OK, warp flight between quadrants works now.
[super-star-trek.git] / src / sst.py
index f51fd3bd978e087aee68656914b46846a3a5d468..aa22fe10418a10d26f86d952bd3a65b574e164df 100644 (file)
@@ -3,9 +3,9 @@
 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 1-origin index
-an a lot of parallel arrays where a more modern language would use structures
-or objects.
+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:
 
@@ -173,7 +173,7 @@ 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).
 """
-import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
+import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
 
 SSTDOC         = "/usr/share/doc/sst/sst.doc"
 DOC_NAME       = "sst.doc"
@@ -187,6 +187,7 @@ NINHAB      = (GALSIZE * GALSIZE / 2)
 MAXUNINHAB     = 10
 PLNETMAX       = (NINHAB + MAXUNINHAB)
 QUADSIZE       = 10
+BASEMIN                = 2
 BASEMAX        = (GALSIZE * GALSIZE / 12)
 MAXKLGAME      = 127
 MAXKLQUAD      = 9
@@ -194,8 +195,8 @@ FULLCREW    = 428   # BSD Trek was 387, that's wrong
 FOREVER        = 1e30
 
 # These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y):      return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y):        return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+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))
@@ -227,7 +228,7 @@ IHREAL = 0.0
 IHALPHA = " "
 
 class coord:
-    def __init(self, x=None, y=None):
+    def __init__(self, x=None, y=None):
         self.x = x
         self.y = y
     def invalidate(self):
@@ -235,7 +236,7 @@ class coord:
     def is_valid(self):
         return self.x != None and self.y != None
     def __eq__(self, other):
-        return self.x == other.y and self.x == other.y
+        return other != None and self.x == other.y and self.x == other.y
     def __add__(self, other):
         return coord(self.x+self.x, self.y+self.y)
     def __sub__(self, other):
@@ -247,22 +248,22 @@ class coord:
     def __hash__(self):
         return hash((x, y))
     def __str__(self):
-        return "%d - %d" % (self.x, self.y)
+        return "%s - %s" % (self.x+1, self.y+1)
+    __repr__ = __str__
 
 class planet:
-    def __init(self):
+    def __init__(self):
         self.name = None       # string-valued if inhabited
         self.w = coord()       # quadrant located
         self.pclass = None     # could be ""M", "N", "O", or "destroyed"
-        self.crystals = None   # could be "mined", "present", "absent"
-        self.known = None      # could be "unknown", "known", "shuttle_down"
-        self.inhabited         # is it inhabites?
+        self.crystals = "absent"# could be "mined", "present", "absent"
+        self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+        self.inhabited = False # is it inhabites?
     def __str__(self):
         return self.name
 
-NOPLANET = None
 class quadrant:
-    def __init(self):
+    def __init__(self):
         self.stars = None
         self.planet = None
        self.starbase = None
@@ -273,45 +274,48 @@ class quadrant:
         self.status = None     # Could be "secure", "distressed", "enslaved"
 
 class page:
-    def __init(self):
+    def __init__(self):
        self.stars = None
        self.starbase = None
        self.klingons = None
 
+def fill2d(size, fillfun):
+    "Fill an empty list in 2D."
+    lst = []
+    for i in range(size):
+        lst.append([]) 
+        for j in range(size):
+            lst[i].append(fillfun(i, j))
+    return lst
+
 class snapshot:
-    def __init(self):
+    def __init__(self):
         self.snap = False      # snapshot taken
-        self.crew = None       # crew complement
-       self.remkl = None       # remaining klingons
-       self.remcom = None      # remaining commanders
-       self.nscrem = None      # remaining super commanders
-       self.rembase = None     # remaining bases
-       self.starkl = None      # destroyed stars
-       self.basekl = None      # destroyed bases
-       self.nromrem = None     # Romulans remaining
-       self.nplankl = None     # destroyed uninhabited planets
-       self.nworldkl = None    # destroyed inhabited planets
+        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
+       self.nplankl = 0        # destroyed uninhabited planets
+       self.nworldkl = 0       # destroyed inhabited planets
         self.planets = []      # Planet information
-        self.date = None       # stardate
-       self.remres = None      # remaining resources
-       self.remtime = None     # remaining time
+        self.date = 0.0        # stardate
+       self.remres = 0         # remaining resources
+       self.remtime = 0        # remaining time
         self.baseq = []        # Base quadrant coordinates
-        for i in range(BASEMAX+1):
+        for i in range(BASEMAX):
             self.baseq.append(coord())
         self.kcmdr = []        # Commander quadrant coordinates
-        for i in range(QUADSIZE+1):
+        for i in range(QUADSIZE):
             self.kcmdr.append(coord())
        self.kscmdr = coord()   # Supercommander quadrant coordinates
-        self.galaxy = []       # The Galaxy (subscript 0 not used)
-        for i in range(GALSIZE+1):
-            self.chart.append([])
-            for j in range(GALSIZE+1):
-                self.galaxy[i].append(quadrant())
-       self.chart = []         # the starchart (subscript 0 not used)
-        for i in range(GALSIZE+1):
-            self.chart.append([])
-            for j in range(GALSIZE+1):
-                self.chart[i].append(page())
+        # the galaxy (subscript 0 not used)
+        self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+        # the starchart (subscript 0 not used)
+       self.chart = fill2d(GALSIZE, lambda i, j: page())
 
 class event:
     def __init__(self):
@@ -390,18 +394,18 @@ def findevent(evtype):    return game.future[evtype]
 class gamestate:
     def __init__(self):
         self.options = None    # Game options
-        self.state = None      # A snapshot structure
-        self.snapsht = None    # Last snapshot taken for time-travel purposes
-        self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)]    # contents of our quadrant
-        self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]      # enemy energy levels
-        self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]       # enemy distances
-        self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]       # average distances
+        self.state = snapshot()        # A snapshot structure
+        self.snapsht = snapshot()      # Last snapshot taken for time-travel purposes
+        self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)       # contents of our quadrant
+        self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0)       # enemy energy levels
+        self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0)                # enemy distances
+        self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0)        # average distances
         self.damage = [0.0] * NDEVICES # damage encountered
-        self.future = [0.0] * NEVENTS  # future events
+        self.future = []               # future events
         for i in range(NEVENTS):
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
-        self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)]  # enemy sector locations
+        self.ks = fill2d(QUADSIZE, lambda i, j: coord())       # enemy sector locations
         self.quadrant = None   # where we are in the large
         self.sector = None     # where we are in the small
         self.tholian = None    # coordinates of Tholian
@@ -449,7 +453,7 @@ class gamestate:
         self.casual = 0                # causalties
         self.nhelp = 0         # calls for help
         self.nkinks = 0                # count of energy-barrier crossings
-        self.iplnet = 0                # planet # in quadrant
+        self.iplnet = None     # planet # in quadrant
         self.inplan = 0                # initial planets
         self.nenhere = 0       # number of enemies in quadrant
         self.irhere = 0                # Romulans in quadrant
@@ -568,7 +572,7 @@ def tryexit(look, ienm, loccom, irun):
     if not irun:
        # avoid intruding on another commander's territory 
        if ienm == IHC:
-           for n in range(1, game.state.remcom+1):
+           for n in range(game.state.remcom):
                if game.state.kcmdr[n] == iq:
                    return False
            # refuse to leave if currently attacking starbase 
@@ -605,7 +609,7 @@ def tryexit(look, ienm, loccom, irun):
        unschedule(FSCDBAS)
        game.state.kscmdr=iq
     else:
-       for n in range(1, game.state.remcom+1):
+       for n in range(game.state.remcom):
            if game.state.kcmdr[n] == game.quadrant:
                game.state.kcmdr[n]=iq
                break
@@ -756,14 +760,14 @@ def movebaddy(com, loccom, ienm):
        attempts = 0; # Settle mysterious hang problem 
        while attempts < 20 and not success:
             attempts += 1
-           if look.x < 1 or look.x > QUADSIZE:
+           if look.x < 0 or look.x >= QUADSIZE:
                if motion < 0 and tryexit(look, ienm, loccom, irun):
                    return
                if krawlx == mx or my == 0:
                    break
                look.x = next.x + krawlx
                krawlx = -krawlx
-           elif look.y < 1 or look.y > QUADSIZE:
+           elif look.y < 0 or look.y >= QUADSIZE:
                if motion < 0 and tryexit(look, ienm, loccom, irun):
                    return
                if krawly == my or mx == 0:
@@ -819,13 +823,13 @@ def moveklings():
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
     if game.comhere:
-       for i in range(1, game.nenhere+1):
+       for i in range(game.nenhere):
            w = game.ks[i]
            if game.quad[w.x][w.y] == IHC:
                movebaddy(w, i, IHC)
                break
     if game.ishere:
-       for i in range(1, game.nenhere+1):
+       for i in range(game.nenhere):
            w = game.ks[i]
            if game.quad[w.x][w.y] == IHS:
                movebaddy(w, i, IHS)
@@ -834,7 +838,7 @@ def moveklings():
     # Move these last so they can base their actions on what the
     # commander(s) do.
     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
-       for i in range(1, game.nenhere+1):
+       for i in range(game.nenhere):
            w = game.ks[i]
            if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
                movebaddy(w, i, game.quad[w.x][w.y])
@@ -848,7 +852,7 @@ def movescom(iq, avoid):
        return 1
     if avoid:
        # Avoid quadrants with bases if we want to avoid Enterprise 
-       for i in range(1, game.state.rembase+1):
+       for i in range(game.state.rembase):
            if game.state.baseq[i] == iq:
                return True
     if game.justin and not game.iscate:
@@ -864,7 +868,7 @@ def movescom(iq, avoid):
        game.ishere = False
        game.ientesc = False
        unschedule(FSCDBAS)
-       for i in range(1, game.nenhere+1):
+       for i in range(game.nenhere):
            if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
                break
        game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
@@ -883,7 +887,7 @@ def movescom(iq, avoid):
            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 = NOPLANET
+           game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
            if communicating():
                announce()
                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -915,14 +919,14 @@ def supercommander():
            unschedule(FSCMOVE)
            return
        sc = game.state.kscmdr
-       for i in range(1, game.state.rembase+1):
+       for i in range(game.state.rembase):
            basetbl.append((i, distance(game.state.baseq[i], sc)))
        if game.state.rembase > 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(1, game.state.rembase+1):
+       for i2 in range(game.state.rembase):
            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 \
@@ -931,7 +935,7 @@ def supercommander():
                continue
            # if there is a commander, and no other base is appropriate,
            #   we will take the one with the commander
-           for j in range(1, game.state.remcom+1):
+           for j in range(game.state.remcom):
                if ibq == game.state.kcmdr[j] and ifindit!= 2:
                    ifindit = 2
                    iwhichb = i
@@ -976,7 +980,7 @@ def supercommander():
     if game.state.rembase == 0:
        unschedule(FSCMOVE)
     else:
-       for i in range(1, game.state.rembase+1):
+       for i in range(game.state.rembase):
            ibq = game.state.baseq[i]
            if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
                # attack the base 
@@ -1020,14 +1024,14 @@ def movetholian():
     if not game.ithere or game.justin:
        return
 
