Make it possible to reset a course object.
[super-star-trek.git] / src / sst.py
index bb1e6f9b4c064eb0b70efb2c5e99ee3f8f7ea53d..ed133629e9741e916ba61dea9a9d0c705af69b43 100644 (file)
@@ -201,10 +201,6 @@ FOREVER    = 1e30
 MAXBURST       = 3
 MINCMDR        = 10
 
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y):      return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-def VALID_SECTOR(x, y):        return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-
 # How to represent features
 IHR = 'R',
 IHK = 'K',
@@ -232,6 +228,10 @@ class coord:
     def __init__(self, x=None, y=None):
         self.i = x
         self.j = y
+    def valid_quadrant(self):
+        return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+    def valid_sector(self):
+       return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
     def invalidate(self):
         self.i = self.j = None
     def is_valid(self):
@@ -250,9 +250,11 @@ class coord:
         return coord(self.i*other, self.j*other)
     def __div__(self, other):
         return coord(self.i/other, self.j/other)
+    def __mod__(self, other):
+        return coord(self.i % other, self.j % other)
     def __rdiv__(self, other):
         return coord(self.i/other, self.j/other)
-    def snaptogrid(self):
+    def roundtogrid(self):
         return coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
         if not other: other = coord(0, 0)
@@ -271,13 +273,16 @@ class coord:
         else:
             s.j = self.j / abs(self.j)
         return s
+    def quadrant(self):
+        #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+        return self.roundtogrid() / QUADSIZE
+    def sector(self):
+        return self.roundtogrid() % QUADSIZE
     def scatter(self):
         s = coord()
         s.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.i == None or self.j == None:
             return "Nowhere"
@@ -600,7 +605,7 @@ def randreal(*args):
 
 def welcoming(iq):
     "Would this quadrant welcome another Klingon?"
-    return VALID_QUADRANT(iq.i,iq.j) and \
+    return iq.valid_quadrant() and \
        not game.state.galaxy[iq.i][iq.j].supernova and \
        game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
 
@@ -1259,63 +1264,63 @@ def collision(rammed, enemy):
        finish(FWON)
     return
 
-def torpedo(origin, course, dispersion, number, nburst):
+def torpedo(origin, bearing, dispersion, number, nburst):
     "Let a photon torpedo fly" 
     if not damaged(DSRSENS) or game.condition=="docked":
        setwnd(srscan_window)
     else: 
        setwnd(message_window)
-    shoved = False
-    ac = course + 0.25*dispersion
-    angle = (15.0-ac)*0.5235988
-    bullseye = (15.0 - course)*0.5235988
-    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)
-    ungridded = copy.copy(origin)
+    ac = bearing + 0.25*dispersion     # dispersion is a random variable
+    bullseye = (15.0 - bearing)*0.5235988
+    track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) 
+    bumpto = coord(0, 0)
     # Loop to move a single torpedo 
+    setwnd(message_window)
     for step in range(1, QUADSIZE*2):
-       ungridded += delta
-       w = ungridded.snaptogrid()
-       if not VALID_SECTOR(w.i, w.j):
+       track.next()
+        w = track.sector()
+       if not w.valid_sector():
            break
        iquad=game.quad[w.i][w.j]
        tracktorpedo(origin, w, step, number, nburst, iquad)
        if iquad==IHDOT:
            continue
        # hit something 
-       setwnd(message_window)
-       if damaged(DSRSENS) and not game.condition=="docked":
+       if not damaged(DSRSENS) or game.condition == "docked":
            skip(1);    # start new line after text track 
        if iquad in (IHE, IHF): # Hit our ship 
            skip(1)
            prout(_("Torpedo hits %s.") % crmshp())
            hit = 700.0 + randreal(100) - \
-               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
            newcnd(); # we're blown out of dock 
-           # We may be displaced. 
