Minor fix to game load code.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 957ddfbd14e36d745ef5c8138133f51cc4144576..691eff84dbb4e2f179528a3ecbce5becc9cc9795 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -13,7 +13,7 @@ on how to modify (and how not to modify!) this code.
 """
 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
 
 """
 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
 
-version="2.0"
+version="2.1"
 
 docpath        = (".", "../doc", "/usr/share/doc/sst")
 
 
 docpath        = (".", "../doc", "/usr/share/doc/sst")
 
@@ -56,9 +56,9 @@ class TrekError(Exception):
     pass
 
 class JumpOut(Exception):
     pass
 
 class JumpOut(Exception):
-    pass
+    pass 
 
 
-class coord:
+class Coord:
     def __init__(self, x=None, y=None):
         self.i = x
         self.j = y
     def __init__(self, x=None, y=None):
         self.i = x
         self.j = y
@@ -75,28 +75,28 @@ class coord:
     def __ne__(self, other):
         return other == None or self.i != other.i or self.j != other.j
     def __add__(self, other):
     def __ne__(self, other):
         return other == None or self.i != other.i or self.j != other.j
     def __add__(self, other):
-        return coord(self.i+other.i, self.j+other.j)
+        return Coord(self.i+other.i, self.j+other.j)
     def __sub__(self, other):
     def __sub__(self, other):
-        return coord(self.i-other.i, self.j-other.j)
+        return Coord(self.i-other.i, self.j-other.j)
     def __mul__(self, other):
     def __mul__(self, other):
-        return coord(self.i*other, self.j*other)
+        return Coord(self.i*other, self.j*other)
     def __rmul__(self, other):
     def __rmul__(self, other):
-        return coord(self.i*other, self.j*other)
+        return Coord(self.i*other, self.j*other)
     def __div__(self, other):
     def __div__(self, other):
-        return coord(self.i/other, self.j/other)
+        return Coord(self.i/other, self.j/other)
     def __mod__(self, other):
     def __mod__(self, other):
-        return coord(self.i % other, self.j % other)
+        return Coord(self.i % other, self.j % other)
     def __rdiv__(self, other):
     def __rdiv__(self, other):
-        return coord(self.i/other, self.j/other)
+        return Coord(self.i/other, self.j/other)
     def roundtogrid(self):
     def roundtogrid(self):
-        return coord(int(round(self.i)), int(round(self.j)))
+        return Coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
     def distance(self, other=None):
-        if not other: other = coord(0, 0)
+        if not other: other = Coord(0, 0)
         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
     def bearing(self):
         return 1.90985*math.atan2(self.j, self.i)
     def sgn(self):
         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
     def bearing(self):
         return 1.90985*math.atan2(self.j, self.i)
     def sgn(self):
-        s = coord()
+        s = Coord()
         if self.i == 0:
             s.i = 0
         else:
         if self.i == 0:
             s.i = 0
         else:
@@ -112,7 +112,7 @@ class coord:
     def sector(self):
         return self.roundtogrid() % QUADSIZE
     def scatter(self):
     def sector(self):
         return self.roundtogrid() % QUADSIZE
     def scatter(self):
-        s = coord()
+        s = Coord()
         s.i = self.i + randrange(-1, 2)
         s.j = self.j + randrange(-1, 2)
         return s
         s.i = self.i + randrange(-1, 2)
         s.j = self.j + randrange(-1, 2)
         return s
@@ -122,10 +122,10 @@ class coord:
         return "%s - %s" % (self.i+1, self.j+1)
     __repr__ = __str__
 
         return "%s - %s" % (self.i+1, self.j+1)
     __repr__ = __str__
 
-class planet:
+class Planet:
     def __init__(self):
         self.name = None       # string-valued if inhabited
     def __init__(self):
         self.name = None       # string-valued if inhabited
-        self.quadrant = coord()        # quadrant located
+        self.quadrant = Coord()        # quadrant located
         self.pclass = None     # could be ""M", "N", "O", or "destroyed"
         self.crystals = "absent"# could be "mined", "present", "absent"
         self.known = "unknown" # could be "unknown", "known", "shuttle_down"
         self.pclass = None     # could be ""M", "N", "O", or "destroyed"
         self.crystals = "absent"# could be "mined", "present", "absent"
         self.known = "unknown" # could be "unknown", "known", "shuttle_down"
@@ -133,7 +133,7 @@ class planet:
     def __str__(self):
         return self.name
 
     def __str__(self):
         return self.name
 
-class quadrant:
+class Quadrant:
     def __init__(self):
         self.stars = 0
         self.planet = None
     def __init__(self):
         self.stars = 0
         self.planet = None
@@ -144,7 +144,7 @@ class quadrant:
        self.charted = False
         self.status = "secure" # Could be "secure", "distressed", "enslaved"
 
        self.charted = False
         self.status = "secure" # Could be "secure", "distressed", "enslaved"
 
-class page:
+class Page:
     def __init__(self):
        self.stars = None
        self.starbase = None
     def __init__(self):
        self.stars = None
        self.starbase = None
@@ -159,7 +159,7 @@ def fill2d(size, fillfun):
             lst[i].append(fillfun(i, j))
     return lst
 
             lst[i].append(fillfun(i, j))
     return lst
 
-class snapshot:
+class Snapshot:
     def __init__(self):
         self.snap = False      # snapshot taken
         self.crew = 0          # crew complement
     def __init__(self):
         self.snap = False      # snapshot taken
         self.crew = 0          # crew complement
@@ -176,13 +176,13 @@ class snapshot:
        self.remtime = 0        # remaining time
         self.baseq = []        # Base quadrant coordinates
         self.kcmdr = []        # Commander quadrant coordinates
        self.remtime = 0        # remaining time
         self.baseq = []        # Base quadrant coordinates
         self.kcmdr = []        # Commander quadrant coordinates
-       self.kscmdr = coord()   # Supercommander quadrant coordinates
+       self.kscmdr = Coord()   # Supercommander quadrant coordinates
         # the galaxy
         # the galaxy
-        self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: quadrant())
+        self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
         # the starchart
         # the starchart
-       self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: page())
+       self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
 
 
-class event:
+class Event:
     def __init__(self):
         self.date = None       # A real number
         self.quadrant = None   # A coord structure
     def __init__(self):
         self.date = None       # A real number
         self.quadrant = None   # A coord structure
@@ -256,10 +256,10 @@ NEVENTS   = 12
 # when we implement stateful events 
 def findevent(evtype): return game.future[evtype]
 