-    if game.tholian.x == 1 and game.tholian.y == 1:
-       idx = 1; idy = QUADSIZE
-    elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
-       idx = QUADSIZE; idy = QUADSIZE
-    elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
-       idx = QUADSIZE; idy = 1
-    elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
-       idx = 1; idy = 1
+    if game.tholian.x == 0 and game.tholian.y == 0:
+       idx = 0; idy = QUADSIZE-1
+    elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
+       idx = QUADSIZE-1; idy = QUADSIZE-1
+    elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
+       idx = QUADSIZE-1; idy = 0
+    elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
+       idx = 0; idy = 0
     else:
        # something is wrong! 
        game.ithere = False
@@ -1056,12 +1060,12 @@ def movetholian():
     game.ks[game.nenhere] = game.tholian
 
     # check to see if all holes plugged 
-    for i in range(1, QUADSIZE+1):
-       if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+    for i in range(QUADSIZE):
+       if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
            return
        if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
            return
-       if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+       if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
            return
        if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
            return
@@ -1256,7 +1260,7 @@ def ram(ibumpd, ienm, w):
     proutn("***")
     crmshp()
     prout(_(" heavily damaged."))
-    icas = 10.0+20.0*random.random()
+    icas = 10 + random.randrange(20)
     prout(_("***Sickbay reports %d casualties"), icas)
     game.casual += icas
     game.state.crew -= icas
@@ -1355,7 +1359,7 @@ def torpedo(course, r, incoming, i, n):
                return None
        elif iquad in (IHR, IHK): # Hit a regular enemy 
            # find the enemy 
-           for ll in range(1, game.nenhere+1):
+           for ll in range(game.nenhere):
                if w == game.ks[ll]:
                    break
            kp = math.fabs(game.kpower[ll])
@@ -1399,7 +1403,7 @@ def torpedo(course, r, incoming, i, n):
        elif iquad == IHB: # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
-           for ll in range(1, game.state.rembase+1):
+           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
@@ -1415,9 +1419,9 @@ def torpedo(course, r, incoming, i, n):
            crmena(True, iquad, sector, w)
            prout(_(" destroyed."))
            game.state.nplankl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
-           game.state.planets[game.iplnet].pclass = destroyed
-           game.iplnet = 0
+           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+           game.iplnet.pclass = "destroyed"
+           game.iplnet = None
            invalidate(game.plnet)
            game.quad[w.x][w.y] = IHDOT
            if game.landed:
@@ -1428,9 +1432,9 @@ def torpedo(course, r, incoming, i, n):
            crmena(True, iquad, sector, w)
            prout(_(" destroyed."))
            game.state.nworldkl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
-           game.state.planets[game.iplnet].pclass = destroyed
-           game.iplnet = 0
+           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+           game.iplnet.pclass = "destroyed"
+           game.iplnet = None
            invalidate(game.plnet)
            game.quad[w.x][w.y] = IHDOT
            if game.landed:
@@ -1462,7 +1466,8 @@ def torpedo(course, r, incoming, i, n):
                # 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.
-               # 
+               #
+                global iqengry
                iqengry = True
                shoved = True
            return None
@@ -1508,7 +1513,7 @@ def torpedo(course, r, incoming, i, n):
        game.quad[w.x][w.y]=IHDOT
        game.quad[jw.x][jw.y]=iquad
        prout(_(" displaced by blast to Sector %s ") % jw)
-       for ll in range(1, game.nenhere+1):
+       for ll in range(game.nenhere):
            game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
        sortklings()
        return None
@@ -1522,7 +1527,6 @@ def fry(hit):
     # a critical hit occured 
     if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
        return
-
     ncrit = 1.0 + hit/(500.0+100.0*random.random())
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
@@ -1559,43 +1563,33 @@ def attack(torps_ok):
     hitmax=0.0; hittot=0.0; chgfac=1.0
     jay = coord()
     where = "neither"
-
     # game could be over at this point, check 
     if game.alldone:
        return
-
     if idebug:
        prout("=== ATTACK!")
-
-    # Tholian gewts to move before attacking 
+    # Tholian gets to move before attacking 
     if game.ithere:
        movetholian()
-
     # if you have just entered the RNZ, you'll get a warning 
     if game.neutz: # The one chance not to be attacked 
        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:
        moveklings()
-
     # if no enemies remain after movement, we're done 
-    if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+    if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
        return
-
     # set up partial hits if attack happens during shield status change 
     pfac = 1.0/game.inshld
     if game.shldchg:
        chgfac = 0.25+0.5*random.random()
-
     skip(1)
-
     # message verbosity control 
     if game.skill <= SKILL_FAIR:
        where = "sector"
-
-    for loop in range(1, game.nenhere+1):
+    for loop in range(game.nenhere):
        if game.kpower[loop] < 0:
            continue;   # too weak to attack 
        # compute hit strength and diminish shield power 
@@ -1710,7 +1704,7 @@ def attack(torps_ok):
            game.casual += icas
            game.state.crew -= icas
     # After attack, reset average distance to enemies 
-    for loop in range(1, game.nenhere+1):
+    for loop in range(game.nenhere):
        game.kavgd[loop] = game.kdist[loop]
     sortklings()
     return;
@@ -1718,7 +1712,6 @@ def attack(torps_ok):
 def deadkl(w, type, mv):
     # kill a Klingon, Tholian, Romulan, or Thingy 
     # Added mv to allow enemy to "move" before dying 
-
     crmena(True, type, sector, mv)
     # Decide what kind of enemy it is and update appropriately 
     if type == IHR:
@@ -1730,8 +1723,9 @@ def deadkl(w, type, mv):
        # Killed a Tholian 
        game.ithere = False
     elif type == IHQUEST:
-       # Killed a Thingy 
-       iqhere = iqengry = False
+       # Killed a Thingy
+        global iqengry
+       iqengry = False
        invalidate(thing)
     else:
        # Some type of a Klingon 
@@ -1739,7 +1733,7 @@ def deadkl(w, type, mv):
        game.klhere -= 1
        if type == IHC:
            game.comhere = False
-           for i in range(1, game.state.remcom+1):
+           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]
@@ -1760,7 +1754,6 @@ def deadkl(w, type, mv):
            unschedule(FSCDBAS)
        else:
            prout("*** Internal error, deadkl() called on %s\n" % type)
-
     # For each kind of enemy, finish message to player 
     prout(_(" destroyed."))
     game.quad[w.x][w.y] = IHDOT
@@ -1770,20 +1763,20 @@ def deadkl(w, type, mv):
     # Remove enemy ship from arrays describing local conditions 
     if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
        unschedule(FCDBAS)
-    for i in range(1, game.nenhere+1):
+    for i in range(game.nenhere):
        if game.ks[i] == w:
+            for j in range(i, game.nenhere):
+                game.ks[j] = game.ks[j+1]
+                game.kpower[j] = game.kpower[j+1]
+                game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
+            game.ks[game.nenhere].x = 0
+            game.ks[game.nenhere].y = 0
+            game.kdist[game.nenhere] = 0
+            game.kavgd[game.nenhere] = 0
+            game.kpower[game.nenhere] = 0
+            game.nenhere -= 1
            break
-    game.nenhere -= 1
-    if i <= game.nenhere:
-        for j in range(i, game.nenhere+1):
-           game.ks[j] = game.ks[j+1]
-           game.kpower[j] = game.kpower[j+1]
-           game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
-    game.ks[game.nenhere+1].x = 0
-    game.ks[game.nenhere+1].x = 0
-    game.kdist[game.nenhere+1] = 0
-    game.kavgd[game.nenhere+1] = 0
-    game.kpower[game.nenhere+1] = 0
+        break
     return;
 
 def targetcheck(x, y):
@@ -1869,12 +1862,12 @@ def photon():
            if key != IHREAL:
                huh()
                return
-           targ[i][1] = aaitem
+           targ[i][1] = int(aaitem-0.5)
            key = scan()
            if key != IHREAL:
                huh()
                return
-           targ[i][2] = aaitem
+           targ[i][2] = int(aaitem-0.5)
            chew()
             course[i] = targetcheck(targ[i][1], targ[i][2])
             if course[i] == None:
@@ -1917,7 +1910,6 @@ def overheat(rpow):
 
 def checkshctrl(rpow):
     # check shield control 
-       
     skip(1)
     if random.random() < 0.998:
        prout(_("Shields lowered."))
@@ -1952,12 +1944,12 @@ def checkshctrl(rpow):
     overheat(rpow)
     return True;
 