            if game.landed or game.condition=="docked":
                return hit # Cheat if on a planet 
-           ang = angle + 2.5*(randreal()-0.5)
+           ang = track.angle + 2.5*(randreal()-0.5)
            temp = math.fabs(math.sin(ang))
            if math.fabs(math.cos(ang)) > temp:
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.i = int(w.i+xx+0.5)
-           jw.j = int(w.j+yy+0.5)
-           if not VALID_SECTOR(jw.i, jw.j):
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+           if not bumpto.valid_sector():
                return hit
-           if game.quad[jw.i][jw.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j]==IHBLANK:
                finish(FHOLE)
                return hit
-           if game.quad[jw.i][jw.j]!=IHDOT:
+           if game.quad[bumpto.i][bumpto.j]!=IHDOT:
                # can't move into object 
                return hit
-           game.sector = jw
+           game.sector = bumpto
            proutn(crmshp())
-           shoved = True
+            game.quad[w.i][w.j]=IHDOT
+            game.quad[bumpto.i][bumpto.j]=iquad
+            prout(_(" displaced by blast to Sector %s ") % bumpto)
+            for enemy in game.enemies:
+                enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
        elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy 
            # find the enemy 
            if iquad in (IHC, IHS) and withprob(0.05):
@@ -1327,7 +1332,7 @@ def torpedo(origin, course, dispersion, number, nburst):
                    break
            kp = math.fabs(enemy.kpower)
            h1 = 700.0 + randrange(100) - \
-               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
            h1 = math.fabs(h1)
            if kp < h1:
                h1 = kp
@@ -1340,29 +1345,31 @@ def torpedo(origin, course, dispersion, number, nburst):
                return None
            proutn(crmena(True, iquad, "sector", w))
            # If enemy damaged but not destroyed, try to displace 
-           ang = angle + 2.5*(randreal()-0.5)
+           ang = track.angle + 2.5*(randreal()-0.5)
            temp = math.fabs(math.sin(ang))
            if math.fabs(math.cos(ang)) > temp:
                temp = math.fabs(math.cos(ang))
            xx = -math.sin(ang)/temp
            yy = math.cos(ang)/temp
-           jw.i = int(w.i+xx+0.5)
-           jw.j = int(w.j+yy+0.5)
-           if not VALID_SECTOR(jw.i, jw.j):
+           bumpto.i = int(w.i+xx+0.5)
+           bumpto.j = int(w.j+yy+0.5)
+            if not bumpto.valid_sector():
                prout(_(" damaged but not destroyed."))
                return
-           if game.quad[jw.i][jw.j]==IHBLANK:
+           if game.quad[bumpto.i][bumpto.j] == IHBLANK:
                prout(_(" buffeted into black hole."))
-               deadkl(w, iquad, jw)
-               return None
-           if game.quad[jw.i][jw.j]!=IHDOT:
-               # can't move into object 
+               deadkl(w, iquad, bumpto)
+           if game.quad[bumpto.i][bumpto.j] != IHDOT:
                prout(_(" damaged but not destroyed."))
-               return None
-           proutn(_(" damaged--"))
-           enemy.kloc = jw
-           shoved = True
-           break
+            else:
+                prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                enemy.kloc = bumpto
+                game.quad[w.i][w.j]=IHDOT
+                game.quad[bumpto.i][bumpto.j]=iquad
+                for enemy in game.enemies:
+                    enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+                game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            return None
        elif iquad == IHB: # Hit a base 
            skip(1)
            prout(_("***STARBASE DESTROYED.."))
@@ -1458,16 +1465,6 @@ def torpedo(origin, course, dispersion, number, nburst):
            skip(1)
            return None
        break
-    if curwnd!=message_window:
-       setwnd(message_window)
-    if shoved:
-       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()
-        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
-       return None
     skip(1)
     prout(_("Torpedo missed."))
     return None;
@@ -1699,7 +1696,7 @@ def deadkl(w, type, mv):
 
 def targetcheck(w):
     "Return None if target is invalid, otherwise return a course angle."
-    if not VALID_SECTOR(w.i, w.j):
+    if not w.valid_sector():
        huh()
        return None
     delta = coord()
@@ -2136,7 +2133,7 @@ def phasers():
     if ifast:
        skip(1)
        if no == 0:
-           if withprob(0.99):
+           if withprob(0.01):
                prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
                prouts(_("         CLICK   CLICK   POP  . . ."))
                prout(_(" No response, sir!"))
