avoid trailing newlines to cause scroll-pausing.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
old mode 100644 (file)
new mode 100755 (executable)
index caf6b6e..94f8103
--- a/sst.py
+++ b/sst.py
@@ -13,6 +13,8 @@ on how to modify (and how not to modify!) this code.
 """
 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
 
+version="2.0"
+
 docpath        = (".", "../doc", "/usr/share/doc/sst")
 
 def _(str): return gettext.gettext(str)
@@ -50,10 +52,13 @@ LIGHTMAGENTA = 13
 YELLOW       = 14
 WHITE        = 15
 
-class TrekError:
+class TrekError(Exception):
     pass
 
-class coord:
+class JumpOut(Exception):
+    pass 
+
+class Coord:
     def __init__(self, x=None, y=None):
         self.i = x
         self.j = y
@@ -70,28 +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):
-        return coord(self.i+other.i, self.j+other.j)
+        return Coord(self.i+other.i, self.j+other.j)
     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):
-        return coord(self.i*other, self.j*other)
+        return Coord(self.i*other, self.j*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):
-        return coord(self.i/other, self.j/other)
+        return Coord(self.i/other, self.j/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):
-        return coord(self.i/other, self.j/other)
+        return Coord(self.i/other, self.j/other)
     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):
-        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):
-        s = coord()
+        s = Coord()
         if self.i == 0:
             s.i = 0
         else:
@@ -107,7 +112,7 @@ class coord:
     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
@@ -117,10 +122,10 @@ class coord:
         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
-        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"
@@ -128,7 +133,7 @@ class planet:
     def __str__(self):
         return self.name
 
-class quadrant:
+class Quadrant:
     def __init__(self):
         self.stars = 0
         self.planet = None
@@ -139,7 +144,7 @@ class quadrant:
        self.charted = False
         self.status = "secure" # Could be "secure", "distressed", "enslaved"
 
-class page:
+class Page:
     def __init__(self):
        self.stars = None
        self.starbase = None
@@ -154,7 +159,7 @@ def fill2d(size, fillfun):
             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
@@ -171,13 +176,13 @@ class snapshot:
        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
-        self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+        self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
         # the starchart
-       self.chart = fill2d(GALSIZE, lambda i, j: 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
@@ -251,10 +256,10 @@ NEVENTS   = 12
 # 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
-        self.location = coord()
+        self.location = Coord()
         if loc:
             self.move(loc)
         self.power = power     # enemy energy level
@@ -272,23 +277,25 @@ class enemy:
             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
 
-class gamestate:
+class Gamestate:
     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
-        for i in range(NEVENTS):
-            self.future.append(event())
+        self.future = []       # future events
+        i = NEVENTS
+        while i > 0:
+            i -= 1
+            self.future.append(Event())
         self.passwd  = None;           # Self Destruct password
         self.enemies = []
         self.quadrant = None   # where we are in the large
@@ -356,6 +363,9 @@ 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.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): 
         # game.state.remkl + len(game.state.kcmdr) > 0 ?
@@ -412,7 +422,7 @@ def welcoming(iq):
 
 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):
@@ -435,7 +445,7 @@ def tryexit(enemy, look, irun):
     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
        game.condition == "docked":
        prout(crmena(True, enemy.type, "sector", enemy.location) + \
-              (_(" escapes to Quadrant %s (and regains strength).") % q))
+              (_(" escapes to Quadrant %s (and regains strength).") % iq))
     # handle local matters related to escape
     enemy.move(None)
     game.klhere -= 1
@@ -454,7 +464,7 @@ def tryexit(enemy, look, irun):
     else:
        for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
-               game.state.kcmdr[n] = iq
+               game.state.kcmdr.append(iq)
                break
     return True; # success 
 
@@ -498,7 +508,7 @@ def tryexit(enemy, look, irun):
 
