Simplify tac movement, handle more torpedo input cases correctly.
[super-star-trek.git] / src / sst.py
index 1fde98c2fc6576844e620900c3cec4dc5669f4ae..de271754c729573b501a1c12e0dd875ad8fb88c2 100644 (file)
@@ -227,62 +227,58 @@ IHMATER0 = '-',
 IHMATER1 = 'o',
 IHMATER2 = '0'
 
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
-
 class coord:
     def __init__(self, x=None, y=None):
-        self.x = x
-        self.y = y
+        self.i = x
+        self.j = y
     def invalidate(self):
-        self.x = self.y = None
+        self.i = self.j = None
     def is_valid(self):
-        return self.x != None and self.y != None
+        return self.i != None and self.j != None
     def __eq__(self, other):
-        return other != None and self.x == other.y and self.x == other.y
+        return other != None and self.i == other.i and self.j == other.j
     def __add__(self, other):
-        return coord(self.x+self.x, self.y+self.y)
+        return coord(self.i+other.i, self.j+other.j)
     def __sub__(self, other):
-        return coord(self.x-other.x, self.y-other.y)
+        return coord(self.i-other.i, self.j-other.j)
     def __mul__(self, other):
-        return coord(self.x*other, self.y*other)
+        return coord(self.i*other, self.j*other)
     def __rmul__(self, other):
-        return coord(self.x*other, self.y*other)
+        return coord(self.i*other, self.j*other)
     def __div__(self, other):
-        return coord(self.x/other, self.y/other)
+        return coord(self.i/other, self.j/other)
     def __rdiv__(self, other):
-        return coord(self.x/other, self.y/other)
+        return coord(self.i/other, self.j/other)
     def snaptogrid(self):
-        return coord(int(round(self.x)), int(round(self.y)))
+        return coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
         if not other: other = coord(0, 0)
-        return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
+        return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
     def bearing(self, other=None):
         if not other: other = coord(0, 0)
-        return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
+        return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
     def sgn(self):
         s = coord()
-        if self.x == 0:
-            s.x = 0
+        if self.i == 0:
+            s.i = 0
         else:
-            s.x = self.x / abs(self.x)
-        if self.y == 0:
-            s.y = 0
+            s.i = self.i / abs(self.i)
+        if self.j == 0:
+            s.j = 0
         else:
-            s.y = self.y / abs(self.y)
+            s.j = self.j / abs(self.j)
         return s
     def scatter(self):
         s = coord()
-        s.x = self.x + randrange(-1, 2)
-        s.y = self.y + randrange(-1, 2)
+        s.i = self.i + randrange(-1, 2)
+        s.j = self.j + randrange(-1, 2)
         return s
     def __hash__(self):
         return hash((x, y))
     def __str__(self):
-        if self.x == None or self.y == None:
+        if self.i == None or self.j == None:
             return "Nowhere"
-        return "%s - %s" % (self.x+1, self.y+1)
+        return "%s - %s" % (self.i+1, self.j+1)
     __repr__ = __str__
 
 class planet:
@@ -430,15 +426,15 @@ class enemy:
         game.enemies.append(self)
     def move(self, loc):
         motion = (loc != self.kloc)
-        if self.kloc.x is not None and self.kloc.y is not None:
+        if self.kloc.i is not None and self.kloc.j is not None:
             if motion:
                 if self.type == IHT:
-                    game.quad[self.kloc.x][self.kloc.y] = IHWEB
+                    game.quad[self.kloc.i][self.kloc.j] = IHWEB
                 else:
-                    game.quad[self.kloc.x][self.kloc.y] = IHDOT
+                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
         if loc:
             self.kloc = copy.copy(loc)
-            game.quad[self.kloc.x][self.kloc.y] = self.type
+            game.quad[self.kloc.i][self.kloc.j] = self.type
             self.kdist = self.kavgd = (game.sector - loc).distance()
         else:
             self.kloc = coord()
@@ -614,16 +610,15 @@ def randreal(*args):
 
 def welcoming(iq):
     "Would this quadrant welcome another Klingon?"
-    return VALID_QUADRANT(iq.x,iq.y) and \
-       not game.state.galaxy[iq.x][iq.y].supernova or \
-       game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
-
+    return VALID_QUADRANT(iq.i,iq.j) and \
+       not game.state.galaxy[iq.i][iq.j].supernova and \
+       game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
 
 def tryexit(enemy, look, irun):
     "A bad guy attempts to bug out."
     iq = coord()
-    iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
-    iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
+    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
+    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
     if not welcoming(iq):
        return False;
     if enemy.type == IHR:
@@ -651,8 +646,8 @@ def tryexit(enemy, look, irun):
     if game.condition != "docked":
        newcnd()
     # Handle global matters related to escape 
-    game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
-    game.state.galaxy[iq.x][iq.y].klingons += 1
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+    game.state.galaxy[iq.i][iq.j].klingons += 1
     if enemy.type==IHS:
        game.iscate = False
        game.ientesc = False
@@ -760,10 +755,7 @@ def movebaddy(enemy):
             else:
                 motion = game.skill
     # calculate preferred number of steps 
-    if motion < 0:
-        nsteps = -motion
-    else:
-        nsteps = motion
+    nsteps = abs(int(motion))
     if motion > 0 and nsteps > mdist:
        nsteps = mdist; # don't overshoot 
     if nsteps > QUADSIZE:
@@ -774,20 +766,11 @@ def movebaddy(enemy):
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
     m = game.sector - enemy.kloc
-    if 2.0 * abs(m.x) < abs(m.y):
-       m.x = 0
-    if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
-       m.y = 0
-    if m.x != 0:
-        if m.x*motion < 0:
-            m.x = -1
-        else:
-            m.x = 1
-    if m.y != 0:
-        if m.y*motion < 0:
-            m.y = -1
-        else:
-            m.y = 1
+    if 2.0 * abs(m.i) < abs(m.j):
+       m.i = 0
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+       m.j = 0
+    m = (motion * m).sgn()
     next = enemy.kloc
     # main move loop 
     for ll in range(nsteps):
@@ -795,44 +778,44 @@ def movebaddy(enemy):
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
        look = next + m
-        if m.x < 0:
-            krawlx = 1
+        if m.i < 0:
+            krawli = 1
         else:
-            krawlx = -1
-        if m.y < 0:
-            krawly = 1
+            krawli = -1
+        if m.j < 0:
+            krawlj = 1
         else:
-            krawly = -1
+            krawlj = -1
        success = False
        attempts = 0; # Settle mysterious hang problem 
        while attempts < 20 and not success:
             attempts += 1
-           if look.x < 0 or look.x >= QUADSIZE:
+           if look.i < 0 or look.i >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawlx == m.x or m.y == 0:
+               if krawli == m.i or m.j == 0:
                    break
-               look.x = next.x + krawlx
-               krawlx = -krawlx
-           elif look.y < 0 or look.y >= QUADSIZE:
+               look.i = next.i + krawli
+               krawli = -krawli
+           elif look.j < 0 or look.j >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
-               if krawly == m.y or m.x == 0:
+               if krawlj == m.j or m.i == 0:
                    break
-               look.y = next.y + krawly
-               krawly = -krawly
-           elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+               look.j = next.j + krawlj
+               krawlj = -krawlj
+           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
                # See if enemy should ram ship 
-               if game.quad[look.x][look.y] == game.ship and \
+               if game.quad[look.i][look.j] == game.ship and \
                    (enemy.type == IHC or enemy.type == IHS):
                    collision(rammed=True, enemy=enemy)
                    return
-               if krawlx != m.x and m.y != 0:
-                   look.x = next.x + krawlx
-                   krawlx = -krawlx
-               elif krawly != m.y and m.x != 0:
-                   look.y = next.y + krawly
-                   krawly = -krawly
+               if krawli != m.i and m.j != 0:
+                   look.i = next.i + krawli
+                   krawli = -krawli
+               elif krawlj != m.j and m.i != 0:
+                   look.j = next.j + krawlj
+                   krawlj = -krawlj
                else:
                    break; # we have failed 
            else:
@@ -886,9 +869,9 @@ def movescom(iq, avoid):
     if game.justin and not game.iscate:
        return True
     # do the move 
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
     game.state.kscmdr = iq
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
     if game.state.kscmdr==game.quadrant:
        # SC has scooted, Remove him from current quadrant 
        game.iscate=False
@@ -909,7 +892,7 @@ 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 = None
+           game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
            if communicating():
                announce()
                prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -930,10 +913,10 @@ def supercommander():
     if not game.iscate and avoid:
        # compute move away from Enterprise 
        idelta = game.state.kscmdr-game.quadrant
-       if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+       if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
            # circulate in space 
-           idelta.x = game.state.kscmdr.y-game.quadrant.y
-           idelta.y = game.quadrant.x-game.state.kscmdr.x
+           idelta.i = game.state.kscmdr.j-game.quadrant.j
+           idelta.j = game.quadrant.i-game.state.kscmdr.i
     else:
        # compute distances to starbases 
        if not game.state.baseq:
@@ -976,24 +959,24 @@ def supercommander():
     iq = game.state.kscmdr + idelta
     if movescom(iq, avoid):
        # failed -- try some other maneuvers 
-       if idelta.x==0 or idelta.y==0:
+       if idelta.i==0 or idelta.j==0:
            # attempt angle move 
-           if idelta.x != 0:
-               iq.y = game.state.kscmdr.y + 1
+           if idelta.i != 0:
+               iq.j = game.state.kscmdr.j + 1
                if movescom(iq, avoid):
-                   iq.y = game.state.kscmdr.y - 1
+                   iq.j = game.state.kscmdr.j - 1
                    movescom(iq, avoid)
            else:
-               iq.x = game.state.kscmdr.x + 1
+               iq.i = game.state.kscmdr.i + 1
                if movescom(iq, avoid):
-                   iq.x = game.state.kscmdr.x - 1
+                   iq.i = game.state.kscmdr.i - 1
                    movescom(iq, avoid)
        else:
            # try moving just in x or y 
-           iq.y = game.state.kscmdr.y
+           iq.j = game.state.kscmdr.j
            if movescom(iq, avoid):
-               iq.y = game.state.kscmdr.y + idelta.y
-               iq.x = game.state.kscmdr.x
+               iq.j = game.state.kscmdr.j + idelta.j
+               iq.i = game.state.kscmdr.i
                movescom(iq, avoid)
     # check for a base 
     if len(game.state.baseq) == 0:
@@ -1030,7 +1013,7 @@ def supercommander():
     if not idebug and \
        (withprob(0.8) or \
         (not communicating()) or \
-        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+        not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
        return
     announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -1042,33 +1025,33 @@ def movetholian():
     if not game.tholian or game.justin:
        return
     id = coord()
-    if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = 0
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = 0
+    if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = 0
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = 0
     else:
        # something is wrong! 
        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
+    if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
        return
     here = copy.copy(game.tholian.kloc)
     delta = (id - game.tholian.kloc).sgn()
     # move in x axis 
-    while here.x != id.x:
-        here.x += delta.x
-        if game.quad[here.x][here.y]==IHDOT:
+    while here.i != id.i:
+        here.i += delta.i
+        if game.quad[here.i][here.j]==IHDOT:
             game.tholian.move(here)
     # move in y axis 
-    while here.y != id.y:
-        here.y += delta.y
-        if game.quad[here.x][here.y]==IHDOT:
+    while here.j != id.j:
+        here.j += delta.j
+        if game.quad[here.i][here.j]==IHDOT:
             game.tholian.move(here)
     # check to see if all holes plugged 
     for i in range(QUADSIZE):
@@ -1081,7 +1064,7 @@ def movetholian():
        if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
            return
     # All plugged up -- Tholian splits 
-    game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
+    game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
     dropin(IHBLANK)
     prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
     game.tholian.move(None)
@@ -1097,7 +1080,7 @@ def doshield(shraise):
        action = "SHUP"
     else:
        key = scanner.next()
-       if key == IHALPHA:
+       if key == "IHALPHA":
            if scanner.sees("transfer"):
                action = "NRG"
            else:
@@ -1156,7 +1139,7 @@ def doshield(shraise):
        game.ididit = True
        return
     elif action == "NRG":
-       while scanner.next() != IHREAL:
+       while scanner.next() != "IHREAL":
            scanner.chew()
            proutn(_("Energy to transfer to shields- "))
        scanner.chew()
@@ -1196,8 +1179,7 @@ def doshield(shraise):
        return
 
