Use /tmp for logs, as /usr/tmp is not available under Ubuntu.
[super-star-trek.git] / src / sst.py
index ed133629e9741e916ba61dea9a9d0c705af69b43..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 dating back to 1973.  Beautiful Python it is not.  But it
-works.
-
-Dave Matuszek says:
-
-SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
-LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
-were in the original non-"super" version of UT FORTRAN Star Trek.
-
-Tholians were not in the original. Dave is dubious about their merits.
-(They are now controlled by OPTION_THOLIAN and turned off if the game
-type is "plain".)
-
-Planets and dilithium crystals were not in the original.  Dave is OK
-with this idea. (It's now controlled by OPTION_PLANETS and turned 
-off if the game type is "plain".)
+sst.py -- Super Star Trek 2K
 
-Dave says the bit about the Galileo getting turned into a
-McDonald's is "consistant with our original vision".  (This has been
-left permanently enabled, as it can only happen if OPTION_PLANETS
-is on.)
+SST2K is a Python translation of a C translation of a FORTRAN
+original dating back to 1973.  Beautiful Python it is not, but it
+works.  Translation by Eric S. Raymond; original game by David Matuszek
+and Paul Reynolds, with modifications by Don Smith, Tom Almy,
+Stas Sergeev, and Eric S. Raymond.
 
-Dave also says the Space Thingy should not be preserved across saved
-games, so you can't prove to others that you've seen it.  He says it
-shouldn't fire back, either.  It should do nothing except scream and
-disappear when hit by photon torpedos.  It's OK that it may move
-when attacked, but it didn't in the original.  (Whether the Thingy
-can fire back is now controlled by OPTION_THINGY and turned off if the
-game type is "plain" or "almy".  The no-save behavior has been restored.)
-
-The Faerie Queen, black holes, and time warping were in the original.
-
-Here are Tom Almy's changes:
-
-In early 1997, I got the bright idea to look for references to
-"Super Star Trek" on the World Wide Web. There weren't many hits,
-but there was one that came up with 1979 Fortran sources! This
-version had a few additional features that mine didn't have,
-however mine had some feature it didn't have. So I merged its
-features that I liked. I also took a peek at the DECUS version (a
-port, less sources, to the PDP-10), and some other variations.
-
-1, Compared to the original UT version, I've changed the "help"
-command to "call" and the "terminate" command to "quit" to better
-match user expectations. The DECUS version apparently made those
-changes as well as changing "freeze" to "save". However I like
-"freeze".  (Both "freeze" and "save" work in SST2K.)
-
-2. The experimental deathray originally had only a 5% chance of
-success, but could be used repeatedly. I guess after a couple
-years of use, it was less "experimental" because the 1979
-version had a 70% success rate. However it was prone to breaking
-after use. I upgraded the deathray, but kept the original set of
-failure modes (great humor!).  (Now controlled by OPTION_DEATHRAY
-and turned off if game type is "plain".)
-
-3. The 1979 version also mentions srscan and lrscan working when
-docked (using the starbase's scanners), so I made some changes here
-to do this (and indicating that fact to the player), and then realized
-the base would have a subspace radio as well -- doing a Chart when docked
-updates the star chart, and all radio reports will be heard. The Dock
-command will also give a report if a base is under attack.
-
-4. Tholian Web from the 1979 version.  (Now controlled by
-OPTION_THOLIAN and turned off if game type is "plain".)
-
-5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
-and turned off if game type is "plain".)
-
-6. Regular Klingons and Romulans can move in Expert and Emeritus games. 
-This code could use improvement. (Now controlled by OPTION_MVBADDY
-and turned off if game type is "plain".)
-
-7. The deep-space probe feature from the DECUS version.  (Now controlled
-by OPTION_PROBE and turned off if game type is "plain").
-
-8. 'emexit' command from the 1979 version.
-
-9. Bugfix: Klingon commander movements are no longer reported if long-range 
-sensors are damaged.
-
-10. Bugfix: Better base positioning at startup (more spread out).
-That made sense to add because most people abort games with 
-bad base placement.
-
-In June 2002, I fixed two known bugs and a documentation typo.
-In June 2004 I fixed a number of bugs involving: 1) parsing invalid
-numbers, 2) manual phasers when SR scan is damaged and commander is
-present, 3) time warping into the future, 4) hang when moving
-klingons in crowded quadrants.  (These fixes are in SST2K.)
-
-Here are Stas Sergeev's changes:
-
-1. The Space Thingy can be shoved, if you ram it, and can fire back if 
-fired upon. (Now controlled by OPTION_THINGY and turned off if game 
-type is "plain" or "almy".)
-
-2. When you are docked, base covers you with an almost invincible shield. 
-(A commander can still ram you, or a Romulan can destroy the base,
-or a SCom can even succeed with direct attack IIRC, but this rarely 
-happens.)  (Now controlled by OPTION_BASE and turned off if game 
-type is "plain" or "almy".)
-
-3. Ramming a black hole is no longer instant death.  There is a
-chance you might get timewarped instead. (Now controlled by 
-OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
-
-4. The Tholian can be hit with phasers.
-
-5. SCom can't escape from you if no more enemies remain 
-(without this, chasing SCom can take an eternity).
-
-6. Probe target you enter is now the destination quadrant. Before I don't 
-remember what it was, but it was something I had difficulty using.
-
-7. Secret password is now autogenerated.
-
-8. "Plaque" is adjusted for A4 paper :-)
-
-9. Phasers now tells you how much energy needed, but only if the computer 
-is alive.
-
-10. Planets are auto-scanned when you enter the quadrant.
-
-11. Mining or using crystals in presense of enemy now yields an attack.
-There are other minor adjustments to what yields an attack
-and what does not.
-
-12. "freeze" command reverts to "save", most people will understand this
-better anyway. (SST2K recognizes both.)
-
-13. Screen-oriented interface, with sensor scans always up.  (SST2K
-supports both screen-oriented and TTY modes.)
-
-Eric Raymond's changes:
-
-Mainly, I translated this C code out of FORTRAN into C -- created #defines
-for a lot of magic numbers and refactored the heck out of it.
-
-1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
-
-2. Status report now indicates when dilithium crystals are on board.
-
-3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
-
-4. Added game option selection so you can play a close (but not bug-for-
-bug identical) approximation of older versions.
-
-5. Half the quadrants now have inhabited planets, from which one 
-cannot mine dilithium (there will still be the same additional number
-of dilithium-bearing planets).  Torpedoing an inhabited world is *bad*.
-There is BSD-Trek-like logic for Klingons to attack and enslave 
-inhabited worlds, producing more ships (only is skill is 'good' or 
-better). (Controlled by OPTION_WORLDS and turned off if game 
-type is "plain" or "almy".)
-
-6. User input is now logged so we can do regression testing.
-
-7. More BSD-Trek features: You can now lose if your entire crew
-dies in battle.  When abandoning ship in a game with inhabited
-worlds enabled, they must have one in the quadrant to beam down
-to; otherwise they die in space and this counts heavily against
-your score.  Docking at a starbase replenishes your crew.
-
-8. Still more BSD-Trek: we now have a weighted damage table.
-Also, the nav subsystem (enabling automatic course
-setting) can be damaged separately from the main computer (which
-handles weapons targeting, ETA calculation, and self-destruct).
-
-After these features were added, I translated this into Python and added
-more:
-
-9. A long-range scan is done silently whenever you call CHART; thus
-the LRSCAN command is no longer needed.  (Controlled by OPTION_AUTOSCAN
-and turned off if game type is "plain" or "almy".)
+See the doc/HACKING file in the distribution for designers notes and advice
+ion how to modify (and how not to modify!) this code.
 """
-import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
 