 def movebaddy(enemy):
     "Tactical movement for the bad guys."
-    next = 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:
@@ -537,7 +547,7 @@ def movebaddy(enemy):
                motion = (1.0 - randreal())**2 * dist1 + 1.0
            if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
                motion -= game.skill*(2.0-randreal()**2)
-       if idebug:
+       if game.idebug:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
        if motion==0:
@@ -556,7 +566,7 @@ def movebaddy(enemy):
        nsteps = QUADSIZE; # This shouldn't be necessary 
     if nsteps < 1:
        nsteps = 1; # This shouldn't be necessary 
-    if idebug:
+    if game.idebug:
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
     m = game.sector - enemy.location
@@ -565,13 +575,13 @@ def movebaddy(enemy):
     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
        m.j = 0
     m = (motion * m).sgn()
-    next = enemy.location
+    goto = enemy.location
     # main move loop 
     for ll in range(nsteps):
-       if idebug:
+       if game.idebug:
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
-       look = next + m
+       look = goto + m
         if m.i < 0:
             krawli = 1
         else:
@@ -589,14 +599,14 @@ def movebaddy(enemy):
                    return
                if krawli == m.i or m.j == 0:
                    break
-               look.i = next.i + krawli
+               look.i = goto.i + krawli
                krawli = -krawli
            elif look.j < 0 or look.j >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
                if krawlj == m.j or m.i == 0:
                    break
-               look.j = next.j + krawlj
+               look.j = goto.j + krawlj
                krawlj = -krawlj
            elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
                # See if enemy should ram ship 
@@ -605,35 +615,35 @@ def movebaddy(enemy):
                    collision(rammed=True, enemy=enemy)
                    return
                if krawli != m.i and m.j != 0:
-                   look.i = next.i + krawli
+                   look.i = goto.i + krawli
                    krawli = -krawli
                elif krawlj != m.j and m.i != 0:
-                   look.j = next.j + krawlj
+                   look.j = goto.j + krawlj
                    krawlj = -krawlj
                else:
                    break; # we have failed 
            else:
                success = True
        if success:
-           next = look
-           if idebug:
-               proutn(`next`)
+           goto = look
+           if game.idebug:
+               proutn(`goto`)
        else:
            break; # done early 
-    if idebug:
+    if game.idebug:
        skip(1)
-    if enemy.move(next):
+    if enemy.move(goto):
        if not damaged(DSRSENS) or game.condition == "docked":
            proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
                proutn(_(" retreats to "))
-           prout("Sector %s." % next)
+           prout("Sector %s." % goto)
 
 def moveklings():
     "Sequence Klingon tactical movement."
-    if idebug:
+    if game.idebug:
        prout("== MOVCOM")
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
@@ -653,7 +663,7 @@ def moveklings():
         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." 
@@ -679,7 +689,7 @@ def movescom(iq, avoid):
        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 \
@@ -697,9 +707,9 @@ def movescom(iq, avoid):
                        
 def supercommander():
     "Move the Super Commander." 
-    iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
+    iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
     basetbl = []
-    if idebug:
+    if game.idebug:
        prout("== SUPERCOMMANDER")
     # Decide on being active or passive 
     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
@@ -718,10 +728,10 @@ def supercommander():
            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.sort(lambda x, y: cmp(x[1], y[1]))
        # look for nearest base without a commander, no Enterprise, and
         # without too many Klingons, and not already under attack. 
        ifindit = iwhichb = 0
@@ -798,13 +808,13 @@ def supercommander():
                if not game.resting:
                    return
                prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
-               if ja() == False:
+               if not ja():
                    return
                game.resting = False
                game.optime = 0.0; # actually finished 
                return
     # Check for intelligence report 
-    if not idebug and \
+    if not game.idebug and \
        (withprob(0.8) or \
         (not communicating()) or \
         not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
@@ -818,32 +828,32 @@ def movetholian():
     "Move the Tholian."
     if not game.tholian or game.justin:
        return
-    id = coord()
+    tid = Coord()
     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
-       id.i = 0; id.j = QUADSIZE-1
+       tid.i = 0; tid.j = QUADSIZE-1
     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
-       id.i = QUADSIZE-1; id.j = QUADSIZE-1
+       tid.i = QUADSIZE-1; tid.j = QUADSIZE-1
     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
-       id.i = QUADSIZE-1; id.j = 0
+       tid.i = QUADSIZE-1; tid.j = 0
     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
-       id.i = 0; id.j = 0
+       tid.i = 0; tid.j = 0
     else:
        # something is wrong! 
        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.i][id.j] not in ('.', '#'):
+    if game.quad[tid.i][tid.j] not in ('.', '#'):
        return
     here = copy.copy(game.tholian.location)
-    delta = (id - game.tholian.location).sgn()
+    delta = (tid - game.tholian.location).sgn()
     # move in x axis 
-    while here.i != id.i:
+    while here.i != tid.i:
         here.i += delta.i
         if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
     # move in y axis 
-    while here.j != id.j:
+    while here.j != tid.j:
         here.j += delta.j
         if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
@@ -887,21 +897,21 @@ def doshield(shraise):
                    action = "SHDN"
        if action=="NONE":
            proutn(_("Do you wish to change shield energy? "))
-           if ja() == True:
+           if ja():
                action = "NRG"
            elif damaged(DSHIELD):
                prout(_("Shields damaged and down."))
                return
            elif game.shldup:
                proutn(_("Shields are up. Do you want them down? "))
-               if ja() == True:
+               if ja():
                    action = "SHDN"
                else:
                    scanner.chew()
                    return
            else:
                proutn(_("Shields are down. Do you want them up? "))
-               if ja() == True:
+               if ja():
                    action = "SHUP"
                else:
                    scanner.chew()
@@ -994,10 +1004,10 @@ def randdevice():
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
-    sum = 0
+    wsum = 0
     for (i, w) in enumerate(weights):
-       sum += w
-       if idx < sum:
+       wsum += w
+       if idx < wsum:
            return i
     return None;       # we should never get here
 