 def randdevice():
-    # choose a device to damage, at random. 
-    #
+    "Choose a device to damage, at random."
     # Quoth Eric Allman in the code of BSD-Trek:
     # "Under certain conditions you can get a critical hit.  This
     # sort of hit damages devices.  The probability that a given
@@ -1220,7 +1202,6 @@ def randdevice():
     # We don't have a cloaking device.  The shuttle got the allocation
     # for the cloaking device, then we shaved a half-percent off
     # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
-    # 
     weights = (
        105,    # DSRSENS: short range scanners 10.5% 
        105,    # DLRSENS: long range scanners          10.5% 
@@ -1270,11 +1251,9 @@ def collision(rammed, enemy):
     prout(_("***Sickbay reports %d casualties"), icas)
     game.casual += icas
     game.state.crew -= icas
-    #
     # In the pre-SST2K version, all devices got equiprobably damaged,
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
-    # 
     ncrits = randrange(NDEVICES/2)
     for m in range(ncrits):
        dev = randdevice()
@@ -1292,33 +1271,28 @@ def collision(rammed, enemy):
        finish(FWON)
     return
 
-def torpedo(course, dispersion, origin, number, nburst):
+def torpedo(origin, course, dispersion, number, nburst):
     "Let a photon torpedo fly" 
-    iquad = 0
+    if not damaged(DSRSENS) or game.condition=="docked":
+       setwnd(srscan_window)
+    else: 
+       setwnd(message_window)
     shoved = False
     ac = course + 0.25*dispersion
     angle = (15.0-ac)*0.5235988
     bullseye = (15.0 - course)*0.5235988
-    deltax = -math.sin(angle);
-    deltay = math.cos(angle);
-    x = origin.x; y = origin.y
+    delta = coord(-math.sin(angle), math.cos(angle))          
+    bigger = max(abs(delta.i), abs(delta.j))
+    delta /= bigger
     w = coord(0, 0); jw = coord(0, 0)
-    bigger = max(math.fabs(deltax), math.fabs(deltay))
-    deltax /= bigger
-    deltay /= bigger
-    if not damaged(DSRSENS) or game.condition=="docked":
-       setwnd(srscan_window)
-    else: 
-       setwnd(message_window)
+    ungridded = copy.copy(origin)
     # Loop to move a single torpedo 
-    for step in range(1, 15+1):
-       x += deltax
-       w.x = int(x + 0.5)
-       y += deltay
-       w.y = int(y + 0.5)
-       if not VALID_SECTOR(w.x, w.y):
+    for step in range(1, QUADSIZE*2):
+       ungridded += delta
+       w = ungridded.snaptogrid()
+       if not VALID_SECTOR(w.i, w.j):
            break
-       iquad=game.quad[w.x][w.y]
+       iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
        if iquad==IHDOT:
            continue
@@ -1341,30 +1315,29 @@ def torpedo(course, dispersion, origin, number, nburst):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           jw.i = int(w.i+xx+0.5)
+           jw.j = int(w.j+yy+0.5)
+           if not VALID_SECTOR(jw.i, jw.j):
                return hit
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[jw.i][jw.j]==IHBLANK:
                finish(FHOLE)
                return hit
-           if game.quad[jw.x][jw.y]!=IHDOT:
+           if game.quad[jw.i][jw.j]!=IHDOT:
                # can't move into object 
                return hit
            game.sector = jw
            proutn(crmshp())
            shoved = True
-       elif iquad in (IHC, IHS): # Hit a commander 
+       elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
+           # find the enemy 
            if withprob(0.05):
                prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
                prout(_("   torpedo neutralized."))
                return None
-       elif iquad in (IHR, IHK): # Hit a regular enemy 
-           # find the enemy 
             for enemy in game.enemies:
-               if w == game.enemies[ll].kloc:
+               if w == enemy.kloc:
                    break
-           kp = math.fabs(e.kpower)
+           kp = math.fabs(enemy.kpower)
            h1 = 700.0 + randrange(100) - \
                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
@@ -1385,16 +1358,16 @@ def torpedo(course, dispersion, origin, number, nburst):
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           jw.i = int(w.i+xx+0.5)
+           jw.j = int(w.j+yy+0.5)
+           if not VALID_SECTOR(jw.i, jw.j):
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.x][jw.y]==IHBLANK:
+           if game.quad[jw.i][jw.j]==IHBLANK:
                prout(_(" buffeted into black hole."))
                deadkl(w, iquad, jw)
                return None
-           if game.quad[jw.x][jw.y]!=IHDOT:
+           if game.quad[jw.i][jw.j]!=IHDOT:
                # can't move into object 
                prout(_(" damaged but not destroyed."))
                return None
@@ -1406,21 +1379,21 @@ def torpedo(course, dispersion, origin, number, nburst):
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
             game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
-           game.quad[w.x][w.y]=IHDOT
+           game.quad[w.i][w.j]=IHDOT
            game.base.invalidate()
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
-           game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
+           game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
            game.state.basekl += 1
            newcnd()
            return None
        elif iquad == IHP: # Hit a planet 
            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nplankl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
            game.plnet.invalidate()
-           game.quad[w.x][w.y] = IHDOT
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
@@ -1428,11 +1401,11 @@ def torpedo(course, dispersion, origin, number, nburst):
        elif iquad == IHW: # Hit an inhabited world -- very bad! 
            prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
            game.state.nworldkl += 1
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
            game.iplnet.pclass = "destroyed"
            game.iplnet = None
            game.plnet.invalidate()
-           game.quad[w.x][w.y] = IHDOT
+           game.quad[w.i][w.j] = IHDOT
            if game.landed:
                # captain perishes on planet 
                finish(FDPLANET)
@@ -1457,11 +1430,9 @@ def torpedo(course, dispersion, origin, number, nburst):
                skip(1)
                deadkl(w, iquad, w)
            else:
-               #
                # Stas Sergeev added the possibility that
                # you can shove the Thingy and piss it off.
                # It then becomes an enemy and may fire at you.
-               #
                thing.angry = True
                shoved = True
            return None
@@ -1478,7 +1449,7 @@ def torpedo(course, dispersion, origin, number, nburst):
                1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
            h1 = math.fabs(h1)
            if h1 >= 600:
-               game.quad[w.x][w.y] = IHDOT
+               game.quad[w.i][w.j] = IHDOT
                deadkl(w, iquad, w)
                game.tholian = None
                return None
@@ -1489,7 +1460,7 @@ def torpedo(course, dispersion, origin, number, nburst):
                return None
            prout(_(" disappears."))
            game.tholian.move(None)
-           game.quad[w.x][w.y] = IHWEB
+           game.quad[w.i][w.j] = IHWEB
            dropin(IHBLANK)
            return None
         else: # Problem!
@@ -1502,8 +1473,8 @@ def torpedo(course, dispersion, origin, number, nburst):
     if curwnd!=message_window:
        setwnd(message_window)
     if shoved:
-       game.quad[w.x][w.y]=IHDOT
-       game.quad[jw.x][jw.y]=iquad
+       game.quad[w.i][w.j]=IHDOT
+       game.quad[jw.i][jw.j]=iquad
        prout(_(" displaced by blast to Sector %s ") % jw)
        for ll in range(len(game.enemies)):
            game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
@@ -1546,12 +1517,12 @@ def fry(hit):
 def attack(torps_ok):
     # bad guy attacks us 
     # torps_ok == False forces use of phasers in an attack 
+    # game could be over at this point, check
+    if game.alldone:
+       return
     attempt = False; ihurt = False;
     hitmax=0.0; hittot=0.0; chgfac=1.0
     where = "neither"
-    # game could be over at this point, check 
-    if game.alldone:
-       return
     if idebug:
        prout("=== ATTACK!")
     # Tholian gets to move before attacking 
@@ -1603,7 +1574,7 @@ def attack(torps_ok):
            enemy.kpower *= 0.75
        else: # Enemy uses photon torpedo 
            #course2 = (enemy.kloc-game.sector).bearing()
-           course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+           course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
@@ -1612,10 +1583,10 @@ def attack(torps_ok):
            prout("  ")
            dispersion = (randreal()+randreal())*0.5 - 0.5
            dispersion += 0.002*enemy.kpower*dispersion
-           hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
+           hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
            if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
                finish(FWON); # Klingons did themselves in! 
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
                return # Supernova or finished 
            if hit == None:
                continue
@@ -1696,7 +1667,7 @@ def deadkl(w, type, mv):
     # Decide what kind of enemy it is and update appropriately 
     if type == IHR:
         # chalk up a Romulan 
-        game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
         game.irhere -= 1
         game.state.nromrem -= 1
     elif type == IHT:
@@ -1708,7 +1679,7 @@ def deadkl(w, type, mv):
         thing = None
     else:
         # Some type of a Klingon 
-        game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+        game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
         if type == IHC:
             game.state.kcmdr.remove(game.quadrant)
@@ -1740,22 +1711,25 @@ def deadkl(w, type, mv):
 