 SSTDOC         = "/usr/share/doc/sst/sst.doc"
 DOC_NAME       = "sst.doc"
 
 def _(str): return gettext.gettext(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
-MINCMDR        = 10
-
-# 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'
+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
@@ -259,9 +71,8 @@ class coord:
     def distance(self, other=None):
         if not other: other = coord(0, 0)
         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
-    def bearing(self, other=None):
-        if not other: other = coord(0, 0)
-        return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
+    def bearing(self):
+        return 1.90985*math.atan2(self.j, self.i)
     def sgn(self):
         s = coord()
         if self.i == 0:
@@ -418,39 +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.i is not None and self.kloc.j 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.i][self.kloc.j] = IHWEB
+                if self.type == 'T':
+                    game.quad[self.location.i][self.location.j] = '#'
                 else:
-                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
+                    game.quad[self.location.i][self.location.j] = '.'
         if loc:
-            self.kloc = copy.copy(loc)
-            game.quad[self.kloc.i][self.kloc.j] = self.type
+            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,%s.%f>" % (self.type, self.kloc, self.kpower)      # For debugging
+        return "<%s,%s.%f>" % (self.type, self.location, self.power)   # For debugging
 
 class gamestate:
     def __init__(self):
@@ -522,10 +331,8 @@ 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.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
@@ -540,25 +347,6 @@ class gamestate:
         # if the only remaining klingon is SCOM.
         game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
 
-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'
-
 FWON = 0
 FDEPLETE = 1
 FLIFESUP = 2
@@ -583,22 +371,17 @@ FHOLE = 20
 FCREW = 21
 