@@ -2454,36 +2451,36 @@ def events():
                supercommander()
        elif evcode == FDSPROB: # Move deep space probe 
            schedule(FDSPROB, 0.01)
-            if game.probe.next():
-               if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \
-                   game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova:
+            if game.probe.next(grain=QUADSIZE):
+               if not game.probe.quadrant().valid_quadrant() or \
+                   game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
                    # Left galaxy or ran into supernova
                     if communicating():
                        announce()
                        skip(1)
                        proutn(_("Lt. Uhura-  \"The deep space probe "))
-                       if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j):
-                           proutn(_("has left the galaxy.\""))
+                       if not game.probe.quadrant().valid_quadrant():
+                           prout(_("has left the galaxy.\""))
                        else:
-                           proutn(_("is no longer transmitting.\""))
+                           prout(_("is no longer transmitting.\""))
                    unschedule(FDSPROB)
                    continue
                 if communicating():
                    #announce()
                    skip(1)
-                   prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc)
-           pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j]
+                   prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+           pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
            if communicating():
-               chp = game.state.chart[game.probe.loc.i][game.probe.loc.j]
+               chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
                chp.klingons = pdest.klingons
                chp.starbase = pdest.starbase
                chp.stars = pdest.stars
                pdest.charted = True
            game.probe.moves -= 1 # One less to travel
-           if game.probe.moves == 0 and game.isarmed and pdest.stars:
+           if game.probe.arrived() and game.isarmed and pdest.stars:
                supernova(game.probe)           # fire in the hole!
                unschedule(FDSPROB)
-               if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: 
+               if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: 
                    return
        elif evcode == FDISTR: # inhabited system issues distress call 
            unschedule(FDISTR)
@@ -2546,14 +2543,15 @@ def events():
                continue                # full right now 
            # reproduce one Klingon 
            w = ev.quadrant
+            m = coord()
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
-                    for i in range(w.i - 1, w.i + 2):
-                        for j in range(w.j - 1, w.j + 2):
-                            if not VALID_QUADRANT(i, j):
+                    for m.i in range(w.i - 1, w.i + 2):
+                        for m.j in range(w.j - 1, w.j + 2):
+                            if not m.valid_quadrant():
                                 continue
-                            q = game.state.galaxy[w.i][w.j]
+                            q = game.state.galaxy[m.i][m.j]
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
@@ -2561,7 +2559,7 @@ def events():
                     else:
                         continue       # search for eligible quadrant failed
                 except "FOUNDIT":
-                    w.i = i; w.j = j
+                    w = m
            # deliver the child 
            game.state.remkl += 1
            q.klingons += 1
@@ -2570,7 +2568,6 @@ def events():
                game.enemies.append(newkling())
            # recompute time left
             game.recompute()
-           # report the disaster if we can 
            if communicating():
                if game.quadrant == w:
                    prout(_("Spock- sensors indicate the Klingons have"))
@@ -2656,7 +2653,7 @@ def nova(nov):
                 if offset.j==0 and offset.i==0:
                     continue
                 neighbor = start + offset
-                if not VALID_SECTOR(neighbor.j, neighbor.i):
+                if not neighbor.valid_sector():
                     continue
                 iquad = game.quad[neighbor.i][neighbor.j]
                 # Empty space ends reaction
@@ -2728,7 +2725,7 @@ def nova(nov):
                         break
                     newc = neighbor + neighbor - hits[mm]
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not VALID_SECTOR(newc.i, newc.j):
+                    if not newc.valid_sector():
                         # can't leave quadrant 
                         skip(1)
                         break
@@ -2753,12 +2750,12 @@ def nova(nov):
        dist = 0.0
     if dist == 0.0:
        return
-    course = course(distance=dist, bearing=direc, warp=4)
-    game.optime = course.time()
+    course = course(bearing=direc, distance=dist)
+    game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
     imove(course, novapush=True)
-    game.optime = course.time()