 def targetcheck(w):
     "Return None if target is invalid, otherwise return a course angle."
-    if not VALID_SECTOR(w.x, w.y):
+    if not VALID_SECTOR(w.i, w.j):
        huh()
        return None
-    delta = 0.1*(w - game.sector)
-    if delta.x==0 and delta.y== 0:
+    delta = coord()
+    # FIXME: C code this was translated from is wacky -- why the sign reversal?
+    delta.j = (w.j - game.sector.j);
+    delta.i = (game.sector.i - w.i);
+    if delta == coord(0, 0):
        skip(1)
        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
        prout(_("  I recommend an immediate review of"))
        prout(_("  the Captain's psychological profile.\""))
        scanner.chew()
        return None
-    return delta.bearing()
+    return 1.90985932*math.atan2(delta.j, delta.i)
 
 def photon():
     "Launch photon torpedo."
-    course = [0.0] * MAXBURST
+    course = []
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
@@ -1768,15 +1742,15 @@ def photon():
     # First, get torpedo count
     while True:
         scanner.next()
-       if scanner.token == IHALPHA:
+       if scanner.token == "IHALPHA":
            huh()
            return
-       elif scanner.token == IHEOL or not scanner.waiting():
+       elif scanner.token == "IHEOL" or not scanner.waiting():
            prout(_("%d torpedoes left.") % game.torps)
             scanner.chew()
            proutn(_("Number of torpedoes to fire- "))
             continue   # Go back around to get a number
-       else: # key == IHREAL
+       else: # key == "IHREAL"
            n = scanner.int()
            if n <= 0: # abort command 
                scanner.chew()
@@ -1793,24 +1767,24 @@ def photon():
     target = []
     for i in range(n):
        key = scanner.next()
-       if i==0 and key == IHEOL:
+       if i==0 and key == "IHEOL":
            break;      # no coordinate waiting, we will try prompting 
-       if i==1 and key == IHEOL:
+       if i==1 and key == "IHEOL":
            # direct all torpedoes at one target 
            while i < n:
-               target.append(targets[0])
+               target.append(target[0])
                course.append(course[0])
                i += 1
            break
-        scanner.push(key)
+        scanner.push(scanner.token)
         target.append(scanner.getcoord())
         if target[-1] == None:
             return
-        course.append(targetcheck(target[1]))
-        if course[i] == None:
+        course.append(targetcheck(target[-1]))
+        if course[-1] == None:
            return
     scanner.chew()
-    if i == 0:
+    if len(target) == 0:
        # prompt for each one 
        for i in range(n):
            proutn(_("Target sector for torpedo number %d- ") % (i+1))
@@ -1843,8 +1817,8 @@ def photon():
            break
        if game.shldup or game.condition == "docked":
            dispersion *= 1.0 + 0.0001*game.shield
-       torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
-       if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+       torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
+       if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
            return
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
        finish(FWON);
@@ -1919,7 +1893,7 @@ def hittem(hits):
            proutn(_("%d unit hit on ") % int(hit))
        else:
            proutn(_("Very small hit on "))
-       ienm = game.quad[w.x][w.y]
+       ienm = game.quad[w.i][w.j]
        if ienm==IHQUEST:
            thing.angry = True
        proutn(crmena(False, ienm, "sector", w))
@@ -1974,12 +1948,12 @@ def phasers():
     # (That was Tom Almy talking about the C code, I think -- ESR)
     while automode=="NOTSET":
        key=scanner.next()
-       if key == IHALPHA:
+       if key == "IHALPHA":
            if scanner.sees("manual"):
                if len(game.enemies)==0:
                    prout(_("There is no enemy present to select."))
                    scanner.chew()
-                   key = IHEOL
+                   key = "IHEOL"
                    automode="AUTOMATIC"
                else:
                    automode = "MANUAL"
@@ -1997,7 +1971,7 @@ def phasers():
            else:
                huh()
                return
-       elif key == IHREAL:
+       elif key == "IHREAL":
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -2006,7 +1980,7 @@ def phasers():
            else:
                automode = "AUTOMATIC"
        else:
-           # IHEOL 
+           # "IHEOL" 
            if len(game.enemies)==0:
                prout(_("Energy will be expended into space."))
                automode = "AUTOMATIC"
@@ -2019,10 +1993,10 @@ def phasers():
     if ifast:
         avail -= 200.0
     if automode == "AUTOMATIC":
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
            key = scanner.next()
-       if key != IHREAL and len(game.enemies) != 0:
+       if key != "IHREAL" and len(game.enemies) != 0:
            prout(_("Phasers locked on target. Energy available: %.2f")%avail)
        irec=0
         while True:
@@ -2035,13 +2009,13 @@ def phasers():
            scanner.chew()
            proutn(_("Units to fire= "))
            key = scanner.next()
-           if key!=IHREAL:
+           if key!="IHREAL":
                return
            rpow = scanner.real
            if rpow > avail:
                proutn(_("Energy available= %.2f") % avail)
                skip(1)
-               key = IHEOL
+               key = "IHEOL"
             if not rpow > avail:
                 break
        if rpow<=0:
@@ -2049,7 +2023,7 @@ def phasers():
            scanner.chew()
            return
         key=scanner.next()
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        if ifast:
            game.energy -= 200; # Go and do it! 
@@ -2088,7 +2062,7 @@ def phasers():
                prout(_("%d expended on empty space.") % int(extra))
     elif automode == "FORCEMAN":
        scanner.chew()
-       key = IHEOL
+       key = "IHEOL"
        if damaged(DCOMPTR):
            prout(_("Battle computer damaged, manual fire only."))
        else:
@@ -2103,7 +2077,7 @@ def phasers():
        rpow = 0.0
         for k in range(len(game.enemies)):
            aim = game.enemies[k].kloc
-           ienm = game.quad[aim.x][aim.y]
+           ienm = game.quad[aim.i][aim.j]
            if msgflag:
                proutn(_("Energy available= %.2f") % (avail-0.006))
                skip(1)
@@ -2113,11 +2087,11 @@ def phasers():
                not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
                prout(cramen(ienm) + _(" can't be located without short range scan."))
                scanner.chew()
-               key = IHEOL
+               key = "IHEOL"
                hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko 
                k += 1
                continue
-           if key == IHEOL:
+           if key == "IHEOL":
                scanner.chew()
                if itarg and k > kz:
                    irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
@@ -2128,17 +2102,16 @@ def phasers():
                else:
                    proutn("??")
                proutn(")  ")
-               proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
-               
+               proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))                
                key = scanner.next()
-           if key == IHALPHA and scanner.sees("no"):
+           if key == "IHALPHA" and scanner.sees("no"):
                no = True
                key = scanner.next()
                continue
-           if key == IHALPHA:
+           if key == "IHALPHA":
                huh()
                return
-           if key == IHEOL:
+           if key == "IHEOL":
                if k==1: # Let me say I'm baffled by this 
                    msgflag = True
                continue
@@ -2159,7 +2132,7 @@ def phasers():
            # zero energy -- abort 
            scanner.chew()
            return
-       if key == IHALPHA and scanner.sees("no"):
+       if key == "IHALPHA" and scanner.sees("no"):
            no = True
        game.energy -= rpow
        scanner.chew()
@@ -2273,7 +2246,7 @@ def events():
                 game.shldchg = False
             else:
                 prout(_("(Shields not currently useable.)"))
-        newqad(False)
+        newqad()
         # Adjust finish time to time of tractor beaming 
         fintim = game.state.date+game.optime
         attack(torps_ok=False)
@@ -2287,8 +2260,8 @@ def events():
         # Not perfect, but will have to do 
         # Handle case where base is in same quadrant as starship 
         if game.battle == game.quadrant:
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
-            game.quad[game.base.x][game.base.y] = IHDOT
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
+            game.quad[game.base.i][game.base.j] = IHDOT
             game.base.invalidate()
             newcnd()
             skip(1)
@@ -2303,9 +2276,9 @@ def events():
                 prout(_("the Klingon Super-Commander"))
             else:
                 prout(_("a Klingon Commander"))
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
         # Remove Starbase from galaxy 
-        game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+        game.state.galaxy[game.battle.i][game.battle.j].starbase = False
         game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
         if game.isatb == 2:
             # reinstate a commander's base attack 
@@ -2332,7 +2305,7 @@ def events():
            else:
                prout("never")
     radio_was_broken = damaged(DRADIO)
-    hold.x = hold.y = 0
+    hold.i = hold.j = 0
     while True:
        # Select earliest extraneous event, evcode==0 if no events 
        evcode = FSPY
@@ -2391,9 +2364,9 @@ def events():
        game.optime -= xtime
        if evcode == FSNOVA: # Supernova 
            announce()
-           supernova(False)
+           supernova(None)
            schedule(FSNOVA, expran(0.5*game.intime))
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                return
        elif evcode == FSPY: # Check with spy to see if SC should tractor beam 
            if game.state.nscrem == 0 or \
@@ -2438,14 +2411,16 @@ def events():
                 for ibq in game.state.baseq:
                    for cmdr in game.state.kcmdr: 
                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
-                           raise "foundit"
-            except "foundit":
-               # no match found -- try later 
-               schedule(FBATTAK, expran(0.3*game.intime))
-               unschedule(FCDBAS)
-               continue
+                           raise ibq
+                else:
+                    # no match found -- try later 
+                    schedule(FBATTAK, expran(0.3*game.intime))
+                    unschedule(FCDBAS)
+                    continue
+            except coord:
+                pass
            # commander + starbase combination found -- launch attack 
-           game.battle = game.state.baseq[j]
+           game.battle = ibq
            schedule(FCDBAS, randreal(1.0, 4.0))
            if game.isatb: # extra time if SC already attacking 
                postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
@@ -2464,7 +2439,7 @@ def events():
        elif evcode == FSCDBAS: # Supercommander destroys base 
            unschedule(FSCDBAS)
            game.isatb = 2
-           if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: 
+           if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: 
                continue # WAS RETURN! 
            hold = game.battle
            game.battle = game.state.kscmdr
@@ -2473,7 +2448,7 @@ def events():
            if evcode==FCDBAS:
                unschedule(FCDBAS)
                 if not game.state.baseq() \
-                       or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+                       or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
                    game.battle.invalidate()
                     continue
                # find the lucky pair 
@@ -2495,11 +2470,11 @@ def events():
            game.probey += game.probeiny
            i = (int)(game.probex/QUADSIZE +0.05)
            j = (int)(game.probey/QUADSIZE + 0.05)
-           if game.probec.x != i or game.probec.y != j:
-               game.probec.x = i
-               game.probec.y = j
+           if game.probec.i != i or game.probec.j != j:
+               game.probec.i = i
+               game.probec.j = j
                if not VALID_QUADRANT(i, j) or \
-                   game.state.galaxy[game.probec.x][game.probec.y].supernova:
+                   game.state.galaxy[game.probec.i][game.probec.j].supernova:
                    # Left galaxy or ran into supernova
                     if comunicating():
                        announce()
@@ -2516,10 +2491,10 @@ def events():
                    announce()
                    skip(1)
                    proutn(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probec)
-           pdest = game.state.galaxy[game.probec.x][game.probec.y]
+           pdest = game.state.galaxy[game.probec.i][game.probec.j]
            # Update star chart if Radio is working or have access to radio
            if communicating():
-               chp = game.state.chart[game.probec.x][game.probec.y]
+               chp = game.state.chart[game.probec.i][game.probec.j]
                chp.klingons = pdest.klingons
                chp.starbase = pdest.starbase
                chp.stars = pdest.stars
@@ -2527,9 +2502,9 @@ def events():
            game.proben -= 1 # One less to travel
            if game.proben == 0 and game.isarmed and pdest.stars:
                # lets blow the sucker! 
-               supernova(True, game.probec)
+               supernova(game.probec)
                unschedule(FDSPROB)
-               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: 
+               if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: 
                    return
        elif evcode == FDISTR: # inhabited system issues distress call 
            unschedule(FDISTR)
@@ -2540,7 +2515,7 @@ def events():
                # not already under attack, which is not
                # supernova'ed, and which has some Klingons in it
                w = randplace(GALSIZE)
-               q = game.state.galaxy[w.x][w.y]
+               q = game.state.galaxy[w.i][w.j]
                 if not (game.quadrant == w or q.planet == None or \
                      not q.planet.inhabited or \
                      q.supernova or q.status!="secure" or q.klingons<=0):
@@ -2553,8 +2528,7 @@ def events():
            # got one!!  Schedule its enslavement 
            ev = schedule(FENSLV, expran(game.intime))
            ev.quadrant = w
-           q.status = distressed
-
+           q.status = "distressed"
            # tell the captain about it if we can 
            if communicating():
                prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
@@ -2565,7 +2539,7 @@ def events():
        elif evcode == FENSLV:          # starsystem is enslaved 
            ev = unschedule(FENSLV)
            # see if current distress call still active 
-           q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+           q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
            if q.klingons <= 0:
                q.status = "secure"
                continue
@@ -2585,7 +2559,7 @@ def events():
            # explicitly retrieve and restore the x and y.
            ev = schedule(FREPRO, expran(1.0 * game.intime))
            # see if current distress call still active 
-           q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+           q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
            if q.klingons <= 0:
                q.status = "secure"
                continue
@@ -2596,11 +2570,11 @@ def events():
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
-                    for i in range(w.x - 1, w.x + 2):
-                        for j in range(w.y - 1, w.y + 2):
+                    for i in range(w.i - 1, w.i + 2):
+                        for j in range(w.j - 1, w.j + 2):
                             if not VALID_QUADRANT(i, j):
                                 continue
-                            q = game.state.galaxy[w.x][w.y]
+                            q = game.state.galaxy[w.i][w.j]
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
@@ -2608,8 +2582,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.x = i
-                    w.y = j
+                    w.i = i; w.j = j
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2634,11 +2607,11 @@ def wait():
     game.ididit = False
     while True:
        key = scanner.next()
-       if key  != IHEOL:
+       if key  != "IHEOL":
            break
        proutn(_("How long? "))
     scanner.chew()
-    if key != IHREAL:
+    if key != "IHREAL":
        huh()
        return
     origTime = delay = scanner.real
@@ -2675,7 +2648,7 @@ def wait():
        if origTime-delay >= 9.99 and game.condition == "docked":
            game.damage[DDRAY] = 0.0
        # leave if quadrant supernovas
-        if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+        if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
     game.resting = False
     game.optime = 0
@@ -2693,12 +2666,12 @@ def nova(nov):
     newc = coord(); neighbor = coord(); bump = coord(0, 0)
     if withprob(0.05):
        # Wow! We've supernova'ed 
-       supernova(False, nov)
+       supernova(game.quadrant)
        return
     # handle initial nova 
-    game.quad[nov.x][nov.y] = IHDOT
+    game.quad[nov.i][nov.j] = IHDOT
     prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
-    game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+    game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
     game.state.starkl += 1
     # Set up queue to recursively trigger adjacent stars 
     hits = [nov]
@@ -2706,32 +2679,32 @@ def nova(nov):
     while hits:
         offset = coord()
         start = hits.pop()
-        for offset.x in range(-1, 1+1):
-            for offset.y in range(-1, 1+1):
-                if offset.y==0 and offset.x==0:
+        for offset.i in range(-1, 1+1):
+            for offset.j in range(-1, 1+1):
+                if offset.j==0 and offset.i==0:
                     continue
                 neighbor = start + offset
-                if not VALID_SECTOR(neighbor.y, neighbor.x):
+                if not VALID_SECTOR(neighbor.j, neighbor.i):
                     continue
-                iquad = game.quad[neighbor.x][neighbor.y]
+                iquad = game.quad[neighbor.i][neighbor.j]
                 # Empty space ends reaction
                 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
                     pass
                 elif iquad == IHSTAR: # Affect another star 
                     if withprob(0.05):
                         # This star supernovas 
-                        supernova(False)
+                        supernova(game.quadrant)
                         return
                     else:
                         hits.append(neighbor)
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+                       game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
                        game.state.starkl += 1
                        proutn(crmena(True, IHSTAR, "sector", neighbor))
                        prout(_(" novas."))
-                        game.quad[neighbor.x][neighbor.y] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = IHDOT
                         kount += 1
                 elif iquad in (IHP, IHW): # Destroy planet 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
                     if iquad == IHP:
                         game.state.nplankl += 1
                     else:
@@ -2743,15 +2716,15 @@ def nova(nov):
                     if game.landed:
                         finish(FPNOVA)
                         return
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
                 elif iquad == IHB: # Destroy base 
-                    game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+                    game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
                     game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
                     game.base.invalidate()
                     game.state.basekl += 1
                     newcnd()
                     prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
                 elif iquad in (IHE, IHF): # Buffet ship 
                     prout(_("***Starship buffeted by nova."))
                     if game.shldup:
@@ -2783,11 +2756,11 @@ def nova(nov):
                         break
                     newc = neighbor + neighbor - hits[mm]
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not VALID_SECTOR(newc.x, newc.y):
+                    if not VALID_SECTOR(newc.i, newc.j):
                         # can't leave quadrant 
                         skip(1)
                         break
-                    iquad1 = game.quad[newc.x][newc.y]
+                    iquad1 = game.quad[newc.i][newc.j]
                     if iquad1 == IHBLANK:
                         proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
                         skip(1)
@@ -2798,12 +2771,12 @@ def nova(nov):
                         skip(1)
                         break
                     proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
-                    game.quad[newc.x][newc.y] = iquad
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
+                    game.quad[newc.i][newc.j] = iquad
                     game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
     game.dist = kount*0.1
-    game.direc = course[3*(bump.x+1)+bump.y+2]
+    game.direc = course[3*(bump.i+1)+bump.j+2]
     if game.direc == 0.0:
        game.dist = 0.0
     if game.dist == 0.0:
@@ -2815,26 +2788,24 @@ def nova(nov):
     game.optime = 10.0*game.dist/16.0
     return
        