 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, args[0])
+        v *= args[0]           # from [0, args[0])
     elif len(args) == 2:
-        v = args[0] + v*(args[1]-args[0])      # returns from [args[0], args[1])
-    #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
@@ -616,24 +399,24 @@ def tryexit(enemy, look, irun):
     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
     if not welcoming(iq):
        return False;
-    if enemy.type == IHR:
+    if enemy.type == 'R':
        return False; # Romulans cannot escape! 
     if not irun:
        # avoid intruding on another commander's territory 
-       if enemy.type == IHC:
+       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
     # 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":
-       prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
+       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)
@@ -643,7 +426,7 @@ def tryexit(enemy, look, irun):
     # Handle global matters related to escape 
     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
     game.state.galaxy[iq.i][iq.j].klingons += 1
-    if enemy.type==IHS:
+    if enemy.type=='S':
        game.iscate = False
        game.ientesc = False
        game.isatb = 0
@@ -707,13 +490,13 @@ def movebaddy(enemy):
     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):
@@ -758,13 +541,13 @@ def movebaddy(enemy):
     if idebug:
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
-    m = game.sector - 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.kloc.i):
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
        m.j = 0
     m = (motion * m).sgn()
-    next = enemy.kloc
+    next = enemy.location
     # main move loop 
     for ll in range(nsteps):
        if idebug:
@@ -797,10 +580,10 @@ def movebaddy(enemy):
                    break
                look.j = next.j + krawlj
                krawlj = -krawlj
-           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
+           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
                # See if enemy should ram ship 
                if game.quad[look.i][look.j] == game.ship and \
-                   (enemy.type == IHC or enemy.type == IHS):
+                   (enemy.type == 'C' or enemy.type == 'S'):
                    collision(rammed=True, enemy=enemy)
                    return
                if krawli != m.i and m.j != 0:
@@ -823,7 +606,7 @@ def movebaddy(enemy):
        skip(1)
     if enemy.move(next):
        if not damaged(DSRSENS) or game.condition == "docked":
-           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
+           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
@@ -838,11 +621,11 @@ def moveklings():
     # and do move
     if game.quadrant in game.state.kcmdr:
         for enemy in game.enemies:
-           if enemy.type == IHC:
+           if enemy.type == 'C':
                movebaddy(enemy)
     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!
@@ -850,7 +633,7 @@ 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))
 
@@ -872,7 +655,7 @@ def movescom(iq, avoid):
        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
@@ -1018,13 +801,13 @@ def movetholian():
     if not game.tholian or game.justin:
        return
     id = coord()
-    if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+    if game.tholian.location.i == 0 and game.tholian.location.j == 0:
        id.i = 0; id.j = QUADSIZE-1
-    elif game.tholian.kloc.i == 0 and game.tholian.kloc.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.kloc.i == QUADSIZE-1 and game.tholian.kloc.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.kloc.i == QUADSIZE-1 and game.tholian.kloc.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! 
@@ -1032,34 +815,34 @@ def movetholian():
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.i][id.j] 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.i != id.i:
         here.i += delta.i
-        if game.quad[here.i][here.j]==IHDOT:
+        if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
     # move in y axis 
     while here.j != id.j:
         here.j += delta.j
-        if game.quad[here.i][here.j]==IHDOT:
+        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-1][i]!=IHWEB and game.quad[QUADSIZE-1][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-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=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.i][game.tholian.kloc.j]=IHWEB
-    dropin(IHBLANK)
-    prout(crmena(True, IHT, "sector", game.tholian) + _(" 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)
     return
 
@@ -1173,34 +956,12 @@ def doshield(shraise):
 