@@ -1019,16 +1029,17 @@ def collision(rammed, enemy):
        proutn(_(" (original position)"))
     skip(1)
     deadkl(enemy.location, enemy.type, game.sector)
-    proutn("***" + crmship() + " heavily damaged.")
+    proutn("***" + crmshp() + " heavily damaged.")
     icas = randrange(10, 30)
-    prout(_("***Sickbay reports %d casualties"), icas)
+    prout(_("***Sickbay reports %d casualties") % icas)
     game.casual += icas
     game.state.crew -= icas
     # In the pre-SST2K version, all devices got equiprobably damaged,
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
     ncrits = randrange(NDEVICES/2)
-    for m in range(ncrits):
+    while ncrits > 0:
+        ncrits -= 1
        dev = randdevice()
        if game.damage[dev] < 0:
            continue
@@ -1053,7 +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)) 
-    bumpto = coord(0, 0)
+    bumpto = Coord(0, 0)
     # Loop to move a single torpedo 
     setwnd(message_window)
     for step in range(1, QUADSIZE*2):
@@ -1062,7 +1073,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
        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 
@@ -1096,7 +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()
-            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 
@@ -1139,7 +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.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+                sortenemies()
             return None
        elif iquad == 'B': # Hit a base 
            skip(1)
@@ -1199,7 +1210,6 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                # you can shove the Thingy and piss it off.
                # It then becomes an enemy and may fire at you.
                thing.angry = True
-               shoved = True
            return None
        elif iquad == ' ': # Black hole 
            skip(1)
@@ -1211,7 +1221,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            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] = '.'
@@ -1247,7 +1257,8 @@ def fry(hit):
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
     cdam = []
-    for loop1 in range(ncrit):
+    while ncrit > 0:
+        ncrit -= 1
         while True:
            j = randdevice()
            # Cheat to prevent shuttle damage unless on ship 
@@ -1278,7 +1289,7 @@ def attack(torps_ok):
     attempt = False; ihurt = False;
     hitmax=0.0; hittot=0.0; chgfac=1.0
     where = "neither"
-    if idebug:
+    if game.idebug:
        prout("=== ATTACK!")
     # Tholian gets to move before attacking 
     if game.tholian:
@@ -1329,7 +1340,7 @@ def attack(torps_ok):
            enemy.power *= 0.75
        else: # Enemy uses photon torpedo 
            # We should be able to make the bearing() method work here
-           course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
+           pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
@@ -1338,7 +1349,7 @@ def attack(torps_ok):
            prout("  ")
            dispersion = (randreal()+randreal())*0.5 - 0.5
            dispersion += 0.002*enemy.power*dispersion
-           hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
+           hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
            if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
                finish(FWON); # Klingons did themselves in! 
            if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
@@ -1350,7 +1361,7 @@ def attack(torps_ok):
            # shields will take hits 
            propor = pfac * game.shield
             if game.condition =="docked":
-                propr *= 2.1
+                propor *= 2.1
            if propor < 0.1:
                propor = 0.1
            hitsh = propor*chgfac*hit+1.0
@@ -1412,7 +1423,7 @@ def attack(torps_ok):
     # 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):
@@ -1469,11 +1480,11 @@ def targetcheck(w):
     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);
-    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"))
@@ -1484,7 +1495,7 @@ def targetcheck(w):
 
 def torps():
     "Launch photon torpedo salvo."
-    course = []
+    tcourse = []
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
@@ -1528,15 +1539,15 @@ def torps():
            # direct all torpedoes at one target 
            while i < n:
                target.append(target[0])
-               course.append(course[0])
+               tcourse.append(tcourse[0])
                i += 1
            break
         scanner.push(scanner.token)
         target.append(scanner.getcoord())
         if target[-1] == None:
             return
-        course.append(targetcheck(target[-1]))
-        if course[-1] == None:
+        tcourse.append(targetcheck(target[-1]))
+        if tcourse[-1] == None:
            return
     scanner.chew()
     if len(target) == 0:
@@ -1547,8 +1558,8 @@ def torps():
             target.append(scanner.getcoord())
             if target[-1] == None:
                 return
-            course.append(targetcheck(target[-1]))
-            if course[-1] == None:
+            tcourse.append(targetcheck(target[-1]))
+            if tcourse[-1] == None:
                 return
     game.ididit = True
     # Loop for moving <n> torpedoes 
@@ -1572,10 +1583,10 @@ def torps():
            break
        if game.shldup or game.condition == "docked":
            dispersion *= 1.0 + 0.0001*game.shield
-       torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
+       torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
        if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
            return
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
        finish(FWON);
 