-def supernova(induced, w=None):
+def supernova(w):
     "Star goes supernova."
     num = 0; npdead = 0
-    nq = coord()
     if w != None: 
-       nq = w
+       nq = copy.copy(w)
     else:
+       # Scheduled supernova -- select star at random. 
        stars = 0
-       # Scheduled supernova -- select star 
-       # logic changed here so that we won't favor quadrants in top
-        # left of universe 
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               stars += game.state.galaxy[nq.x][nq.y].stars
+        nq = coord()
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               stars += game.state.galaxy[nq.i][nq.j].stars
        if stars == 0:
            return # nothing to supernova exists 
        num = randrange(stars) + 1
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               num -= game.state.galaxy[nq.x][nq.y].stars
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               num -= game.state.galaxy[nq.i][nq.j].stars
                if num <= 0:
                    break
            if num <=0:
@@ -2852,10 +2823,10 @@ def supernova(induced, w=None):
     else:
        ns = coord()
        # we are in the quadrant! 
-       num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
-       for ns.x in range(QUADSIZE):
-           for ns.y in range(QUADSIZE):
-               if game.quad[ns.x][ns.y]==IHSTAR:
+       num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+       for ns.i in range(QUADSIZE):
+           for ns.j in range(QUADSIZE):
+               if game.quad[ns.i][ns.j]==IHSTAR:
                    num -= 1
                    if num==0:
                        break
@@ -2865,18 +2836,18 @@ def supernova(induced, w=None):
        prouts(_("***RED ALERT!  RED ALERT!"))
        skip(1)
        prout(_("***Incipient supernova detected at Sector %s") % ns)
-       if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
+       if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
            proutn(_("Emergency override attempts t"))
            prouts("***************")
            skip(1)
            stars()
            game.alldone = True
-    # destroy any Klingons in supernovaed quadrant 
-    kldead = game.state.galaxy[nq.x][nq.y].klingons
-    game.state.galaxy[nq.x][nq.y].klingons = 0
+    # destroy any Klingons in supernovaed quadrant
+    kldead = game.state.galaxy[nq.i][nq.j].klingons
+    game.state.galaxy[nq.i][nq.j].klingons = 0
     if nq == game.state.kscmdr:
        # did in the Supercommander! 
-       game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0
+       game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
        game.iscate = False
        unschedule(FSCMOVE)
        unschedule(FSCDBAS)
@@ -2888,8 +2859,8 @@ def supernova(induced, w=None):
         unschedule(FTBEAM)
     game.state.remkl -= kldead
     # destroy Romulans and planets in supernovaed quadrant 
-    nrmdead = game.state.galaxy[nq.x][nq.y].romulans
-    game.state.galaxy[nq.x][nq.y].romulans = 0
+    nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+    game.state.galaxy[nq.i][nq.j].romulans = 0
     game.state.nromrem -= nrmdead
     # Destroy planets 
     for loop in range(game.inplan):
@@ -2899,17 +2870,17 @@ def supernova(induced, w=None):
     # Destroy any base in supernovaed quadrant
     game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
     # If starship caused supernova, tally up destruction 
-    if induced:
-       game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
-       game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+    if w != None:
+       game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+       game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
        game.state.nplankl += npdead
     # mark supernova in galaxy and in star chart 
     if game.quadrant == nq or communicating():
-       game.state.galaxy[nq.x][nq.y].supernova = True
+       game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message 
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
        skip(2)
-       if not induced:
+       if w == None:
            prout(_("Lucky you!"))
        proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
        finish(FWON)
@@ -2973,7 +2944,7 @@ def kaboom():
        l=1
        while l <= len(game.enemies):
            if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: 
-               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
+               deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
            l += 1
     finish(FDILITHIUM)
                                