-def hittem(doublehits):
+def hittem(hits):
     # register a phaser hit on Klingons and Romulans 
     nenhr2=game.nenhere; kk=1
     w = coord()
     skip(1)
-    for k in range(1, nenhr2+1):
+    for k in range(nenhr2):
         wham = hits[k]
        if wham==0:
            continue
@@ -1981,6 +1973,7 @@ def hittem(doublehits):
            proutn(_("Very small hit on "))
        ienm = game.quad[w.x][w.y]
        if ienm==IHQUEST:
+            global iqengry
            iqengry = True
        crmena(False, ienm, "sector", w)
        skip(1)
@@ -2007,7 +2000,6 @@ def phasers():
     ifast = False; no = False; itarg = True; msgflag = True
     automode = "NOTSET"
     key=0
-
     skip(1)
     # SR sensors and Computer are needed fopr automode 
     if damaged(DSRSENS) or damaged(DCOMPTR):
@@ -2031,8 +2023,8 @@ def phasers():
            return
        prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
        ifast = True
-               
-    # Original code so convoluted, I re-did it all 
+    # Original code so convoluted, I re-did it all
+    # (That was Tom Almy talking about the C code, I think -- ESR)
     while automode=="NOTSET":
        key=scan()
        if key == IHALPHA:
@@ -2088,7 +2080,7 @@ def phasers():
         while True:
            chew()
            if not kz:
-               for i in range(1, game.nenhere+1):
+               for i in range(game.nenhere):
                    irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
            kz=1
            proutn(_("%d units required. ") % irec)
@@ -2121,7 +2113,7 @@ def phasers():
        if game.nenhere:
            extra = 0.0
            powrem = rpow
-           for i in range(1, game.nenhere+1):
+           for i in range(game.nenhere):
                hits[i] = 0.0
                if powrem <= 0:
                    continue
@@ -2161,7 +2153,7 @@ def phasers():
            skip(1)
     elif automode == "MANUAL":
        rpow = 0.0
-        for k in range(1, game.nenhere+1):
+        for k in range(game.nenhere):
            aim = game.ks[k]
            ienm = game.quad[aim.x][aim.y]
            if msgflag:
@@ -2255,8 +2247,6 @@ def phasers():
 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
 # BSD Trek, from which we swiped the idea, can have up to 5.
 
-import math
-
 def unschedule(evtype):
     # remove an event from the schedule 
     game.future[evtype].date = FOREVER
@@ -2271,7 +2261,7 @@ def scheduled(evtype):
     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]
 
@@ -2288,7 +2278,6 @@ def cancelrest():
            game.resting = False
            game.optime = 0.0
            return True
-
     return False
 
 def events():
@@ -2443,7 +2432,7 @@ def events():
        if game.condition == "docked":
            repair /= game.docfac
        # Don't fix Deathray here 
-       for l in range(0, NDEVICES):
+       for l in range(NDEVICES):
            if game.damage[l] > 0.0 and l != DDRAY:
                 if game.damage[l]-repair > 0.0:
                     game.damage[l] -= repair
@@ -2490,7 +2479,7 @@ def events():
             if game.state.remcom == 0:
                 unschedule(FTBEAM)
                 continue
-            i = random.random()*game.state.remcom+1.0
+            i = random.randrange(game.state.remcom)
             yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
             if istract or game.condition == "docked" or yank == 0:
                 # Drats! Have to reschedule 
@@ -2510,8 +2499,8 @@ def events():
                unschedule(FCDBAS)
                 continue
            i = 0
-           for j in range(1, game.state.rembase+1):
-               for k in range(1, game.state.remcom+1):
+           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:
@@ -2553,7 +2542,7 @@ def events():
            if evcode==FCDBAS:
                unschedule(FCDBAS)
                # find the lucky pair 
-               for i in range(1, game.state.remcom+1):
+               for i in range(game.state.remcom):
                    if game.state.kcmdr[i] == game.battle: 
                        break
                if i > game.state.remcom or game.state.rembase == 0 or \
@@ -2619,8 +2608,8 @@ def events():
                # supernova'ed, and which has some Klingons in it
                w = randplace(GALSIZE)
                q = game.state.galaxy[w.x][w.y]
-                if not (game.quadrant == w or q.planet == NOPLANET or \
-                     not game.state.planets[q.planet].inhabited or \
+                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):
                     break
             else:
@@ -2703,7 +2692,7 @@ def events():
                    prout(_("launched a warship from %s.") % q.planet)
                else:
                    prout(_("Uhura- Starfleet reports increased Klingon activity"))
-                   if q.planet != NOPLANET:
+                   if q.planet != None:
                        proutn(_("near %s") % q.planet)
                    prout(_("in Quadrant %s.") % w)
                                
@@ -2726,9 +2715,7 @@ def wait():
        proutn(_("Are you sure? "))
        if ja() == False:
            return
-
     # Alternate resting periods (events) with attacks 
-
     game.resting = True
     while True:
        if delay <= 0:
@@ -2771,12 +2758,10 @@ def nova(nov):
     # star goes nova 
     course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
     newc = coord(); scratch = coord()
-
     if random.random() < 0.05:
        # Wow! We've supernova'ed 
        supernova(False, nov)
        return
-
     # handle initial nova 
     game.quad[nov.x][nov.y] = IHDOT
     crmena(False, IHSTAR, sector, nov)
@@ -2818,12 +2803,12 @@ def nova(nov):
                        prout(_(" novas."))
                        game.quad[scratch.x][scratch.y] = IHDOT
                    elif iquad == IHP: # Destroy planet 
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+                       game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
                        game.state.nplankl += 1
                        crmena(True, IHP, sector, scratch)
                        prout(_(" destroyed."))
-                       game.state.planets[game.iplnet].pclass = destroyed
-                       game.iplnet = 0
+                       game.iplnet.pclass = "destroyed"
+                       game.iplnet = None
                        invalidate(game.plnet)
                        if game.landed:
                            finish(FPNOVA)
@@ -2831,7 +2816,7 @@ def nova(nov):
                        game.quad[scratch.x][scratch.y] = IHDOT
                    elif iquad == IHB: # Destroy base 
                        game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
-                       for i in range(1, game.state.rembase+1):
+                       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]
@@ -2866,7 +2851,7 @@ def nova(nov):
                    elif iquad == IHK: # kill klingon 
                        deadkl(scratch,iquad, scratch)
                     elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies 
-                       for ll in range(1, game.nenhere+1):
+                       for ll in range(game.nenhere):
                            if game.ks[ll] == scratch:
                                break
                        game.kpower[ll] -= 800.0 # If firepower is lost, die 
@@ -2917,7 +2902,7 @@ def nova(nov):
     game.optime = 10.0*game.dist/16.0
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(True)
+    imove(novapush=True)
     game.optime = 10.0*game.dist/16.0
     return
        
@@ -2925,7 +2910,6 @@ def supernova(induced, w=None):
     # star goes supernova 
     num = 0; npdead = 0
     nq = coord()
-
     if w != None: 
        nq = w
     else:
@@ -2933,14 +2917,14 @@ def supernova(induced, w=None):
        # Scheduled supernova -- select star 
        # logic changed here so that we won't favor quadrants in top
         # left of universe 
-       for nq.x in range(1, GALSIZE+1):
-           for nq.y in range(1, GALSIZE+1):
+       for nq.x in range(GALSIZE):
+           for nq.y in range(GALSIZE):
                stars += game.state.galaxy[nq.x][nq.y].stars
        if stars == 0:
            return # nothing to supernova exists 
-       num = random.random()*stars + 1
-       for nq.x in range(1, GALSIZE+1):
-           for nq.y in range(1, GALSIZE+1):
+       num = random.randrange(stars) + 1
+       for nq.x in range(GALSIZE):
+           for nq.y in range(GALSIZE):
                num -= game.state.galaxy[nq.x][nq.y].stars
                if num <= 0:
                    break
@@ -2950,7 +2934,6 @@ def supernova(induced, w=None):
            proutn("=== Super nova here?")
            if ja() == True:
                nq = game.quadrant
-
     if not nq == game.quadrant or game.justin:
        # it isn't here, or we just entered (treat as enroute) 
        if communicating():
@@ -2960,16 +2943,15 @@ def supernova(induced, w=None):
     else:
        ns = coord()
        # we are in the quadrant! 
-       num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
-       for ns.x in range(1, QUADSIZE+1):
-           for ns.y in range(1, QUADSIZE+1):
+       num = random.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 -= 1
                    if num==0:
                        break
            if num==0:
                break
-
        skip(1)
        prouts(_("***RED ALERT!  RED ALERT!"))
        skip(1)
@@ -2992,7 +2974,7 @@ def supernova(induced, w=None):
        unschedule(FSCDBAS)
     if game.state.remcom:
        maxloop = game.state.remcom
-       for l in range(1, maxloop+1):
+       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])
@@ -3009,12 +2991,12 @@ def supernova(induced, w=None):
     # Destroy planets 
     for loop in range(game.inplan):
        if game.state.planets[loop].w == nq:
-           game.state.planets[loop].pclass = destroyed
+           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(1, maxloop+1):
+       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])
@@ -3121,7 +3103,6 @@ def badpoints():
         badpt += 200.0
     return badpt
 