 def overheat(rpow):
@@ -1624,8 +1635,8 @@ def checkshctrl(rpow):
 
 def hittem(hits):
     "Register a phaser hit on Klingons and Romulans."
-    nenhr2 = len(game.enemies); kk=0
-    w = coord()
+    kk = 0
+    w = Coord()
     skip(1)
     for (k, wham) in enumerate(hits):
        if wham==0:
@@ -1948,7 +1959,7 @@ def cancelrest():
     if game.resting:
        skip(1)
        proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
-       if ja() == True:
+       if ja():
            game.resting = False
            game.optime = 0.0
            return True
@@ -1959,8 +1970,8 @@ def events():
     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." 
@@ -2041,7 +2052,7 @@ def events():
             game.isatb = 0
         else:
             game.battle.invalidate()
-    if idebug:
+    if game.idebug:
        prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
        for i in range(1, NEVENTS):
            if   i == FSNOVA:  proutn("=== Supernova       ")
@@ -2070,7 +2081,7 @@ def events():
        for l in range(1, NEVENTS):
            if game.future[l].date < datemin:
                evcode = l
-               if idebug:
+               if game.idebug:
                    prout("== Event %d fires" % evcode)
                datemin = game.future[l].date
        xtime = datemin-game.state.date
@@ -2166,13 +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:
-                           raise ibq
+                           raise JumpOut
                 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
@@ -2268,7 +2279,7 @@ def events():
                     break
             else:
                # can't seem to find one; ignore this call 
-               if idebug:
+               if game.idebug:
                    prout("=== Couldn't find location for distress event.")
                continue
            # got one!!  Schedule its enslavement 
@@ -2313,7 +2324,7 @@ def events():
                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 
@@ -2325,10 +2336,10 @@ def events():
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
-                            raise "FOUNDIT"
+                            raise JumpOut
                     else:
                         continue       # search for eligible quadrant failed
-                except "FOUNDIT":
+                except JumpOut:
                     w = m
            # deliver the child 
            game.state.remkl += 1
@@ -2365,7 +2376,7 @@ def wait():
        return
     if delay >= game.state.remtime or len(game.enemies) != 0:
        proutn(_("Are you sure? "))
-       if ja() == False:
+       if not ja():
            return
     # Alternate resting periods (events) with attacks 
     game.resting = True
@@ -2401,8 +2412,8 @@ def wait():
 
 def nova(nov):
     "Star goes nova." 
-    course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
-    newc = coord(); neighbor = coord(); bump = coord(0, 0)
+    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)
     if withprob(0.05):
        # Wow! We've supernova'ed 
        supernova(game.quadrant)
@@ -2416,7 +2427,7 @@ def nova(nov):
     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):
@@ -2482,7 +2493,7 @@ def nova(nov):
                         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 
@@ -2493,7 +2504,7 @@ def nova(nov):
                     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 
@@ -2515,17 +2526,17 @@ def nova(nov):
                     game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
     dist = kount*0.1
-    direc = course[3*(bump.i+1)+bump.j+2]
+    direc = ncourse[3*(bump.i+1)+bump.j+2]
     if direc == 0.0:
        dist = 0.0
     if dist == 0.0:
        return
-    course = course(bearing=direc, distance=dist)
-    game.optime = course.time(warp=4)
+    scourse = course(bearing=direc, distance=dist)
+    game.optime = scourse.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(course, noattack=True)
-    game.optime = course.time(warp=4)
+    imove(scourse, noattack=True)
+    game.optime = scourse.time(warp=4)
     return
        