+    game.optime = course.time(warp=4)
     return
        
 def supernova(w):
@@ -3527,7 +3524,7 @@ 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.i][origin.j],i+1))
+               proutn(_("Track for torpedo number %d-  ") % (i+1))
            else:
                skip(1)
                proutn(_("Torpedo track- "))
@@ -3602,19 +3599,10 @@ def imove(course=None, novapush=False):
         newcnd()
         drawmaps(0)
         setwnd(message_window)
-    w.i = w.j = 0
+
     if game.inorbit:
        prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
        game.inorbit = False
-    angle = ((15.0 - course.bearing) * 0.5235988)
-    deltax = -math.sin(angle)
-    deltay = math.cos(angle)
-    if math.fabs(deltax) > math.fabs(deltay):
-       bigger = math.fabs(deltax)
-    else:
-       bigger = math.fabs(deltay)
-    deltay /= bigger
-    deltax /= bigger
     # If tractor beam is to occur, don't move full distance 
     if game.state.date+game.optime >= scheduled(FTBEAM):
        trbeam = True
@@ -3623,132 +3611,115 @@ def imove(course=None, novapush=False):
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
     # Move within the quadrant 
     game.quad[game.sector.i][game.sector.j] = IHDOT
-    x = game.sector.i
-    y = game.sector.j
-    n = int(10.0*course.distance*bigger+0.5)
-    if n > 0:
-       for m in range(1, n+1):
-            x += deltax
-            y += deltay
-           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:
-                   newcnd()
-                   for enemy in game.enemies:
-                       finald = (w - enemy.kloc).distance()
-                       enemy.kavgd = 0.5 * (finald + enemy.kdist)
-                   #
-                   # Stas Sergeev added the condition
-                   # that attacks only happen if Klingons
-                   # are present and your skill is good.
-                   # 
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
-                       attack(torps_ok=False)
-                   if game.alldone:
-                       return
-               # compute final position -- new quadrant and sector 
-               x = (QUADSIZE*game.quadrant.i)+game.sector.i
-               y = (QUADSIZE*game.quadrant.j)+game.sector.j
-               w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
-               w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
-               # check for edge of galaxy 
-               kinks = 0
-                while True:
-                   kink = False
-                   if w.i < 0:
-                       w.i = -w.i
-                       kink = True
-                   if w.j < 0:
-                       w.j = -w.j
-                       kink = True
-                   if w.i >= GALSIZE*QUADSIZE:
-                       w.i = (GALSIZE*QUADSIZE*2) - w.i
-                       kink = True
-                   if w.j >= GALSIZE*QUADSIZE:
-                       w.j = (GALSIZE*QUADSIZE*2) - w.j
-                       kink = True
-                   if kink:
-                       kinks += 1
-                    else:
+    for m in range(course.moves):
+        course.next()
+        w = course.sector()
+        if course.origin.quadrant() != course.location.quadrant():
+            # Leaving quadrant -- allow final enemy attack 
+            # Don't do it if being pushed by Nova 
+            if len(game.enemies) != 0 and not novapush:
+                newcnd()
+                for enemy in game.enemies:
+                    finald = (w - enemy.kloc).distance()
+                    enemy.kavgd = 0.5 * (finald + enemy.kdist)
+                # Stas Sergeev added the condition
+                # that attacks only happen if Klingons
+                # are present and your skill is good.
+                if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+                    attack(torps_ok=False)
+                if game.alldone:
+                    return
+            # check for edge of galaxy 
+            kinks = 0
+            while True:
+                kink = False
+                if course.final.i < 0:
+                    course.final.i = -course.final.i
+                    kink = True
+                if course.final.j < 0:
+                    course.final.j = -course.final.j
+                    kink = True
+                if course.final.i >= GALSIZE*QUADSIZE:
+                    course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+                    kink = True
+                if course.final.j >= GALSIZE*QUADSIZE:
+                    course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+                    kink = True
+                if kink:
+                    kinks += 1
+                else:
+                    break
+            if kinks:
+                game.nkinks += 1
+                if game.nkinks == 3:
+                    # Three strikes -- you're out! 
+                    finish(FNEG3)
+                    return
+                skip(1)
+                prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+                prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
+                prout(_("YOU WILL BE DESTROYED."))