 # when we implement stateful events 
 def findevent(evtype): return game.future[evtype]
 
-class enemy:
+class Enemy:
     def __init__(self, type=None, loc=None, power=None):
         self.type = type
     def __init__(self, type=None, loc=None, power=None):
         self.type = type
-        self.location = coord()
+        self.location = Coord()
         if loc:
             self.move(loc)
         self.power = power     # enemy energy level
         if loc:
             self.move(loc)
         self.power = power     # enemy energy level
@@ -277,25 +277,25 @@ class enemy:
             game.quad[self.location.i][self.location.j] = self.type
             self.kdist = self.kavgd = (game.sector - loc).distance()
         else:
             game.quad[self.location.i][self.location.j] = self.type
             self.kdist = self.kavgd = (game.sector - loc).distance()
         else:
-            self.location = coord()
+            self.location = Coord()
             self.kdist = self.kavgd = None
             game.enemies.remove(self)
         return motion
     def __repr__(self):
         return "<%s,%s.%f>" % (self.type, self.location, self.power)   # For debugging
 
             self.kdist = self.kavgd = None
             game.enemies.remove(self)
         return motion
     def __repr__(self):
         return "<%s,%s.%f>" % (self.type, self.location, self.power)   # For debugging
 
-class gamestate:
+class Gamestate:
     def __init__(self):
         self.options = None    # Game options
     def __init__(self):
         self.options = None    # Game options
-        self.state = snapshot()        # A snapshot structure
-        self.snapsht = snapshot()      # Last snapshot taken for time-travel purposes
+        self.state = Snapshot()        # A snapshot structure
+        self.snapsht = Snapshot()      # Last snapshot taken for time-travel purposes
         self.quad = None       # contents of our quadrant
         self.damage = [0.0] * NDEVICES # damage encountered
         self.future = []       # future events
         i = NEVENTS
         while i > 0:
             i -= 1
         self.quad = None       # contents of our quadrant
         self.damage = [0.0] * NDEVICES # damage encountered
         self.future = []       # future events
         i = NEVENTS
         while i > 0:
             i -= 1
-            self.future.append(event())
+            self.future.append(Event())
         self.passwd  = None;           # Self Destruct password
         self.enemies = []
         self.quadrant = None   # where we are in the large
         self.passwd  = None;           # Self Destruct password
         self.enemies = []
         self.quadrant = None   # where we are in the large
@@ -363,6 +363,8 @@ class gamestate:
         self.cryprob = 0.0     # probability that crystal will work
         self.probe = None      # object holding probe course info
         self.height = 0.0      # height of orbit around planet
         self.cryprob = 0.0     # probability that crystal will work
         self.probe = None      # object holding probe course info
         self.height = 0.0      # height of orbit around planet
+        self.score = 0.0       # overall score
+        self.perdate = 0.0     # rate of kills
         self.idebug = False    # Debugging instrumentation enabled?
     def recompute(self):
         # Stas thinks this should be (C expression): 
         self.idebug = False    # Debugging instrumentation enabled?
     def recompute(self):
         # Stas thinks this should be (C expression): 
@@ -420,7 +422,7 @@ def welcoming(iq):
 
 def tryexit(enemy, look, irun):
     "A bad guy attempts to bug out."
 
 def tryexit(enemy, look, irun):
     "A bad guy attempts to bug out."
-    iq = coord()
+    iq = Coord()
     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):
     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):
@@ -506,7 +508,7 @@ def tryexit(enemy, look, irun):
 
 def movebaddy(enemy):
     "Tactical movement for the bad guys."
 
 def movebaddy(enemy):
     "Tactical movement for the bad guys."
-    goto = coord(); look = coord()
+    goto = Coord(); look = Coord()
     irun = False
     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
     if game.skill >= SKILL_EXPERT:
     irun = False
     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
     if game.skill >= SKILL_EXPERT:
@@ -661,7 +663,7 @@ def moveklings():
         for enemy in game.enemies:
             if enemy.type in ('K', 'R'):
                movebaddy(enemy)
         for enemy in game.enemies:
             if enemy.type in ('K', 'R'):
                movebaddy(enemy)
-    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    sortenemies()
 
 def movescom(iq, avoid):
     "Commander movement helper." 
 
 def movescom(iq, avoid):
     "Commander movement helper." 
@@ -687,7 +689,7 @@ def movescom(iq, avoid):
        game.klhere -= 1
        if game.condition != "docked":
            newcnd()
        game.klhere -= 1
        if game.condition != "docked":
            newcnd()
-        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+        sortenemies()
     # check for a helpful planet 
     for i in range(game.inplan):
        if game.state.planets[i].quadrant == game.state.kscmdr and \
     # check for a helpful planet 
     for i in range(game.inplan):
        if game.state.planets[i].quadrant == game.state.kscmdr and \
@@ -705,7 +707,7 @@ def movescom(iq, avoid):
                        
 def supercommander():
     "Move the Super Commander." 
                        