 def supernova(w):
@@ -2536,7 +2547,7 @@ def supernova(w):
     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
@@ -2550,9 +2561,9 @@ def supernova(w):
                    break
            if num <=0:
                break
-       if idebug:
+       if game.idebug:
            proutn("=== Super nova here?")
-           if ja() == True:
+           if ja():
                nq = game.quadrant
     if not nq == game.quadrant or game.justin:
        # it isn't here, or we just entered (treat as enroute) 
@@ -2561,7 +2572,7 @@ def supernova(w):
            prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
            prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
     else:
-       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):
@@ -2766,12 +2777,12 @@ def finish(ifin):
                    prout(_("Now you can retire and write your own Star Trek game!"))
                    skip(1)
                elif game.skill >= SKILL_EXPERT:
-                   if game.thawed and not idebug:
+                   if game.thawed and not game.idebug:
                        prout(_("You cannot get a citation, so..."))
                    else:
                        proutn(_("Do you want your Commodore Emeritus Citation printed? "))
                        scanner.chew()
-                       if ja() == True:
+                       if ja():
                            igotit = True
            # Only grant long life if alive (original didn't!)
            skip(1)
@@ -2909,11 +2920,10 @@ def finish(ifin):
 def score():
     "Compute player's score."
     timused = game.state.date - game.indate
-    iskill = game.skill
     if (timused == 0 or (game.state.remkl + 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
@@ -2923,7 +2933,7 @@ def score():
        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) \
@@ -2931,7 +2941,7 @@ def score():
             - game.state.nromrem \
              - badpoints()
     if not game.alive:
-       iscore -= 200
+       game.score -= 200
     skip(2)
     prout(_("Your score --"))
     if game.inrom - game.state.nromrem:
@@ -2951,7 +2961,7 @@ def score():
              (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))
@@ -2987,7 +2997,7 @@ def score():
        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." 
@@ -3043,8 +3053,8 @@ def plaque():
     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
@@ -3066,7 +3076,7 @@ def iostart():
     "for some recent versions of python2, the following enables UTF8"
     "for the older ones we probably need to set C locale, and the python3"
     "has no problems at all"
-    if sys.version_info.major < 3:
+    if sys.version_info[0] < 3:
        import locale
        locale.setlocale(locale.LC_ALL, "")
     gettext.bindtextdomain("sst", "/usr/local/share/locale")
@@ -3144,24 +3154,18 @@ def pause_game():
         sys.stdout.write('\n')
         proutn(prompt)
         raw_input()
-        for j in range(rows):
-            sys.stdout.write('\n')
+        sys.stdout.write('\n' * rows)
         linecount = 0
 
 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:
-            (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
@@ -3173,6 +3177,11 @@ def skip(i):
 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:
@@ -3339,7 +3348,7 @@ def warble():
        #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:
@@ -3399,9 +3408,9 @@ def prstat(txt, data):
 
 # Code from moving.c begins here
 
-def imove(course=None, noattack=False):
+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 
@@ -3422,17 +3431,17 @@ def imove(course=None, noattack=False):
         kinks = 0
         while True:
             kink = False
-            if course.final.i < 0:
-                course.final.i = -course.final.i
+            if icourse.final.i < 0:
+                icourse.final.i = -icourse.final.i
                 kink = True
-            if course.final.j < 0:
-                course.final.j = -course.final.j
+            if icourse.final.j < 0:
+                icourse.final.j = -icourse.final.j
                 kink = True
-            if course.final.i >= GALSIZE*QUADSIZE:
-                course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+            if icourse.final.i >= GALSIZE*QUADSIZE:
+                icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
                 kink = True
-            if course.final.j >= GALSIZE*QUADSIZE:
-                course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+            if icourse.final.j >= GALSIZE*QUADSIZE:
+                icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
                 kink = True
             if kink:
                 kinks += 1
@@ -3451,8 +3460,8 @@ def imove(course=None, noattack=False):
         # 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()
+        game.quadrant = icourse.final.quadrant()
+        game.sector = icourse.final.sector()
         skip(1)
         prout(_("Entering Quadrant %s.") % game.quadrant)
         game.quad[game.sector.i][game.sector.j] = game.ship
@@ -3464,7 +3473,7 @@ def imove(course=None, noattack=False):
         iquad = game.quad[h.i][h.j]
         if iquad != '.':
             # object encountered in flight path 
-            stopegy = 50.0*course.distance/game.optime
+            stopegy = 50.0*icourse.distance/game.optime
             if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
                 for enemy in game.enemies:
                     if enemy.location == game.sector:
@@ -3514,17 +3523,17 @@ def imove(course=None, noattack=False):
     if game.state.date+game.optime >= scheduled(FTBEAM):
        trbeam = True
        game.condition = "red"
-       course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+       icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
     # Move out
     game.quad[game.sector.i][game.sector.j] = '.'
-    for m in range(course.moves):
-        course.next()
-        w = course.sector()
-        if course.origin.quadrant() != course.location.quadrant():
+    for m in range(icourse.moves):
+        icourse.next()
+        w = icourse.sector()
+        if icourse.origin.quadrant() != icourse.location.quadrant():
             newquadrant(noattack)
             break
-        elif check_collision(w):
+        elif check_collision(icourse, w):
             print "Collision detected"
             break
         else:
@@ -3536,7 +3545,7 @@ def imove(course=None, noattack=False):
             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:
@@ -3589,7 +3598,7 @@ def getcourse(isprobe):
     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"))
@@ -3631,7 +3640,7 @@ def getcourse(isprobe):
                prout(_("(Manual movement assumed.)"))
            navmode = "manual"
            break
-    delta = coord()
+    delta = Coord()
     if navmode == "automatic":
        while key == "IHEOL":
            if isprobe:
@@ -3731,7 +3740,7 @@ class course:
             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))
@@ -3793,7 +3802,7 @@ def impulse():
        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
        proutn(_("we dare spend the time?\" "))
-       if ja() == False:
+       if not ja():
            return
     # Activate impulse engines and pay the cost 
     imove(course, noattack=False)
@@ -3807,7 +3816,7 @@ def impulse():
        finish(FNRG)
     return
 