 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.
     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% 
@@ -1229,16 +990,16 @@ def collision(rammed, enemy):
     skip(2)
     proutn("***")
     proutn(crmshp())
-    hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+    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 "))
-    proutn(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)
+    deadkl(enemy.location, enemy.type, game.sector)
     proutn("***" + crmship() + " heavily damaged.")
     icas = randrange(10, 30)
     prout(_("***Sickbay reports %d casualties"), icas)
@@ -1277,18 +1038,18 @@ def torpedo(origin, bearing, dispersion, number, nburst):
     # Loop to move a single torpedo 
     setwnd(message_window)
     for step in range(1, QUADSIZE*2):
-       track.next()
+        if not track.next(): break
         w = track.sector()
        if not w.valid_sector():
            break
        iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
-       if iquad==IHDOT:
+       if iquad=='.':
            continue
        # hit something 
        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)
            prout(_("Torpedo hits %s.") % crmshp())
            hit = 700.0 + randreal(100) - \
@@ -1296,124 +1057,114 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            newcnd(); # we're blown out of dock 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = track.angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           bumpto.i = int(w.i+xx+0.5)
-           bumpto.j = int(w.j+yy+0.5)
+            # In the C/FORTRAN version, dispersion was 2.5 radians, which
+            # is 143 degrees, which is almost exactly 4.8 clockface units
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
            if not bumpto.valid_sector():
                return hit
-           if game.quad[bumpto.i][bumpto.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j]==' ':
                finish(FHOLE)
                return hit
-           if game.quad[bumpto.i][bumpto.j]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j]!='.':
                # can't move into object 
                return hit
            game.sector = bumpto
            proutn(crmshp())
-            game.quad[w.i][w.j]=IHDOT
+            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.kloc).distance()
+                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 (IHC, IHS, IHR, IHK): # Hit a regular enemy 
+       elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
            # find the enemy 
-           if iquad in (IHC, IHS) and withprob(0.05):
+           if iquad in ('C', 'S') and withprob(0.05):
                prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
                prout(_("   torpedo neutralized."))
                return None
             for enemy in game.enemies:
-               if w == enemy.kloc:
+               if w == enemy.location:
                    break
-           kp = math.fabs(enemy.kpower)
+           kp = math.fabs(enemy.power)
            h1 = 700.0 + randrange(100) - \
                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
            proutn(crmena(True, iquad, "sector", w))
-           # If enemy damaged but not destroyed, try to displace 
-           ang = track.angle + 2.5*(randreal()-0.5)
-           temp = math.fabs(math.sin(ang))
-           if math.fabs(math.cos(ang)) > temp:
-               temp = math.fabs(math.cos(ang))
-           xx = -math.sin(ang)/temp
-           yy = math.cos(ang)/temp
-           bumpto.i = int(w.i+xx+0.5)
-           bumpto.j = int(w.j+yy+0.5)
+            displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+            displacement.next()
+            bumpto = displacement.sector()
             if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[bumpto.i][bumpto.j] == IHBLANK:
+           if game.quad[bumpto.i][bumpto.j] == ' ':
                prout(_(" buffeted into black hole."))
                deadkl(w, iquad, bumpto)
-           if game.quad[bumpto.i][bumpto.j] != IHDOT:
+           if game.quad[bumpto.i][bumpto.j] != '.':
                prout(_(" damaged but not destroyed."))
             else:
                 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
-                enemy.kloc = bumpto
-                game.quad[w.i][w.j]=IHDOT
+                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.kloc).distance()
+                    enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
                 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
             return None
-       elif iquad == IHB: # Hit a base 
+       elif iquad == 'B': # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
-           game.quad[w.i][w.j]=IHDOT
+           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 
+       elif iquad == 'P': # Hit a planet 
            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nplankl += 1
            game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
            game.plnet.invalidate()
-           game.quad[w.i][w.j] = IHDOT
+           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! 
+       elif iquad == '@': # Hit an inhabited world -- very bad! 
            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nworldkl += 1
            game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
            game.plnet.invalidate()
-           game.quad[w.i][w.j] = IHDOT
+           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:
-                prout(crmena(True, IHSTAR, "sector", w) + _(" 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!!!"))
@@ -1431,32 +1182,32 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                thing.angry = True
                shoved = True
            return None
-       elif iquad == IHBLANK: # Black hole 
+       elif iquad == ' ': # Black hole 
            skip(1)
-           prout(crmena(True, IHBLANK, "sector", w) + _(" 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 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
-               game.quad[w.i][w.j] = IHDOT
+               game.quad[w.i][w.j] = '.'
                deadkl(w, iquad, w)
                game.tholian = None
                return None
            skip(1)
-           proutn(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.i][w.j] = IHWEB
-           dropin(IHBLANK)
+           game.quad[w.i][w.j] = '#'
+           dropin(' ')
            return None
         else: # Problem!
            skip(1)
@@ -1532,43 +1283,43 @@ 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 = randreal(0.8, 0.85)
-           hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
-           enemy.kpower *= 0.75
+           hit = enemy.power*math.pow(dustfac,enemy.kavgd)
+           enemy.power *= 0.75
        else: # Enemy uses photon torpedo 
            # We should be able to make the bearing() method work here
-           course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
+           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(enemy.kloc, course, dispersion, number=1, nburst=1)
+           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.i][game.quadrant.j].supernova or game.alldone:
@@ -1601,7 +1352,7 @@ def attack(torps_ok):
        if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
            proutn(_(" on the ") + crmshp())
        if not damaged(DSRSENS) and usephasers:
-           prout(_(" 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:
@@ -1650,15 +1401,15 @@ def deadkl(w, type, mv):
     # Added mv to allow enemy to "move" before dying 
     proutn(crmena(True, type, "sector", mv))
     # Decide what kind of enemy it is and update appropriately 
-    if type == IHR:
+    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
@@ -1666,16 +1417,16 @@ def deadkl(w, type, mv):
         # Killed some type of Klingon 
         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
-        if type == IHC:
+        if type == 'C':
             game.state.kcmdr.remove(game.quadrant)
             unschedule(FTBEAM)
             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.state.kscmdr.invalidate()
             game.isatb = 0
@@ -1689,7 +1440,7 @@ def deadkl(w, type, mv):
     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
@@ -1862,16 +1613,16 @@ 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)
@@ -1879,7 +1630,7 @@ def hittem(hits):
        else:
            proutn(_("Very small hit on "))
        ienm = game.quad[w.i][w.j]
-       if ienm==IHQUEST:
+       if ienm=='?':
            thing.angry = True
        proutn(crmena(False, ienm, "sector", w))
        skip(1)
@@ -1895,7 +1646,7 @@ def hittem(hits):
            if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
                prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
                prout(_("   has just lost its firepower.\""))
-               game.enemies[kk].kpower = -kpow
+               game.enemies[kk].power = -kpow
         kk += 1
     return
 