 def supercommander():
     "Move the Super Commander." 
-    iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
+    iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
     basetbl = []
     if game.idebug:
        prout("== SUPERCOMMANDER")
     basetbl = []
     if game.idebug:
        prout("== SUPERCOMMANDER")
@@ -726,7 +728,7 @@ def supercommander():
            unschedule(FSCMOVE)
            return
        sc = game.state.kscmdr
            unschedule(FSCMOVE)
            return
        sc = game.state.kscmdr
-        for base in game.state.baseq:
+        for (i, base) in enumerate(game.state.baseq):
            basetbl.append((i, (base - sc).distance()))
        if game.state.baseq > 1:
             basetbl.sort(lambda x, y: cmp(x[1], y[1]))
            basetbl.append((i, (base - sc).distance()))
        if game.state.baseq > 1:
             basetbl.sort(lambda x, y: cmp(x[1], y[1]))
@@ -826,7 +828,7 @@ def movetholian():
     "Move the Tholian."
     if not game.tholian or game.justin:
        return
     "Move the Tholian."
     if not game.tholian or game.justin:
        return
-    tid = coord()
+    tid = Coord()
     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
        tid.i = 0; tid.j = QUADSIZE-1
     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
        tid.i = 0; tid.j = QUADSIZE-1
     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
@@ -913,7 +915,7 @@ def doshield(shraise):
                    action = "SHUP"
                else:
                    scanner.chew()
                    action = "SHUP"
                else:
                    scanner.chew()
-                   return    
+                   return
     if action == "SHUP": # raise shields 
        if game.shldup:
            prout(_("Shields already up."))
     if action == "SHUP": # raise shields 
        if game.shldup:
            prout(_("Shields already up."))
@@ -1062,7 +1064,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
     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)) 
     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)
+    bumpto = Coord(0, 0)
     # Loop to move a single torpedo 
     setwnd(message_window)
     for step in range(1, QUADSIZE*2):
     # Loop to move a single torpedo 
     setwnd(message_window)
     for step in range(1, QUADSIZE*2):
@@ -1071,7 +1073,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
        if not w.valid_sector():
            break
        iquad=game.quad[w.i][w.j]
        if not w.valid_sector():
            break
        iquad=game.quad[w.i][w.j]
-       tracktorpedo(origin, w, step, number, nburst, iquad)
+       tracktorpedo(w, step, number, nburst, iquad)
        if iquad=='.':
            continue
        # hit something 
        if iquad=='.':
            continue
        # hit something 
@@ -1105,7 +1107,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
             prout(_(" displaced by blast to Sector %s ") % bumpto)
             for enemy in game.enemies:
                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
             prout(_(" displaced by blast to Sector %s ") % bumpto)
             for enemy in game.enemies:
                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-            game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+            sortenemies()
             return None
        elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
            # find the enemy 
             return None
        elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy 
            # find the enemy 
@@ -1148,7 +1150,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                 game.quad[bumpto.i][bumpto.j]=iquad
                 for enemy in game.enemies:
                     enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
                 game.quad[bumpto.i][bumpto.j]=iquad
                 for enemy in game.enemies:
                     enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-                game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+                sortenemies()
             return None
        elif iquad == 'B': # Hit a base 
            skip(1)
             return None
        elif iquad == 'B': # Hit a base 
            skip(1)
@@ -1219,7 +1221,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            return None
        elif iquad == 'T':  # Hit a Tholian 
            h1 = 700.0 + randrange(100) - \
            return None
        elif iquad == 'T':  # Hit a Tholian 
            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 h1 >= 600:
                game.quad[w.i][w.j] = '.'
            h1 = math.fabs(h1)
            if h1 >= 600:
                game.quad[w.i][w.j] = '.'
@@ -1421,7 +1423,7 @@ def attack(torps_ok):
     # After attack, reset average distance to enemies 
     for enemy in game.enemies:
        enemy.kavgd = enemy.kdist
     # After attack, reset average distance to enemies 
     for enemy in game.enemies:
        enemy.kavgd = enemy.kdist
-    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    sortenemies()
     return
                
 def deadkl(w, type, mv):
     return
                
 def deadkl(w, type, mv):
@@ -1478,11 +1480,11 @@ def targetcheck(w):
     if not w.valid_sector():
        huh()
        return None
     if not w.valid_sector():
        huh()
        return None
-    delta = coord()
+    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);
     # 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):
+    if delta == Coord(0, 0):
        skip(1)
        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
        prout(_("  I recommend an immediate review of"))
        skip(1)
        prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
        prout(_("  I recommend an immediate review of"))
@@ -1634,7 +1636,7 @@ def checkshctrl(rpow):
 def hittem(hits):
     "Register a phaser hit on Klingons and Romulans."
     kk = 0
 def hittem(hits):
     "Register a phaser hit on Klingons and Romulans."
     kk = 0
-    w = coord()
+    w = Coord()
     skip(1)
     for (k, wham) in enumerate(hits):
        if wham==0:
     skip(1)
     for (k, wham) in enumerate(hits):
        if wham==0:
@@ -1968,8 +1970,8 @@ def events():
     i=0
     fintim = game.state.date + game.optime; yank=0
     ictbeam = False; istract = False
     i=0
     fintim = game.state.date + game.optime; yank=0
     ictbeam = False; istract = False
-    w = coord(); hold = coord()
-    ev = event(); ev2 = event()
+    w = Coord(); hold = Coord()
+    ev = Event(); ev2 = Event()
 
     def tractorbeam(yank):
         "Tractor-beaming cases merge here." 
 