-def warp(course, involuntary):
+def warp(wcourse, involuntary):
     "ove under warp drive."
     blooey = False; twarp = False
     if not involuntary: # Not WARPX entry 
@@ -3824,21 +3833,21 @@ def warp(course, involuntary):
            prout(_("  is repaired, I can only give you warp 4.\""))
            return
                # Read in course and distance
-        if course==None:
+        if wcourse==None:
             try:
-                course = getcourse(isprobe=False)
+                wcourse = getcourse(isprobe=False)
             except TrekError:
                 return
        # 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.warpfac) >= game.energy:
+       if wcourse.power(game.warpfac) >= game.energy:
            # Insufficient power for trip 
            game.ididit = False
            skip(1)
            prout(_("Engineering to bridge--"))
-           if not game.shldup or 0.5*power > game.energy:
-               iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
+           if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
+               iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
                if iwarp <= 0:
                    prout(_("We can't do it, Captain. We don't have enough energy."))
                else:
@@ -3852,7 +3861,7 @@ 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.warpfac)
+       game.optime = wcourse.time(game.warpfac)
        if game.optime >= 0.8*game.state.remtime:
            skip(1)
            prout(_("First Officer Spock- \"Captain, I compute that such"))
@@ -3860,7 +3869,7 @@ def warp(course, involuntary):
                   (100.0*game.optime/game.state.remtime))
            prout(_(" percent of our"))
            proutn(_("  remaining time.  Are you sure this is wise?\" "))
-           if ja() == False:
+           if not ja():
                game.ididit = False
                game.optime=0 
                return
@@ -3868,38 +3877,40 @@ def warp(course, involuntary):
     if game.warpfac > 6.0:
        # Decide if engine damage will occur
         # ESR: Seems wrong. Probability of damage goes *down* with distance? 
-       prob = course.distance*(6.0-game.warpfac)**2/66.666666666
+       prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
        if prob > randreal():
            blooey = True
-           course.distance = randreal(course.distance)
+           wcourse.distance = randreal(wcourse.distance)
        # Decide if time warp will occur 
-       if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+       if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
-       if idebug and game.warpfac==10 and not twarp:
+       if game.idebug and game.warpfac==10 and not twarp:
            blooey = False
            proutn("=== Force time warp? ")
-           if ja() == True:
+           if ja():
                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 in range(course.moves):
-                course.next()
-                w = course.sector()
+           # 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():
                     break
                if game.quad[w.i][w.j] != '.':
                    blooey = False
                    twarp = False
-            course.reset()
+            wcourse.reset()
     # Activate Warp Engines and pay the cost 
     imove(course, noattack=False)
     if game.alldone:
        return
-    game.energy -= course.power(game.warpfac)
+    game.energy -= wcourse.power(game.warpfac)
     if game.energy <= 0:
        finish(FNRG)
-    game.optime = course.time(game.warpfac)
+    game.optime = wcourse.time(game.warpfac)
     if twarp:
        timwrp()
     if blooey:
@@ -4107,7 +4118,7 @@ def probe():
         else:
             prout(_("%d probes left") % game.nprobes)
        proutn(_("Are you sure you want to fire a probe? "))
-       if ja() == False:
+       if not ja():
            return
     game.isarmed = False
     if key == "IHALPHA" and scanner.token == "armed":
@@ -4181,7 +4192,7 @@ def mayday():
        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:
@@ -4190,13 +4201,13 @@ def mayday():
         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.quad[ix][iy]=game.ship
+    game.quad[game.sector.i][game.sector.j]=game.ship
     textcolor(GREEN);
     prout(_("succeeds."))
     textcolor(DEFAULT);
@@ -4322,15 +4333,15 @@ def survey():
            continue
        if (game.state.planets[i].known != "unknown" \
             and not game.state.planets[i].inhabited) \
-            or idebug:
+            or game.idebug:
            iknow = True
-           if idebug and game.state.planets[i].known=="unknown":
+           if game.idebug and game.state.planets[i].known=="unknown":
                proutn("(Unknown) ")
            proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
            proutn(_("   class "))
            proutn(game.state.planets[i].pclass)
            proutn("   ")
-           if game.state.planets[i].crystals != present:
+           if game.state.planets[i].crystals != "present":
                proutn(_("no "))
            prout(_("dilithium crystals present."))
            if game.state.planets[i].known=="shuttle_down": 
@@ -4402,7 +4413,7 @@ def beam():
        if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
            skip(1)
            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
-           if ja() == True:
+            if ja():
                shuttle()
        return
     if not game.inorbit:
@@ -4420,7 +4431,7 @@ def beam():
        prout(_("Spock-  \"Captain, I fail to see the logic in"))
        prout(_("  exploring a planet with no dilithium crystals."))
        proutn(_("  Are you sure this is wise?\" "))
-       if ja() == False:
+       if not ja():
            scanner.chew()
            return
     if not (game.options & OPTION_PLAIN):
@@ -4436,14 +4447,14 @@ def beam():
            if game.iplnet.known == "shuttle_down":
                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
            proutn(_("  Are you sure this is wise?\" "))
-           if ja() == False:
+           if not ja():
                scanner.chew()
                return
     if game.landed:
        # Coming from planet 
        if game.iplnet.known=="shuttle_down":
            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
-           if ja() == True:
+           if ja():
                scanner.chew()
                return
            prout(_("Your crew hides the Galileo to prevent capture by aliens."))
@@ -4526,7 +4537,7 @@ def usecrystals():
     prout(_("  raw dilithium crystals into the ship's power"))
     prout(_("  system may risk a severe explosion."))
     proutn(_("  Are you sure this is wise?\" "))
-    if ja() == False:
+    if not ja():
        scanner.chew()
        return
     skip(1)
@@ -4595,7 +4606,7 @@ def shuttle():
               int(100*game.optime/game.state.remtime))
        prout(_("remaining time."))
        proutn(_("Are you sure this is wise?\" "))
-       if ja() == False:
+       if not ja():
            game.optime = 0.0
            return
     if game.landed:
@@ -4604,7 +4615,7 @@ def shuttle():
            # Galileo on ship! 
            if not damaged(DTRANSP):
                proutn(_("Spock-  \"Would you rather use the transporter?\" "))
-               if ja() == True:
+               if ja():
                    beam()
                    return
                proutn(_("Shuttle crew"))
@@ -4673,7 +4684,7 @@ def deathray():
     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
     prout(_("  is highly unpredictible.  Considering the alternatives,"))
     proutn(_("  are you sure this is wise?\" "))
-    if ja() == False:
+    if not ja():
        return
     prout(_("Spock-  \"Acknowledged.\""))
     skip(1)
@@ -4737,7 +4748,6 @@ def deathray():
        finish(FDRAY)
        return
     if r <= 0.75:
-       intj
        prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
        skip(2)
        proutn(_("Spock-  \"I believe the word is"))
@@ -4782,7 +4792,7 @@ def attackreport(curt):
 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]
@@ -4865,7 +4875,7 @@ def lrscan(silent):
         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:
@@ -5054,7 +5064,7 @@ def srscan():
                