-
 def finish(ifin):
     # end the game, with appropriate notfications 
     igotit = False
@@ -3332,7 +3313,6 @@ def finish(ifin):
 def 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:
        timused = 5.0
@@ -3431,7 +3411,6 @@ def plaque():
     winner = cgetline()
     # The 38 below must be 64 for 132-column paper 
     nskip = 38 - len(winner)/2
-
     fp.write("\n\n\n\n")
     # --------DRAW ENTERPRISE PICTURE. 
     fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
@@ -3544,7 +3523,6 @@ def iostart():
        setwnd(fullscreen_window)
        textcolor(DEFAULT)
 
-
 def waitfor():
     "wait for user action -- OK to do nothing if on a TTY"
     if game.options & OPTION_CURSES:
@@ -3578,7 +3556,7 @@ def pause_game():
         sys.stdout.write('\n')
         proutn(prompt)
         raw_input()
-        for j in range(0, rows):
+        for j in range(rows):
             sys.stdout.write('\n')
         linecount = 0
 
@@ -3617,13 +3595,13 @@ def prout(line):
 def prouts(line):
     "print slowly!" 
     for c in line:
-       curses.delay_output(30)
+       time.sleep(0.03)
        proutn(c)
        if game.options & OPTION_CURSES:
            wrefresh(curwnd)
        else:
            sys.stdout.flush()
-    curses.delay_output(300)
+    time.sleep(0.03)
 
 def cgetline():
     "Get a line of input."
@@ -3704,9 +3682,6 @@ def highvideo():
     if game.options & OPTION_CURSES:
        curwnd.attron(curses.A_REVERSE)
  
-def commandhook(cmd, before):
-    pass
-
 #
 # Things past this point have policy implications.
 # 
@@ -3726,7 +3701,7 @@ def drawmaps(mode):
            setwnd(report_window)
            report_window.clear()
            report_window.move(0, 0)
-           status(0)
+           status()
            setwnd(lrscan_window)
            lrscan_window.clear()
            lrscan_window.move(0, 0)
@@ -3746,7 +3721,7 @@ def boom(w):
        srscan_window.attron(curses.A_REVERSE)
        put_srscan_sym(w, game.quad[w.x][w.y])
        #sound(500)
-       #delay(1000)
+       #time.sleep(1.0)
        #nosound()
        srscan_window.attroff(curses.A_REVERSE)
        put_srscan_sym(w, game.quad[w.x][w.y])
@@ -3782,18 +3757,18 @@ def tracktorpedo(w, l, i, n, iquad):
        if not damaged(DSRSENS) or game.condition=="docked":
            if i != 1 and l == 1:
                drawmaps(2)
-               curses.delay_output(400)
+               time.sleep(0.4)
            if (iquad==IHDOT) or (iquad==IHBLANK):
                put_srscan_sym(w, '+')
                #sound(l*10)
-               #curses.delay_output(100)
+               #time.sleep(0.1)
                #nosound()
                put_srscan_sym(w, iquad)
            else:
                curwnd.attron(curses.A_REVERSE)
                put_srscan_sym(w, iquad)
                #sound(500)
-               #curses.delay_output(1000)
+               #time.sleep(1.0)
                #nosound()
                curwnd.attroff(curses.A_REVERSE)
                put_srscan_sym(w, iquad)
@@ -3817,8 +3792,8 @@ def prstat(txt, data):
        skip(1)
        setwnd(status_window)
     else:
-        proutn(" " * NSYM - len(tx))
-    vproutn(data)
+        proutn(" " * (NSYM - len(txt)))
+    proutn(data)
     skip(1)
     if game.options & OPTION_CURSES:
        setwnd(report_window)
@@ -3831,27 +3806,25 @@ def imove(novapush):
     trbeam = False
 
     def no_quad_change():
-        # No quadrant change -- compute new avg enemy distances 
+        # No quadrant change -- compute new average enemy distances 
         game.quad[game.sector.x][game.sector.y] = game.ship
         if game.nenhere:
-            for m in range(1, game.nenhere+1):
+            for m in range(game.nenhere):
                 finald = distance(w, game.ks[m])
                 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
                 game.kdist[m] = finald
             sortklings()
             if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
                 attack(False)
-            for m in range(1, game.nenhere+1):
+            for m in range(game.nenhere):
                 game.kavgd[m] = game.kdist[m]
         newcnd()
         drawmaps(0)
         setwnd(message_window)
-
     w.x = w.y = 0
     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)
@@ -3859,10 +3832,8 @@ def imove(novapush):
        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
@@ -3873,20 +3844,19 @@ def imove(novapush):
     game.quad[game.sector.x][game.sector.y] = IHDOT
     x = game.sector.x
     y = game.sector.y
-    n = 10.0*game.dist*bigger+0.5
-
+    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 = x + 0.5
-           w.y = y + 0.5
+           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 game.nenhere != 0 and not novapush:
                    newcnd()
-                   for m in range(1, game.nenhere+1):
+                   for m in range(game.nenhere):
                        finald = distance(w, game.ks[m])
                        game.kavgd[m] = 0.5 * (finald + game.kdist[m])
                    #
@@ -3899,31 +3869,30 @@ def imove(novapush):
                    if game.alldone:
                        return
                # compute final position -- new quadrant and sector 
-               x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
-               y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
-               w.x = x+10.0*game.dist*bigger*deltax+0.5
-               w.y = y+10.0*game.dist*bigger*deltay+0.5
+               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 = 0
-                   if w.x <= 0:
-                       w.x = -w.x + 1
-                       kink = 1
-                   if w.y <= 0:
-                       w.y = -w.y + 1
-                       kink = 1
-                   if w.x > GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
-                       kink = 1
-                   if w.y > GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
-                       kink = 1
+                   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
-               if not kink:
-                    break
-
+                       kinks += 1
+                    else:
+                        break
                if kinks:
                    game.nkinks += 1
                    if game.nkinks == 3:
@@ -3937,10 +3906,10 @@ def imove(novapush):
                # Compute final position in new quadrant 
                if trbeam: # Don't bother if we are to be beamed 
                    return
-               game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
-               game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
-               game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
-               game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+               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
@@ -3953,7 +3922,7 @@ def imove(novapush):
                # 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, OHC, IHS, IHR, IHQUEST):
+                if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST):
                    game.sector = w
                    ram(False, iquad, game.sector)
                    final = game.sector
@@ -3970,7 +3939,7 @@ def imove(novapush):
                    # possibility that you'll get timewarped instead.
                    # 
                    n=0
-                   for m in range(0, NDEVICES):
+                   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)
@@ -4034,8 +4003,7 @@ 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
@@ -4043,25 +4011,20 @@ def dock(verbose):
 # 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 getcd(isprobe, akey):
-    # get course and distance 
-    irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+def getcourse(isprobe, akey):
+    # get course and distance
+    key = 0
+    dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
     itemp = "curt"
-    incr = coord()
+    dsect = coord()
     iprompt = False
-
-    # Get course direction and distance. If user types bad values, return
-    # with DIREC = -1.0.
-    game.direc = -1.0
-       
     if game.landed and not isprobe:
        prout(_("Dummy! You can't leave standard orbit until you"))
        proutn(_("are back aboard the ship."))
        chew()
-       return
+       return False
     while navmode == "unspecified":
        if damaged(DNAVSYS):
            if isprobe:
@@ -4078,7 +4041,6 @@ def getcd(isprobe, akey):
            akey = -1
        else: 
            key = scan()
-
        if key == IHEOL:
            proutn(_("Manual or automatic- "))
            iprompt = True
@@ -4095,7 +4057,7 @@ def getcd(isprobe, akey):
            else:
                huh()
                chew()
-               return
+               return False
        else: # numeric 
            if isprobe:
                prout(_("(Manual navigation assumed.)"))
@@ -4103,7 +4065,6 @@ def getcd(isprobe, akey):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
-
     if navmode == "automatic":
        while key == IHEOL:
            if isprobe:
@@ -4113,52 +4074,53 @@ def getcd(isprobe, akey):
            chew()
            iprompt = True
            key = scan()
-
        if key != IHREAL:
            huh()
-           return
-       xi = aaitem
+           return False
+       xi = int(round(aaitem))-1
        key = scan()
        if key != IHREAL:
            huh()
-           return
-       xj = aaitem
+           return False
+       xj = int(round(aaitem))-1
        key = scan()
        if key == IHREAL:
            # both quadrant and sector specified 
-           xk = aaitem
+           xk = int(round(aaitem))-1
            key = scan()
            if key != IHREAL:
                huh()
-               return
-           xl = aaitem
-
-           irowq = xi + 0.5
-           icolq = xj + 0.5
-           incr.y = xk + 0.5
-           incr.x = xl + 0.5
+               return False
+           xl = int(round(aaitem))-1
+           dquad.x = xi
+           dquad.y = xj
+           dsect.y = xk
+           dsect.x = xl
        else:
+            # only one pair of numbers was specified
            if isprobe:
                # only quadrant specified -- go to center of dest quad 
-               irowq = xi + 0.5
-               icolq = xj + 0.5
-               incr.y = incr.x = 5
+               dquad.x = xi
+               dquad.y = xj
+               dsect.y = dsect.x = 4   # preserves 1-origin behavior
            else:
-               incr.y = xi + 0.5
-               incr.x = xj + 0.5
+                # only sector specified
+               dsect.y = xi
+               dsect.x = xj
            itemp = "normal"
-       if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+       if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
            huh()
-           return
+           return False
        skip(1)
        if not isprobe:
            if itemp > "curt":
                if iprompt:
-                   prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+                   prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
            else:
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
-       deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
-       deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+        # 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)
     else: # manual 
        while key == IHEOL:
            proutn(_("X and Y displacements- "))
@@ -4168,26 +4130,27 @@ def getcd(isprobe, akey):
        itemp = "verbose"
        if key != IHREAL:
            huh()
-           return
+           return False
        deltax = aaitem
        key = scan()
        if key != IHREAL:
            huh()
-           return
+           return False
        deltay = aaitem
     # Check for zero movement 
     if deltax == 0 and deltay == 0:
        chew()
-       return
+       return False
     if itemp == "verbose" and not isprobe:
        skip(1)
        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+    # Course actually laid in.
     game.dist = math.sqrt(deltax*deltax + deltay*deltay)
     game.direc = math.atan2(deltax, deltay)*1.90985932
     if game.direc < 0.0:
        game.direc += 12.0
     chew()
-    return
+    return True
 