     def tractorbeam(yank):
         "Tractor-beaming cases merge here." 
@@ -2175,13 +2177,13 @@ 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:
                 for ibq in game.state.baseq:
                    for cmdr in game.state.kcmdr: 
                        if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
-                           raise ibq
+                           raise JumpOut
                 else:
                     # no match found -- try later 
                     schedule(FBATTAK, expran(0.3*game.intime))
                     unschedule(FCDBAS)
                     continue
                 else:
                     # no match found -- try later 
                     schedule(FBATTAK, expran(0.3*game.intime))
                     unschedule(FCDBAS)
                     continue
-            except coord:
+            except JumpOut:
                 pass
            # commander + starbase combination found -- launch attack 
            game.battle = ibq
                 pass
            # commander + starbase combination found -- launch attack 
            game.battle = ibq
@@ -2322,7 +2324,7 @@ def events():
                continue                # full right now 
            # reproduce one Klingon 
            w = ev.quadrant
                continue                # full right now 
            # reproduce one Klingon 
            w = ev.quadrant
-            m = coord()
+            m = Coord()
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
            if game.klhere >= MAXKLQUAD:
                 try:
                     # this quadrant not ok, pick an adjacent one 
@@ -2411,7 +2413,7 @@ def wait():
 def nova(nov):
     "Star goes nova." 
     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
 def nova(nov):
     "Star goes nova." 
     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
-    newc = coord(); neighbor = coord(); bump = coord(0, 0)
+    newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
     if withprob(0.05):
        # Wow! We've supernova'ed 
        supernova(game.quadrant)
     if withprob(0.05):
        # Wow! We've supernova'ed 
        supernova(game.quadrant)
@@ -2425,7 +2427,7 @@ def nova(nov):
     hits = [nov]
     kount = 0
     while hits:
     hits = [nov]
     kount = 0
     while hits:
-        offset = coord()
+        offset = Coord()
         start = hits.pop()
         for offset.i in range(-1, 1+1):
             for offset.j in range(-1, 1+1):
         start = hits.pop()
         for offset.i in range(-1, 1+1):
             for offset.j in range(-1, 1+1):
@@ -2491,7 +2493,7 @@ def nova(nov):
                         finish(FNOVA)
                         return
                     # add in course nova contributes to kicking starship
                         finish(FNOVA)
                         return
                     # add in course nova contributes to kicking starship
-                    bump += (game.sector-hits[mm]).sgn()
+                    bump += (game.sector-hits[-1]).sgn()
                 elif iquad == 'K': # kill klingon 
                     deadkl(neighbor, iquad, neighbor)
                 elif iquad in ('C','S','R'): # Damage/destroy big enemies 
                 elif iquad == 'K': # kill klingon 
                     deadkl(neighbor, iquad, neighbor)
                 elif iquad in ('C','S','R'): # Damage/destroy big enemies 
@@ -2502,7 +2504,7 @@ def nova(nov):
                     if game.enemies[ll].power <= 0.0:
                         deadkl(neighbor, iquad, neighbor)
                         break
                     if game.enemies[ll].power <= 0.0:
                         deadkl(neighbor, iquad, neighbor)
                         break
-                    newc = neighbor + neighbor - hits[mm]
+                    newc = neighbor + neighbor - hits[-1]
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
                     if not newc.valid_sector():
                         # can't leave quadrant 
                     proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
                     if not newc.valid_sector():
                         # can't leave quadrant 
@@ -2545,7 +2547,7 @@ def supernova(w):
     else:
        # Scheduled supernova -- select star at random. 
        stars = 0
     else:
        # Scheduled supernova -- select star at random. 
        stars = 0
-        nq = coord()
+        nq = Coord()
        for nq.i in range(GALSIZE):
            for nq.j in range(GALSIZE):
                stars += game.state.galaxy[nq.i][nq.j].stars
        for nq.i in range(GALSIZE):
            for nq.j in range(GALSIZE):
                stars += game.state.galaxy[nq.i][nq.j].stars
@@ -2570,7 +2572,7 @@ def supernova(w):
            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
     else:
            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
     else:
-       ns = coord()
+       ns = Coord()
        # we are in the quadrant! 
        num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
        for ns.i in range(QUADSIZE):
        # we are in the quadrant! 
        num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
        for ns.i in range(QUADSIZE):
@@ -2662,7 +2664,6 @@ def selfdestruct():
     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
     skip(1)
     scanner.next()
     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
     skip(1)
     scanner.next()
-    scanner.chew()
     if game.passwd != scanner.token:
        prouts(_("PASSWORD-REJECTED;"))
        skip(1)
     if game.passwd != scanner.token:
        prouts(_("PASSWORD-REJECTED;"))
        skip(1)
@@ -2690,11 +2691,9 @@ def kaboom():
     skip(1)
     if len(game.enemies) != 0:
        whammo = 25.0 * game.energy
     skip(1)
     if len(game.enemies) != 0:
        whammo = 25.0 * game.energy
-       l=1
-       while l <= len(game.enemies):
+       for l in range(len(game.enemies)):
            if game.enemies[l].power*game.enemies[l].kdist <= whammo: 
                deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
            if game.enemies[l].power*game.enemies[l].kdist <= whammo: 
                deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
-           l += 1
     finish(FDILITHIUM)
                                
 def killrate():
     finish(FDILITHIUM)
                                
 def killrate():
@@ -2918,11 +2917,10 @@ def finish(ifin):
 def score():
     "Compute player's score."
     timused = game.state.date - game.indate
 def score():
     "Compute player's score."
     timused = game.state.date - game.indate
-    iskill = game.skill
     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
        timused = 5.0
     if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
        timused = 5.0
-    perdate = killrate()
-    ithperd = 500*perdate + 0.5
+    game.perdate = killrate()
+    ithperd = 500*game.perdate + 0.5
     iwon = 0
     if game.gamewon:
        iwon = 100*game.skill
     iwon = 0
     if game.gamewon:
        iwon = 100*game.skill
@@ -2932,7 +2930,7 @@ def score():
        klship = 1
     else:
        klship = 2
        klship = 1
     else:
        klship = 2
-    iscore = 10*(game.inkling - game.state.remkl) \
+    game.score = 10*(game.inkling - game.state.remkl) \
              + 50*(game.incom - len(game.state.kcmdr)) \
              + ithperd + iwon \
              + 20*(game.inrom - game.state.nromrem) \
              + 50*(game.incom - len(game.state.kcmdr)) \
              + ithperd + iwon \
              + 20*(game.inrom - game.state.nromrem) \
@@ -2940,7 +2938,7 @@ def score():
             - game.state.nromrem \
              - badpoints()
     if not game.alive:
             - game.state.nromrem \
              - badpoints()
     if not game.alive:
-       iscore -= 200
+       game.score -= 200
     skip(2)
     prout(_("Your score --"))
     if game.inrom - game.state.nromrem:
     skip(2)
     prout(_("Your score --"))
     if game.inrom - game.state.nromrem:
@@ -2960,7 +2958,7 @@ def score():
              (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
     if ithperd:
        prout(_("%6.2f Klingons per stardate              %5d") %
              (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
     if ithperd:
        prout(_("%6.2f Klingons per stardate              %5d") %
-             (perdate, ithperd))
+             (game.perdate, ithperd))
     if game.state.starkl:
        prout(_("%6d stars destroyed by your action     %5d") %
              (game.state.starkl, -5*game.state.starkl))
     if game.state.starkl:
        prout(_("%6d stars destroyed by your action     %5d") %
              (game.state.starkl, -5*game.state.starkl))
@@ -2996,7 +2994,7 @@ def score():
        elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
        prout("           %5d" % iwon)
     skip(1)
        elif game.skill ==  SKILL_EMERITUS:     proutn(_("Emeritus game"))
        prout("           %5d" % iwon)
     skip(1)
-    prout(_("TOTAL SCORE                               %5d") % iscore)
+    prout(_("TOTAL SCORE                               %5d") % game.score)
 
 def plaque():
     "Emit winner's commemmorative plaque." 
 
 def plaque():
     "Emit winner's commemmorative plaque." 
@@ -3052,8 +3050,8 @@ def plaque():
     timestring = time.ctime()
     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
                     (timestring+4, timestring+20, timestring+11))
     timestring = time.ctime()
     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
                     (timestring+4, timestring+20, timestring+11))
-    fp.write(_("                                                        Your score:  %d\n\n") % iscore)
-    fp.write(_("                                                    Klingons per stardate:  %.2f\n") % perdate)
+    fp.write(_("                                                        Your score:  %d\n\n") % game.score)
+    fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
     fp.close()
 