 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."))
@@ -5208,7 +5218,8 @@ def freeze(boss):
     fp.close()
 
 def thaw():
-    "Retrieve saved game." 
+    "Retrieve saved game."
+    global game
     game.passwd[0] = '\0'
     key = scanner.next()
     if key == "IHEOL":
@@ -5230,7 +5241,7 @@ def thaw():
     return False
 
 # I used <http://www.memory-alpha.org> to find planets
-# with references in ST:TOS.  Eath and the Alpha Centauri
+# with references in ST:TOS.  Earth and the Alpha Centauri
 # Colony have been omitted.
 # 
 # Some planets marked Class G and P here will be displayed as class M
@@ -5302,7 +5313,7 @@ device = (
 
 def setup():
     "Prepare to play, set up cosmos."
-    w = coord()
+    w = Coord()
     #  Decide how many of everything
     if choose():
        return # frozen game
@@ -5322,7 +5333,7 @@ def setup():
     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
@@ -5355,11 +5366,11 @@ def setup():
                distq = (w - game.state.baseq[j]).distance()
                if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
                    contflag = True
-                   if idebug:
+                   if game.idebug:
                        prout("=== Abandoning base #%d at %s" % (i, w))
                    break
                elif distq < 6.0 * (BASEMAX+1-game.inbase):
-                   if idebug:
+                   if game.idebug:
                        prout("=== Saving base #%d, close to #%d" % (i, j))
             if not contflag:
                 break
@@ -5400,7 +5411,7 @@ def setup():
             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:
@@ -5577,7 +5588,7 @@ def choose():
     game.options &=~ OPTION_COLOR
     setpassword()
     if game.passwd == "debug":
-       idebug = True
+       game.idebug = True
        prout("=== Debug mode enabled.")
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
@@ -5621,7 +5632,11 @@ def newcnd():
 