@@ -1988,7 +1739,7 @@ def phasers():
            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()
@@ -2024,7 +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
@@ -2061,7 +1812,7 @@ def phasers():
     elif automode == "MANUAL":
        rpow = 0.0
         for k in range(len(game.enemies)):
-           aim = game.enemies[k].kloc
+           aim = game.enemies[k].location
            ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
@@ -2069,7 +1820,7 @@ def phasers():
                msgflag = False
                rpow = 0.0
            if damaged(DSRSENS) and \
-               not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
+               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"
@@ -2079,7 +1830,7 @@ def phasers():
            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):
@@ -2246,7 +1997,7 @@ def events():
         # Handle case where base is in same quadrant as starship 
         if game.battle == game.quadrant:
             game.state.chart[game.battle.i][game.battle.j].starbase = False
-            game.quad[game.base.i][game.base.j] = IHDOT
+            game.quad[game.base.i][game.base.j] = '.'
             game.base.invalidate()
             newcnd()
             skip(1)
@@ -2326,7 +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:
@@ -2451,7 +2202,7 @@ def events():
                supercommander()
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
-            if game.probe.next(grain=QUADSIZE):
+            if not game.probe.next():
                if not game.probe.quadrant().valid_quadrant() or \
                    game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
                    # Left galaxy or ran into supernova
@@ -2638,8 +2389,8 @@ def nova(nov):
        supernova(game.quadrant)
        return
     # handle initial nova 
-    game.quad[nov.i][nov.j] = IHDOT
-    prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
+    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 
@@ -2657,9 +2408,9 @@ def nova(nov):
                     continue
                 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(game.quadrant)
@@ -2668,33 +2419,33 @@ def nova(nov):
                         hits.append(neighbor)
                        game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
                        game.state.starkl += 1
-                       proutn(crmena(True, IHSTAR, "sector", neighbor))
+                       proutn(crmena(True, '*', "sector", neighbor))
                        prout(_(" novas."))
-                        game.quad[neighbor.i][neighbor.j] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = '.'
                         kount += 1
-                elif iquad in (IHP, IHW): # Destroy planet 
+                elif iquad in ('P', '@'): # Destroy planet 
                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
-                    if iquad == IHP:
+                    if iquad == 'P':
                         game.state.nplankl += 1
                     else:
                         game.state.worldkl += 1
-                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+                    prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
                     game.iplnet.pclass = "destroyed"
                     game.iplnet = None
                     game.plnet.invalidate()
                     if game.landed:
                         finish(FPNOVA)
                         return
-                    game.quad[neighbor.i][neighbor.j] = IHDOT
-                elif iquad == IHB: # Destroy 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()
-                    prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
-                    game.quad[neighbor.i][neighbor.j] = 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:
@@ -2713,14 +2464,14 @@ 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]
@@ -2730,17 +2481,17 @@ def nova(nov):
                         skip(1)
                         break
                     iquad1 = game.quad[newc.i][newc.j]
-                    if iquad1 == IHBLANK:
-                        proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
+                    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.i][neighbor.j] = IHDOT
+                    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. 
@@ -2754,7 +2505,7 @@ def nova(nov):
     game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(course, novapush=True)
+    imove(course, noattack=True)
     game.optime = course.time(warp=4)
     return
        
@@ -2796,7 +2547,7 @@ def supernova(w):
        num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
        for ns.i in range(QUADSIZE):
            for ns.j in range(QUADSIZE):
-               if game.quad[ns.i][ns.j]==IHSTAR:
+               if game.quad[ns.i][ns.j]=='*':
                    num -= 1
                    if num==0:
                        break
@@ -2903,7 +2654,7 @@ def selfdestruct():
 
 def kaboom():
     stars()
-    if game.ship==IHE:
+    if game.ship=='E':
        prouts("***")
     prouts(_("********* Entropy of %s maximized *********") % crmshp())
     skip(1)
@@ -2913,8 +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.i][game.enemies[l].kloc.j], 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)
                                
@@ -2937,7 +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
@@ -3109,10 +2860,10 @@ 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 + len(game.state.kcmdr) + game.state.nscrem) != 0:
        goodies = game.state.remres/game.inresor
@@ -3147,9 +2898,9 @@ def score():
     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
@@ -3455,11 +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.
 # 
@@ -3536,7 +3282,7 @@ def tracktorpedo(origin, 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)
@@ -3578,117 +3324,84 @@ def prstat(txt, data):
 