+            # Compute final position in new quadrant 
+            if trbeam: # Don't bother if we are to be beamed 
+                return
+            game.quadrant = course.final.quadrant()
+            game.sector = course.final.sector()
+            skip(1)
+            prout(_("Entering Quadrant %s.") % game.quadrant)
+            game.quad[game.sector.i][game.sector.j] = game.ship
+            newqad()
+            if game.skill>SKILL_NOVICE:
+                attack(torps_ok=False)  
+            return
+        iquad = game.quad[w.i][w.j]
+        if iquad != IHDOT:
+            # object encountered in flight path 
+            stopegy = 50.0*course.distance/game.optime
+            course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
+            game.sector = w
+            if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+                for enemy in game.enemies:
+                    if enemy.kloc == game.sector:
                         break
-               if kinks:
-                   game.nkinks += 1
-                   if game.nkinks == 3:
-                       # Three strikes -- you're out! 
-                       finish(FNEG3)
-                       return
-                   skip(1)
-                   prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
-                   prout(_("AT THE EDGE OF THE GALAXY.  THE THIRD TIME YOU TRY THIS,"))
-                   prout(_("YOU WILL BE DESTROYED."))
-               # Compute final position in new quadrant 
-               if trbeam: # Don't bother if we are to be beamed 
-                   return
-               game.quadrant.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.i][game.sector.j] = game.ship
-               newqad()
-               if game.skill>SKILL_NOVICE:
-                   attack(torps_ok=False)  
-               return
-           iquad = game.quad[w.i][w.j]
-           if iquad != IHDOT:
-               # object encountered in flight path 
-               stopegy = 50.0*course.dist/game.optime
-               course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
-                if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
-                   game.sector = w
-                    for enemy in game.enemies:
-                        if enemy.kloc == game.sector:
-                            break
-                   collision(rammed=False, enemy=enemy)
-                   final = game.sector
-               elif iquad == IHBLANK:
-                   skip(1)
-                   prouts(_("***RED ALERT!  RED ALERT!"))
-                   skip(1)
-                   proutn("***" + crmshp())
-                   proutn(_(" pulled into black hole at Sector %s") % w)
-                   # Getting pulled into a black hole was certain
-                   # death in Almy's original.  Stas Sergeev added a
-                   # possibility that you'll get timewarped instead.
-                   n=0
-                   for m in range(NDEVICES):
-                       if game.damage[m]>0: 
-                           n += 1
-                   probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
-                   if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
-                       timwrp()
-                   else: 
-                       finish(FHOLE)
-                   return
-               else:
-                   # something else 
-                   skip(1)
-                   proutn(crmshp())
-                   if iquad == IHWEB:
-                       prout(_(" encounters Tholian web at %s;") % w)
-                   else:
-                       prout(_(" blocked by object at %s;") % w)
-                   proutn(_("Emergency stop required "))
-                   prout(_("%2d units of energy.") % int(stopegy))
-                   game.energy -= stopegy
-                   final.i = int(round(deltax))
-                   final.j = int(round(deltay))
-                   game.sector = final
-                   if game.energy <= 0:
-                       finish(FNRG)
-                       return
-                # We're here!
-               no_quad_change()
+                collision(rammed=False, enemy=enemy)
+                final = game.sector
+            elif iquad == IHBLANK:
+                skip(1)
+                prouts(_("***RED ALERT!  RED ALERT!"))
+                skip(1)
+                proutn("***" + crmshp())
+                proutn(_(" pulled into black hole at Sector %s") % w)
+                # Getting pulled into a black hole was certain
+                # death in Almy's original.  Stas Sergeev added a
+                # possibility that you'll get timewarped instead.
+                n=0
+                for m in range(NDEVICES):
+                    if game.damage[m]>0: 
+                        n += 1
+                probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+                if (game.options & OPTION_BLKHOLE) and withprob(1-probf): 
+                    timwrp()
+                else: 
+                    finish(FHOLE)
                 return
+            else:
+                # something else 
+                skip(1)
+                proutn(crmshp())
+                if iquad == IHWEB:
+                    prout(_(" encounters Tholian web at %s;") % w)
+                else:
+                    prout(_(" blocked by object at %s;") % w)
+                proutn(_("Emergency stop required "))
+                prout(_("%2d units of energy.") % int(stopegy))
+                game.energy -= stopegy
+                game.sector = w
+                if game.energy <= 0:
+                    finish(FNRG)
+                    return
+            # We're here!