 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."
@@ -5663,7 +5678,7 @@ def newqad():
            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')
@@ -5688,7 +5703,7 @@ def newqad():
            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)
@@ -5699,13 +5714,13 @@ 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)):
-            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
-            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]=='.':
@@ -5716,7 +5731,7 @@ def newqad():
                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('*')
@@ -5747,8 +5762,9 @@ def setpassword():
                break
     else:
         game.passwd = ""
-        for i in range(3):
-           game.passwd += chr(ord('a')+randrange(26))
+        game.passwd += chr(ord('a')+randrange(26))
+        game.passwd += chr(ord('a')+randrange(26))
+        game.passwd += chr(ord('a')+randrange(26))
 
 # Code from sst.c begins here
 
@@ -5909,7 +5925,7 @@ def makemoves():
            if game.ididit:
                hitme = True
        elif cmd == "MOVE":             # move under warp
-           warp(course=None, involuntary=False)
+           warp(wcourse=None, involuntary=False)
        elif cmd == "SHIELDS":          # shields
            doshield(shraise=False)
            if game.ididit:
@@ -5964,7 +5980,7 @@ def makemoves():
        elif cmd == "EMEXIT":           # Emergency exit
            clrscr()                    # Hide screen
            freeze(True)                # forced save
-           raise SysExit,1                     # And quick exit
+           raise SystemExit,1          # And quick exit
        elif cmd == "PROBE":
            probe()                     # Launch probe
            if game.ididit:
@@ -6013,7 +6029,7 @@ def makemoves():
            break
        if game.alldone:
            break
-    if idebug:
+    if game.idebug:
        prout("=== Ending")
 
 def cramen(type):
@@ -6059,7 +6075,7 @@ def expran(avrage):
 
 def randplace(size):
     "Choose a random location."
-    w = coord()
+    w = Coord()
     w.i = randrange(size) 
     w.j = randrange(size)
     return w
@@ -6120,7 +6136,7 @@ class sstscanner:
         # 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()
@@ -6132,7 +6148,7 @@ class sstscanner:
            return None
        s.j = scanner.int()-1
         return s
-    def __repr__(str):
+    def __repr__(self):
         return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
 
 def ja():
@@ -6156,26 +6172,26 @@ def huh():
 def debugme():
     "Access to the internals for debugging."
     proutn("Reset levels? ")
-    if ja() == True:
+    if ja():
        if game.energy < game.inenrg:
            game.energy = game.inenrg
        game.shield = game.inshld
        game.torps = game.intorps
        game.lsupres = game.inlsr
     proutn("Reset damage? ")
-    if ja() == True:
+    if ja():
        for i in range(NDEVICES): 
            if game.damage[i] > 0.0: 
                game.damage[i] = 0.0
     proutn("Toggle debug flag? ")
-    if ja() == True:
-       idebug = not idebug
-       if idebug:
+    if ja():
+       game.idebug = not game.idebug
+       if game.idebug:
            prout("Debug output ON")        
        else:
            prout("Debug output OFF")
     proutn("Cause selective damage? ")
-    if ja() == True:
+    if ja():
        for i in range(NDEVICES):
            proutn("Kill %s?" % device[i])
            scanner.chew()
@@ -6183,9 +6199,9 @@ def debugme():
             if key == "IHALPHA" and scanner.sees("y"):
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
-    if ja() == True:
-       ev = event()
-       w = coord()
+    if ja():
+       ev = Event()
+       w = Coord()
         legends = {
             FSNOVA:  "Supernova       ",
             FTBEAM:  "T Beam          ",
@@ -6236,26 +6252,25 @@ def debugme():
                        ev.quadrant = w
        scanner.chew()
     proutn("Induce supernova here? ")
-    if ja() == True:
+    if ja():
        game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
        atover(True)
 
 if __name__ == '__main__':
     import getopt, socket
     try:
-        global line, thing, game, idebug
+        global line, thing, game
         game = None
-        thing = coord()
+        thing = Coord()
         thing.angry = False
-        game = gamestate()
-        idebug = 0
+        game = Gamestate()
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
         if os.getenv("TERM"):
             game.options |= OPTION_CURSES
         else:
             game.options |= OPTION_TTY
         seed = int(time.time())
-        (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
+        (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
         for (switch, val) in options:
             if switch == '-r':
                 try:
@@ -6281,7 +6296,10 @@ if __name__ == '__main__':
                 game.options |= OPTION_TTY
                 game.options &=~ OPTION_CURSES
             elif switch == '-x':
-                idebug = True
+                game.idebug = True
+            elif switch == '-V':
+                print "SST2K", version
+                raise SystemExit, 0 
             else:
                 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
                 raise SystemExit, 1
@@ -6320,7 +6338,7 @@ if __name__ == '__main__':
                 skip(1)
                 if game.tourn and game.alldone:
                     proutn(_("Do you want your score recorded?"))
-                    if ja() == True:
+                    if ja():
                         scanner.chew()
                         scanner.push("\n")
                         freeze(False)