 # Code from moving.c begins here
 
-def imove(course=None, novapush=False):
+def imove(course=None, noattack=False):
     "Movement execution for warp, impulse, supernova, and tractor-beam events."
-    w = coord(); final = coord()
-    trbeam = False
+    w = coord()
 
-    def no_quad_change():
-        # No quadrant change -- compute new average enemy distances 
-        game.quad[game.sector.i][game.sector.j] = game.ship
-        if game.enemies:
+    def newquadrant(noattack):
+        # Leaving quadrant -- allow final enemy attack 
+        # Don't do it if being pushed by Nova 
+        if len(game.enemies) != 0 and not noattack:
+            newcnd()
             for enemy in game.enemies:
-                finald = (w-enemy.kloc).distance()
+                finald = (w - enemy.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:
+            # Stas Sergeev added the condition
+            # that attacks only happen if Klingons
+            # are present and your skill is good.
+            if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 attack(torps_ok=False)
-            for enemy in game.enemies:
-                enemy.kavgd = enemy.kdist
-        newcnd()
-        drawmaps(0)
-        setwnd(message_window)
-
-    if game.inorbit:
-       prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
-       game.inorbit = False
-    # If tractor beam is to occur, don't move full distance 
-    if game.state.date+game.optime >= scheduled(FTBEAM):
-       trbeam = True
-       game.condition = "red"
-       course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
-       game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
-    # Move within the quadrant 
-    game.quad[game.sector.i][game.sector.j] = IHDOT
-    for m in range(course.moves):
-        course.next()
-        w = course.sector()
-        if course.origin.quadrant() != course.location.quadrant():
-            # Leaving quadrant -- allow final enemy attack 
-            # Don't do it if being pushed by Nova 
-            if len(game.enemies) != 0 and not novapush:
-                newcnd()
-                for enemy in game.enemies:
-                    finald = (w - enemy.kloc).distance()
-                    enemy.kavgd = 0.5 * (finald + enemy.kdist)
-                # Stas Sergeev added the condition
-                # that attacks only happen if Klingons
-                # are present and your skill is good.
-                if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-                    attack(torps_ok=False)
-                if game.alldone:
-                    return
-            # 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 
+            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
-            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)  
+            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
-        iquad = game.quad[w.i][w.j]
-        if iquad != IHDOT:
+        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
-            course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
-            game.sector = w
-            if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+            if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
                 for enemy in game.enemies:
-                    if enemy.kloc == game.sector:
+                    if enemy.location == game.sector:
                         break
                 collision(rammed=False, enemy=enemy)
-                final = game.sector
-            elif iquad == IHBLANK:
+                return True
+            elif iquad == ' ':
                 skip(1)
                 prouts(_("***RED ALERT!  RED ALERT!"))
                 skip(1)
                 proutn("***" + crmshp())
-                proutn(_(" pulled into black hole at Sector %s") % w)
+                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.
@@ -3701,29 +3414,61 @@ def imove(course=None, novapush=False):
                     timwrp()
                 else: 
                     finish(FHOLE)
-                return
+                return True
             else:
                 # something else 
                 skip(1)
                 proutn(crmshp())
-                if iquad == IHWEB:
-                    prout(_(" encounters Tholian web at %s;") % w)
+                if iquad == '#':
+                    prout(_(" encounters Tholian web at %s;") % h)
                 else:
-                    prout(_(" blocked by object at %s;") % w)
+                    prout(_(" blocked by object at %s;") % h)
                 proutn(_("Emergency stop required "))
                 prout(_("%2d units of energy.") % int(stopegy))
                 game.energy -= stopegy
-                game.sector = w
                 if game.energy <= 0:
                     finish(FNRG)
-                    return
-            # We're here!
-            no_quad_change()
-            return
-       course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
-       game.sector = w
-    final = game.sector
-    no_quad_change()
+                return True
+        return False
+
+    trbeam = False
+    if game.inorbit:
+       prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+       game.inorbit = False
+    # If tractor beam is to occur, don't move full distance 
+    if game.state.date+game.optime >= scheduled(FTBEAM):
+       trbeam = True
+       game.condition = "red"
+       course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+       game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+    # Move 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):
@@ -3754,14 +3499,6 @@ 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 cartesian(loc1=None, loc2=None):