 def impulse():
     # move under impulse power 
@@ -4198,13 +4161,11 @@ def impulse():
        prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
        return
     if game.energy > 30.0:
-       getcd(False, 0)
-       if game.direc == -1.0:
+        if not getcourse(isprobe=False, akey=0):
            return
        power = 20.0 + 100.0*game.dist
     else:
        power = 30.0
-
     if power >= game.energy:
        # Insufficient power for trip 
        skip(1)
@@ -4227,7 +4188,7 @@ def impulse():
        if ja() == False:
            return
     # Activate impulse engines and pay the cost 
-    imove(False)
+    imove(novapush=False)
     game.ididit = True
     if game.alldone:
        return
@@ -4254,12 +4215,9 @@ 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 
-       getcd(False, 0)
-       if game.direc == -1.0:
+               # 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:
@@ -4336,10 +4294,8 @@ def warp(timewarp):
                if game.quad[ix][iy] != IHDOT:
                    blooey = False
                    twarp = False
-                               
-
     # Activate Warp Engines and pay the cost 
-    imove(False)
+    imove(novapush=False)
     if game.alldone:
        return
     game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
@@ -4400,7 +4356,6 @@ def setwarp():
 
 def atover(igrab):
     # cope with being tossed out of quadrant by supernova or yanked by beam 
-
     chew()
     # is captain on planet? 
     if game.landed:
@@ -4427,13 +4382,11 @@ def atover(igrab):
                game.icrystl = True
     if igrab:
        return
-
     # Check to see if captain in shuttle craft 
     if game.icraft:
        finish(FSTRACTOR)
     if game.alldone:
        return
-
     # Inform captain of attempt to reach safety 
     skip(1)
     while True:
@@ -4562,7 +4515,6 @@ def probe():
            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
        return
     key = scan()
-
     if key == IHEOL:
        # slow mode, so let Kirk know how many probes there are left
         if game.nprobes == 1:
@@ -4572,7 +4524,6 @@ def probe():
        proutn(_("Are you sure you want to fire a probe? "))
        if ja() == False:
            return
-
     game.isarmed = False
     if key == IHALPHA and citem == "armed":
        game.isarmed = True
@@ -4580,8 +4531,7 @@ def probe():
     elif key == IHEOL:
        proutn(_("Arm NOVAMAX warhead? "))
        game.isarmed = ja()
-    getcd(True, key)
-    if game.direc == -1.0:
+    if not getcourse(isprobe=True, akey=key):
        return
     game.nprobes -= 1
     angle = ((15.0 - game.direc) * 0.5235988)
@@ -4591,7 +4541,6 @@ def probe():
        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
@@ -4624,7 +4573,6 @@ def mayday():
     # yell for help from nearest starbase 
     # There's more than one way to move in this game! 
     line = 0
-
     chew()
     # Test for conditions which prevent calling for help 
     if game.condition == "docked":
@@ -4648,7 +4596,7 @@ def mayday():
        ddist = distance(game.base, game.sector)
     else:
        ddist = FOREVER
-       for m in range(1, game.state.rembase+1):
+       for m in range(game.state.rembase):
            xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
            if xdist < ddist:
                ddist = xdist
@@ -4763,7 +4711,7 @@ def abandon():
        if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
            prout(_("Remainder of ship's complement beam down"))
            prout(_("to nearest habitable planet."))
-       elif q.planet != NOPLANET and not damaged(DTRANSP):
+       elif q.planet != None and not damaged(DTRANSP):
            prout(_("Remainder of ship's complement beam down to %s.") %
                    q.planet)
        else:
@@ -4787,7 +4735,7 @@ def abandon():
        while True:
            # position next to base by trial and error 
            game.quad[game.sector.x][game.sector.y] = IHDOT
-           for l in range(1, QUADSIZE+1):
+           for l in range(QUADSIZE):
                game.sector.x = 3.0*random.random() - 1.0 + game.base.x
                game.sector.y = 3.0*random.random() - 1.0 + game.base.y
                if VALID_SECTOR(game.sector.x, game.sector.y) and \
@@ -4810,7 +4758,7 @@ def abandon():
     game.iscraft = "offship" # Galileo disappears 
     # Resupply ship 
     game.condition="docked"
-    for l in range(0, NDEVICES): 
+    for l in range(NDEVICES): 
        game.damage[l] = 0.0
     game.damage[DSHUTTL] = -1
     game.energy = game.inenrg = 3000.0
@@ -4840,7 +4788,7 @@ def survey():
     prout(_("Spock-  \"Planet report follows, Captain.\""))
     skip(1)
     for i in range(game.inplan):
-       if game.state.planets[i].pclass == destroyed:
+       if game.state.planets[i].pclass == "destroyed":
            continue
        if (game.state.planets[i].known != "unknown" \
             and not game.state.planets[i].inhabited) \
@@ -4891,23 +4839,26 @@ def sensor():
        if game.options & OPTION_TTY:
            prout(_("Short range sensors damaged."))
        return
-    if not is_valid(game.plnet):
+    if game.iplnet == None:
        if game.options & OPTION_TTY:
            prout(_("Spock- \"No planet in this quadrant, Captain.\""))
        return
-    if game.state.planets[game.iplnet].known == "unknown":
+    if game.iplnet.known == "unknown":
        prout(_("Spock-  \"Sensor scan for Quadrant %s-") % game.quadrant)
        skip(1)
        prout(_("         Planet at Sector %s is of class %s.") %
-             (sector,game.plnet, game.state.planets[game.iplnet]))
-       if game.state.planets[game.iplnet].known=="shuttle_down": 
+             (game.plnet, game.iplnet.pclass))
+       if game.iplnet.known=="shuttle_down": 
            prout(_("         Sensors show Galileo still on surface."))
        proutn(_("         Readings indicate"))
-       if game.state.planets[game.iplnet].crystals != present:
+       if game.iplnet.crystals != "present":
            proutn(_(" no"))
        prout(_(" dilithium crystals present.\""))
-       if game.state.planets[game.iplnet].known == "unknown":
-           game.state.planets[game.iplnet].known = "known"
+       if game.iplnet.known == "unknown":
+           game.iplnet.known = "known"
+    elif game.iplnet.inhabited:
+        prout(_("Spock-  \"The inhabited planet %s ") % game.iplnet.name)
+        prout(_("        is located at Sector %s, Captain.\"") % game.plnet)
 
 def beam():
     # use the transporter 
@@ -4916,7 +4867,7 @@ def beam():
     skip(1)
     if damaged(DTRANSP):
        prout(_("Transporter damaged."))
-       if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+       if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
            skip(1)
            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
            if ja() == True:
@@ -4929,12 +4880,12 @@ def beam():
     if game.shldup:
        prout(_("Impossible to transport through shields."))
        return
-    if game.state.planets[game.iplnet].known=="unknown":
+    if game.iplnet.known=="unknown":
        prout(_("Spock-  \"Captain, we have no information on this planet"))
        prout(_("  and Starfleet Regulations clearly state that in this situation"))
        prout(_("  you may not go down.\""))
        return
-    if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+    if not game.landed and game.iplnet.crystals=="absent":
        prout(_("Spock-  \"Captain, I fail to see the logic in"))
        prout(_("  exploring a planet with no dilithium crystals."))
        proutn(_("  Are you sure this is wise?\" "))
@@ -4951,7 +4902,7 @@ def beam():
            prout(_("Engineering to bridge--"))
            prout(_("  Captain, we have enough energy only to transport you down to"))
            prout(_("  the planet, but there wouldn't be an energy for the trip back."))
-           if game.state.planets[game.iplnet].known == "shuttle_down":
+           if game.iplnet.known == "shuttle_down":
                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
            proutn(_("  Are you sure this is wise?\" "))
            if ja() == False:
@@ -4959,7 +4910,7 @@ def beam():
                return
     if game.landed:
        # Coming from planet 
-       if game.state.planets[game.iplnet].known=="shuttle_down":
+       if game.iplnet.known=="shuttle_down":
            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
            if ja() == True:
                chew()
@@ -4993,7 +4944,7 @@ def beam():
     game.energy -= nrgneed
     skip(2)
     prout(_("Transport complete."))
-    if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+    if game.landed and game.iplnet.known=="shuttle_down":
        prout(_("The shuttle craft Galileo is here!"))
     if not game.landed and game.imine:
        game.icrystl = True
@@ -5008,10 +4959,10 @@ def mine():
     if not game.landed:
        prout(_("Mining party not on planet."))
        return
-    if game.state.planets[game.iplnet].crystals == mined:
+    if game.iplnet.crystals == "mined":
        prout(_("This planet has already been strip-mined for dilithium."))
        return
-    elif game.state.planets[game.iplnet].crystals == absent:
+    elif game.iplnet.crystals == "absent":
        prout(_("No dilithium crystals on this planet."))
        return
     if game.imine:
@@ -5023,11 +4974,11 @@ def mine():
        skip(1)
        prout(_("there's no reason to mine more at this time."))
        return
-    game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
+    game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
     if consumeTime():
        return
     prout(_("Mining operation complete."))
-    game.state.planets[game.iplnet].crystals = mined
+    game.iplnet.crystals = "mined"
     game.imine = game.ididit = True
 