 # Code from io.c begins here
     fp.close()
 
 # Code from io.c begins here
@@ -3160,16 +3158,11 @@ def skip(i):
     "Skip i lines.  Pause game if this would cause a scrolling event."
     for dummy in range(i):
        if game.options & OPTION_CURSES:
     "Skip i lines.  Pause game if this would cause a scrolling event."
     for dummy in range(i):
        if game.options & OPTION_CURSES:
-            (y, x) = curwnd.getyx()
-            (my, mx) = curwnd.getmaxyx()
-           if curwnd == message_window and y >= my - 2:
-               pause_game()
-               clrscr()
-           else:
-                try:
-                    curwnd.move(y+1, 0)
-                except curses.error:
-                    pass
+           (y, x) = curwnd.getyx()
+           try:
+               curwnd.move(y+1, 0)
+           except curses.error:
+               pass
        else:
             global linecount
            linecount += 1
        else:
             global linecount
            linecount += 1
@@ -3181,6 +3174,11 @@ def skip(i):
 def proutn(line):
     "Utter a line with no following line feed."
     if game.options & OPTION_CURSES:
 def proutn(line):
     "Utter a line with no following line feed."
     if game.options & OPTION_CURSES:
+       (y, x) = curwnd.getyx()
+       (my, mx) = curwnd.getmaxyx()
+       if curwnd == message_window and y >= my - 2:
+           pause_game()
+           clrscr()
        curwnd.addstr(line)
        curwnd.refresh()
     else:
        curwnd.addstr(line)
        curwnd.refresh()
     else:
@@ -3347,7 +3345,7 @@ def warble():
        #nosound()
         pass
 
        #nosound()
         pass
 
-def tracktorpedo(origin, w, step, i, n, iquad):
+def tracktorpedo(w, step, i, n, iquad):
     "Torpedo-track animation." 
     if not game.options & OPTION_CURSES:
        if step == 1:
     "Torpedo-track animation." 
     if not game.options & OPTION_CURSES:
        if step == 1:
@@ -3409,7 +3407,7 @@ def prstat(txt, data):
 
 def imove(icourse=None, noattack=False):
     "Movement execution for warp, impulse, supernova, and tractor-beam events."
 
 def imove(icourse=None, noattack=False):
     "Movement execution for warp, impulse, supernova, and tractor-beam events."
-    w = coord()
+    w = Coord()
 
     def newquadrant(noattack):
         # Leaving quadrant -- allow final enemy attack 
 
     def newquadrant(noattack):
         # Leaving quadrant -- allow final enemy attack 
@@ -3532,7 +3530,7 @@ def imove(icourse=None, noattack=False):
         if icourse.origin.quadrant() != icourse.location.quadrant():
             newquadrant(noattack)
             break
         if icourse.origin.quadrant() != icourse.location.quadrant():
             newquadrant(noattack)
             break
-        elif check_collision(icourse, w):
+        elif check_collision(w):
             print "Collision detected"
             break
         else:
             print "Collision detected"
             break
         else:
@@ -3544,7 +3542,7 @@ def imove(icourse=None, noattack=False):
             finald = (w-enemy.location).distance()
             enemy.kavgd = 0.5 * (finald + enemy.kdist)
             enemy.kdist = finald
             finald = (w-enemy.location).distance()
             enemy.kavgd = 0.5 * (finald + enemy.kdist)
             enemy.kdist = finald
-        game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+        sortenemies()
         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             attack(torps_ok=False)
         for enemy in game.enemies:
         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             attack(torps_ok=False)
         for enemy in game.enemies:
@@ -3597,7 +3595,7 @@ def getcourse(isprobe):
     dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
     itemp = "curt"
     dquad = copy.copy(game.quadrant)
     navmode = "unspecified"
     itemp = "curt"
-    dsect = coord()
+    dsect = Coord()
     iprompt = False
     if game.landed and not isprobe:
        prout(_("Dummy! You can't leave standard orbit until you"))
     iprompt = False
     if game.landed and not isprobe:
        prout(_("Dummy! You can't leave standard orbit until you"))
@@ -3639,7 +3637,7 @@ def getcourse(isprobe):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
-    delta = coord()
+    delta = Coord()
     if navmode == "automatic":
        while key == "IHEOL":
            if isprobe:
     if navmode == "automatic":
        while key == "IHEOL":
            if isprobe:
@@ -3739,7 +3737,7 @@ class course:
             self.origin = cartesian(game.quadrant, game.sector)
         else:
             self.origin = cartesian(game.quadrant, origin)
             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))
+        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))
         bigger = max(abs(self.increment.i), abs(self.increment.j))
         self.increment /= bigger
         self.moves = int(round(10*self.distance*bigger))
@@ -3890,8 +3888,10 @@ def warp(wcourse, involuntary):
                twarp = True
        if blooey or twarp:
            # If time warp or engine damage, check path 
                twarp = True
        if blooey or twarp:
            # If time warp or engine damage, check path 
-           # If it is obstructed, don't do warp or damage 
-            for m_unused in range(wcourse.moves):
+           # If it is obstructed, don't do warp or damage
+            look = wcourse.moves
+            while look > 0:
+                look -= 1
                 wcourse.next()
                 w = wcourse.sector()
                 if not w.valid_sector():
                 wcourse.next()
                 w = wcourse.sector()
                 if not w.valid_sector():
@@ -3901,7 +3901,7 @@ def warp(wcourse, involuntary):
                    twarp = False
             wcourse.reset()
     # Activate Warp Engines and pay the cost 
                    twarp = False
             wcourse.reset()
     # Activate Warp Engines and pay the cost 
-    imove(course, noattack=False)
+    imove(wcourse, noattack=False)
     if game.alldone:
        return
     game.energy -= wcourse.power(game.warpfac)
     if game.alldone:
        return
     game.energy -= wcourse.power(game.warpfac)
@@ -4189,7 +4189,7 @@ def mayday():
        elif m == 2: proutn(_("2nd"))
        elif m == 3: proutn(_("3rd"))
        proutn(_(" attempt to re-materialize ") + crmshp())
        elif m == 2: proutn(_("2nd"))
        elif m == 3: proutn(_("3rd"))
        proutn(_(" attempt to re-materialize ") + crmshp())
-       game.quad[ix][iy]=('-','o','O')[m-1]
+       game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
         textcolor(RED)
        warble()
        if randreal() > probf:
         textcolor(RED)
        warble()
        if randreal() > probf:
@@ -4198,13 +4198,13 @@ def mayday():
         textcolor(DEFAULT)
        curses.delay_output(500)
     if m > 3:
         textcolor(DEFAULT)
        curses.delay_output(500)
     if m > 3:
-       game.quad[ix][iy]='?'
+       game.quad[game.sector.i][game.sector.j]='?'
        game.alive = False
        drawmaps(1)
        setwnd(message_window)
        finish(FMATERIALIZE)
        return
        game.alive = False
        drawmaps(1)
        setwnd(message_window)
        finish(FMATERIALIZE)
        return
-    game.quad[ix][iy]=game.ship
+    game.quad[game.sector.i][game.sector.j]=game.ship
     textcolor(GREEN);
     prout(_("succeeds."))
     textcolor(DEFAULT);
     textcolor(GREEN);
     prout(_("succeeds."))
     textcolor(DEFAULT);
@@ -4789,7 +4789,7 @@ def attackreport(curt):
 def report():
     # report on general game status 
     scanner.chew()
 def report():
     # report on general game status 
     scanner.chew()
-    s1 = "" and game.thawed and _("thawed ")
+    s1 = (game.thawed and _("thawed ")) or ""
     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
     s3 = (None, _("novice"), _("fair"),
           _("good"), _("expert"), _("emeritus"))[game.skill]
     s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
     s3 = (None, _("novice"), _("fair"),
           _("good"), _("expert"), _("emeritus"))[game.skill]
@@ -4872,7 +4872,7 @@ def lrscan(silent):
         if not silent:
             proutn(" ")
         for y in range(game.quadrant.j-1, game.quadrant.j+2):
         if not silent:
             proutn(" ")
         for y in range(game.quadrant.j-1, game.quadrant.j+2):
-           if not coord(x, y).valid_quadrant():
+           if not Coord(x, y).valid_quadrant():
                 if not silent:
                     proutn("  -1")
            else:
                 if not silent:
                     proutn("  -1")
            else:
@@ -5061,7 +5061,7 @@ def srscan():
                