     if loc1 is None:
@@ -3930,17 +3667,13 @@ class course:
         self.step = 0
     def arrived(self):
         return self.location.roundtogrid() == self.final
-    def next(self, grain=1):
+    def next(self):
         "Next step on course."
         self.step += 1
         self.nextlocation = self.location + self.increment
-        oldloc = (self.location/grain).roundtogrid()
-        newloc = (self.nextlocation/grain).roundtogrid()
+        samequad = (self.location.quadrant() == self.nextlocation.quadrant())
         self.location = self.nextlocation
-        if newloc != oldloc:
-            return True
-        else:
-            return False
+        return samequad
     def quadrant(self):
         return self.location.quadrant()
     def sector(self):
@@ -3988,7 +3721,7 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(course, novapush=False)
+    imove(course, noattack=False)
     game.ididit = True
     if game.alldone:
        return
@@ -4060,12 +3793,12 @@ def warp(course, involuntary):
     if game.warpfac > 6.0:
        # Decide if engine damage will occur
         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
-       prob = course.dist*(6.0-game.warpfac)**2/66.666666666
+       prob = course.distance*(6.0-game.warpfac)**2/66.666666666
        if prob > randreal():
            blooey = True
            course.distance = randreal(course.distance)
        # Decide if time warp will occur 
-       if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+       if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
        if idebug and game.warpfac==10 and not twarp:
            blooey = False
@@ -4080,12 +3813,12 @@ def warp(course, involuntary):
                 w = course.sector()
                 if not w.valid_sector():
                     break
-               if game.quad[w.x][w.y] != IHDOT:
+               if game.quad[w.i][w.j] != '.':
                    blooey = False
                    twarp = False
             course.reset()
     # Activate Warp Engines and pay the cost 
-    imove(course, novapush=False)
+    imove(course, noattack=False)
     if game.alldone:
        return
     game.energy -= course.power(game.warpfac)
@@ -4185,7 +3918,7 @@ def atover(igrab):
            proutn(_("The %s has stopped in a quadrant containing") % crmshp())
            prouts(_("   a supernova."))
            skip(2)
-       proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
+       prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
        prout(_("safely out of quadrant."))
        if not damaged(DRADIO):
            game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
@@ -4199,14 +3932,12 @@ def atover(igrab):
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
        dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
-       distreq = randreal(math.sqrt(2))
-       if distreq < game.dist:
-           dist = distreq
-        course = course(bearing=randreal(12), distance=dist)   # How dumb!
-       game.optime = course.time()
+       dist = max(dist, randreal(math.sqrt(2)))
+        bugout = course(bearing=randreal(12), distance=dist)   # How dumb!
+       game.optime = bugout.time(game.warpfac)
        game.justin = False
        game.inorbit = False
-       warp(course, involuntary=True)
+       warp(bugout, involuntary=True)
        if not game.justin:
            # This is bad news, we didn't leave quadrant. 
            if game.alldone:
@@ -4249,20 +3980,20 @@ def timwrp():
        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.
        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)
@@ -4276,7 +4007,7 @@ def 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."))
@@ -4355,13 +4086,13 @@ def mayday():
        game.quadrant = ibq
        newqad()
     # dematerialize starship 
-    game.quad[game.sector.i][game.sector.j]=IHDOT
+    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 w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
+       if w.valid_sector() and game.quad[w.i][w.j]=='.':
            # found one -- finish up 
             game.sector = w
            break
@@ -4376,25 +4107,21 @@ def mayday():
        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")
+       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!\""))
@@ -4403,7 +4130,7 @@ def abandon():
     "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:
@@ -4461,11 +4188,11 @@ def abandon():
            newqad()
        while True:
            # position next to base by trial and error 
-           game.quad[game.sector.i][game.sector.j] = IHDOT
+           game.quad[game.sector.i][game.sector.j] = '.'
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
                if game.sector.valid_sector() and \
-                       game.quad[game.sector.i][game.sector.j] == IHDOT:
+                       game.quad[game.sector.i][game.sector.j] == '.':
                     break
            if l < QUADSIZE+1:
                break # found a spot 
@@ -4473,7 +4200,7 @@ def abandon():
            game.sector.j=QUADSIZE/2
            newqad()
     # Get new commission 
-    game.quad[game.sector.i][game.sector.j] = 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,"))
@@ -4856,7 +4583,7 @@ def deathray():
     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:
@@ -4892,7 +4619,7 @@ 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.i][game.enemies[1].kloc.j],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 + len(game.state.kcmdr) + game.state.nscrem) == 0:
            finish(FWON)    
@@ -4940,8 +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)
@@ -5015,7 +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))
@@ -5087,7 +4814,7 @@ 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."))
 