@@ -3572,7 +3543,7 @@ def drawmaps(mode):
 
 def put_srscan_sym(w, sym):
     "Emit symbol for short-range scan."
-    srscan_window.move(w.x+1, w.y*2+2)
+    srscan_window.move(w.i+1, w.j*2+2)
     srscan_window.addch(sym)
     srscan_window.refresh()
 
@@ -3582,12 +3553,12 @@ def boom(w):
        drawmaps(2)
        setwnd(srscan_window)
        srscan_window.attron(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.x][w.y])
+       put_srscan_sym(w, game.quad[w.i][w.j])
        #sound(500)
        #time.sleep(1.0)
        #nosound()
        srscan_window.attroff(curses.A_REVERSE)
-       put_srscan_sym(w, game.quad[w.x][w.y])
+       put_srscan_sym(w, game.quad[w.i][w.j])
        curses.delay_output(500)
        setwnd(message_window) 
 
@@ -3609,7 +3580,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
        if step == 1:
            if n != 1:
                skip(1)
-               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.x][origin.y],i+1))
+               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.i][origin.j],i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3670,21 +3641,21 @@ def imove(novapush):
 
     def no_quad_change():
         # No quadrant change -- compute new average enemy distances 
-        game.quad[game.sector.x][game.sector.y] = game.ship
+        game.quad[game.sector.i][game.sector.j] = game.ship
         if game.enemies:
             for enemy in game.enemies:
                 finald = (w-enemy.kloc).distance()
                 enemy.kavgd = 0.5 * (finald + enemy.kdist)
                 enemy.kdist = finald
             game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-            if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+            if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                 attack(torps_ok=False)
             for enemy in game.enemies:
                 enemy.kavgd = enemy.kdist
         newcnd()
         drawmaps(0)
         setwnd(message_window)
-    w.x = w.y = 0
+    w.i = w.j = 0
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
@@ -3704,17 +3675,17 @@ def imove(novapush):
        game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
     # Move within the quadrant 
-    game.quad[game.sector.x][game.sector.y] = IHDOT
-    x = game.sector.x
-    y = game.sector.y
+    game.quad[game.sector.i][game.sector.j] = IHDOT
+    x = game.sector.i
+    y = game.sector.j
     n = int(10.0*game.dist*bigger+0.5)
     if n > 0:
        for m in range(1, n+1):
             x += deltax
             y += deltay
-           w.x = int(round(x))
-           w.y = int(round(y))
-           if not VALID_SECTOR(w.x, w.y):
+           w.i = int(round(x))
+           w.j = int(round(y))
+           if not VALID_SECTOR(w.i, w.j):
                # Leaving quadrant -- allow final enemy attack 
                # Don't do it if being pushed by Nova 
                if len(game.enemies) != 0 and not novapush:
@@ -3727,30 +3698,30 @@ def imove(novapush):
                    # that attacks only happen if Klingons
                    # are present and your skill is good.
                    # 
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                        attack(torps_ok=False)
                    if game.alldone:
                        return
                # compute final position -- new quadrant and sector 
-               x = (QUADSIZE*game.quadrant.x)+game.sector.x
-               y = (QUADSIZE*game.quadrant.y)+game.sector.y
-               w.x = int(round(x+10.0*game.dist*bigger*deltax))
-               w.y = int(round(y+10.0*game.dist*bigger*deltay))
+               x = (QUADSIZE*game.quadrant.i)+game.sector.i
+               y = (QUADSIZE*game.quadrant.j)+game.sector.j
+               w.i = int(round(x+10.0*game.dist*bigger*deltax))
+               w.j = int(round(y+10.0*game.dist*bigger*deltay))
                # check for edge of galaxy 
                kinks = 0
                 while True:
                    kink = False
-                   if w.x < 0:
-                       w.x = -w.x
+                   if w.i < 0:
+                       w.i = -w.i
                        kink = True
-                   if w.y < 0:
-                       w.y = -w.y
+                   if w.j < 0:
+                       w.j = -w.j
                        kink = True
-                   if w.x >= GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2) - w.x
+                   if w.i >= GALSIZE*QUADSIZE:
+                       w.i = (GALSIZE*QUADSIZE*2) - w.i
                        kink = True
-                   if w.y >= GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2) - w.y
+                   if w.j >= GALSIZE*QUADSIZE:
+                       w.j = (GALSIZE*QUADSIZE*2) - w.j
                        kink = True
                    if kink:
                        kinks += 1
@@ -3769,18 +3740,18 @@ def imove(novapush):
                # Compute final position in new quadrant 
                if trbeam: # Don't bother if we are to be beamed 
                    return
-               game.quadrant.x = w.x/QUADSIZE
-               game.quadrant.y = w.y/QUADSIZE
-               game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
-               game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
+               game.quadrant.i = w.i/QUADSIZE
+               game.quadrant.j = w.j/QUADSIZE
+               game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
+               game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
                skip(1)
                prout(_("Entering Quadrant %s.") % game.quadrant)
-               game.quad[game.sector.x][game.sector.y] = game.ship
-               newqad(False)
+               game.quad[game.sector.i][game.sector.j] = game.ship
+               newqad()
                if game.skill>SKILL_NOVICE:
                    attack(torps_ok=False)  
                return
-           iquad = game.quad[w.x][w.y]
+           iquad = game.quad[w.i][w.j]
            if iquad != IHDOT:
                # object encountered in flight path 
                stopegy = 50.0*game.dist/game.optime
@@ -3824,8 +3795,8 @@ def imove(novapush):
                    proutn(_("Emergency stop required "))
                    prout(_("%2d units of energy.") % int(stopegy))
                    game.energy -= stopegy
-                   final.x = int(round(deltax))
-                   final.y = int(round(deltay))
+                   final.i = int(round(deltax))
+                   final.j = int(round(deltay))
                    game.sector = final
                    if game.energy <= 0:
                        finish(FNRG)
@@ -3848,7 +3819,7 @@ def dock(verbose):
     if game.inorbit:
        prout(_("You must first leave standard orbit."))
        return
-    if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+    if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
        prout(crmshp() + _(" not adjacent to base."))
        return
     game.condition = "docked"
@@ -3897,7 +3868,7 @@ def getcourse(isprobe, akey):
                prout(_("Computer damaged; manual movement only"))
            scanner.chew()
            navmode = "manual"
-           key = IHEOL
+           key = "IHEOL"
            break
        if isprobe and akey != -1:
            # For probe launch, use pre-scanned value first time 
@@ -3905,11 +3876,11 @@ def getcourse(isprobe, akey):
            akey = -1
        else: 
            key = scanner.next()
-       if key == IHEOL:
+       if key == "IHEOL":
            proutn(_("Manual or automatic- "))
            iprompt = True
            scanner.chew()
-       elif key == IHALPHA:
+       elif key == "IHALPHA":
             if scanner.sees("manual"):
                navmode = "manual"
                key = scanner.next()
@@ -3930,7 +3901,7 @@ def getcourse(isprobe, akey):
            navmode = "manual"
            break
     if navmode == "automatic":
-       while key == IHEOL:
+       while key == "IHEOL":
            if isprobe:
                proutn(_("Target quadrant or quadrant&sector- "))
            else:
@@ -3938,41 +3909,41 @@ def getcourse(isprobe, akey):
            scanner.chew()
            iprompt = True
            key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
        xi = int(round(scanner.real))-1
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
        xj = int(round(scanner.real))-1
        key = scanner.next()
-       if key == IHREAL:
+       if key == "IHREAL":
            # both quadrant and sector specified 
            xk = int(round(scanner.real))-1
            key = scanner.next()
-           if key != IHREAL:
+           if key != "IHREAL":
                huh()
                return False
            xl = int(round(scanner.real))-1
-           dquad.x = xi
-           dquad.y = xj
-           dsect.y = xk
-           dsect.x = xl
+           dquad.i = xi
+           dquad.j = xj
+           dsect.i = xk
+           dsect.j = xl
        else:
             # only one pair of numbers was specified
            if isprobe:
                # only quadrant specified -- go to center of dest quad 
-               dquad.x = xi
-               dquad.y = xj
-               dsect.y = dsect.x = 4   # preserves 1-origin behavior
+               dquad.i = xi
+               dquad.j = xj
+               dsect.j = dsect.i = 4   # preserves 1-origin behavior
            else:
                 # only sector specified
-               dsect.y = xi
-               dsect.x = xj
+               dsect.i = xi
+               dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
+       if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
            huh()
            return False
        skip(1)
@@ -3984,26 +3955,26 @@ def getcourse(isprobe, akey):
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
         # the actual deltas get computed here
         delta = coord()
-       delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
-       delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
+       delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
+       delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
     else: # manual 
-       while key == IHEOL:
+       while key == "IHEOL":
            proutn(_("X and Y displacements- "))
            scanner.chew()
            iprompt = True
            key = scanner.next()
        itemp = "verbose"
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
-       delta.x = scanner.real
+       delta.j = scanner.real
        key = scanner.next()
-       if key != IHREAL:
+       if key != "IHREAL":
            huh()
            return False
-       delta.y = scanner.real
+       delta.i = scanner.real
     # Check for zero movement 
-    if delta.x == 0 and delta.y == 0:
+    if delta.i == 0 and delta.j == 0:
        scanner.chew()
        return False
     if itemp == "verbose" and not isprobe:
@@ -4106,7 +4077,7 @@ def warp(timewarp):
            return
                                                