 def eta():
     "Use computer to get estimated time of arrival for a warp jump."
                
 def eta():
     "Use computer to get estimated time of arrival for a warp jump."
-    w1 = coord(); w2 = coord()
+    w1 = Coord(); w2 = Coord()
     prompt = False
     if damaged(DCOMPTR):
        prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
     prompt = False
     if damaged(DCOMPTR):
        prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
@@ -5203,7 +5203,6 @@ def freeze(boss):
     if key != "IHALPHA":
         huh()
         return
     if key != "IHALPHA":
         huh()
         return
-    scanner.chew()
     if '.' not in scanner.token:
         scanner.token += ".trk"
     try:
     if '.' not in scanner.token:
         scanner.token += ".trk"
     try:
@@ -5213,10 +5212,12 @@ def freeze(boss):
        return
     cPickle.dump(game, fp)
     fp.close()
        return
     cPickle.dump(game, fp)
     fp.close()
+    scanner.chew()
 
 def thaw():
     "Retrieve saved game."
 
 def thaw():
     "Retrieve saved game."
-    game.passwd[0] = '\0'
+    global game
+    game.passwd = None
     key = scanner.next()
     if key == "IHEOL":
        proutn(_("File name: "))
     key = scanner.next()
     if key == "IHEOL":
        proutn(_("File name: "))
@@ -5224,7 +5225,6 @@ def thaw():
     if key != "IHALPHA":
        huh()
        return True
     if key != "IHALPHA":
        huh()
        return True
-    scanner.chew()
     if '.' not in scanner.token:
         scanner.token += ".trk"
     try:
     if '.' not in scanner.token:
         scanner.token += ".trk"
     try:
@@ -5234,6 +5234,7 @@ def thaw():
        return
     game = cPickle.load(fp)
     fp.close()
        return
     game = cPickle.load(fp)
     fp.close()
+    scanner.chew()
     return False
 
 # I used <http://www.memory-alpha.org> to find planets
     return False
 
 # I used <http://www.memory-alpha.org> to find planets
@@ -5309,7 +5310,7 @@ device = (
 
 def setup():
     "Prepare to play, set up cosmos."
 
 def setup():
     "Prepare to play, set up cosmos."
-    w = coord()
+    w = Coord()
     #  Decide how many of everything
     if choose():
        return # frozen game
     #  Decide how many of everything
     if choose():
        return # frozen game
@@ -5329,15 +5330,26 @@ def setup():
     for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
     for i in range(NDEVICES): 
        game.damage[i] = 0.0
     # Set up assorted game parameters
-    game.battle = coord()
+    game.battle = Coord()
     game.state.date = game.indate = 100.0 * randreal(20, 51)
     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
     game.isatb = game.state.nplankl = 0
     game.state.date = game.indate = 100.0 * randreal(20, 51)
     game.nkinks = game.nhelp = game.casual = game.abandoned = 0
     game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
     game.isatb = game.state.nplankl = 0
-    game.state.starkl = game.state.basekl = 0
+    game.state.starkl = game.state.basekl = game.state.nworldkl = 0
     game.iscraft = "onship"
     game.landed = False
     game.alive = True
     game.iscraft = "onship"
     game.landed = False
     game.alive = True
+
+    # the galaxy
+    game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
+    # the starchart
+    game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+
+    game.state.planets = []      # Planet information
+    game.state.baseq = []      # Base quadrant coordinates
+    game.state.kcmdr = []      # Commander quadrant coordinates
+    game.statekscmdr = Coord() # Supercommander quadrant coordinates
+
     # Starchart is functional but we've never seen it
     game.lastchart = FOREVER
     # Put stars in the galaxy
     # Starchart is functional but we've never seen it
     game.lastchart = FOREVER
     # Put stars in the galaxy
@@ -5407,7 +5419,7 @@ def setup():
             w = randplace(GALSIZE) 
             if game.state.galaxy[w.i][w.j].planet == None:
                 break
             w = randplace(GALSIZE) 
             if game.state.galaxy[w.i][w.j].planet == None:
                 break
-        new = planet()
+        new = Planet()
        new.quadrant = w
         new.crystals = "absent"
        if (game.options & OPTION_WORLDS) and i < NINHAB:
        new.quadrant = w
         new.crystals = "absent"
        if (game.options & OPTION_WORLDS) and i < NINHAB:
@@ -5495,6 +5507,8 @@ def setup():
     if game.state.nscrem:
        prout(_("  YOU'LL NEED IT."))
     waitfor()
     if game.state.nscrem:
        prout(_("  YOU'LL NEED IT."))
     waitfor()
+    clrscr()
+    setwnd(message_window)
     newqad()
     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
        game.shldup = True
     newqad()
     if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
        game.shldup = True
@@ -5507,8 +5521,9 @@ def choose():
        game.tourn = game.length = 0
        game.thawed = False
        game.skill = SKILL_NONE
        game.tourn = game.length = 0
        game.thawed = False
        game.skill = SKILL_NONE
-       if not scanner.inqueue: # Can start with command line options 
-           proutn(_("Would you like a regular, tournament, or saved game? "))
+       scanner.chew()
+#      if not scanner.inqueue: # Can start with command line options 
+       proutn(_("Would you like a regular, tournament, or saved game? "))
         scanner.next()
         if scanner.sees("tournament"):
            while scanner.next() == "IHEOL":
         scanner.next()
         if scanner.sees("tournament"):
            while scanner.next() == "IHEOL":
@@ -5534,7 +5549,7 @@ def choose():
            return True
         if scanner.sees("regular"):
            break
            return True
         if scanner.sees("regular"):
            break
-       proutn(_("What is \"%s\"?") % scanner.token)
+       proutn(_("What is \"%s\"? ") % scanner.token)
        scanner.chew()
     while game.length==0 or game.skill==SKILL_NONE:
        if scanner.next() == "IHALPHA":
        scanner.chew()
     while game.length==0 or game.skill==SKILL_NONE:
        if scanner.next() == "IHALPHA":
@@ -5628,7 +5643,11 @@ def newcnd():
 