+            no_quad_change()
+            return
        course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
        game.sector = w
     final = game.sector
@@ -3792,6 +3763,14 @@ def dock(verbose):
 # because it involves giving x and y motions, yet the coordinates
 # are always displayed y - x, where +y is downward!
 
+def cartesian(loc1=None, loc2=None):
+    if loc1 is None:
+        return game.quadrant * QUADSIZE + game.sector
+    elif loc2 is None:
+        return game.quadrant * QUADSIZE + loc1
+    else:
+        return loc1 * QUADSIZE + loc2
+
 def getcourse(isprobe):
     "Get a course and distance from the user."
     key = 0
@@ -3840,6 +3819,7 @@ def getcourse(isprobe):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
+    delta = coord()
     if navmode == "automatic":
        while key == "IHEOL":
            if isprobe:
@@ -3883,7 +3863,7 @@ def getcourse(isprobe):
                dsect.i = xi
                dsect.j = xj
            itemp = "normal"
-       if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
+       if not dquad.valid_quadrant() or not dsect.valid_sector():
            huh()
            raise TrekError
        skip(1)
@@ -3894,7 +3874,6 @@ def getcourse(isprobe):
            else:
                prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
         # the actual deltas get computed here
-        delta = coord()
        delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
        delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
     else: # manual 
@@ -3921,44 +3900,55 @@ def getcourse(isprobe):
        skip(1)
        prout(_("Helmsman Sulu- \"Aye, Sir.\""))
     scanner.chew()
-    return course(delta.distance(), delta.bearing(), isprobe=isprobe)
+    return course(bearing=delta.bearing(), distance=delta.distance())
 
 class course:
-    # Eventually, we want to consolidate all course compuation here,
-    # including for torpedos and the Enterprise.
-    def __init__(self, distance, bearing, warp=None, isprobe=False): 
-        # Course actually laid in -- thisis straight from the old getcd().
+    def __init__(self, bearing, distance, origin=None): 
         self.distance = distance
         self.bearing = bearing
-        self.warp = warp or game.warpfac
-        self.isprobe = isprobe
-        # This odd relic suggests that the bearing() code we inherited from
-        # FORTRAN is actually computing clockface directions.
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = origin
+        # The bearing() code we inherited from FORTRAN is actually computing
+        # clockface directions!
         if self.bearing < 0.0:
             self.bearing += 12.0
-        # This code was moved from the probe() routine
-        if isprobe:
-            angle = ((15.0 - self.bearing) * 0.5235988)
-            self.increment = coord(-math.sin(angle), math.cos(angle))
-            bigger = max(abs(self.increment.i), abs(self.increment.j))
-            self.increment /= bigger
-            self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i, 
-                               game.quadrant.j*QUADSIZE + game.sector.j)
-            self.loc = copy.copy(game.quadrant)
-            self.moves = 10.0*self.distance*bigger +0.5
-    def power(self):
-       return self.distance*(self.warp**3)*(game.shldup+1)
-    def time(self):
-        return 10.0*self.distance/self.warp**2
-    def next(self):
-        "Next location on course, currently only at quadrant granularity."
-        self.location += self.increment
-        newloc = (self.location / float(QUADSIZE)).snaptogrid()
-        if not newloc == self.loc:
-            self.loc = newloc
+        self.angle = ((15.0 - self.bearing) * 0.5235988)
+        if origin is None:
+            self.origin = cartesian(game.quadrant, game.sector)
+        else:
+            self.origin = cartesian(game.quadrant, origin)
+        self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+        bigger = max(abs(self.increment.i), abs(self.increment.j))
+        self.increment /= bigger
+        self.moves = int(round(10*self.distance*bigger))
+        self.reset()
+        self.final = (self.location + self.moves*self.increment).roundtogrid()
+    def reset(self):
+        self.location = self.origin
+        self.step = 0
+    def arrived(self):
+        return self.location.roundtogrid() == self.final
+    def next(self, grain=1):
+        "Next step on course."
+        self.step += 1
+        self.nextlocation = self.location + self.increment
+        oldloc = (self.location/grain).roundtogrid()
+        newloc = (self.nextlocation/grain).roundtogrid()
+        self.location = self.nextlocation
+        if newloc != oldloc:
             return True
         else:
             return False
+    def quadrant(self):
+        return self.location.quadrant()
+    def sector(self):
+        return self.location.sector()
+    def power(self, warp):
+       return self.distance*(warp**3)*(game.shldup+1)
+    def time(self, warp):
+        return 10.0*self.distance/warp**2
 
 def impulse():
     "Move under impulse power."