        # Make sure enough time is left for the trip 
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = 10.0*game.dist/game.warpfac**2
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4144,12 +4115,11 @@ def warp(timewarp):
                bigger = math.fabs(deltax)
            else:
                bigger = math.fabs(deltay)
-                       
            deltax /= bigger
            deltay /= bigger
            n = 10.0 * game.dist * bigger +0.5
-           x = game.sector.x
-           y = game.sector.y
+           x = game.sector.i
+           y = game.sector.j
            for l in range(1, n+1):
                x += deltax
                ix = x + 0.5
@@ -4167,7 +4137,7 @@ def warp(timewarp):
     game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = 10.0*game.dist/game.wfacsq
+    game.optime = 10.0*game.dist/game.warpfac**2
     if twarp:
        timwrp()
     if blooey:
@@ -4183,12 +4153,12 @@ def setwarp():
     "Change the warp factor."
     while True:
         key=scanner.next()
-        if key != IHEOL:
+        if key != "IHEOL":
             break
        scanner.chew()
        proutn(_("Warp factor- "))
     scanner.chew()
-    if key != IHREAL:
+    if key != "IHREAL":
        huh()
        return
     if game.damage[DWARPEN] > 10.0:
@@ -4206,7 +4176,6 @@ def setwarp():
        return
     oldfac = game.warpfac
     game.warpfac = scanner.real
-    game.wfacsq=game.warpfac*game.warpfac
     if game.warpfac <= oldfac or game.warpfac <= 6.0:
        prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
               int(game.warpfac))
@@ -4266,7 +4235,7 @@ def atover(igrab):
        skip(1)
        prout(_("safely out of quadrant."))
        if not damaged(DRADIO):
-           game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+           game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
        # Try to use warp engines 
        if damaged(DWARPEN):
            skip(1)
@@ -4274,14 +4243,13 @@ def atover(igrab):
            finish(FSNOVAED)
            return
        game.warpfac = randreal(6.0, 8.0)
-       game.wfacsq = game.warpfac * game.warpfac
        prout(_("Warp factor set to %d") % int(game.warpfac))
        power = 0.75*game.energy
        game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
        distreq = randreal(math.sqrt(2))
        if distreq < game.dist:
            game.dist = distreq
-       game.optime = 10.0*game.dist/game.wfacsq
+       game.optime = 10.0*game.dist/game.warpfac**2
        game.direc = randreal(12)       # How dumb! 
        game.justin = False
        game.inorbit = False
@@ -4295,7 +4263,7 @@ def atover(igrab):
            finish(FSNOVAED)
            return
        # Repeat if another snova
-        if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+        if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
     if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: 
        finish(FWON) # Snova killed remaining enemy. 
@@ -4347,7 +4315,7 @@ def timwrp():
        # cheat to make sure no tractor beams occur during time warp 
        postpone(FTBEAM, game.optime)
        game.damage[DRADIO] += game.optime
-    newqad(False)
+    newqad()
     events()   # Stas Sergeev added this -- do pending events 
 
 def probe():
@@ -4376,7 +4344,7 @@ def probe():
            prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
        return
     key = scanner.next()
-    if key == IHEOL:
+    if key == "IHEOL":
        # slow mode, so let Kirk know how many probes there are left
         if game.nprobes == 1:
             prout(_("1 probe left."))
@@ -4386,10 +4354,10 @@ def probe():
        if ja() == False:
            return
     game.isarmed = False
-    if key == IHALPHA and scanner.token == "armed":
+    if key == "IHALPHA" and scanner.token == "armed":
        game.isarmed = True
        key = scanner.next()
-    elif key == IHEOL:
+    elif key == "IHEOL":
        proutn(_("Arm NOVAMAX warhead? "))
        game.isarmed = ja()
     if not getcourse(isprobe=True, akey=key):
@@ -4405,8 +4373,8 @@ def probe():
     game.probeiny /= bigger
     game.probeinx /= bigger
     game.proben = 10.0*game.dist*bigger +0.5
-    game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
-    game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
+    game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
+    game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
     game.probec = game.quadrant
     schedule(FDSPROB, 0.01) # Time to move one sector
     prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
@@ -4449,7 +4417,7 @@ def mayday():
        return
     # OK -- call for help from nearest starbase 
     game.nhelp += 1
-    if game.base.x!=0:
+    if game.base.i!=0:
        # There's one in this quadrant 
        ddist = (game.base - game.sector).distance()
     else:
@@ -4460,15 +4428,15 @@ def mayday():
                ddist = xdist
        # Since starbase not in quadrant, set up new quadrant 
        game.quadrant = ibq
-       newqad(True)
+       newqad()
     # dematerialize starship 
-    game.quad[game.sector.x][game.sector.y]=IHDOT
+    game.quad[game.sector.i][game.sector.j]=IHDOT
     proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
            % (game.quadrant, crmshp()))
     game.sector.invalidate()
     for m in range(1, 5+1):
         w = game.base.scatter() 
-       if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
+       if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
            # found one -- finish up 
             game.sector = w
            break
@@ -4559,7 +4527,7 @@ def abandon():
            # Oops! no place to go... 
            finish(FABANDN)
            return
-       q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+       q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
        # Dispose of crew 
        if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
            prout(_("Remainder of ship's complement beam down"))
@@ -4572,7 +4540,6 @@ def abandon():
                    game.state.crew)
            game.casual += game.state.crew
            game.abandoned += game.state.crew
-
        # If at least one base left, give 'em the Faerie Queene 
        skip(1)
        game.icrystl = False # crystals are lost 
@@ -4583,23 +4550,23 @@ def abandon():
        # Set up quadrant and position FQ adjacient to base 
        if not game.quadrant == game.state.baseq[nb]:
            game.quadrant = game.state.baseq[nb]
-           game.sector.x = game.sector.y = 5
-           newqad(True)
+           game.sector.i = game.sector.j = 5
+           newqad()
        while True:
            # position next to base by trial and error 
-           game.quad[game.sector.x][game.sector.y] = IHDOT
+           game.quad[game.sector.i][game.sector.j] = IHDOT
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.x, game.sector.y) and \
-                       game.quad[game.sector.x][game.sector.y] == IHDOT:
+               if VALID_SECTOR(game.sector.i, game.sector.j) and \
+                       game.quad[game.sector.i][game.sector.j] == IHDOT:
                     break
            if l < QUADSIZE+1:
                break # found a spot 
-           game.sector.x=QUADSIZE/2
-           game.sector.y=QUADSIZE/2
-           newqad(True)
+           game.sector.i=QUADSIZE/2
+           game.sector.j=QUADSIZE/2
+           newqad()
     # Get new commission 
-    game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+    game.quad[game.sector.i][game.sector.j] = game.ship = IHF
     game.state.crew = FULLCREW
     prout(_("Starfleet puts you in command of another ship,"))
     prout(_("the Faerie Queene, which is antiquated but,"))
@@ -4619,7 +4586,6 @@ def abandon():
     game.lsupres=game.inlsr=3.0
     game.shldup=False
     game.warpfac=5.0
-    game.wfacsq=25.0
     return
 
 # Code from planets.c begins here.
@@ -4628,7 +4594,7 @@ def consumeTime():
     "Abort a lengthy operation if an event interrupts it." 
     game.ididit = True
     events()
-    if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: 
+    if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: 
        return True
     return False
 
@@ -4673,7 +4639,7 @@ def orbit():
     if not game.plnet.is_valid():
         prout("There is no planet in this sector.")
         return
-    if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
+    if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
        prout(crmshp() + _(" not adjacent to planet."))
        skip(1)
        return
@@ -5019,7 +4985,7 @@ def deathray():
        prouts(_("Sulu- \"Captain!  It's working!\""))
        skip(2)
        while len(game.enemies) > 0:
-           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
+           deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
        prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
            finish(FWON)    
@@ -5183,10 +5149,10 @@ def lrscan(silent):
             prout(_("Starbase's long-range scan"))
     elif not silent:
        prout(_("Long-range scan"))
-    for x in range(game.quadrant.x-1, game.quadrant.x+2):
+    for x in range(game.quadrant.i-1, game.quadrant.i+2):
         if not silent:
             proutn(" ")
-        for y in range(game.quadrant.y-1, game.quadrant.y+2):
+        for y in range(game.quadrant.j-1, game.quadrant.j+2):
            if not VALID_QUADRANT(x, y):
                 if not silent:
                     proutn("  -1")
@@ -5246,7 +5212,7 @@ def chart():
     for i in range(GALSIZE):
        proutn("%d |" % (i+1))
        for j in range(GALSIZE):
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
                proutn("<")
            else:
                proutn(" ")
@@ -5259,7 +5225,7 @@ def chart():
            else:
                show = "..."
            proutn(show)
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
                proutn(">")
            else:
                proutn(" ")
@@ -5269,7 +5235,7 @@ def chart():
 
