curwnd==prompt_window:
                 clrscr()
@@ -6579,36 +5996,34 @@ 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() + ["\n"]
         # 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 == "\n":
+            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.real = self.token = None
-    def chew2(self):
-        # return IHEOL next time 
         self.inqueue = []
         self.real = self.token = None
     def sees(self, s):
@@ -6616,29 +6031,43 @@ class sstscanner:
         return s.startswith(self.token)
     def int(self):
         # Round token value to nearest integer
-        return int(round(scanner.real + 0.5))
+        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 +6090,10 @@ 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 +6127,34 @@ 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 +6163,12 @@ 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 +6188,8 @@ 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
@@ -6771,15 +6200,18 @@ if __name__ == '__main__':
                 raise SystemExit, 1
         # where to save the input in case of bugs
         try:
-            logfp = open("/usr/tmp/sst-input.log", "w")
+            logfp = open("/tmp/sst-input.log", "w")
         except IOError:
             sys.stderr.write("sst: warning, can't open logfile\n")
+            sys.exit(1)
         if logfp:
             logfp.write("# seed %s\n" % seed)
             logfp.write("# options %s\n" % " ".join(arguments))
+            logfp.write("# recorded by %s@%s on %s\n" % \
+                    (getpass.getuser(),socket.gethostname(),time.ctime()))
         random.seed(seed)
         scanner = sstscanner()
-        scanner.push(arguments)
+        map(scanner.append, arguments)
         try:
             iostart()
             while True: # Play a game 
@@ -6798,7 +6230,8 @@ if __name__ == '__main__':
                 if game.tourn and game.alldone:
                     proutn(_("Do you want your score recorded?"))
                     if ja() == True:
-                        scanner.chew2()
+                        scanner.chew()
+                        scanner.push("\n")
                         freeze(False)
                 scanner.chew()
                 proutn(_("Do you want to play again? "))
@@ -6810,5 +6243,6 @@ if __name__ == '__main__':
             ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
-        print""
-        pass
+        if logfp:
+            logfp.close()
+        print ""