@@ -5142,16 +4869,7 @@ def chart():
 def sectscan(goodScan, i, j):
     "Light up an individual dot in a sector."
     if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
-       if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
-           #if game.condition   == "red": textcolor("red")
-           #elif game.condition == "green": textcolor("green")
-           #elif game.condition == "yellow": textcolor("yellow")
-           #elif game.condition == "docked": textcolor("cyan")
-           #elif game.condition == "dead": textcolor("brown")
-           if game.quad[i][j] != game.ship: 
-               highvideo()
        proutn("%c " % game.quad[i][j])
-       #textcolor(None)
     else:
        proutn("- ")
 
@@ -5163,11 +4881,8 @@ def status(req=0):
     if not req or req == 2:
        if game.condition != "docked":
            newcnd()
-        dam = 0
-       for t in range(NDEVICES):
-           if game.damage[t]>0: 
-               dam += 1
-       prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+       prstat(_("Condition"), _("%s, %i DAMAGES") % \
+               (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
     if not req or req == 3:
        prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
     if not req or req == 4:
@@ -5200,7 +4915,7 @@ def status(req=0):
        prstat(_("Shields"), s+data)
     if not req or req == 9:
         prstat(_("Klingons Left"), "%d" \
-               % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
+               % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
     if not req or req == 10:
        if game.options & OPTION_WORLDS:
            plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
@@ -5320,7 +5035,7 @@ def eta():
        prout(_("Captain, certainly you can give me one of these."))
     while True:
        scanner.chew()
-       ttime = (10.0*game.dist)/twarp**2
+       ttime = (10.0*dist)/twarp**2
        tpower = dist*twarp*twarp*twarp*(game.shldup+1)
        if tpower >= game.energy:
            prout(_("Insufficient energy, sir."))
@@ -5506,7 +5221,7 @@ def setup():
        return # frozen game
     # Prepare the Enterprise
     game.alldone = game.gamewon = game.shldchg = game.shldup = False
-    game.ship = IHE
+    game.ship = 'E'
     game.state.crew = FULLCREW
     game.energy = game.inenrg = 5000.0
     game.shield = game.inshld = 2500.0
@@ -5529,7 +5244,6 @@ def setup():
     game.iscraft = "onship"
     game.landed = False
     game.alive = True
-    game.docfac = 0.25
     # Starchart is functional but we've never seen it
     game.lastchart = FOREVER
     # Put stars in the galaxy
@@ -5695,12 +5409,10 @@ def setup():
 
 def choose():
     "Choose your game type."
-    global thing
     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()
@@ -5803,7 +5515,7 @@ def dropin(iquad=None):
     "Drop a feature on a random dot in the current quadrant."
     while True:
         w = randplace(QUADSIZE)
-        if game.quad[w.i][w.j] == IHDOT:
+        if game.quad[w.i][w.j] == '.':
             break
     if iquad is not None:
         game.quad[w.i][w.j] = iquad
@@ -5821,7 +5533,7 @@ def newcnd():
 
 def newkling():
     "Drop new Klingon into current quadrant."
-    return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+    return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
 
 def newqad():
     "Set up a new state of quadrant, for when we enter or re-enter it."
@@ -5830,7 +5542,7 @@ def newqad():
     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
@@ -5852,28 +5564,28 @@ def newqad():
         for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
                 e = game.enemies[game.klhere-1]
-                game.quad[e.kloc.i][e.kloc.j] = IHC
-                e.kpower = randreal(950,1350) + 50.0*game.skill
+                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.i][e.kloc.j] = 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)
     # Put in Romulans if needed
     for i in range(q.romulans):
-        enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+        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
@@ -5888,7 +5600,7 @@ def newqad():
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
     # Put in THING if needed
     if thing == game.quadrant:
-        enemy(type=IHQUEST, loc=dropin(),
+        enemy(type='?', loc=dropin(),
                   power=randreal(6000,6500.0)+250.0*game.skill)
         if not damaged(DSRSENS):
             skip(1)
@@ -5903,37 +5615,37 @@ def newqad():
             while True:
                w.i = withprob(0.5) * (QUADSIZE-1)
                w.j = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.i][w.j] == IHDOT:
+                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."
@@ -6068,8 +5780,7 @@ def makemoves():
        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()
@@ -6220,18 +5931,18 @@ def makemoves():
 
 def cramen(type):
     "Emit the name of an enemy or feature." 
-    if   type == IHR: s = _("Romulan")
-    elif type == IHK: s = _("Klingon")
-    elif type == IHC: s = _("Commander")
-    elif type == IHS: s = _("Super-commander")
-    elif type == IHSTAR: s = _("Star")
-    elif type == IHP: s = _("Planet")
-    elif type == IHB: s = _("Starbase")
-    elif type == IHBLANK: s = _("Black hole")
-    elif type == IHT: s = _("Tholian")
-    elif type == IHWEB: s = _("Tholian web")
-    elif type == IHQUEST: s = _("Stranger")
-    elif type == IHW: s = _("Inhabited World")
+    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??"
     return s
 
@@ -6249,7 +5960,7 @@ def crmena(stars, enemy, loctype, w):
 
 def crmshp():
     "Emit our ship name." 
-    return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
+    return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
 
 def stars():
     "Emit a line of stars" 
@@ -6489,14 +6200,15 @@ 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" % \
-                    (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
+                    (getpass.getuser(),socket.gethostname(),time.ctime()))
         random.seed(seed)
         scanner = sstscanner()
         map(scanner.append, arguments)