 def newkling():
     "Drop new Klingon into current quadrant."
 
 def newkling():
     "Drop new Klingon into current quadrant."
-    return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+    return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+
+def sortenemies():
+    "Sort enemies by distance so 'nearest' is meaningful."
+    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
 
 def newqad():
     "Set up a new state of quadrant, for when we enter or re-enter it."
 
 def newqad():
     "Set up a new state of quadrant, for when we enter or re-enter it."
@@ -5670,7 +5689,7 @@ def newqad():
            game.iscate = (game.state.remkl > 1)
     # Put in Romulans if needed
     for i in range(q.romulans):
            game.iscate = (game.state.remkl > 1)
     # Put in Romulans if needed
     for i in range(q.romulans):
-        enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+        Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
     # If quadrant needs a starbase, put it in
     if q.starbase:
        game.base = dropin('B')
     # If quadrant needs a starbase, put it in
     if q.starbase:
        game.base = dropin('B')
@@ -5695,7 +5714,7 @@ def newqad():
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
     # Put in THING if needed
     if thing == game.quadrant:
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
     # Put in THING if needed
     if thing == game.quadrant:
-        enemy(type='?', loc=dropin(),
+        Enemy(type='?', loc=dropin(),
                   power=randreal(6000,6500.0)+250.0*game.skill)
         if not damaged(DSRSENS):
             skip(1)
                   power=randreal(6000,6500.0)+250.0*game.skill)
         if not damaged(DSRSENS):
             skip(1)
@@ -5706,13 +5725,13 @@ def newqad():
        if (game.skill < SKILL_GOOD and withprob(0.02)) or \
            (game.skill == SKILL_GOOD and withprob(0.05)) or \
             (game.skill > SKILL_GOOD and withprob(0.08)):
        if (game.skill < SKILL_GOOD and withprob(0.02)) or \
            (game.skill == SKILL_GOOD and withprob(0.05)) or \
             (game.skill > SKILL_GOOD and withprob(0.08)):
-            w = coord()
+            w = Coord()
             while True:
                w.i = withprob(0.5) * (QUADSIZE-1)
                w.j = withprob(0.5) * (QUADSIZE-1)
                 if game.quad[w.i][w.j] == '.':
                     break
             while True:
                w.i = withprob(0.5) * (QUADSIZE-1)
                w.j = withprob(0.5) * (QUADSIZE-1)
                 if game.quad[w.i][w.j] == '.':
                     break
-            game.tholian = enemy(type='T', loc=w,
+            game.tholian = Enemy(type='T', loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
            if game.quad[0][0]=='.':
                                  power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
            if game.quad[0][0]=='.':
@@ -5723,7 +5742,7 @@ def newqad():
                game.quad[QUADSIZE-1][0] = 'X'
            if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
                game.quad[QUADSIZE-1][0] = 'X'
            if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
                game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
-    game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+    sortenemies()
     # And finally the stars
     for i in range(q.stars):
        dropin('*')
     # And finally the stars
     for i in range(q.stars):
        dropin('*')
@@ -5760,54 +5779,55 @@ def setpassword():
 