 def usecrystals():
@@ -5082,7 +5033,7 @@ def shuttle():
     skip(1)
     if damaged(DSHUTTL):
        if game.damage[DSHUTTL] == -1.0:
-           if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+           if game.inorbit and game.iplnet.known == "shuttle_down":
                prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
            else:
                prout(_("Ye Faerie Queene had no shuttle craft."))
@@ -5095,16 +5046,16 @@ def shuttle():
        crmshp()
        prout(_(" not in standard orbit."))
        return
-    if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+    if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
        prout(_("Shuttle craft not currently available."))
        return
-    if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+    if not game.landed and game.iplnet.known=="shuttle_down":
        prout(_("You will have to beam down to retrieve the shuttle craft."))
        return
     if game.shldup or game.condition == "docked":
        prout(_("Shuttle craft cannot pass through shields."))
        return
-    if game.state.planets[game.iplnet].known=="unknown":
+    if game.iplnet.known=="unknown":
        prout(_("Spock-  \"Captain, we have no information on this planet"))
        prout(_("  and Starfleet Regulations clearly state that in this situation"))
        prout(_("  you may not fly down.\""))
@@ -5136,7 +5087,7 @@ def shuttle():
            skip(1)
            if consumeTime():
                return
-           game.state.planets[game.iplnet].known="shuttle_down"
+           game.iplnet.known="shuttle_down"
            prout(_("Trip complete."))
            return
        else:
@@ -5146,7 +5097,7 @@ def shuttle():
            skip(1)
            prouts(_("The short hop begins . . ."))
            skip(1)
-           game.state.planets[game.iplnet].known="known"
+           game.iplnet.known="known"
            game.icraft = True
            skip(1)
            game.landed = False
@@ -5172,7 +5123,7 @@ def shuttle():
        game.iscraft = "offship"
        if consumeTime():
            return
-       game.state.planets[game.iplnet].known = "shuttle_down"
+       game.iplnet.known = "shuttle_down"
        game.landed = True
        game.icraft = False
        prout(_("Trip complete."))
@@ -5181,7 +5132,6 @@ def shuttle():
 def deathray():
     # use the big zapper 
     r = random.random()
-       
     game.ididit = False
     skip(1)
     chew()
@@ -5266,8 +5216,8 @@ def deathray():
        proutn(_("Spock-  \"I believe the word is"))
        prouts(_(" *ASTONISHING*"))
        prout(_(" Mr. Sulu."))
-       for i in range(1, QUADSIZE+1):
-           for j in range(1, QUADSIZE+1):
+       for i in range(QUADSIZE):
+           for j in range(QUADSIZE):
                if game.quad[i][j] == IHDOT:
                    game.quad[i][j] = IHQUEST
        prout(_("  Captain, our quadrant is now infested with"))
@@ -5419,8 +5369,8 @@ def damagereport():
 def rechart():
     # update the chart in the Enterprise's computer from galaxy data 
     game.lastchart = game.state.date
-    for i in range(1, GALSIZE+1):
-       for j in range(1, GALSIZE+1):
+    for i in range(GALSIZE):
+       for j in range(GALSIZE):
            if game.state.galaxy[i][j].charted:
                game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
                game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
@@ -5439,22 +5389,22 @@ def chart():
     if game.state.date > game.lastchart:
        prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
     prout("      1    2    3    4    5    6    7    8")
-    for i in range(1, GALSIZE+1):
-       proutn("%d |" % (i))
-       for j in range(1, GALSIZE+1):
+    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:
                proutn("<")
            else:
                proutn(" ")
            if game.state.galaxy[i][j].supernova:
-               strcpy(buf, "***")
+               show = "***"
            elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
-               strcpy(buf, ".1.")
+               show = ".1."
            elif game.state.galaxy[i][j].charted:
-               sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
+               show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
            else:
-               strcpy(buf, "...")
-           proutn(buf)
+               show = "..."
+           proutn(show)
            if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
                proutn(">")
            else:
@@ -5479,57 +5429,57 @@ def sectscan(goodScan, i, j):
     else:
        proutn("- ")
 
-def status(req):
+def status(req=0):
     # print status report lines 
 
     if not req or req == 1:
        prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
                % (game.state.date, game.state.remtime))
-    elif not req or req == 2:
+    if not req or req == 2:
        if game.condition != "docked":
            newcnd()
         dam = 0
-       for t in range(0, NDEVICES):
+       for t in range(NDEVICES):
            if game.damage[t]>0: 
                dam += 1
        prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
-    elif not req or req == 3:
+    if not req or req == 3:
        prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
-    elif not req or req == 4:
+    if not req or req == 4:
        if damaged(DLIFSUP):
            if game.condition == "docked":
-               sprintf(s, _("DAMAGED, Base provides"))
+               s = _("DAMAGED, Base provides")
            else:
-               sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
+               s = _("DAMAGED, reserves=%4.2f") % game.lsupres
        else:
-           sprintf(s, _("ACTIVE"))
+           s = _("ACTIVE")
        prstat(_("Life Support"), s)
-    elif not req or req == 5:
-       prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
-    elif not req or req == 6:
+    if not req or req == 5:
+       prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+    if not req or req == 6:
         extra = ""
         if game.icrystl and (game.options & OPTION_SHOWME):
             extra = _(" (have crystals)")
-       prstat(_("Energy"), "%.2f%s" % game.energy, extra)
-    elif not req or req == 7:
+       prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+    if not req or req == 7:
        prstat(_("Torpedoes"), "%d" % (game.torps))
-    elif not req or req == 8:
+    if not req or req == 8:
        if damaged(DSHIELD):
-           strcpy(s, _("DAMAGED,"))
+           s = _("DAMAGED,")
        elif game.shldup:
-           strcpy(s, _("UP,"))
+           s = _("UP,")
        else:
-           strcpy(s, _("DOWN,"))
+           s = _("DOWN,")
        data = _(" %d%% %.1f units") \
                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
-       prstat(_("Shields"), s)
-    elif not req or req == 9:
+       prstat(_("Shields"), s+data)
+    if not req or req == 9:
         prstat(_("Klingons Left"), "%d" \
                % (game.state.remkl + game.state.remcom + game.state.nscrem))
-    elif not req or req == 10:
+    if not req or req == 10:
        if game.options & OPTION_WORLDS:
            plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
-           if plnet != NOPLANET and game.state.planets[plnet].inhabited:
+           if plnet and plnet.inhabited:
                prstat(_("Major system"), plnet.name)
            else:
                prout(_("Sector is uninhabited"))
@@ -5568,9 +5518,9 @@ def srscan():
     prout("    1 2 3 4 5 6 7 8 9 10")
     if game.condition != "docked":
        newcnd()
-    for i in range(1, QUADSIZE+1):
-       proutn("%2d  " % (i))
-       for j in range(1, QUADSIZE+1):
+    for i in range(QUADSIZE):
+       proutn("%2d  " % (i+1))
+       for j in range(QUADSIZE):
            sectscan(goodScan, i, j)
        skip(1)
                        
@@ -5590,34 +5540,32 @@ def eta():
        if scan()!=IHREAL:
            huh()
            return
-    w1.y = aaitem +0.5
+    w1.y = int(aaitem-0.5)
     if scan() != IHREAL:
        huh()
        return
-    w1.x = aaitem + 0.5
+    w1.x = int(aaitem-0.5)
     if scan() == IHREAL:
-       w2.y = aaitem + 0.5
+       w2.y = int(aaitem-0.5)
        if scan() != IHREAL:
            huh()
            return
-       w2.x = aaitem + 0.5
+       w2.x = int(aaitem-0.5)
     else:
        if game.quadrant.y>w1.x:
-           w2.x = 1
+           w2.x = 0
        else:
-           w2.x=QUADSIZE
+           w2.x=QUADSIZE-1
        if game.quadrant.x>w1.y:
-           w2.y = 1
+           w2.y = 0
        else:
-           w2.y=QUADSIZE
-
+           w2.y=QUADSIZE-1
     if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
        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)))
     wfl = False
-
     if prompt:
        prout(_("Answer \"no\" if you don't know the value:"))
     while True:
@@ -5742,7 +5690,7 @@ def visual():
        co = '?'
     else:
        co = game.quad[ix][iy]
-    printf("%d,%d %c " % (ix, iy, co))
+    printf("%d,%d %c " % (ix+1, iy+1, co))
     v += 1
     ix = game.sector.x + v.x
     iy = game.sector.y + v.y
@@ -5758,16 +5706,13 @@ def visual():
        co = '?'
     else:
        co = game.quad[ix][iy]
-    prout("%c %d,%d\n" % (co, ix, iy))
+    prout("%c %d,%d\n" % (co, ix+1, iy+1))
     game.optime = 0.5
     game.ididit = True
 #endif
 