@@ -4034,7 +4024,7 @@ def warp(course, involuntary):
        # Make sure starship has enough energy for the trip
         # Note: this formula is slightly different from the C version,
         # and lets you skate a bit closer to the edge.
-       if course.power() >= game.energy:
+       if course.power(game.warpfac) >= game.energy:
            # Insufficient power for trip 
            game.ididit = False
            skip(1)
@@ -4054,7 +4044,7 @@ def warp(course, involuntary):
                prout(_("We haven't the energy to go that far with the shields up."))
            return                              
        # Make sure enough time is left for the trip 
-       game.optime = course.time()
+       game.optime = course.time(game.warpfac)
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -4085,36 +4075,23 @@ def warp(course, involuntary):
        if blooey or twarp:
            # If time warp or engine damage, check path 
            # If it is obstructed, don't do warp or damage 
-           angle = ((15.0-course.bearing)*0.5235998)
-           deltax = -math.sin(angle)
-           deltay = math.cos(angle)
-           if math.fabs(deltax) > math.fabs(deltay):
-               bigger = math.fabs(deltax)
-           else:
-               bigger = math.fabs(deltay)
-           deltax /= bigger
-           deltay /= bigger
-           n = 10.0 * course.distance * bigger +0.5
-           x = game.sector.i
-           y = game.sector.j
-           for l in range(1, n+1):
-               x += deltax
-               ix = x + 0.5
-               y += deltay
-               iy = y +0.5
-               if not VALID_SECTOR(ix, iy):
-                   break
-               if game.quad[ix][iy] != IHDOT:
+            for m in range(course.moves):
+                course.next()
+                w = course.sector()
+                if not w.valid_sector():
+                    break
+               if game.quad[w.x][w.y] != IHDOT:
                    blooey = False
                    twarp = False
+            course.reset()
     # Activate Warp Engines and pay the cost 
     imove(course, novapush=False)
     if game.alldone:
        return
-    game.energy -= course.power()
+    game.energy -= course.power(game.warpfac)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = course.time()
+    game.optime = course.time(game.warpfac)
     if twarp:
        timwrp()
     if blooey:
@@ -4225,7 +4202,7 @@ def atover(igrab):
        distreq = randreal(math.sqrt(2))
        if distreq < game.dist:
            dist = distreq
-        course = course(distance=dist, bearing=randreal(12))   # How dumb!
+        course = course(bearing=randreal(12), distance=dist)   # How dumb!
        game.optime = course.time()
        game.justin = False
        game.inorbit = False
@@ -4384,7 +4361,7 @@ def mayday():
     game.sector.invalidate()
     for m in range(1, 5+1):
         w = game.base.scatter() 
-       if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
+       if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
            # found one -- finish up 
             game.sector = w
            break
@@ -4487,7 +4464,7 @@ def abandon():
            game.quad[game.sector.i][game.sector.j] = IHDOT
            for l in range(QUADSIZE):
                game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.i, game.sector.j) and \
+               if game.sector.valid_sector() and \
                        game.quad[game.sector.i][game.sector.j] == IHDOT:
                     break
            if l < QUADSIZE+1:
@@ -5083,7 +5060,7 @@ def lrscan(silent):
         if not silent:
             proutn(" ")
         for y in range(game.quadrant.j-1, game.quadrant.j+2):
-           if not VALID_QUADRANT(x, y):
+           if not coord(x, y).valid_quadrant():
                 if not silent:
                     proutn("  -1")
            else:
@@ -5102,7 +5079,6 @@ def damagereport():
     "Damage report."
     jdam = False
     scanner.chew()
-
     for i in range(NDEVICES):
        if damaged(i):
            if not jdam:
@@ -5309,7 +5285,7 @@ def eta():
            w2.j = 0
        else:
            w2.j=QUADSIZE-1
-    if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
+    if not w1.valid_quadrant() or not w2.valid_sector():
        huh()
        return
     dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+