 # Code from sst.c begins here
 
 
 # Code from sst.c begins here
 
-commands = {
-    "SRSCAN":          OPTION_TTY,
-    "STATUS":          OPTION_TTY,
-    "REQUEST":         OPTION_TTY,
-    "LRSCAN":          OPTION_TTY,
-    "PHASERS":         0,
-    "TORPEDO":         0,
-    "PHOTONS":         0,
-    "MOVE":            0,
-    "SHIELDS":         0,
-    "DOCK":            0,
-    "DAMAGES":         0,
-    "CHART":           0,
-    "IMPULSE":         0,
-    "REST":            0,
-    "WARP":            0,
-    "SCORE":           0,
-    "SENSORS":         OPTION_PLANETS,
-    "ORBIT":           OPTION_PLANETS,
-    "TRANSPORT":       OPTION_PLANETS,
-    "MINE":            OPTION_PLANETS,
-    "CRYSTALS":        OPTION_PLANETS,
-    "SHUTTLE":         OPTION_PLANETS,
-    "PLANETS":         OPTION_PLANETS,
-    "REPORT":          0,
-    "COMPUTER":        0,
-    "COMMANDS":        0,
-    "EMEXIT":          0,
-    "PROBE":           OPTION_PROBE,
-    "SAVE":            0,
-    "FREEZE":          0,      # Synonym for SAVE
-    "ABANDON":         0,
-    "DESTRUCT":        0,
-    "DEATHRAY":        0,
-    "DEBUG":           0,
-    "MAYDAY":          0,
-    "SOS":             0,      # Synonym for MAYDAY
-    "CALL":            0,      # Synonym for MAYDAY
-    "QUIT":            0,
-    "HELP":            0,
-}
+commands = [
+    ("SRSCAN",         OPTION_TTY),
+    ("STATUS",         OPTION_TTY),
+    ("REQUEST",        OPTION_TTY),
+    ("LRSCAN",         OPTION_TTY),
+    ("PHASERS",        0),
+    ("TORPEDO",        0),
+    ("PHOTONS",        0),
+    ("MOVE",           0),
+    ("SHIELDS",        0),
+    ("DOCK",           0),
+    ("DAMAGES",        0),
+    ("CHART",          0),
+    ("IMPULSE",        0),
+    ("REST",           0),
+    ("WARP",           0),
+    ("SCORE",          0),
+    ("SENSORS",        OPTION_PLANETS),
+    ("ORBIT",          OPTION_PLANETS),
+    ("TRANSPORT",      OPTION_PLANETS),
+    ("MINE",           OPTION_PLANETS),
+    ("CRYSTALS",       OPTION_PLANETS),
+    ("SHUTTLE",        OPTION_PLANETS),
+    ("PLANETS",        OPTION_PLANETS),
+    ("REPORT",         0),
+    ("COMPUTER",       0),
+    ("COMMANDS",       0),
+    ("EMEXIT",         0),
+    ("PROBE",          OPTION_PROBE),
+    ("SAVE",           0),
+    ("FREEZE",         0),     # Synonym for SAVE
+    ("ABANDON",        0),
+    ("DESTRUCT",       0),
+    ("DEATHRAY",       0),
+    ("DEBUG",          0),
+    ("MAYDAY",         0),
+    ("SOS",            0),     # Synonym for MAYDAY
+    ("CALL",           0),     # Synonym for MAYDAY
+    ("QUIT",           0),
+    ("HELP",           0),
+    ("",               0),
+]
 
 def listCommands():
     "Generate a list of legal commands."
     prout(_("LEGAL COMMANDS ARE:"))
     emitted = 0
 
 def listCommands():
     "Generate a list of legal commands."
     prout(_("LEGAL COMMANDS ARE:"))
     emitted = 0
-    for key in commands:
-       if not commands[key] or (commands[key] & game.options):
+    for (key, opt) in commands:
+       if not opt or (opt & game.options):
             proutn("%-12s " % key)
             emitted += 1
             if emitted % 5 == 4:
             proutn("%-12s " % key)
             emitted += 1
             if emitted % 5 == 4:
@@ -5825,7 +5845,8 @@ def helpme():
        setwnd(message_window)
        if key == "IHEOL":
            return
        setwnd(message_window)
        if key == "IHEOL":
            return
-        if scanner.token.upper() in commands or scanner.token == "ABBREV":
+       cmds = map(lambda x: x[0], commands)
+       if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
            break
        skip(1)
        listCommands()
            break
        skip(1)
        listCommands()
@@ -5869,8 +5890,6 @@ def helpme():
 
 def makemoves():
     "Command-interpretation loop."
 
 def makemoves():
     "Command-interpretation loop."
-    clrscr()
-    setwnd(message_window)
     while True:        # command loop 
        drawmaps(1)
         while True:    # get a command 
     while True:        # command loop 
        drawmaps(1)
         while True:    # get a command 
@@ -5890,16 +5909,19 @@ def makemoves():
            clrscr()
            setwnd(message_window)
            clrscr()
            clrscr()
            setwnd(message_window)
            clrscr()
-            candidates = filter(lambda x: x.startswith(scanner.token.upper()),
-                                commands)
-            if len(candidates) == 1:
-                cmd = candidates[0]
-                break
-            elif candidates and not (game.options & OPTION_PLAIN):
-                prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
-            else:
+           abandon_passed = False
+           for (cmd, opt) in commands:
+               # commands after ABANDON cannot be abbreviated
+               if cmd == "ABANDON":
+                   abandon_passed = True
+               if cmd == scanner.token.upper() or (not abandon_passed \
+                       and cmd.startswith(scanner.token.upper())):
+                   break;
+           if cmd == "":
                 listCommands()
                 continue
                 listCommands()
                 continue
+            else:
+               break;
        if cmd == "SRSCAN":             # srscan
            srscan()
        elif cmd == "STATUS":           # status
        if cmd == "SRSCAN":             # srscan
            srscan()
        elif cmd == "STATUS":           # status
@@ -6067,7 +6089,7 @@ def expran(avrage):
 
 def randplace(size):
     "Choose a random location."
 
 def randplace(size):
     "Choose a random location."
-    w = coord()
+    w = Coord()
     w.i = randrange(size) 
     w.j = randrange(size)
     return w
     w.i = randrange(size) 
     w.j = randrange(size)
     return w
@@ -6128,7 +6150,7 @@ class sstscanner:
         # Round token value to nearest integer
         return int(round(scanner.real))
     def getcoord(self):
         # Round token value to nearest integer
         return int(round(scanner.real))
     def getcoord(self):
-        s = coord()
+        s = Coord()
         scanner.next()
        if scanner.type != "IHREAL":
            huh()
         scanner.next()
        if scanner.type != "IHREAL":
            huh()
@@ -6192,8 +6214,8 @@ def debugme():
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
     if ja():
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
     if ja():
-       ev = event()
-       w = coord()
+       ev = Event()
+       w = Coord()
         legends = {
             FSNOVA:  "Supernova       ",
             FTBEAM:  "T Beam          ",
         legends = {
             FSNOVA:  "Supernova       ",
             FTBEAM:  "T Beam          ",
@@ -6253,9 +6275,9 @@ if __name__ == '__main__':
     try:
         global line, thing, game
         game = None
     try:
         global line, thing, game
         game = None
-        thing = coord()
+        thing = Coord()
         thing.angry = False
         thing.angry = False
-        game = gamestate()
+        game = Gamestate()
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
         if os.getenv("TERM"):
             game.options |= OPTION_CURSES
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
         if os.getenv("TERM"):
             game.options |= OPTION_CURSES
@@ -6347,3 +6369,5 @@ if __name__ == '__main__':
         if logfp:
             logfp.close()
         print ""
         if logfp:
             logfp.close()
         print ""
+
+# End.