 # Code from setup.c begins here
 
-def filelength(fd):
-    return os.fstat(fd).st_size
-
 def prelim():
     # issue a historically correct banner 
     skip(2)
@@ -5897,7 +5842,6 @@ device = (
 def setup(needprompt):
     # prepare to play, set up cosmos 
     w = coord()
-
     #  Decide how many of everything
     if choose(needprompt):
        return # frozen game
@@ -5917,10 +5861,10 @@ def setup(needprompt):
     game.nprobes = int(3.0*random.random() + 2.0)      # Give them 2-4 of these
     game.warpfac = 5.0
     game.wfacsq = game.warpfac * game.warpfac
-    for i in range(0, NDEVICES): 
+    for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
-    invalidate(game.battle)
+    game.battle = coord()
     game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
@@ -5930,11 +5874,11 @@ def setup(needprompt):
     game.landed = False
     game.alive = True
     game.docfac = 0.25
-    for i in range(1, GALSIZE+1):
-       for j in range(1, GALSIZE+1):
+    for i in range(GALSIZE):
+       for j in range(GALSIZE):
            quad = game.state.galaxy[i][j]
            quad.charted = 0
-           quad.planet = NOPLANET
+           quad.planet = None
            quad.romulans = 0
            quad.klingons = 0
            quad.starbase = False
@@ -5962,13 +5906,13 @@ def setup(needprompt):
     game.lastchart = FOREVER
     # Put stars in the galaxy
     game.instar = 0
-    for i in range(1, GALSIZE+1):
-       for j in range(1, GALSIZE+1):
-           k = random.random()*9.0 + 1.0
+    for i in range(GALSIZE):
+       for j in range(GALSIZE):
+           k = int(random.random()*9.0 + 1.0)
            game.instar += k
            game.state.galaxy[i][j].stars = k
     # Locate star bases in galaxy
-    for i in range(1, game.inbase+1):
+    for i in range(game.inbase):
         while True:
             while True:
                 w = randplace(GALSIZE)
@@ -5977,9 +5921,9 @@ def setup(needprompt):
            contflag = False
             # C version: for (j = i-1; j > 0; j--)
             # so it did them in the opposite order.
-            for j in range(i):
-               # Improved placement algorithm to spread out bases 
-               distq = w.distance(baseq[j])
+            for j in range(1, i):
+               # Improved placement algorithm to spread out bases
+               distq = w.distance(game.state.baseq[j])
                if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
                    contflag = True
                    if idebug:
@@ -6009,7 +5953,7 @@ def setup(needprompt):
             if not game.state.galaxy[w.x][w.y].supernova and \
                game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
                 break
-       game.state.galaxy[w.x][w.y].klingons += klump
+       game.state.galaxy[w.x][w.y].klingons += int(klump)
         if krem <= 0:
             break
     # Position Klingon Commander Ships
@@ -6027,7 +5971,7 @@ def setup(needprompt):
     for i in range(game.inplan):
         while True:
             w = randplace(GALSIZE) 
-            if game.state.galaxy[w.x][w.y].planet == NOPLANET:
+            if game.state.galaxy[w.x][w.y].planet == None:
                 break
         new = planet()
        new.w = w
@@ -6039,30 +5983,29 @@ def setup(needprompt):
             new.name = systnames[i]
            new.inhabited = True
        else:
-           new.pclass = ("M", "N", "O")[random.random()*3.0]
+           new.pclass = ("M", "N", "O")[random.randint(0, 2)]
             if random.random()*1.5:            # 1 in 3 chance of crystals
                 new.crystals = "present"
            new.known = "unknown"
            new.inhabited = False
        game.state.galaxy[w.x][w.y].planet = new
-        game.state.plnets.append(new)
+        game.state.planets.append(new)
     # Locate Romulans
-    for i in range(1, game.state.nromrem+1):
+    for i in range(game.state.nromrem):
        w = randplace(GALSIZE)
        game.state.galaxy[w.x][w.y].romulans += 1
     # Locate the Super Commander
     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 <= MXKLQUAD:
+            if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
                 break
        game.state.kscmdr = w
        game.state.galaxy[w.x][w.y].klingons += 1
     # Place thing (in tournament game, thingx == -1, don't want one!)
-    if thing.x != -1:
+    global thing
+    if thing == None:
        thing = randplace(GALSIZE)
-    else:
-       invalidate(thing)
     skip(2)
     game.state.snap = False
     if game.skill == SKILL_NOVICE:
@@ -6084,7 +6027,7 @@ def setup(needprompt):
            prout(_("And one (GULP) Super-Commander."))
        prout(_("%d stardates.") % int(game.intime))
        proutn(_("%d starbases in ") % game.inbase)
-    for i in range(1, game.inbase+1):
+    for i in range(game.inbase):
        proutn(`game.state.baseq[i]`)
        proutn("  ")
     skip(2)
@@ -6096,13 +6039,14 @@ def setup(needprompt):
        prout(_("  YOU'LL NEED IT."))
     waitfor()
     newqad(False)
-    if game.nenhere - iqhere-game.ithere:
+    if game.nenhere - (thing == game.quadrant) - game.ithere:
        game.shldup = True
     if game.neutz:     # bad luck to start in a Romulan Neutral Zone
        attack(False)
 
 def choose(needprompt):
-    # choose your game type 
+    # choose your game type
+    global thing
     while True:
        game.tourn = 0
        game.thawed = False
@@ -6119,8 +6063,7 @@ def choose(needprompt):
            if aaitem == 0:
                chew()
                continue # We don't want a blank entry
-           game.tourn = int(aaitem)
-           thing.x = -1
+           game.tourn = int(round(aaitem))
            random.seed(aaitem)
            break
         if isit("saved") or isit("frozen"):
@@ -6190,19 +6133,19 @@ def choose(needprompt):
 
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
-    game.state.rembase = 2.0 + random.random()*(BASEMAX-2.0)
+    game.state.rembase = random.randint(BASEMIN, BASEMAX)
     game.inbase = game.state.rembase
     game.inplan = 0
     if game.options & OPTION_PLANETS:
-       game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
+       game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
     if game.options & OPTION_WORLDS:
-       game.inplan += NINHAB
-    game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
+       game.inplan += int(NINHAB)
+    game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
     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*random.random())*game.skill*0.1+.15)
-    game.incom = game.skill + 0.0625*game.inkling*random.random()
+    game.incom = int(game.skill + 0.0625*game.inkling*random.random())
     game.state.remcom = min(10, game.incom)
     game.incom = game.state.remcom
     game.state.remres = (game.inkling+4*game.incom)*game.intime
@@ -6244,10 +6187,8 @@ def newqad(shutup):
     # set up a new state of quadrant, for when we enter or re-enter it 
     w = coord()
     game.justin = True
-    invalidate(game.base)
     game.klhere = 0
     game.comhere = False
-    invalidate(game.plnet)
     game.ishere = False
     game.irhere = 0
     game.iplnet = 0
@@ -6257,17 +6198,13 @@ def newqad(shutup):
     game.landed = False
     game.ientesc = False
     game.ithere = False
-    iqhere = False
+    global iqengry
     iqengry = False
     game.iseenit = False
     if game.iscate:
        # Attempt to escape Super-commander, so tbeam back!
        game.iscate = False
        game.ientesc = True
-    # Clear quadrant
-    for i in range(1, QUADSIZE+1):
-       for j in range(1, QUADSIZE+1):
-           game.quad[i][j] = IHDOT
     q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
     # cope with supernova
     if q.supernova:
@@ -6275,33 +6212,30 @@ def newqad(shutup):
     game.klhere = q.klingons
     game.irhere = q.romulans
     game.nenhere = game.klhere + game.irhere
-
     # Position Starship
     game.quad[game.sector.x][game.sector.y] = game.ship
-
     if q.klingons:
        w.x = w.y = 0   # quiet a gcc warning 
        # Position ordinary Klingons
-       for i in range(1, game.klhere+1):
+       for i in range(game.klhere):
            w = newkling(i)
        # If we need a commander, promote a Klingon
-       for i in range(1, game.state.remcom+1):
-           if same(game.state.kcmdr[i], game.quadrant):
+       for i in range(game.state.remcom):
+           if game.state.kcmdr[i] == game.quadrant:
                break
                        
        if i <= game.state.remcom:
            game.quad[w.x][w.y] = IHC
            game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
            game.comhere = True
-
        # If we need a super-commander, promote a Klingon
        if same(game.quadrant, game.state.kscmdr):
-           game.quad[game.ks[1].x][game.ks[1].y] = IHS
+           game.quad[game.ks[0].x][game.ks[0].y] = IHS
            game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
            game.iscate = (game.state.remkl > 1)
            game.ishere = True
     # Put in Romulans if needed
-    for i in range(game.klhere+1, game.nenhere+1):
+    for i in range(game.klhere, game.nenhere):
        w = dropin(IHR)
        game.ks[i] = w
        game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
@@ -6309,18 +6243,17 @@ def newqad(shutup):
     # If quadrant needs a starbase, put it in
     if q.starbase:
        game.base = dropin(IHB)
-       
     # If quadrant needs a planet, put it in
-    if q.planet != NOPLANET:
+    if q.planet:
        game.iplnet = q.planet
-       if game.state.planets[q.planet].inhabited == UNINHABITED:
+       if not q.planet.inhabited:
            game.plnet = dropin(IHP)
        else:
            game.plnet = dropin(IHW)
     # Check for condition
     newcnd()
     # And finally the stars
-    for i in range(1, q.stars+1): 
+    for i in range(q.stars): 
        dropin(IHSTAR)
 