 def sectscan(goodScan, i, j):
     "Light up an individual dot in a sector."
-    if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+    if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
        if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
            if game.condition   == "red": textcolor("red")
            elif game.condition == "green": textcolor("green")
@@ -5331,7 +5297,7 @@ def status(req=0):
                % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
     if not req or req == 10:
        if game.options & OPTION_WORLDS:
-           plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
+           plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
            if plnet and plnet.inhabited:
                prstat(_("Major system"), plnet.name)
            else:
@@ -5342,7 +5308,7 @@ def status(req=0):
 def request():
     "Request specified status data, a historical relic from slow TTYs."
     requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
-    while scanner.next() == IHEOL:
+    while scanner.next() == "IHEOL":
        proutn(_("Information desired? "))
     scanner.chew()
     if scanner.token in requests:
@@ -5365,10 +5331,10 @@ def srscan():
     else:
        prout(_("     Short-range scan"))
     if goodScan and not damaged(DRADIO): 
-       game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
-       game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
-       game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+       game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+       game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+       game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
     prout("    1 2 3 4 5 6 7 8 9 10")
     if game.condition != "docked":
        newcnd()
@@ -5386,45 +5352,45 @@ def eta():
        prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
        skip(1)
        return
-    if scanner.next() != IHREAL:
+    if scanner.next() != "IHREAL":
        prompt = True
        scanner.chew()
        proutn(_("Destination quadrant and/or sector? "))
-       if scanner.next()!=IHREAL:
+       if scanner.next()!="IHREAL":
            huh()
            return
-    w1.y = int(scanner.real-0.5)
-    if scanner.next() != IHREAL:
+    w1.j = int(scanner.real-0.5)
+    if scanner.next() != "IHREAL":
        huh()
        return
-    w1.x = int(scanner.real-0.5)
-    if scanner.next() == IHREAL:
-       w2.y = int(scanner.real-0.5)
-       if scanner.next() != IHREAL:
+    w1.i = int(scanner.real-0.5)
+    if scanner.next() == "IHREAL":
+       w2.j = int(scanner.real-0.5)
+       if scanner.next() != "IHREAL":
            huh()
            return
-       w2.x = int(scanner.real-0.5)
+       w2.i = int(scanner.real-0.5)
     else:
-       if game.quadrant.y>w1.x:
-           w2.x = 0
+       if game.quadrant.j>w1.i:
+           w2.i = 0
        else:
-           w2.x=QUADSIZE-1
-       if game.quadrant.x>w1.y:
-           w2.y = 0
+           w2.i=QUADSIZE-1
+       if game.quadrant.i>w1.j:
+           w2.j = 0
        else:
-           w2.y=QUADSIZE-1
-    if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+           w2.j=QUADSIZE-1
+    if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
        huh()
        return
-    game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
-               (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
+    game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
+               (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
     wfl = False
     if prompt:
        prout(_("Answer \"no\" if you don't know the value:"))
     while True:
        scanner.chew()
        proutn(_("Time or arrival date? "))
-       if scanner.next()==IHREAL:
+       if scanner.next()=="IHREAL":
            ttime = scanner.real
            if ttime > game.state.date:
                ttime -= game.state.date # Actually a star date
@@ -5438,7 +5404,7 @@ def eta():
            break
        scanner.chew()
        proutn(_("Warp factor? "))
-       if scanner.next()== IHREAL:
+       if scanner.next()== "IHREAL":
            wfl = True
            twarp = scanner.real
            if twarp<1.0 or twarp > 10.0:
@@ -5456,7 +5422,7 @@ def eta():
                if not wfl:
                    return
                proutn(_("New warp factor to try? "))
-               if scanner.next() == IHREAL:
+               if scanner.next() == "IHREAL":
                    wfl = True
                    twarp = scanner.real
                    if twarp<1.0 or twarp > 10.0:
@@ -5489,7 +5455,7 @@ def eta():
            (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
            prout(_("The starbase there will be destroyed by then."))
        proutn(_("New warp factor to try? "))
-       if scanner.next() == IHREAL:
+       if scanner.next() == "IHREAL":
            wfl = True
            twarp = scanner.real
            if twarp<1.0 or twarp > 10.0:
@@ -5499,7 +5465,6 @@ def eta():
            scanner.chew()
            skip(1)
            return
-                       
 
 # Code from setup.c begins here
 
@@ -5518,10 +5483,10 @@ def freeze(boss):
        scanner.token = "emsave.trk"
     else:
         key = scanner.next()
-       if key == IHEOL:
+       if key == "IHEOL":
            proutn(_("File name: "))
            key = scanner.next()
-       if key != IHALPHA:
+       if key != "IHALPHA":
            huh()
            return
        scanner.chew()
@@ -5539,10 +5504,10 @@ def thaw():
     "Retrieve saved game." 
     game.passwd[0] = '\0'
     key = scanner.next()
-    if key == IHEOL:
+    if key == "IHEOL":
        proutn(_("File name: "))
        key = scanner.next()
-    if key != IHALPHA:
+    if key != "IHALPHA":
        huh()
        return True
     scanner.chew()
@@ -5635,13 +5600,11 @@ def setup():
     if choose():
        return # frozen game
     # Prepare the Enterprise
-    game.alldone = game.gamewon = False
+    game.alldone = game.gamewon = game.shldchg = game.shldup = False
     game.ship = IHE
     game.state.crew = FULLCREW
     game.energy = game.inenrg = 5000.0
     game.shield = game.inshld = 2500.0
-    game.shldchg = False
-    game.shldup = False
     game.inlsr = 4.0
     game.lsupres = 4.0
     game.quadrant = randplace(GALSIZE)
@@ -5649,7 +5612,6 @@ def setup():
     game.torps = game.intorps = 10
     game.nprobes = randrange(2, 5)
     game.warpfac = 5.0
-    game.wfacsq = game.warpfac * game.warpfac
     for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
@@ -5677,7 +5639,7 @@ def setup():
         while True:
             while True:
                 w = randplace(GALSIZE)
-                if not game.state.galaxy[w.x][w.y].starbase:
+                if not game.state.galaxy[w.i][w.j].starbase:
                     break
            contflag = False
             # C version: for (j = i-1; j > 0; j--)
@@ -5696,7 +5658,7 @@ def setup():
             if not contflag:
                 break
        game.state.baseq.append(w)
-       game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
+       game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
     # Position ordinary Klingon Battle Cruisers
     krem = game.inkling
     klumper = 0.25*game.skill*(9.0-game.length)+1.0
@@ -5710,10 +5672,10 @@ def setup():
        krem -= klump
         while True:
             w = randplace(GALSIZE)
-            if not game.state.galaxy[w.x][w.y].supernova and \
-               game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+            if not game.state.galaxy[w.i][w.j].supernova and \
+               game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
                 break
-       game.state.galaxy[w.x][w.y].klingons += int(klump)
+       game.state.galaxy[w.i][w.j].klingons += int(klump)
         if krem <= 0:
             break
     # Position Klingon Commander Ships
@@ -5722,15 +5684,15 @@ def setup():
             w = randplace(GALSIZE)
             if not welcoming(w) or w in game.state.kcmdr:
                 continue
-            if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
+            if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
                 break
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
        game.state.kcmdr.append(w)
     # Locate planets in galaxy
     for i in range(game.inplan):
         while True:
             w = randplace(GALSIZE) 
-            if game.state.galaxy[w.x][w.y].planet == None:
+            if game.state.galaxy[w.i][w.j].planet == None:
                 break
         new = planet()
        new.quadrant = w
@@ -5747,12 +5709,12 @@ def setup():
                 new.crystals = "present"
            new.known = "unknown"
            new.inhabited = False
-       game.state.galaxy[w.x][w.y].planet = new
+       game.state.galaxy[w.i][w.j].planet = new
         game.state.planets.append(new)
     # Locate Romulans
     for i in range(game.state.nromrem):
        w = randplace(GALSIZE)
-       game.state.galaxy[w.x][w.y].romulans += 1
+       game.state.galaxy[w.i][w.j].romulans += 1
     # Place the Super-Commander if needed
     if game.state.nscrem > 0:
         while True:
@@ -5760,7 +5722,7 @@ def setup():
             if welcoming(w):
                 break
        game.state.kscmdr = w
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
     # Initialize times for extraneous events
     schedule(FSNOVA, expran(0.5 * game.intime))
     schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
@@ -5780,9 +5742,14 @@ def setup():
     unschedule(FENSLV)
     unschedule(FREPRO)
     # Place thing (in tournament game, we don't want one!)
+    # New in SST2K: never place the Thing near a starbase.
+    # This makes sense and avoids a special case in the old code.
     global thing
     if game.tourn is None:
-        thing = randplace(GALSIZE)
+        while True:
+            thing = randplace(GALSIZE)
+            if thing not in game.state.baseq:
+                break
     skip(2)
     game.state.snap = False
     if game.skill == SKILL_NOVICE:
@@ -5815,7 +5782,7 @@ def setup():
     if game.state.nscrem:
        prout(_("  YOU'LL NEED IT."))
     waitfor()
-    newqad(False)
+    newqad()
     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
        game.shldup = True
     if game.neutz:     # bad luck to start in a Romulan Neutral Zone
@@ -5835,7 +5802,7 @@ def choose():
        if len(scanner.token)==0: # Try again
            continue
         if scanner.sees("tournament"):
-           while scanner.next() == IHEOL:
+           while scanner.next() == "IHEOL":
                proutn(_("Type in tournament number-"))
            if scanner.real == 0:
                scanner.chew()
@@ -5861,7 +5828,7 @@ def choose():
        proutn(_("What is \"%s\"?") % scanner.token)
        scanner.chew()
     while game.length==0 or game.skill==SKILL_NONE:
-       if scanner.next() == IHALPHA:
+       if scanner.next() == "IHALPHA":
             if scanner.sees("short"):
                game.length = 1
            elif scanner.sees("medium"):
@@ -5889,7 +5856,7 @@ def choose():
            elif game.skill == SKILL_NONE:
                proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
     # Choose game options -- added by ESR for SST2K
-    if scanner.next() != IHALPHA:
+    if scanner.next() != "IHALPHA":
        scanner.chew()
        proutn(_("Choose your game style (or just press enter): "))
        scanner.next()
@@ -5931,13 +5898,12 @@ def choose():
 
 def dropin(iquad=None):
     "Drop a feature on a random dot in the current quadrant."
-    w = coord()
     while True:
         w = randplace(QUADSIZE)
-        if game.quad[w.x][w.y] == IHDOT:
+        if game.quad[w.i][w.j] == IHDOT:
             break
     if iquad is not None:
-        game.quad[w.x][w.y] = iquad
+        game.quad[w.i][w.j] = iquad
     return w
 
 def newcnd():
@@ -5945,7 +5911,7 @@ def newcnd():
     game.condition = "green"
     if game.energy < 1000.0:
        game.condition = "yellow"
-    if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+    if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
        game.condition = "red"
     if not game.alive:
        game.condition="dead"
@@ -5954,32 +5920,26 @@ def newkling():
     "Drop new Klingon into current quadrant."
     return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
 