     # Check for RNZ
@@ -6333,14 +6266,13 @@ 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 same(thing, game.quadrant):
+        global thing
+       if thing == game.quadrant:
            w = dropin(IHQUEST)
            thing = randplace(GALSIZE)
            game.nenhere += 1
-           iqhere = True
            game.ks[game.nenhere] = w
            game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
                distance(game.sector, w)
@@ -6349,15 +6281,14 @@ def newqad(shutup):
                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 random.random() <= 0.02) or \
            (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
             (game.skill > SKILL_GOOD and random.random() <= 0.08):
             while True:
-               game.tholian.x = random.choice((1, QUADSIZE))
-               game.tholian.y = random.choice((1, QUADSIZE))
+               game.tholian.x = random.choice((0, QUADSIZE-1))
+               game.tholian.y = random.choice((0, QUADSIZE-1))
                 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
                     break
            game.quad[game.tholian.x][game.tholian.y] = IHT
@@ -6368,40 +6299,38 @@ def newqad(shutup):
                distance(game.sector, game.tholian)
            game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
            # Reserve unoccupied corners 
-           if game.quad[1][1]==IHDOT:
-               game.quad[1][1] = 'X'
-           if game.quad[1][QUADSIZE]==IHDOT:
-               game.quad[1][QUADSIZE] = 'X'
-           if game.quad[QUADSIZE][1]==IHDOT:
-               game.quad[QUADSIZE][1] = 'X'
-           if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
-               game.quad[QUADSIZE][QUADSIZE] = 'X'
+           if game.quad[0][0]==IHDOT:
+               game.quad[0][0] = 'X'
+           if game.quad[0][QUADSIZE-1]==IHDOT:
+               game.quad[0][QUADSIZE-1] = 'X'
+           if game.quad[QUADSIZE-1][0]==IHDOT:
+               game.quad[QUADSIZE-1][0] = 'X'
+           if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+               game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
     sortklings()
-
     # Put in a few black holes
     for i in range(1, 3+1):
        if random.random() > 0.5: 
            dropin(IHBLANK)
-
     # Take out X's in corners if Tholian present
     if game.ithere:
-       if game.quad[1][1]=='X':
-           game.quad[1][1] = IHDOT
-       if game.quad[1][QUADSIZE]=='X':
-           game.quad[1][QUADSIZE] = IHDOT
-       if game.quad[QUADSIZE][1]=='X':
-           game.quad[QUADSIZE][1] = IHDOT
-       if game.quad[QUADSIZE][QUADSIZE]=='X':
-           game.quad[QUADSIZE][QUADSIZE] = IHDOT
+       if game.quad[0][0]=='X':
+           game.quad[0][0] = IHDOT
+       if game.quad[0][QUADSIZE-1]=='X':
+           game.quad[0][QUADSIZE-1] = IHDOT
+       if game.quad[QUADSIZE-1][0]=='X':
+           game.quad[QUADSIZE-1][0] = IHDOT
+       if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+           game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
 
 def sortklings():
     # sort Klingons by distance from us 
     # The author liked bubble sort. So we will use it. :-(
-    if game.nenhere-iqhere-game.ithere < 2:
+    if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
        return
     while True:
        sw = False
-       for j in range(1, game.nenhere):
+       for j in range(game.nenhere):
            if game.kdist[j] > game.kdist[j+1]:
                sw = True
                t = game.kdist[j]
@@ -6435,7 +6364,7 @@ def setpassword():
     else:
         game.passwd = ""
         for i in range(3):
-           game.passwd[i] += chr(97+int(random.random()*25))
+           game.passwd += chr(97+int(random.random()*25))
 
 # Code from sst.c begins here
 
@@ -6490,7 +6419,7 @@ def listCommands():
     k = 0
     proutn(_("LEGAL COMMANDS ARE:"))
     for key in commands:
-       if ACCEPT(cmd):
+       if ACCEPT(key):
             if k % 5 == 0:
                 skip(1)
             proutn("%-12s " % key) 
@@ -6565,7 +6494,6 @@ def makemoves():
            hitme = False
            game.justin = False
            game.optime = 0.0
-           i = -1
            chew()
            setwnd(prompt_window)
            clrscr()
@@ -6578,15 +6506,20 @@ def makemoves():
            clrscr()
            setwnd(message_window)
            clrscr()
-            cmd = citem.upoper
-            if cmd not in commands:
+            candidates = filter(lambda x: x.startswith(citem.upper()),
+                                commands)
+            if len(candidates) == 1:
+                cmd = candidates[0]
+                break
+            elif candidates and not (game.options & OPTION_PLAIN):
+                prout("Commands with that prefix: " + " ".join(candidates))
+            else:
                 listCommands()
                 continue
-       commandhook(commands[i].name, True)
        if cmd == "SRSCAN":             # srscan
            srscan()
        elif cmd == "STATUS":           # status
-           status(0)
+           status()
        elif cmd == "REQUEST":          # status request 
            request()
        elif cmd == "LRSCAN":           # long range scan
@@ -6686,12 +6619,11 @@ def makemoves():
        elif cmd == "SEED":             # set random-number seed
            key = scan()
            if key == IHREAL:
-               seed = int(aaitem)
+               seed = int(round(aaitem))
 #ifdef BSD_BUG_FOR_BUG
 #      elif cmd == "VISUAL":
 #          visual()                    # perform visual scan
 #endif
-       commandhook(commands[i].name, False)
        while True:
            if game.alldone:
                break           # Game has ended
@@ -6733,22 +6665,17 @@ def cramen(cmd):
     else: s = "Unknown??"
     proutn(s)
 
-def cramlc(loctype, w):
-    # name a location 
-    if loctype == "quadrant":
-       buf = _("Quadrant ")
-    elif loctype == "sector":
-       buf = _("Sector ")
-    buf += ("%d - %d" % (w.x, w.y))
-    return buf
-
 def crmena(stars, enemy, loctype, w):
     # print an enemy and his location 
     if stars:
        proutn("***")
     cramen(enemy)
     proutn(_(" at "))
-    proutn(cramlc(loctype, w))
+    if loctype == "quadrant":
+       buf = _("Quadrant ")
+    elif loctype == "sector":
+       buf = _("Sector ")
+    proutn(buf + `w`)
 
 def crmshp():
     # print our ship name 
@@ -6771,8 +6698,8 @@ def expran(avrage):
 def randplace(size):
     # choose a random location  
     w = coord()
-    w.x = random.randint(1, size
-    w.y = random.randint(1, size)
+    w.x = random.randint(0, size-1
+    w.y = random.randint(0, size-1)
     return w
 
 def chew():
@@ -6787,7 +6714,7 @@ def chew2():
 
 def scan():
     # Get a token from the user
-    global inqueue, line, citem
+    global inqueue, line, citem, aaitem
     aaitem = 0.0
     citem = ''
 
@@ -6802,6 +6729,9 @@ def scan():
         line = line.lstrip()
         if line:
             inqueue = line.split()
+        else:
+            inqueue = []
+            return IHEOL
     elif not inqueue:
         return IHEOL
     # From here on in it's all looking at the queue
@@ -6850,7 +6780,7 @@ def debugme():
        game.lsupres = game.inlsr
     proutn("Reset damage? ")
     if ja() == True:
-       for i in range(0, NDEVICES): 
+       for i in range(NDEVICES): 
            if game.damage[i] > 0.0: 
                game.damage[i] = 0.0
     proutn("Toggle debug flag? ")
@@ -6914,13 +6844,13 @@ def debugme():
                            prout("Event %d canceled, no x coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.x = int(aaitem)
+                       w.x = int(round(aaitem))
                        key = scan()
                        if key != IHREAL:
                            prout("Event %d canceled, no y coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.y = int(aaitem)
+                       w.y = int(round(aaitem))
                        ev.quadrant = w
        chew()
     proutn("Induce supernova here? ")
@@ -6929,23 +6859,23 @@ def debugme():
        atover(True)
 
 if __name__ == '__main__':
-    global line, thing, game
+    global line, thing, game, idebug, iqengry
     game = citem = aaitem = inqueue = None
     line = ''
     thing = coord()
+    iqengry = False
     game = gamestate()
-
+    idebug = 0
     game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | 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
-
     seed = time.time()
     (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
     for (switch, val) in options:
-        if switch == 'r':
+        if switch == '-r':
             try:
                 replayfp = open(optarg, "r")
             except IOError:
@@ -6960,10 +6890,10 @@ if __name__ == '__main__':
                os.exit(1)
            game.options |= OPTION_TTY
            game.options &=~ OPTION_CURSES
-       elif switch == 't':
+       elif switch == '-t':
            game.options |= OPTION_TTY
            game.options &=~ OPTION_CURSES
-       elif switch == 'x':
+       elif switch == '-x':
            idebug = True
        else:
            sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
@@ -6977,18 +6907,16 @@ if __name__ == '__main__':
        #setlinebuf(logfp)
        logfp.write("seed %d\n" % (seed))
     random.seed(seed)
-
     iostart()
-
-    for tok in arguments:
-       line += tok
-       line += " "
-
+    if arguments:
+        inqueue = arguments
+    else:
+        inqueue = None
     while True: # Play a game 
        setwnd(fullscreen_window)
        clrscr()
        prelim()
-       setup(needprompt=not line)
+       setup(needprompt=not inqueue)
        if game.alldone:
            score()
            game.alldone = False
@@ -6997,7 +6925,6 @@ if __name__ == '__main__':
        skip(1)
        stars()
        skip(1)
-
        if game.tourn and game.alldone:
            proutn(_("Do you want your score recorded?"))
            if ja() == True:
@@ -7009,4 +6936,3 @@ if __name__ == '__main__':
     skip(1)
     prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
     raise SysExit, 0
-