-def newqad(shutup):
+def newqad():
     "Set up a new state of quadrant, for when we enter or re-enter it."
-    w = coord()
     game.justin = True
-    game.klhere = 0
-    game.irhere = 0
-    game.iplnet = 0
-    game.neutz = False
-    game.inorbit = False
-    game.landed = False
-    game.ientesc = False
-    game.iseenit = False
+    game.iplnet = None
+    game.neutz = game.inorbit = game.landed = False
+    game.ientesc = game.iseenit = False
     # Create a blank quadrant
     game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
     if game.iscate:
        # Attempt to escape Super-commander, so tbeam back!
        game.iscate = False
        game.ientesc = True
-    q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+    q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
     # cope with supernova
     if q.supernova:
        return
     game.klhere = q.klingons
     game.irhere = q.romulans
     # Position Starship
-    game.quad[game.sector.x][game.sector.y] = game.ship
+    game.quad[game.sector.i][game.sector.j] = game.ship
     game.enemies = []
     if q.klingons:
        # Position ordinary Klingons
@@ -5989,13 +5949,13 @@ def newqad(shutup):
         for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
                 e = game.enemies[game.klhere-1]
-                game.quad[e.kloc.x][e.kloc.y] = IHC
+                game.quad[e.kloc.i][e.kloc.j] = IHC
                 e.kpower = randreal(950,1350) + 50.0*game.skill
                break   
        # If we need a super-commander, promote a Klingon
        if game.quadrant == game.state.kscmdr:
             e = game.enemies[0]
-           game.quad[e.kloc.x][e.kloc.y] = IHS
+           game.quad[e.kloc.i][e.kloc.j] = IHS
            e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
            game.iscate = (game.state.remkl > 1)
     # Put in Romulans if needed
@@ -6023,15 +5983,14 @@ def newqad(shutup):
            skip(1)
            prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-    if shutup==0:
-       # Put in THING if needed
-       if thing == game.quadrant:
-           enemy(type=IHQUEST, loc=dropin(),
-                      power=randreal(6000,6500.0)+250.0*game.skill)
-           if not damaged(DSRSENS):
-               skip(1)
-               prout(_("Mr. Spock- \"Captain, this is most unusual."))
-               prout(_("    Please examine your short-range scan.\""))
+    # Put in THING if needed
+    if thing == game.quadrant:
+        enemy(type=IHQUEST, loc=dropin(),
+                  power=randreal(6000,6500.0)+250.0*game.skill)
+        if not damaged(DSRSENS):
+            skip(1)
+            prout(_("Mr. Spock- \"Captain, this is most unusual."))
+            prout(_("    Please examine your short-range scan.\""))
     # Decide if quadrant needs a Tholian; lighten up if skill is low 
     if game.options & OPTION_THOLIAN:
        if (game.skill < SKILL_GOOD and withprob(0.02)) or \
@@ -6039,9 +5998,9 @@ def newqad(shutup):
             (game.skill > SKILL_GOOD and withprob(0.08)):
             w = coord()
             while True:
-               w.x = withprob(0.5) * (QUADSIZE-1)
-               w.y = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.x][w.y] == IHDOT:
+               w.i = withprob(0.5) * (QUADSIZE-1)
+               w.j = withprob(0.5) * (QUADSIZE-1)
+                if game.quad[w.i][w.j] == IHDOT:
                     break
             game.tholian = enemy(type=IHT, loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
@@ -6132,36 +6091,32 @@ commands = {
     "HELP":            0,
 }
 
-def ACCEPT(cmd):       return (not commands[cmd] or (commands[cmd] & game.options))
-
 def listCommands():
     "Generate a list of legal commands."
-    k = 0
     proutn(_("LEGAL COMMANDS ARE:"))
-    for key in commands:
-       if ACCEPT(key):
+    for (k, key) in enumerate(commands):
+       if not commands[key] or (commands[key] & game.options):
             if k % 5 == 0:
                 skip(1)
             proutn("%-12s " % key) 
-            k += 1
     skip(1)
 
 def helpme():
     "Browse on-line help."
     key = scanner.next()
     while True:
-       if key == IHEOL:
+       if key == "IHEOL":
            setwnd(prompt_window)
            proutn(_("Help on what command? "))
            key = scanner.next()
        setwnd(message_window)
-       if key == IHEOL:
+       if key == "IHEOL":
            return
         if scanner.token in commands or scanner.token == "ABBREV":
            break
        skip(1)
        listCommands()
-       key = IHEOL
+       key = "IHEOL"
        scanner.chew()
        skip(1)
     cmd = scanner.token.upper()
@@ -6204,7 +6159,6 @@ def helpme():
 
 def makemoves():
     "Command-interpretation loop."
-    v = 0
     clrscr()
     setwnd(message_window)
     while True:        # command loop 
@@ -6217,7 +6171,7 @@ def makemoves():
            setwnd(prompt_window)
            clrscr()
            proutn("COMMAND> ")
-           if scanner.next() == IHEOL:
+           if scanner.next() == "IHEOL":
                if game.options & OPTION_CURSES:
                    makechart()
                continue
@@ -6344,14 +6298,14 @@ def makemoves():
                events()
                if game.alldone:
                    break       # Events did us in
-           if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+           if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                atover(False)
                continue
            if hitme and not game.justin:
                attack(torps_ok=True)
                if game.alldone:
                    break
-               if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+               if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
                    atover(False)
                    hitme = True
                    continue
@@ -6392,13 +6346,7 @@ def crmena(stars, enemy, loctype, w):
 
 def crmshp():
     "Emit our ship name." 
-    if game.ship == IHE:
-        s = _("Enterprise")
-    elif game.ship == IHF:
-        s = _("Faerie Queene")
-    else:
-        s = "Ship???"
-    return s
+    return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
 
 def stars():
     "Emit a line of stars" 
@@ -6411,8 +6359,8 @@ def expran(avrage):
 def randplace(size):
     "Choose a random location."
     w = coord()
-    w.x = randrange(size) 
-    w.y = randrange(size)
+    w.i = randrange(size) 
+    w.j = randrange(size)
     return w
 
 class sstscanner:
@@ -6434,30 +6382,30 @@ class sstscanner:
                 clrscr()
             if line == '':
                 return None
-            # Skip leading white space
-            line = line.lstrip()
             if not line:
                 continue
             else:
-                self.inqueue = line.lstrip().split() + [IHEOL
+                self.inqueue = line.lstrip().split() + ["IHEOL"
         # From here on in it's all looking at the queue
         self.token = self.inqueue.pop(0)
-        if self.token == IHEOL:
-            self.type = IHEOL
-            return IHEOL
+        if self.token == "IHEOL":
+            self.type = "IHEOL"
+            return "IHEOL"
         try:
             self.real = float(self.token)
-            self.type = IHREAL
-            return IHREAL
+            self.type = "IHREAL"
+            return "IHREAL"
         except ValueError:
             pass
         # Treat as alpha
         self.token = self.token.lower()
-        self.type = IHALPHA
+        self.type = "IHALPHA"
         self.real = None
-        return IHALPHA
-    def push(self, tok):
+        return "IHALPHA"
+    def append(self, tok):
         self.inqueue.append(tok)
+    def push(self, tok):
+        self.inqueue.insert(0, tok)
     def waiting(self):
         return self.inqueue
     def chew(self):
@@ -6465,8 +6413,8 @@ class sstscanner:
         self.inqueue = []
         self.real = self.token = None
     def chew2(self):
-        # return IHEOL next time 
-        self.inqueue = [IHEOL]
+        # return "IHEOL" next time 
+        self.inqueue = ["IHEOL"]
         self.real = self.token = None
     def sees(self, s):
         # compares s to item and returns true if it matches to the length of s
@@ -6477,27 +6425,29 @@ class sstscanner:
     def getcoord(self):
         s = coord()
         scanner.next()
-       if scanner.type != IHREAL:
+       if scanner.type != "IHREAL":
            huh()
            return None
-       s.x = scanner.int()-1
+       s.i = scanner.int()-1
         scanner.next()
-       if scanner.type != IHREAL:
+       if scanner.type != "IHREAL":
            huh()
            return None
-       s.y = scanner.int()-1
+       s.j = scanner.int()-1
         return s
+    def __repr__(str):
+        return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
 
 def ja():
     "Yes-or-no confirmation."
     scanner.chew()
     while True:
        scanner.next()
-       scanner.chew()
        if scanner.token == 'y':
            return True
        if scanner.token == 'n':
            return False
+       scanner.chew()
        proutn(_("Please answer with \"y\" or \"n\": "))
 
 def huh():
@@ -6530,12 +6480,10 @@ def debugme():
     proutn("Cause selective damage? ")
     if ja() == True:
        for i in range(NDEVICES):
-           proutn("Kill ")
-           proutn(device[i])
-           proutn("? ")
+           proutn("Kill %s?" % device[i])
            scanner.chew()
            key = scanner.next()
-            if key == IHALPHA and scanner.sees("y"):
+            if key == "IHALPHA" and scanner.sees("y"):
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
     if ja() == True:
@@ -6569,30 +6517,30 @@ def debugme():
            if key == 'n':
                unschedule(i)
                scanner.chew()
-           elif key == IHREAL:
+           elif key == "IHREAL":
                ev = schedule(i, scanner.real)
                if i == FENSLV or i == FREPRO:
                    scanner.chew()
                    proutn("In quadrant- ")
                    key = scanner.next()
-                   # IHEOL says to leave coordinates as they are 
-                   if key != IHEOL:
-                       if key != IHREAL:
+                   # "IHEOL" says to leave coordinates as they are 
+                   if key != "IHEOL":
+                       if key != "IHREAL":
                            prout("Event %d canceled, no x coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.x = int(round(scanner.real))
+                       w.i = int(round(scanner.real))
                        key = scanner.next()
-                       if key != IHREAL:
+                       if key != "IHREAL":
                            prout("Event %d canceled, no y coordinate." % (i))
                            unschedule(i)
                            continue
-                       w.y = int(round(scanner.real))
+                       w.j = int(round(scanner.real))
                        ev.quadrant = w
        scanner.chew()
     proutn("Induce supernova here? ")
     if ja() == True:
-       game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+       game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
        atover(True)
 
 if __name__ == '__main__':
@@ -6650,7 +6598,7 @@ if __name__ == '__main__':
             logfp.write("# options %s\n" % " ".join(arguments))
         random.seed(seed)
         scanner = sstscanner()
-        map(scanner.push, arguments)
+        map(scanner.append, arguments)
         try:
             iostart()
             while True: # Play a game 
@@ -6681,5 +6629,5 @@ if __name__ == '__main__':
             ioend()
         raise SystemExit, 0
     except KeyboardInterrupt:
-        print""
+        print ""
         pass